CN116585707A - Game interaction method and device, electronic equipment and storage medium - Google Patents

Game interaction method and device, electronic equipment and storage medium Download PDF

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Publication number
CN116585707A
CN116585707A CN202310685593.9A CN202310685593A CN116585707A CN 116585707 A CN116585707 A CN 116585707A CN 202310685593 A CN202310685593 A CN 202310685593A CN 116585707 A CN116585707 A CN 116585707A
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CN
China
Prior art keywords
character
game
shadow
controlled
ghost
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202310685593.9A
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Chinese (zh)
Inventor
丁璐慧
张润民
宋艺
赵浩钧
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202310685593.9A priority Critical patent/CN116585707A/en
Publication of CN116585707A publication Critical patent/CN116585707A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

Abstract

The invention discloses a game interaction method, a game interaction device, an electronic device and a storage medium, wherein a graphical user interface is provided through terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, and shadow areas are displayed around virtual objects in the virtual scene; the present disclosure may control a controlled game character to perform a first movement action in response to a trigger operation of a first skill control; if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring an ontology form for the controlled game character, wherein the controlled game character is displayed in the ontology form in the non-shadow area, so that a player can control the game character to enter the shadow to obtain attribute adjustment and the like, the game interestingness and interactivity are improved, and the game resource utilization rate is improved.

Description

Game interaction method and device, electronic equipment and storage medium
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a game interaction method, a game interaction device, electronic equipment and a storage medium.
Background
At present, most games play on shadows by utilizing a mechanism similar to a sight line, roles controlled by players can be hidden in the shadows and cannot be found by other players, the shadow is utilized more singly by the scheme, the players cannot obtain good game experience, and the utilization rate of game resources such as the shadows is lower.
Disclosure of Invention
The embodiment of the disclosure provides a game interaction method, a game interaction device, electronic equipment and a storage medium, which can improve the richness and interestingness of shadow playing, improve user experience and improve the utilization rate of game resources.
In a first aspect, an embodiment of the present disclosure provides a game interaction method, where a graphical user interface is provided by a terminal device, where the graphical user interface displays a game frame, and the game frame at least partially includes a virtual scene and a controlled game character located in the virtual scene, and the method includes:
a shadow area is displayed around a virtual object in the virtual scene;
controlling the controlled game character to execute a first movement action in response to a triggering operation of the first skill control;
if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring an ontology form of the controlled game character, wherein the controlled game character is displayed in the ontology form in a non-shadow area.
In a second aspect, embodiments of the present disclosure provide a game interaction device,
providing a graphical user interface through the terminal device, wherein the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, a shadow area is displayed around a virtual object in the virtual scene, and the device comprises:
a response unit, configured to control the controlled game character to execute a first movement action in response to a trigger operation on the first skill control;
the control unit is used for enabling the controlled game character to enter a shadow area through a first movement action, displaying the controlled game character in a shadow mode, adjusting the preset character attribute of the controlled game character, configuring the controlled game character with an ontology mode, and displaying the controlled game character in the ontology mode in a non-shadow area.
In a third aspect, embodiments of the present disclosure further provide an electronic device, including a memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps of any of the game interaction methods provided by the embodiments of the present disclosure.
In a fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps of any of the game interaction methods provided by the embodiments of the present disclosure.
In a fifth aspect, embodiments of the present disclosure also provide a computer program product comprising a computer program or instructions which, when executed by a processor, implement steps in any of the game interaction methods provided by the embodiments of the present disclosure.
By adopting the scheme of the embodiment of the application, a graphical user interface can be provided through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, and a shadow area is displayed around a virtual object in the virtual scene; the present disclosure may control a controlled game character to perform a first movement action in response to a trigger operation of a first skill control; if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring an ontology form for the controlled game character, wherein the controlled game character is displayed in the ontology form in the non-shadow area, so that a player can control the game character to enter the shadow to obtain attribute adjustment and the like, the game interestingness and interactivity are improved, and the game resource utilization rate is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present disclosure, and other drawings may be obtained according to these drawings without inventive effort to those skilled in the art.
FIG. 1 is a flow chart of an embodiment of a game interaction method provided in an embodiment of the present disclosure;
FIG. 2 is a schematic illustration of a graphical user interface provided in an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of the body and shadow aspects of a game character provided in an embodiment of the present disclosure;
FIG. 4 is a schematic illustration of a cued shadow region boundary provided in an embodiment of the present disclosure;
FIG. 5 is a schematic illustration of the jump dynamics of the body and shadow morphologies provided in an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of a shadow area where hints may be flashed provided in an embodiment of the present disclosure;
FIG. 7 is a schematic diagram of a display of character ghosts provided in an embodiment of the disclosure;
FIG. 8 is a schematic diagram of a trigger shadow setting control provided in an embodiment of the present disclosure, displaying a mantissa special effect;
FIG. 9 is a schematic diagram of the generation of new shadow regions provided in an embodiment of the present disclosure;
FIG. 10 is a schematic structural view of a game interaction device provided in an embodiment of the present disclosure;
fig. 11 is a schematic structural view of an electronic device provided in an embodiment of the present disclosure.
Detailed Description
The following description of the technical solutions in the embodiments of the present disclosure will be made clearly and completely with reference to the accompanying drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are only some embodiments of the present disclosure, not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person of ordinary skill in the art would obtain without making any inventive effort are within the scope of the disclosure. Meanwhile, in the description of the embodiments of the present disclosure, the terms "first", "second", and the like are used solely to distinguish the description and are not to be construed as indicating or implying relative importance. Thus, a feature defining "a first" or "a second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present disclosure, the meaning of "a plurality" is two or more, unless explicitly defined otherwise.
Embodiments of the present disclosure provide a game interaction method, apparatus, electronic device, and computer-readable storage medium.
In particular, the present embodiment will be described from the perspective of a game interaction device, which may be integrated in an electronic apparatus, that is, the game interaction method of the embodiment of the present disclosure may be executed by the electronic apparatus, and optionally, the electronic apparatus may include: and a terminal device. The terminal device may be a mobile phone, a tablet computer, a smart bluetooth device, a notebook computer, a game console, or a personal computer (Personal Computer, PC), etc.
The game interaction method provided by the embodiment of the disclosure can be applied to a game interaction system. The game interaction system may include a player terminal device and a server, and the terminal may be a device that includes both receiving and transmitting hardware, i.e., a device having receiving and transmitting hardware capable of performing two-way communications over a two-way communications link. The player terminal devices and the server may communicate bi-directionally over a network.
Alternatively, the electronic device may be a server, which may be a stand-alone server, or may be a server network or a server cluster including, but not limited to, a computer, a network host, a single network server, a plurality of network server sets, or a cloud server formed by a plurality of servers. Wherein the Cloud server is composed of a large number of computers or web servers based on Cloud Computing (Cloud Computing).
The game interaction method in one embodiment of the present disclosure may be run on a local terminal device or a server. When the game interaction method runs on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the interaction method in the game are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The following describes in detail the embodiments with reference to the accompanying drawings, in which the execution subject is a terminal device. The following description of the embodiments is not intended to limit the preferred embodiments. Although a logical order is depicted in the flowchart, in some cases the steps shown or described may be performed in an order different than depicted in the figures.
According to the game interaction method, a graphical user interface can be provided through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game characters located in the virtual scene, in the embodiment, a shadow area is displayed around a virtual object of the virtual scene, and the controlled game characters can perform game operation based on the shadow area.
