WO2022199082A1 - 游戏界面的交互方法、系统及计算机可读存储介质 - Google Patents
游戏界面的交互方法、系统及计算机可读存储介质 Download PDFInfo
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Definitions
- the present invention relates to the field of game control, and in particular, to a game interface interaction method, system and computer-readable storage medium.
- the switching operation mode by clicking the button is too simple, and during the switching process, the switching connection of the background music is not smooth, giving the user a poor game experience.
- the purpose of the present invention is to provide a game interface interaction method, system and computer-readable storage medium, the background music follows the game scene perfectly and provides users with a better visual and auditory experience.
- the invention discloses a game interface interaction method, comprising the following steps:
- each game interface picture includes at least two game scene units
- a display interface is configured, the display interface corresponds to the display screen of the smart terminal, and when the display screen receives a sliding operation, the display interface moves laterally;
- the control module of the smart terminal forms an audio control command based on the distance vector to change the audio parameters of each game audio.
- the vertical calibration base of each game scene unit is defined as the starting point
- the step of calculating the distance vector between the display interface and each starting point includes:
- each game scene unit Defines the central axis of each game scene unit as the vertical calibration basis, and define the central axis of the display interface as the longitudinal reference basis;
- the control module of the intelligent terminal forms an audio control instruction based on the distance vector, and the steps of changing the audio parameters of each game audio include:
- the control module forms an audio control instruction including volume control information based on the first ratio and the second ratio of the distance between the first distance scalar and the second distance scalar and the distance between two adjacent longitudinal calibration bases, wherein based on the volume control information, each adjustment is performed separately.
- volume control information based on the first ratio and the second ratio of the distance between the first distance scalar and the second distance scalar and the distance between two adjacent longitudinal calibration bases, wherein based on the volume control information, each adjustment is performed separately.
- the step of separately adjusting the volume of each game audio comprises:
- the control module obtains the current volume of the smart terminal based on:
- Volume control information (1-first ratio)*100%*current volume
- Volume control information (1-second ratio)*100%*current volume
- the vertical calibration base of each game scene unit is defined as the starting point, and the step of calculating the distance vector between the display interface and each starting point further includes:
- the steps of separately adjusting the volume of each game audio include:
- the control module obtains the current volume of the smart terminal based on:
- Volume control information in the first direction (1-first ratio)*100%*current volume
- the step of changing the audio parameters of each game audio comprises:
- the interactive method also includes the following steps:
- a sliding threshold and an audio adjustment rate threshold are set in the game application.
- the control module changes the audio parameters of each game audio based on the audio adjustment rate threshold.
- the steps of selecting any operation instruction in the operation instruction group and applying the operation instruction to the game object include:
- the operation command corresponding to the determined operation command interval is applied to the first game object in the weight ranking.
- the invention also discloses an interactive system for a game interface, comprising:
- a storage module which stores at least one game interface picture in the intelligent terminal running the game application program, and each game interface picture includes at least two game scene units;
- the configuration module is configured to configure a display interface, the display interface corresponds to the display screen of the intelligent terminal, and when the display screen receives the sliding operation, the display interface moves laterally;
- the calculation module defines the vertical calibration base of each game scene unit as the starting point, and calculates the distance vector between the display interface and each starting point;
- an audio module running and playing at least two game audios in the game application, wherein each game audio corresponds to a game scene unit;
- the control module when the display interface moves laterally within the game interface picture, the control module forms an audio control instruction based on the distance vector to change the audio parameters of each game audio.
- it also includes:
- an acquisition module to acquire a game object in any game scene unit, and an operation instruction group of the operation object, wherein the operation instruction group includes at least one operation instruction;
- the execution module selects any operation instruction in the operation instruction group, and applies the operation instruction to the game object, wherein the execution module includes:
- the statistical unit based on the remaining life value of the game object and the weight of the operation instructions, forms a line segment with a total length of l and a length of each operation instruction interval of in;
- the execution unit applies an operation instruction corresponding to the determined operation instruction interval to the first game object in the weighting order based on the weight ordering of the game objects.
- the present invention further discloses a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above steps are implemented.
- FIG. 1 is a schematic flowchart of an interaction method for a game interface in accordance with a preferred embodiment of the present invention
- FIG. 2 is a schematic diagram of switching between game scene units in accordance with a preferred embodiment of the present invention.
- first, second, third, etc. may be used in this disclosure to describe various pieces of information, such information should not be limited by these terms. These terms are only used to distinguish the same type of information from each other.
- first information may also be referred to as the second information, and similarly, the second information may also be referred to as the first information, without departing from the scope of the present disclosure.
- word "if” as used herein can be interpreted as "at the time of” or "when” or "in response to determining.”