Referring to fig. 1, the specific flow of the game interaction method may be as follows steps 101 to 102, where:
step 101, responding to the triggering operation of a first skill control, and controlling a controlled game role to execute a first movement action;
step 102, if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in a shadow form, adjusting the preset character attribute of the controlled game character, and configuring an ontology form of the controlled game character, wherein the controlled game character is displayed in the ontology form in a non-shadow area.
The type of game in the present embodiment is not limited, and may be a type of game such as an anti-competitive game, an asymmetric anti-competitive game, and a massively multiplayer online game.
The game character to be controlled is a game character controlled by the current player, and may be a game character preset in the game and capable of performing subsequent interaction in this embodiment by using shadows, and the image is not limited and is determined by the game setting. Alternatively, the controlled game character may also be selected by the user, which is not limited by the present embodiment.
Optionally, the controlled game character is configured with at least two states, a dive state, and a non-dive state. The creep state refers to a state in which a character of a game under control is in a shadow area (or an area having an equivalent effect to the shadow area, such as a subsequent character ghost). The game characters to be controlled in the dive state and the non-dive state are different in display form and/or character attribute. For example, the game character to be controlled is configured to display a shadow pattern in the submerged state and to display a body pattern in the non-submerged state. In the diving state and the non-diving state, the controlled game role is rendered by two different role models, wherein the controlled game role in an ontology form is rendered by the role ontology model, and the controlled game role in a shadow form is rendered by the role shadow model.
Optionally, shadow effects are displayed around the controlled game character rendered from the character shadow model. For example, referring to fig. 3, the left diagram is an ontology form of a controlled game character, and the right diagram is a submarining form of the controlled game character. In an alternative example, the controlled game character of the shadow form is more concealed in the shadow and less easily discovered than the controlled game character of the body form.
It will be appreciated that in addition to the game-under-control characters, other game characters may exist on the game screen, and the other game characters may include characters controlled by other players through input devices, or artificial intelligence (Artificial Intelligence, AI) set in the virtual scene fight by training, or Non-Player Character (NPC) set in the virtual scene fight, which is not limited in this embodiment.
In addition to virtual objects in the virtual scene, virtual objects disposed in the virtual scene may be provided with shadow areas around them for use by players in controlling the character of the game under control. Alternatively, the type of virtual object having a shadow area is not limited, and may be, for example, a table, a chair, a cabinet, a wall, or the like. In one example, the virtual object may include an obstacle in the virtual scene.
The shadow effect is displayed in the shadow area, and the specific rendering effect of the shadow effect depends on the actual setting, which is not limited in this embodiment, and in one example, as shown in fig. 2, the shadow effect in the shadow area may be a black shadow effect with a certain transparency.
Alternatively, the shadow region may be a region within a preset range of virtual objects in the virtual scene, the preset range being dependent on the game setting. For example, the preset range is within 2.5 meters around the virtual object.
It will be appreciated that the number of shadow areas in this embodiment is not limited, and may be one, or two or more, depending on the virtual object displayed on the game screen. Wherein the same shadow areas are connected inside. In general, the shadow formed by the same object is the same shadow area, and if there is a connection between the shadow area of one object and the shadow areas of other objects, the connected shadow areas are determined to be the same shadow area.
The game character to be controlled in the present embodiment can be switched to the diving state by entering the shadow area, and visually, the game character to be controlled is switched from the body form to the shadow form, and the graphic user interface displays the special effect of switching from the body form to the shadow form. In the submerged state, the attribute of the controlled game character is changed compared with the attribute of the controlled game character in the body form, so as to bring different game experiences to players, such as improving the attribute affecting the action of the character, such as speed, so as to be beneficial to the action of the controlled game character in the shadow area, or improving the attribute of the display effect of the character, such as transparency, so as to improve the concealment of the controlled game character in the shadow, and the like.
In one example, the shadow area around the virtual object also displays a corresponding area boundary prompt identifier. To prompt the player for the boundaries of the shadow area so that the player can enter or exit the shadow area accurately. For example, referring to FIG. 4, a shadow area within 10 meters from a game character under control within a virtual scene has a borderline special effect-dashed line informing the current game player of the particular shadow area.
In some alternative embodiments, a first skill control (see 201 of FIG. 2) is provided for interaction.
In this embodiment, the first skill control is configured to provide a first skill for the controlled game character, where the first skill may cause the controlled game character to perform a first movement, and optionally, the first movement may be, for example, jumping, running, or rotating forward.
In an alternative example, the information of the CD (Cool Down Time) of the first skill, i.e. the Time interval between releasing a skill (or using an item) to the next Time such a skill (or using such an item) and the duration of the action, etc. may be dependent on the game settings, e.g. the CD may be 6s and the duration of the action may be 0.5s.
The first skill of this embodiment is a chase type skill with which a game character can perform a first movement action to move a distance. Optionally, in response to a triggering operation of the first skill control, the step of controlling the controlled game character to perform the first movement action may include: and responding to the triggering operation of the first skill control, and controlling the controlled game character to perform a first movement action towards the direction of the character.
For example, the first skill is a jump skill, and upon receiving a trigger operation to the first skill control, the controlled game character is controlled to jump a distance in the direction in which the character is oriented.
Optionally, the triggering operation of the first skill control includes, but is not limited to, clicking, double clicking, long pressing, releasing after dragging, and the like.
Alternatively, the first skill may be cancelled after being triggered, and any feasible cancellation manner may be used in this embodiment. For example, when the trigger operation of the first skill control is a long press, a drag, or the like, which has a certain operation duration, the release of the first skill can be canceled by dragging the first skill control to a designated area and then releasing the first skill control.
The first skill control has multiple display states, when the skills are available, the control is displayed according to a first display mode, in the using process of the skills, the control is displayed according to a second display mode corresponding to the disabled state, and after the single use of the skills is finished, the corresponding skill cooling time can be displayed on the control.
Optionally, in this embodiment, the controlled game character enters a shadow area through the first movement, which may include the following cases:
the controlled game character enters a shadow area from outside the shadow area through a first moving action;
alternatively, the controlled game character enters the second shadow area from the first shadow area by the first movement action.
The first shadow area is the shadow area where the controlled game character is currently located, and the second shadow area is other shadow areas which do not belong to the same shadow area as the first shadow area.
In this embodiment, the preset character attribute of the controlled game character may be set as required, and this embodiment is not limited, and for example, the preset character attribute may include an attribute affecting the action of the character, such as a speed, a size, or an attribute enhancing the display effect of the character, such as transparency, and the like.
Optionally, the preset character attributes of the controlled game character are adjusted, including but not limited to: the moving speed of the controlled game character is increased. The manner of increasing the movement speed of the character to be controlled is not limited, and includes, but is not limited to: the movement speed of the controlled game character is increased by a predetermined percentage, and/or an acceleration effect is applied to the controlled game character, the duration of the acceleration effect being a predetermined period of time, such as 2S, and the acceleration of the acceleration effect may be constant or may vary with time, such as continuously decaying, which is not limited in this embodiment.
Optionally, the attribute of the game under control role in the present embodiment in the submerged state (shadow shape) may be overlapped with the "adjustment of the attribute of the preset role" compared with the attribute in the non-submerged state (non-shadow shape), for example, the speed change is used to configure that the speed of the game under control role in the submerged state is increased by 8% compared with the speed in the non-submerged state, and if the game under control role performs the first movement action to enter the new shadow area from the outside of the shadow area or the current shadow area, an attenuated acceleration effect is applied to the game under control role in the case of increasing the speed by 8%.