- FIG. 1 it is a schematic flowchart of an interaction method for a game interface in accordance with a preferred embodiment of the present invention.
- the interaction method for a game interface includes the following steps:
- S100 Store at least one game interface picture in the smart terminal running the game application, and each game interface picture includes at least two game scene units;
- the game application When running, the game application will display the interface of the game to the user.
- the main interface and main operation interaction displayed after entering the game will be presented in a game interface picture as a game scene unit.
- the entire game interface is not displayed to the user as a whole, and includes at least two game scene units.
- S200 Configure a display interface, the display interface corresponds to the display screen of the smart terminal, and when the display screen receives a sliding operation, the display interface moves laterally;
- a display interface is configured, and the display interface can also be regarded as the display screen of the smart terminal, that is, what the user sees is all the content in the display interface.
- the size of the display interface is smaller than the picture of the game interface. If the user needs to switch the content displayed on the display screen, he can slide on the display screen. For example, when the smart terminal is placed vertically, he can move up and down on the display screen, and when the smart terminal is placed horizontally, he can move left and right on the display screen.
- the display interface will slide on the game interface picture, so that the part of the game interface picture selected by the display interface is the part displayed to the user, so that there is no interface transition in the display content of the game process, giving users a seamless interactive experience.
- S300 Define the vertical calibration base of each game scene unit as the starting point, and calculate the distance vector between the display interface and each starting point;
- each game scene unit is defined with a vertical calibration base as a starting point, and the position of the game scene unit is defined in a manner similar to a "mass point", that is, the position of each game scene unit is first determined. Then, calculate the distance vector between the display interface and the starting point at any time. It can be understood that the distance vector refers to the distance between the display interface and the vertical calibration base of any game scene unit (it can be calculated when the game scene unit is displayed or not displayed on the display interface), and the display interface is located in the game scene. The orientation of the unit, so as to spatially reflect the relationship between the display unit and the game scene unit.
- the played audio will be acquired on the other hand, and the played audio will be associated with the sliding of the display interface.
- the game application program runs and plays at least two game audios, each of which corresponds to a game scene unit. That is, when the display interface completely displays a certain game scene unit, the game audio corresponding to the game scene unit will be played. Therefore, there is a one-to-one correspondence between game scene units and game audio.
- the control module in the smart terminal forms an audio control command based on the distance vector calculated above, and the audio control command will control the audio parameters of the game audio. For example, when 50% of the display interface displays the first game scene unit, and the remaining 50% displays the second game scene unit, the game audio corresponding to the first game scene unit will be played, and the game audio corresponding to the second game scene unit will also be played. .
- the game audio corresponding to the first game scene unit will be played, and the game corresponding to the second game scene unit will also be played.
- the volume of the game audio corresponding to the first game scene unit is small, and the volume of the game audio corresponding to the second game scene unit is large, so that the content displayed on the display interface matches the play mode of the game audio.
- the user can receive the sliding effect of the display interface visually and audibly.
- the seamless switching method saves the user's waiting time and improves the game experience.
- the perfect fit of the audio and video gives the user more Immersive feeling.
- step S300 specifically includes:
- S310 Define the central axis of each game scene unit as the vertical calibration basis, and define the central axis of the display interface as the vertical reference basis;
- each game scene unit is rectangular, so as to match the display screen of the smart terminal. Therefore, the central axis of the rectangular game scene unit is used as the basis for longitudinal calibration, that is, the rest of the game scene units or display interfaces are calculated by All distances will refer to this central axis.
- the central axis of the display interface is also defined as its vertical reference base, which simplifies the two rectangular display images into a measure between "lines" and "lines”.
- S320 Calculate the first distance scalar and the second distance scalar of the longitudinal reference base and the two adjacent longitudinal calibration bases respectively;
- the first distance scalar and the second distance scalar between the longitudinal reference base of the display interface and the adjacent two longitudinal calibration bases are calculated. More specifically, it can be understood that if the distance between the longitudinal calibration bases of two adjacent game scene units is certain, that is, the sum of the first distance scalar and the second distance scalar is certain, then the first distance scalar or the second distance is calculated. When scalar, the constant sum of the two can be subtracted from one of the computed terms.
- the specific values of the first distance scalar and the second distance scalar represent the distance between the longitudinal reference base and the two adjacent longitudinal calibrations. Since the longitudinal calibration base and the longitudinal reference base are two parallel or almost parallel lines, the first distance scalar and the second distance scalar are the distances between the two parallel lines.
- the vertical reference bases are vertical lines, and the distance between the obtained intersection points is the first distance scalar or the second distance scalar.
- step S500 includes:
- the control module forms an audio control instruction including volume control information based on the first ratio and the second ratio of the distance between the first distance scalar and the second distance scalar and the distances of two adjacent longitudinal calibration bases, wherein based on the volume control information, respectively Adjust the volume of each game's audio.
- the control module After having the values of the first distance scalar and the second distance scalar, the control module compares the two with the distance between the two adjacent longitudinal calibration bases, and the obtained first ratio and second ratio indicate that the current display interface has The ratio of the displayed content of two adjacent game scene units, in order to cooperate with the audio control, especially to give the user a sense of immersion of "the more displayed, the louder the volume", the audio control command formed will include the volume control information, which will be displayed in the display. During the sliding process of the interface, the volume of different game audio will be adjusted accordingly.
- the step S510 of respectively adjusting the volume of each game audio includes:
- the control module obtains the current volume of the smart terminal based on:
- Volume control information (1-first ratio)*100%*current volume
- Volume control information (1-second ratio)*100%*current volume
- the volume set by the current user on the smart terminal will be obtained, and the current volume will be used as the volume upper limit to calculate the volume of the two channels of game audio respectively, and the volume control information will be consistent with the display content in the display interface.
- the audio volume of one channel of game audio can be heard gradually decreasing, and the volume of the other channel of game audio is gradually increased, which corresponds to the visually perceived content of a game scene unit. Less and less, another game scene unit appears more and more.
- the vertical calibration base of each game scene unit is defined as the starting point
- the step S300 of calculating the distance vector between the display interface and each starting point also includes:
- S330 Calculate the first direction and the second direction of the longitudinal reference base and the two adjacent longitudinal calibration bases respectively;
- the first direction and the second direction of the longitudinal reference base and the adjacent two longitudinal calibration bases can be obtained.
- the intersection of the two vertical calibration bases and the longitudinal reference base and the vertical calibration base and the longitudinal reference base can be obtained.
- the intersection with the longitudinal reference base is the starting point, and the intersection with the longitudinal calibration base is the end point, dividing the vector, the direction of the vector That is, the first direction and the second direction.
- the step S510 of respectively adjusting the volume of each game audio includes:
- the control module obtains the current volume of the smart terminal based on:
- Volume control information in the first direction (1-first ratio)*100%*current volume
- the volume on the channel will be adjusted according to the different directions.
- first direction or the second direction corresponds to the left channel or the right channel
- each channel plays a game audio, so that Under the dual channel, the game audio of the left and right channels is inconsistent.
- the volume of the game audio of one channel gradually increases, and vice versa, the other gradually decreases.
- both the left and right channels play two game audios, but the same game audio in different channels is inconsistent.
- the first game volume is 30% of the current volume (the sum of the two is 100% of the full volume), otherwise the second game audio volume of the left channel is 30% of the current volume, then the second game volume under the right channel It is 70% of the current volume (under each channel, the full volume of different game audio is allocated), and when the display interface slides, the above ratio changes all the time, giving users an immersive sense of immersion.
- step S500 further includes:
- S520 Change one or more of the volume, frequency band, phase or reverberation of each of the game audios.
- the interactive method also includes the following steps:
- the sliding threshold and the audio adjustment rate threshold are set in the game application.
- the sliding threshold When it is detected that the lateral movement speed of the display interface is greater than the sliding threshold, there is no restriction on the sliding action itself, but the changes of audio parameters, such as the speed and phase of volume adjustment The rate of adjustment will be limited to the audio adjustment rate threshold to control the occurrence of poor user experience.
- the control logic with the same changing speed can still be used.
- the interaction method further includes the following steps:
- S700 Acquire a game object in any game scene unit, and an operation instruction group of the operation object, wherein the operation instruction group includes at least one operation instruction;
- one of the skills is preferentially selected, and then applied to the opponent's game object. And which operation command is selected and applied to which game object will be further completed by the following steps:
- each operation command is a line segment whose length is in. It can be understood that the higher the weight, the longer the length of the line segment.
- S820 Randomly select points on the line segment, and select the falling range to determine the operation command range
- Randomly choose an action command In order to achieve randomness, or in game applications, to achieve balance between automatic operation and manual operation (if automatic operation is always provided with the best choice, the operation result of automatic operation will be far better than that of manual operation), Randomly choose an action command.
- the realization of randomness is to randomly select a point on the total factory l, and determine which command interval it falls into, then determine the operation command. Up to this point, the skill to perform will be determined first (very different from the way in which the object of operation is first determined in the prior art).
- the operation command is applied to the first game object.
- the operation logic that has certain intelligence, but limited intelligence, and even misoperations may occur, manual operations can be simulated as much as possible.