Optionally, if the controlled game character is in the same shadow area before and after the first movement, the controlled game character does not adjust the preset character attribute, for example, an acceleration effect is obtained.
Optionally, in this embodiment, if the controlled game character enters a shadow area from the non-shadow area through the first movement, displaying the controlled game character in the shadow form includes: and switching the controlled game role from the body form to the shadow form. In an alternative example, when the controlled game character performs the first movement, if the controlled game character is in the non-shadow area, the controlled game character is displayed as the body form, if the controlled game character enters the shadow area, the controlled game character is switched to the shadow form for displaying, and in the switching process, the switching special effect can be played. Or when the controlled game character performs the first movement, starting to play the animation from the body form to the shadow form.
In one example, the game character under control in the form of an ontology and the game character under control in the form of a shadow display different movement effects when moving, for example, taking the first skill as an example, see fig. 5, the left side is the jump effect when jumping in the form of an ontology, and the right side is the jump effect when jumping in the form of a shadow.
In one example, the distance traveled by the first skill may be determined by the game configuration, or based on information such as the game configuration and attributes of the game character being controlled. For example, the first skill moves a distance of 6 meters.
In order to facilitate the player's awareness of the shadow area to which the character of the game under control can jump after releasing the first skill, the shadow area within the player's view of the character of the game under control to which the first skill is to be applied is also identified in the game screen. The manner of this identification is not limited, and for example, referring to fig. 6, the boundaries of the shadow area may be highlighted with a highlighted boundary line.
In an alternative example of this embodiment, when the game character under control moves into the shadow area based on other controls (not the first skill control and the second skill control) or operations, the state of the game character under control does not switch to the diving state, that is, the game character under control is still displayed in the body form, but not in the shadow form. And the preset character attribute is not adjusted.
In an alternative example, when the player controls the controlled game character to move through other controls (not the first skill control and the second skill control) in the diving state, the player can only move in the shadow area, and if the player wants to leave the shadow area or exit the diving state, the player needs to use the first skill control once again to leave the shadow area.
Optionally, the solution of the present disclosure further includes: controlling the controlled game character to move within a shadow area in which the controlled game character is located in response to a movement control operation for the controlled game character; and responding to the triggering operation of the first skill control, and if the controlled game character faces to the non-shadow area, controlling the controlled game character to leave the shadow area where the controlled game character is located through the first moving action.
Wherein the controlled game character may be controlled to perform the first movement action away from the shadow area when the controlled game character is directed toward the non-shadow area and the boundary distance from the shadow area does not exceed the movement distance of the first skill.
Alternatively, the movement control operation includes, but is not limited to, controlling movement of the character of the game under control by way of a movement control, or tilting the mobile terminal, or the like.
Optionally, the solution of the present disclosure may further include: and responding to a shadow form exit event of the controlled game character, controlling the controlled game character to exit the diving state, switching the controlled game character from the shadow form to the body form, and adjusting and restoring character attribute information of the controlled game character according to the preset character attribute.
For example, in step 102, if the speed of the controlled game character is increased, the speed is decreased when the shadow pattern is removed, and the speed of the controlled game character is restored to the speed in the body pattern.
In one example, the shadow morphology exit event includes, but is not limited to: the controlled game character performs a preset operation in a shadow state, or is subjected to a preset attack, or moves outside the shadow area. Optionally, if the preset operation is performed during the first movement, the controlled game character interrupts the switching from the body configuration to the shadow configuration (or exits the shadow configuration), and returns to the body configuration.
The preset operation includes, but is not limited to, an attack operation. The preset attack may come from any other virtual character, which is not limited in this embodiment.
In some alternative embodiments, a second skill control is also provided for interaction. Referring to fig. 2, the graphical user interface also includes a second skill control 202.
A second skill is also provided in this implementation to assist the character of the game under control in quickly returning to the historical position.
In this embodiment, a character ghost can be generated in the virtual scene by using the first skill control, so that the game character can quickly return to the character ghost. For example, in response to a trigger operation of the first skill control, the controlled game character is controlled to execute a first movement action, and character ghosts are generated and displayed at a movement starting point position of the first movement action.
In this embodiment, the controlled virtual character may move in the virtual scene under control, that is, in response to a movement control operation for the controlled virtual character, the controlled virtual character is controlled to move in the virtual scene. In the moving process, if the user needs to return to the role ghost, the user can realize the moving process through a second skill control. The character ghost is a position trace of a character passing through a game scene and remaining in the game scene.
For example, in response to a triggering operation of the second skill control, the controlled game character is controlled to move to a character ghost.
Therefore, the release of the second skill is dependent on the first skill. The released area of the second skill is the character ghost. The character ghost in this embodiment is expressed in a special effect form, for example, referring to fig. 7, two vortex-like ghost special effects, namely, character ghost are displayed on the right side of the game character in the center of the game screen in fig. 7.
The character ghost in the present embodiment may be generated not only at the movement start point position of the first movement operation, but also at a plurality of positions (for example, a midpoint and an end point) on the ground projection of the movement path based on the movement path of the first movement operation.
In this embodiment, the type of the second movement corresponding to the second skill control is not limited, and may be jump, flash, transient, and the like, which is not limited in this embodiment. The information such as CD (Cool Down Time), i.e. the Time interval between the release of a skill (or the use of an item) to the next Time such a skill (or the use of such an item) and the duration of the action may be determined according to the game settings, e.g. the CD may be 15s and the duration of the action may be 0.1s.
In this embodiment, the second skill control may have multiple display states, when the skill is available, the control is displayed according to the third display style, in the skill using process, the control is displayed according to the fourth display style corresponding to the disabled state, and after the single use of the skill is finished, the corresponding skill cooling time may be displayed on the control.
The second skill of the present embodiment may be a chase type skill with which the game character can perform a second movement motion to move to a character ghost.
In an alternative example, the character ghost is configured with a ghost effective duration, and if the existence duration of the character ghost in the virtual scene reaches the ghost effective duration, the character ghost fails and disappears from the virtual scene. For example, if the effective duration of the ghost is 5S, the time is counted 5S after the character ghost is displayed, and the character ghost is disabled and disappears from the virtual scene. Optionally, the countdown of the effective duration of the ghost may correspond to the graphical user interface displayed by the character ghost to prompt the remaining effective duration of the ghost.
It will be appreciated that the number of character shadows on the game screen will vary over time as well as the movement of the character being played. The embodiment provides a role ghost selection scheme under different ghost numbers.
In some alternative embodiments, if the character ghost in the current game screen is one, the controlled game character is controlled to move to the character ghost in response to the triggering operation of the second skill control.
In some alternative embodiments, if there are at least two character shadows in the current game screen, in response to a triggering operation on the second skill control, a character ghost is selected according to a position of the character ghost, and the controlled game character is controlled to move to the selected character ghost.
Specifically, in an optional example, when there are at least two character ghosts, the scheme for selecting the character ghosts includes: and responding to the triggering operation of the second skill control, selecting a character ghost according to the character orientation of the controlled game character and the position of the character ghost, and controlling the controlled game character to move to the selected character ghost.
Wherein, the character ghost closest to the controlled game character in the direction of the character orientation can be selected to move. In one example, the character orientation of the character of the game under control can also be adjusted by the operation, and the manner of adjustment is not limited in this embodiment.
In an alternative example, when there are at least two character shadows, the scheme for selecting the character shadows includes: and responding to the triggering operation of the second skill control, selecting a character ghost according to the visual field center of the game picture and the position of the character ghost, and controlling the controlled game character to move to the selected character ghost.
Wherein, the character ghost nearest to the center direction of the visual field can be selected to move.
In one example, the player may also adjust the perspective of the game screen by manipulating to adjust the center of the field of view to select character ghosts. That is, the method of the present disclosure further comprises: in response to the viewing angle adjusting operation, the current game screen is adjusted according to the viewing angle adjusting operation.
The viewing angle adjusting operation is not limited, for example, a sliding operation on a game screen or the like.
In one example, the perspective adjustment operation may be performed by a second skill control, e.g., the perspective adjustment operation includes a drag operation on the second skill control. Optionally, the step of adjusting the viewing angle includes: in response to a drag operation on the second skill control, a perspective movement of the game screen is controlled based on a direction of the drag operation. In one example, the drag operation is part of a trigger operation of the second skill control, and when the drag operation is finished, the second skill release can be performed, and the controlled game character is controlled to perform the second movement action to move to the character ghost. For example, in response to the end of the drag operation, the controlled game character is controlled to perform the second movement operation based on the center of view of the game screen at the end to move to the character ghost nearest to the center of view.
In an optional example, when there are at least two character ghosts, the scheme of selecting the character ghosts may further include: and controlling the controlled game character to move to the character ghost at the end of the second operation in response to a second operation of dragging the second skill control to the character ghost. The scheme can be used for enabling the player to freely drag the control to select the character ghost.
When the number of character ghosts is large, in order to be convenient for prompting a player that the character ghosts can be achieved, optionally, after the controlled game character currently releases the skills of the second skill control, corresponding ghost prompting marks are displayed on the movable achieved character ghosts.
Optionally, the identified character ghosts are determined according to rules set in the character ghosting selection scheme, for example, in the game screen, a corresponding ghost prompt identifier is displayed on a character ghosting matching with the center of the field of view (such as closest to the center of the field of view), or a corresponding ghost prompt identifier is displayed on a character ghosting closest to the direction of the character of the game under control, and so on. The specific style and display position of the mark are not limited, and may be, for example, an arrow-shaped icon on the character's ghost, or an outline mark of the character's ghost, or the like. For example, referring also to FIG. 7, the character ghost that can be flashed has a highlighted special effect drawing.
In some optional embodiments, if there is no character ghost in the current game frame, and there is another character ghost of the controlled game character in the virtual scene, in response to a triggering operation of the second skill control, the controlled game character is controlled to move to a character ghost meeting a preset condition in the other character ghost.
In one example, if there is no character ghost in the current game screen and there is no character ghost in the virtual scene outside the current game screen, the second skill control is in an unavailable state, and even if clicking or other operations are performed on the second skill control, the game client will not respond to the operations.
The preset condition of the character image may be set according to the need, for example, may be a character image that is the latest from the current moment, or a character image that is the farthest from the current moment within a preset period of time (such as 5S, 8S, etc.) before the current moment, or a character image that has the longest duration, among character images that still exist in the virtual scene, which is not limited in this embodiment.
In some alternative embodiments, a shadow setting control (see 203 of FIG. 2) is also provided for interaction.
That is, the graphical user interface also includes a shadow setting control, which is a skill that the present embodiment also provides to the user to add a shadow region in the virtual scene.
Optionally, the embodiment of the present disclosure further includes: in response to a trigger operation for the shadow setting control, a new shadow region is generated in the virtual scene.
Optionally, the triggering operation includes, but is not limited to, clicking, double clicking, long pressing, dragging, and the like.
Alternatively, the shadow setting control may be configured with a virtual prop, on which a map of the virtual prop may be displayed, for example, see fig. 2, where the icon of shadow setting control 203 is a mantissa.
In this embodiment, the new addition of the shadow area may be implemented by throwing the prop, and, for example, in response to the triggering operation for the shadow setting control, the step of generating the new shadow area in the virtual scene may include: responding to the triggering operation of the shadow setting control, throwing virtual props configured for the shadow setting control; and generating a new shadow area according to the moving end position of the virtual prop in the virtual scene.
It can be appreciated that throwing the virtual prop into the virtual scene generates a new shadow area, which is only an alternative to controlling the virtual prop in this embodiment, and the virtual prop may be controlled to move in the virtual scene in any other feasible control manner, so that the new shadow area is generated and displayed based on the moving path and/or the moving end position of the virtual prop. For example, a controlled game character may be controlled to move virtual props by shooting or the like, thereby generating a new shadow area. Therefore, other shadow areas can be freely built outside the existing shadow areas of the player in the game scene, and the experience of the player and the diversity of games are improved.
Optionally, the direction of the virtual object may be adjusted during throwing of the virtual prop, so as to adjust the endpoint of the virtual prop, thereby changing the generating position of the shadow area. For example, the step of throwing a virtual prop configured for a shadow setting control in response to a trigger operation of the shadow setting control may include:
in response to an orientation adjustment operation for the controlled virtual object, adjusting an orientation of the controlled virtual object according to the orientation adjustment operation;
and responding to the triggering operation for the shadow setting control, and throwing the virtual prop configured by the shadow setting control to the current character of the controlled game character towards the direction.
The manner of the orientation adjustment operation is not limited, and may be achieved by sliding on a graphical user interface, or by operating a control for controlling the orientation of a virtual object, for example.
In one example, the orientation adjustment operation on the controlled virtual object may be implemented based on the shadow setting control, e.g., in response to a drag operation for the shadow setting control, the orientation of the controlled virtual object is adjusted in accordance with the drag operation; and in response to the end of the drag operation, throwing the virtual prop configured by the shadow setting control to the current character direction of the controlled game character.
Alternatively, the type and shape of the virtual prop is not limited and may be, for example, a virtual mantel, virtual gravel, virtual flag, or the like.
Optionally, when the shadow setting control is dragged, a skill special effect of matching the shape of the virtual prop can be displayed in the scene. For example, for a virtual mantissa, referring to fig. 8, when the shadow setting control is dragged, the graphical user interface may display a ring-shaped operating region along which to prompt dragging the shadow setting control to adjust the game character orientation. When the shadow setting control is dragged, the game screen displays a mantissa-like skill special effect. When the game character orientation changes with the drag operation, the position of the mantissa-like skill effect may change accordingly. After the drag is finished, the mantissa-shaped skill special effect is thrown towards the direction of the character.
In this embodiment, the skill of the shadow setting control is used to add a shadow area in the virtual scene after releasing, and the CD (Cool Down Time, i.e. the interval Time between the Time of releasing the skill (or using an item) to the Time of using the skill (or using the item) can be determined according to the game setting, for example, the CD may be 20s.
Optionally, the shadow setting control has multiple display states, when the skills are available, the control is displayed according to a fifth display mode, in the using process of the skills, the control is displayed according to a sixth display mode corresponding to the disabled state, and after the single use of the skills is finished, the corresponding skill cooling time can be displayed on the control.
Optionally, the virtual prop of the embodiment disappears after being thrown out and hitting an obstacle or reaching a maximum flight distance. The mobile terminal position thereof may be a contact position with an obstacle or a position disappeared when the maximum flight distance is reached. The shadow area may be displayed at its movement end position, or the shadow area may be generated based on a mapping path obtained by mapping its movement path to the ground, for example, the shadow area covers the mapping path, which is not limited by the present embodiment. For example, referring to fig. 9, after the mantles are thrown, a new shadow area appears below the final position of movement of the mantles.
In an optional example, the shadow area generated by controlling the movement of the virtual prop and the shadow area appearing around the virtual object are the same in type, so that the same preset character attribute adjusting effect can be achieved, and the same shadow area can be participated in judgment, namely if a new shadow area generated based on the shadow setting control is connected with the shadow area around the virtual object, the new shadow area is judged to be the same shadow area as the shadow area connected with the new shadow area.
Optionally, if the new shadow area is connected with other shadow areas to form the same shadow area, the area boundary prompt identifier of the shadow areas is updated to prompt the user that a plurality of shadow areas are connected to form a large shadow area. Therefore, players can build shadow areas which are more beneficial to the actions of the players in the game scene through the construction of new shadow areas based on the existing shadow areas. The flexibility of the construction of the reference area in the game scene is higher, the player can control more strongly, and the interaction diversity of the game is improved.
In an alternative example, the effective duration of a new shadow area generated by the shadow setting control may also be displayed in the new shadow area to prompt the user how long the shadow area has failed.
If the shadow area generated by the virtual prop is connected with at least two shadow areas, the shadow areas of the virtual prop connect the at least two non-communicated shadow areas to form a larger shadow area, so that the movement of the controlled game character in the large shadow area is facilitated.
Optionally, the effective duration of the shadow area generated by the virtual prop can be configured, and after the display duration of the shadow area reaches the effective duration, the shadow area disappears, and a plurality of connected shadow areas are disconnected and become a plurality of independent shadow areas again. The effective duration can be set by game development, for example, 15S, and can be obtained by weighting calculation according to the basic duration and a duration weighting coefficient determined based on the attribute of the controlled game role. For example, the base duration is 10s, the duration weighting coefficient is 1.8, and the effective duration is 18s.
Optionally, the embodiment further provides a scheme of quickly entering the shadow area corresponding to the virtual prop after the shadow area is generated. For example, the method may further include, after displaying a new shadow area according to a movement end position of the virtual prop in the virtual scene, if a trigger operation for the first skill control is received for the first time, controlling the controlled game character to execute the first movement action to move into the new shadow area.
Optionally, in this embodiment, a player may be further provided with a chase strengthening skill, where after the chase strengthening skill control is triggered, the duration of the character ghost may be increased by a certain time, for example, by 8S, and the movement distance of at least one of the first skill and the second skill may be increased.
In one embodiment, the skills based on interaction of shadows, such as the first and second movement skills, and the shadow setting skills, may be cancelled before they are activated, and any possible cancellation method may be adopted in this embodiment. For example, when the triggering operation of these skills starts but does not end, the skill control is dragged to a designated area, canceling the release of the skills. For example, when the trigger operation of the first mobility skill control is a long press, a drag, or the like having a certain operation duration, the release of the first mobility skill can be canceled by dragging the first mobility skill control to a designated area and then releasing the first mobility skill control.
By adopting the scheme of the embodiment, a graphical user interface can be provided through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, and a shadow area is displayed around a virtual object in the virtual scene; the present disclosure may control a controlled game character to perform a first movement action in response to a trigger operation of a first skill control; if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring the controlled game character with an ontology form, wherein the controlled game character is displayed in the ontology form in the non-shadow area, so that a player can control the game character to enter the shadow to obtain attribute adjustment and the like, and game interestingness and interactivity are improved.
Further, the player can control the game character to perform combat operation by means of the shadow area formed by the scene obstacle (or the new shadow area generated by the player control), so that the game experience of the player is improved.
The embodiment also provides a game interaction device which can be integrated in terminal equipment, wherein the device provides a graphical user interface through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, and a shadow area is displayed around a virtual object in the virtual scene. For example, as shown in fig. 10, the game interaction device may include:
a response unit 1001 for controlling the controlled game character to perform a first movement action in response to a trigger operation to the first skill control;
the control unit 1002 is configured to display a game character in a shadow form if the game character enters a shadow area through a first movement, and adjust a preset character attribute of the game character, where the game character is further configured with an ontology form, and display the game character in the non-shadow area in the ontology form.
In an optional example, the response unit is further configured to switch the controlled game character from the shadow form to the body form in response to a shadow form exit event of the controlled game character, and adjust and restore character attribute information of the controlled game character for a preset character attribute.
In an alternative example, the shadow morphology exit event includes: shadow morphology exit events include: the controlled game character performs a preset operation in a shadow state, or is subjected to a preset attack, or moves outside the shadow area.
In an alternative example, the control unit is configured to increase the moving speed of the character of the game under control.
In an alternative example, the controlled game character enters a shadow area through a first movement action, including: the controlled game character enters a shadow area from a non-shadow area or a second shadow area from a first shadow area through a first movement action.
In an alternative example, the control unit is further configured to switch the controlled game character from the body form to the shadow form if the controlled game character performs the first movement from outside the non-shadow area into a shadow area.
In an optional example, the response unit is further configured to control the movement of the controlled game character within a shadow area in which the controlled game character is located in response to a movement control operation for the controlled game character; and responding to the triggering operation of the first skill control, and if the controlled game character faces to the non-shadow area, controlling the controlled game character to leave the shadow area where the controlled game character is located through the first moving action.
In an alternative example, the shadow area around the virtual object also displays a corresponding area boundary prompt identifier.
In an alternative example, a second skill control is also included in the graphical user interface;
the response unit is also used for responding to the triggering operation of the first skill control, controlling the controlled game character to execute the first movement action, generating and displaying the character ghost at the movement starting point position of the first movement action; controlling the controlled virtual character to move in the virtual scene in response to a movement control operation for the controlled virtual character; and controlling the controlled game character to move to the character ghost in response to the triggering operation of the second skill control.
In an optional example, the response unit is configured to control, if the character ghost in the current game screen is one, the controlled game character to move to the character ghost in response to a trigger operation of the second skill control; if at least two character ghosts exist in the current game picture, responding to the triggering operation of the second skill control, selecting the character ghosts according to the positions of the character ghosts, and controlling the controlled game character to move to the selected character ghosts; if no character ghost exists in the current game picture, and other character ghosts of the controlled game character exist in the virtual scene, responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost position meeting the preset condition in the other character ghosts.
In an optional example, the response unit is configured to respond to a triggering operation of the second skill control, select a character ghost according to a character orientation of the controlled game character and a position of the character ghost, control the controlled game character to move to the selected character ghost, or select the character ghost according to a field of view center of the game screen and the position of the character ghost, and control the controlled game character to move to the selected character ghost; or in response to a second operation of dragging the second skill control to the character ghost released by the character ghost, controlling the controlled game character to move to the character ghost at the end of the second operation.
In an optional example, in the graphical user interface, after the controlled game character currently releases the skill of the second skill control, a corresponding ghost hint identifier is displayed on the movable reached character ghost.
In an alternative example, the character ghost is configured with a ghost effective duration, and if the existence duration of the character ghost in the virtual scene reaches the ghost effective duration, the character ghost fails and disappears from the virtual scene.
In an alternative example, the response unit is configured to adjust the current game screen according to the viewing angle adjustment operation in response to the viewing angle adjustment operation.
In an alternative example, the graphical user interface further comprises a shadow setting control, the response unit further being adapted to generate a new shadow area in the virtual scene in response to a triggering operation for the shadow setting control.
In an alternative example, if the new shadow region is connected to the shadow region around the virtual object, it is determined that the new shadow region and the shadow region around the virtual object are the same shadow region.
In an optional example, the response unit is configured to throw the virtual prop configured for the shadow setting control in response to a trigger operation on the shadow setting control; and generating a new shadow area according to the moving end position of the virtual prop in the virtual scene.
In an optional example, the response unit is configured to, in response to an orientation adjustment operation for the controlled virtual object, adjust an orientation of the controlled virtual object according to the orientation adjustment operation; and responding to the triggering operation for the shadow setting control, and throwing the virtual prop configured by the shadow setting control to the current character of the controlled game character towards the direction.
By adopting the scheme of the embodiment, a graphical user interface can be provided through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, and a shadow area is displayed around a virtual object in the virtual scene; the present disclosure may control a controlled game character to perform a first movement action in response to a trigger operation of a first skill control; if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring the controlled game character with an ontology form, wherein the controlled game character is displayed in the ontology form in the non-shadow area, so that a player can control the game character to enter the shadow to obtain attribute adjustment and the like, and game interestingness and interactivity are improved.
Further, the player can control the game character to perform combat operation by means of the shadow area formed by the scene obstacle (or the new shadow area generated by the player control), so that the game experience of the player is improved.
Correspondingly, the embodiment of the disclosure also provides an electronic device, which may be a terminal, and the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and the like. Alternatively, the electronic device may be a server.
As shown in fig. 11, fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the disclosure. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored on the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. It will be appreciated by those skilled in the art that the electronic device structure shown in the figures is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 1101 is a control center of the electronic device 1100, connects various parts of the entire electronic device 1100 using various interfaces and lines, and performs various functions of the electronic device 1100 and processes data by running or loading software programs and/or units stored in the memory 1102, and invoking data stored in the memory 1102, thereby overall monitoring the electronic device 1100. The processor 1101 may be a processor CPU, a graphics processor GPU, a network processor (Network Processor, NP), etc., that may implement or perform the methods, steps and logic blocks disclosed in the embodiments of the present disclosure.
In the embodiment of the disclosure, the electronic device 1100 provides a graphical user interface through the terminal device, where the graphical user interface displays a game screen, and the game screen at least partially includes a virtual scene and a controlled game character located in the virtual scene, and a shadow area is displayed around a virtual object in the virtual scene; the processor 1101 in the electronic device 1100 loads instructions corresponding to the processes of one or more application programs into the memory 1102 according to the following steps, and the processor 1101 executes the application programs stored in the memory 1102, so as to implement various functions, for example:
Controlling the controlled game character to execute a first movement action in response to a triggering operation of the first skill control;
if the controlled game character enters a shadow area through the first movement action, displaying the controlled game character in the shadow form, adjusting the preset character attribute of the controlled game character, and configuring an ontology form of the controlled game character, wherein the controlled game character is displayed in the ontology form in a non-shadow area.
In an alternative example, further comprising:
and responding to a shadow form exit event of the controlled game character, switching the controlled game character from the shadow form to the body form, and adjusting and restoring character attribute information of the controlled game character according to the preset character attribute.
In an alternative example, the shadow morphology exit event includes: the controlled game character performs a preset operation in a shadow state, or is subjected to a preset attack, or moves outside the shadow area.
In an alternative example, adjusting the preset character attribute of the controlled game character includes:
the moving speed of the controlled game character is increased.
In an alternative example, the controlled game character enters a shadow area through a first movement action, including: the controlled game character enters a shadow area from a non-shadow area or a second shadow area from a first shadow area through a first movement action.
In an alternative example, if the controlled game character enters a shadow area from a non-shadow area through a first movement action, displaying the controlled game character in the shadow form includes:
and switching the controlled game role from the body form to the shadow form.
In an alternative example, further comprising:
controlling the controlled game character to move within a shadow area in which the controlled game character is located in response to a movement control operation for the controlled game character;
and responding to the triggering operation of the first skill control, and if the controlled game character faces to the non-shadow area, controlling the controlled game character to leave the shadow area where the controlled game character is located through the first moving action.
In an alternative example, the shadow area around the virtual object also displays a corresponding area boundary prompt identifier.
In an alternative example, a second skill control is also included in the graphical user interface;
responding to the triggering operation of the first skill control, controlling the controlled game character to execute a first movement action, and generating and displaying character afterimages at the movement starting point position of the first movement action;
the method further comprises the steps of:
controlling the controlled virtual character to move in the virtual scene in response to a movement control operation for the controlled virtual character;
And controlling the controlled game character to move to the character ghost in response to the triggering operation of the second skill control.
In one optional example, controlling movement of the controlled game character to the character ghost responsive to a triggering operation of the second skill control includes:
if the character ghost in the current game picture is one, responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost;
if at least two character ghosts exist in the current game picture, responding to the triggering operation of the second skill control, selecting the character ghosts according to the positions of the character ghosts, and controlling the controlled game character to move to the selected character ghosts;
if no character ghost exists in the current game picture, and other character ghosts of the controlled game character exist in the virtual scene, responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost position meeting the preset condition in the other character ghosts.
In one optional example, in response to a trigger operation of the second skill control, selecting a character ghost according to a position of the character ghost, controlling the controlled game character to move to the selected character ghost, comprising:
Responding to the triggering operation of the second skill control, selecting a role ghost according to the role orientation of the controlled game role and the position of the role ghost, controlling the controlled game role to move to the selected role ghost, or selecting the role ghost according to the field of view center of the game picture and the position of the role ghost, and controlling the controlled game role to move to the selected role ghost;
or in response to a second operation of dragging the second skill control to the character ghost released by the character ghost, controlling the controlled game character to move to the character ghost at the end of the second operation.
In an optional example, in the graphical user interface, after the controlled game character currently releases the skill of the second skill control, a corresponding ghost hint identifier is displayed on the movable reached character ghost.
In an alternative example, the character ghost is configured with a ghost effective duration, and if the existence duration of the character ghost in the virtual scene reaches the ghost effective duration, the character ghost fails and disappears from the virtual scene.
In an alternative example, the method further comprises:
in response to the viewing angle adjusting operation, the current game screen is adjusted according to the viewing angle adjusting operation.
In an alternative example, the graphical user interface further comprises a shadow setting control, the method further comprising:
In response to a trigger operation for the shadow setting control, a new shadow region is generated in the virtual scene.
In an alternative example, further comprising:
if the new shadow area is connected with the shadow area around the virtual object, the new shadow area and the shadow area around the virtual object are judged to be the same shadow area.
In one optional example, in response to a trigger operation for a shadow setting control, generating a new shadow region in the virtual scene includes:
responding to the triggering operation of the shadow setting control, throwing virtual props configured for the shadow setting control;
and generating a new shadow area according to the moving end position of the virtual prop in the virtual scene.
In one optional example, in response to a triggering operation of the shadow setting control, throwing a virtual prop configured for the shadow setting control, comprising:
in response to an orientation adjustment operation for the controlled virtual object, adjusting an orientation of the controlled virtual object according to the orientation adjustment operation;
and responding to the triggering operation for the shadow setting control, and throwing the virtual prop configured by the shadow setting control to the current character of the controlled game character towards the direction.
Therefore, the player can control the game character to enter the shadow so as to obtain attribute adjustment and the like, thereby improving the game interest and interactivity.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 11, the electronic device 1100 further includes: a touch display 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art will appreciate that the electronic device structure shown in fig. 11 is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or may be arranged in different components.
The touch display 1103 may be used to display a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. The touch display 1103 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of the electronic device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 1101, and can receive and execute commands sent from the processor 1101. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 1101 to determine the type of touch event, and the processor 1101 then provides a corresponding visual output on the display panel based on the type of touch event. In the embodiment of the present disclosure, the touch panel and the display panel may be integrated into the touch display 1103 to realize the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch screen 1103 may also implement an input function as part of the input unit 1106.
The rf circuit 1104 may be configured to receive and transmit rf signals to and from a network device or other electronic device via wireless communication to and from the network device or other electronic device.
The audio circuit 1105 may be used to provide an audio interface between the user and the electronic device through a speaker, microphone. The audio circuit 1105 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 1105 and converted into audio data, which are processed by the audio data output processor 1101, and transmitted to, for example, another electronic device via the radio frequency circuit 1104, or the audio data are output to the memory 1102 for further processing. The audio circuit 1105 may also include an ear bud jack to provide communication of the peripheral headphones with the electronic device.
The input unit 1106 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
A power supply 1107 is used to power the various components of the electronic device 1100. Alternatively, the power supply 1107 may be logically connected to the processor 1101 through a power management system, so as to perform functions of managing charging, discharging, and power consumption management through the power management system. The power supply 1107 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 11, the electronic device 1100 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, the disclosed embodiments provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform any of the game interaction methods provided by the disclosed embodiments. The computer program provides a graphical user interface through the terminal equipment, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game roles in the virtual scene, a shadow area is displayed around a virtual object in the virtual scene, and the computer program can execute the following steps of the game interaction method:
Controlling the controlled game character to execute a first movement action in response to a triggering operation of a first skill control;
and if the controlled game character enters the shadow area through the first movement action, displaying the controlled game character in a shadow form, adjusting the preset character attribute of the controlled game character, wherein the controlled game character is further configured with an ontology form, and the controlled game character is displayed in the ontology form in a non-shadow area.
In an alternative example, further comprising:
and responding to a shadow form exit event of the controlled game character, switching the controlled game character from the shadow form to the body form, and adjusting and restoring character attribute information of the controlled game character aiming at the preset character attribute.
In an alternative example, the shadow morphology exit event includes: and the controlled game character executes preset operation under the shadow state, or is subjected to preset attack, or moves outside a shadow area.
In an optional example, the adjusting the preset character attribute of the controlled game character includes:
And improving the moving speed of the controlled game role.
In an alternative example, the controlled game character enters into a shadow area through the first movement action, including: the controlled game character enters a shadow area from a non-shadow area or enters a second shadow area from a first shadow area through the first movement action.
In an alternative example, if the controlled game character enters a shadow area from a non-shadow area through the first movement, the displaying the controlled game character in the shadow form includes:
and switching the controlled game role from the body form to the shadow form.
In an alternative example, further comprising:
controlling the controlled game character to move in a shadow area where the controlled game character is located in response to a movement control operation for the controlled game character;
and responding to the triggering operation of the first skill control, and if the controlled game character faces to a non-shadow area, controlling the controlled game character to leave the shadow area where the controlled game character is located through the first moving action.
In an alternative example, the shadow area around the virtual object also displays a corresponding area boundary prompt identifier.
In an alternative example, a second skill control is also included in the graphical user interface;
responding to the triggering operation of the first skill control, controlling the controlled game character to execute a first movement action, and generating and displaying character ghosts at the movement starting point position of the first movement action;
the method further comprises the steps of:
controlling the controlled virtual character to move in the virtual scene in response to a movement control operation for the controlled virtual character;
and responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost.
In an alternative example, the controlling the controlled game character to move to the character ghost in response to the triggering operation of the second skill control includes:
if the character ghost in the current game picture is one, responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost;
if at least two character ghosts exist in the current game picture, responding to the triggering operation of the second skill control, selecting the character ghosts according to the position of the character ghosts, and controlling the controlled game character to move to the selected character ghosts;
And if no role ghost exists in the current game picture, and other role ghosts of the controlled game role exist in the virtual scene, responding to the triggering operation of the second skill control, and controlling the controlled game role to move to the role ghost meeting the preset condition in the other role ghosts.
In an optional example, the responding to the triggering operation of the second skill control selects a character ghost according to the position of the character ghost, and controls the controlled game character to move to the selected character ghost, including:
responding to the triggering operation of the second skill control, selecting a role ghost according to the role orientation of the controlled game role and the position of the role ghost, controlling the controlled game role to move to the selected role ghost, or selecting the role ghost according to the field of view center of the game picture and the position of the role ghost, and controlling the controlled game role to move to the selected role ghost;
or in response to a second operation of dragging a second skill control to a character ghost released, controlling the controlled game character to move to the character ghost at the end of the second operation.
In an optional example, in the graphical user interface, after the controlled game character currently releases the skill of the second skill control, a corresponding ghost hint identifier is displayed on the movable character ghost.
In an optional example, the character ghost is configured with a ghost effective duration, and if the existence duration of the character ghost in the virtual scene reaches the ghost effective duration, the character ghost fails and disappears from the virtual scene.
In an alternative example, the method further comprises:
and responding to the visual angle adjusting operation, and adjusting the current game picture according to the visual angle adjusting operation.
In an alternative example, the graphical user interface further includes a shadow setting control, the method further comprising:
in response to a trigger operation for the shadow setting control, a new shadow region is generated in the virtual scene.
In an alternative example, further comprising:
and if the new shadow area is connected with the shadow area around the virtual object, judging that the new shadow area and the shadow area around the virtual object are the same shadow area.
In an optional example, the generating a new shadow area in the virtual scene in response to a trigger operation for the shadow setting control includes:
responding to the triggering operation of the shadow setting control, throwing virtual props configured for the shadow setting control;
and generating a new shadow area according to the moving end position of the virtual prop in the virtual scene.
In an optional example, the throwing the virtual prop configured for the shadow setting control in response to the triggering operation of the shadow setting control includes:
in response to an orientation adjustment operation for the controlled virtual object, adjusting an orientation of the controlled virtual object according to the orientation adjustment operation;
and responding to the triggering operation of the shadow setting control, and throwing the virtual prop configured by the shadow setting control to the current character direction of the controlled game character.
Therefore, the player can control the game character to enter the shadow so as to obtain attribute adjustment and the like, thereby improving the game interest and interactivity.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the computer-readable storage medium may comprise: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
Because the computer program stored in the computer readable storage medium can execute any game interaction method provided by the embodiments of the present disclosure, the beneficial effects that any game interaction method provided by the embodiments of the present disclosure can achieve can be achieved, which are detailed in the previous embodiments and are not described herein.
According to one aspect of the present disclosure, there is also provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to cause the electronic device to perform the methods provided in the various alternative implementations of the embodiments described above.
In the above embodiments of the game interaction device, the computer readable storage medium, the electronic device and the computer program product, the descriptions of the embodiments are emphasized, and for a part of the detailed description of a certain embodiment, reference may be made to related descriptions of other embodiments. It will be clearly understood by those skilled in the art that, for convenience and brevity of description, the specific working process and the beneficial effects of the game interaction device, the computer readable storage medium, the computer program product, the electronic device and the corresponding units described above may be referred to the description of the game interaction method in the above embodiments, which is not repeated herein.
The foregoing has described in detail the methods, apparatus, electronic devices, computer readable storage media and computer program products for game interaction provided by the embodiments of the present disclosure, and specific examples have been presented herein to illustrate the principles and implementations of the present disclosure, the above examples being provided only to assist in understanding the methods of the present disclosure and the core ideas thereof; meanwhile, as those skilled in the art will appreciate from the idea of the present disclosure, there are variations in the specific embodiments and the application scope, and in light of the above, the present disclosure should not be construed as being limited to the present disclosure.

Claims (21)

1. A game interaction method, characterized in that a graphical user interface is provided through a terminal device, the graphical user interface displaying game pictures, the game pictures at least partially comprising virtual scenes and controlled game roles in the virtual scenes, the method comprising:
a shadow area is displayed around a virtual object in the virtual scene;
controlling the controlled game character to execute a first movement action in response to a triggering operation of a first skill control;
and if the controlled game character enters the shadow area through the first movement action, displaying the controlled game character in a shadow form, adjusting the preset character attribute of the controlled game character, wherein the controlled game character is further configured with an ontology form, and the controlled game character is displayed in the ontology form in a non-shadow area.
2. The game interaction method of claim 1, further comprising:
and responding to a shadow form exit event of the controlled game character, switching the controlled game character from the shadow form to the body form, and adjusting and restoring character attribute information of the controlled game character aiming at the preset character attribute.
3. The game interaction method of claim 2, wherein the shadow morphology exit event comprises: and the controlled game character executes preset operation under the shadow state, or is subjected to preset attack, or moves outside a shadow area.
4. The game interaction method of claim 1, wherein the adjusting the preset character attribute of the controlled game character comprises:
and improving the moving speed of the controlled game role.
5. The game interaction method of claim 1, wherein the controlled game character enters into a shadow area through the first movement action, comprising: the controlled game character enters a shadow area from a non-shadow area or enters a second shadow area from a first shadow area through the first movement action.
6. The game interaction method of claim 5, wherein the displaying the controlled game character in the shadow state if the controlled game character enters a shadow area from a non-shadow area by the first movement action comprises:
and switching the controlled game role from the body form to the shadow form.
7. The game interaction method of claim 1, further comprising:
controlling the controlled game character to move in a shadow area where the controlled game character is located in response to a movement control operation for the controlled game character;
and responding to the triggering operation of the first skill control, and if the controlled game character faces to a non-shadow area, controlling the controlled game character to leave the shadow area where the controlled game character is located through the first moving action.
8. The game interaction method of claim 1, wherein the shadow area around the virtual object further displays a corresponding area boundary prompt identifier.
9. The method of game interaction of claim 1, wherein the graphical user interface further comprises a second skill control;
responding to the triggering operation of the first skill control, controlling the controlled game character to execute a first movement action, and generating and displaying character ghosts at the movement starting point position of the first movement action;
The method further comprises the steps of:
controlling the controlled virtual character to move in the virtual scene in response to a movement control operation for the controlled virtual character;
and responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost.
10. The game interaction method of claim 9, wherein controlling the controlled game character to move to the character ghost in response to a triggering operation of the second skill control comprises:
if the character ghost in the current game picture is one, responding to the triggering operation of the second skill control, and controlling the controlled game character to move to the character ghost;
if at least two character ghosts exist in the current game picture, responding to the triggering operation of the second skill control, selecting the character ghosts according to the position of the character ghosts, and controlling the controlled game character to move to the selected character ghosts;
and if no role ghost exists in the current game picture, and other role ghosts of the controlled game role exist in the virtual scene, responding to the triggering operation of the second skill control, and controlling the controlled game role to move to the role ghost meeting the preset condition in the other role ghosts.
11. The game interaction method of claim 10, wherein the controlling the controlled game character to move to the selected character ghost in response to the triggering operation of the second skill control, selecting a character ghost according to the position of the character ghost, comprises:
responding to the triggering operation of the second skill control, selecting a role ghost according to the role orientation of the controlled game role and the position of the role ghost, controlling the controlled game role to move to the selected role ghost, or selecting the role ghost according to the field of view center of the game picture and the position of the role ghost, and controlling the controlled game role to move to the selected role ghost;
or in response to a second operation of dragging a second skill control to a character ghost released, controlling the controlled game character to move to the character ghost at the end of the second operation.
12. The game interaction method of claim 9, wherein in the graphical user interface, the controlled game character displays a corresponding ghost hint identifier on a character ghost that is moveable to arrive after the controlled game character currently releases the skill of the second skill control.
13. The game interaction method according to claim 9, wherein the character ghost is configured with a ghost effective duration, and if the existence duration of the character ghost in the virtual scene reaches the ghost effective duration, the character ghost is disabled and disappears from the virtual scene.
14. The game interaction method of claim 10, wherein the method further comprises:
and responding to the visual angle adjusting operation, and adjusting the current game picture according to the visual angle adjusting operation.
15. The game interaction method of any of claims 1-14, wherein the graphical user interface further comprises a shadow setting control, the method further comprising:
in response to a trigger operation for the shadow setting control, a new shadow region is generated in the virtual scene.
16. The game interaction method of claim 15, further comprising:
and if the new shadow area is connected with the shadow area around the virtual object, judging that the new shadow area and the shadow area around the virtual object are the same shadow area.
17. The game interaction method of claim 15, wherein the generating a new shadow region in the virtual scene in response to a trigger operation for the shadow setting control comprises:
Responding to the triggering operation of the shadow setting control, throwing virtual props configured for the shadow setting control;
and generating a new shadow area according to the moving end position of the virtual prop in the virtual scene.
18. The game interaction method of claim 17, wherein throwing the virtual prop configured for the shadow setting control in response to a triggering operation of the shadow setting control comprises:
in response to an orientation adjustment operation for the controlled virtual object, adjusting an orientation of the controlled virtual object according to the orientation adjustment operation;
and responding to the triggering operation of the shadow setting control, and throwing the virtual prop configured by the shadow setting control to the current character direction of the controlled game character.
19. A game interaction device, characterized in that a graphical user interface is provided through a terminal device, the graphical user interface displays a game picture, the game picture at least partially comprises a virtual scene and controlled game characters in the virtual scene, a shadow area is displayed around a virtual object in the virtual scene, and the device comprises:
A response unit, configured to control the controlled game character to execute a first movement action in response to a trigger operation on a first skill control;
the control unit is used for enabling the controlled game character to enter a shadow area through the first movement action, displaying the controlled game character in a shadow mode, adjusting preset character attributes of the controlled game character, configuring an ontology mode of the controlled game character, and displaying the controlled game character in the ontology mode in a non-shadow area.
20. An electronic device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps of the game interaction method of any of claims 1-18.
21. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps of the game interaction method of any of claims 1-18.
CN202310685593.9A 2023-06-09 2023-06-09 Game interaction method and device, electronic equipment and storage medium Pending CN116585707A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310685593.9A CN116585707A (en) 2023-06-09 2023-06-09 Game interaction method and device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310685593.9A CN116585707A (en) 2023-06-09 2023-06-09 Game interaction method and device, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN116585707A true CN116585707A (en) 2023-08-15

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN116585707A (en)

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