- the invention also discloses an interactive system for a game interface, comprising:
- the storage module stores at least one game interface picture in the intelligent terminal running the game application program, and each game interface picture includes at least two game scene units;
- the configuration module is configured with a display interface, and the display interface corresponds to the display screen of the intelligent terminal , when the display screen receives the sliding operation, the display interface moves horizontally;
- the calculation module defines the vertical calibration base of each game scene unit as the starting point, and calculates the distance vector between the display interface and each starting point;
- the audio module in the game application program Running and playing at least two game audios, wherein each game audio corresponds to a game scene unit;
- the control module when the display interface moves laterally in the game interface picture, the control module forms audio control instructions based on the distance vector to change each game audio audio parameters.
- it also includes: an acquisition module, which acquires a game object in any game scene unit and an operation instruction group of the operation object, wherein the operation instruction group includes at least one operation instruction; an execution module, selects one of the operation instructions in the operation instruction group.
- any operation instruction of the game object and apply the operation instruction to the game object
- the execution module includes: a statistical unit, based on the remaining life value of the game object and the weight of the operation instruction, to form a total length of l, the length of each operation instruction interval is in a line segment
- the determination unit randomly selects points on the line segment, and selects the falling interval as the determined operation instruction interval; the execution unit, based on the weight sorting of the game objects, applies the operation instruction corresponding to the determined operation instruction interval to the first game object in the weight sorting.
- the present invention also discloses a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above steps are implemented.
- Smart terminals can be implemented in various forms.
- the terminals described in the present invention may include smart terminals such as mobile phones, smart phones, notebook computers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), navigation devices, etc., as well as smart terminals such as Stationary terminals for digital TVs, desktop computers, etc.
- smart terminals such as Stationary terminals for digital TVs, desktop computers, etc.
- the terminal is an intelligent terminal.
- the configuration according to the embodiments of the present invention can also be applied to stationary type terminals, in addition to elements especially for mobile purposes.
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Abstract
Description
Claims (10)
- 一种游戏界面的交互方法,其特征在于,包括以下步骤:于运行游戏应用程序的智能终端内存储至少一张游戏界面图片,每一游戏界面图片包括至少两个游戏场景单元;配置一显示界面,所述显示界面对应于所述智能终端的显示屏,当所述显示屏接收滑动操作时,所述显示界面横向移动;定义每一所述游戏场景单元的纵向标定基础为起始点,计算所述显示界面与每一所述起始点的距离矢量;于所述游戏应用程序内运行播放至少两条游戏音频,其中每一游戏音频对应一游戏场景单元;当所述显示界面在游戏界面图片内横向移动时,所述智能终端的控制模块基于所述距离矢量形成音频控制指令,以改变每一所述游戏音频的音频参数。
- 如权利要求1所述的交互方法,其特征在于,定义每一所述游戏场景单元的纵向标定基础为起始点,计算所述显示界面与每一所述起始点的距离矢量的步骤包括:定义每一游戏场景单元的中轴线为纵向标定基础,且定义显示界面的中轴线为纵向参照基础;分别计算纵向参照基础与相邻两个纵向标定基础的第一距离标量和第二距离标量;所述智能终端的控制模块基于所述距离矢量形成音频控制指令,以改变每一所述游戏音频的音频参数的步骤包括:所述控制模块基于所述第一距离标量和第二距离标量与相邻两个纵向标定基础的距离的第一比值和第二比值,形成包括音量控制信息的音频控制指令,其中基于所述音量控制信息,分别调节每一游戏音频的音量。
- 如权利要求2所述的交互方法,其特征在于,基于所述音量控制信息,分别调节每一游戏音频的音量的步骤包括:所述控制模块获取所述智能终端的当前音量,并基于:音量控制信息=(1-第一比值)*100%*当前音量;音量控制信息=(1-第二比值)*100%*当前音量;改变游戏音频的音量。
- 如权利要求3所述的交互方法,其特征在于,定义每一所述游戏场景单元的纵向标定基础为起始点,计算所述显示界面与每一所述起始点的距离矢量的步骤还包括:分别计算纵向参照基础与相邻两个纵向标定基础的第一方向和第二方向;基于所述音量控制信息,分别调节每一游戏音频的音量的步骤包括:所述控制模块获取所述智能终端的当前音量,并基于:第一方向上的音量控制信息=(1-第一比值)*100%*当前音量、第二方向上的音频控制信息==(1-第二比值)*100%*当前音量,改变每一游戏音频在不同声道上的音量。
- 如权利要求1所述的交互方法,其特征在于,改变每一所述游戏音频的音频参数的步骤包括:改变每一所述游戏音频的音量、频段、相位或混响中的一种或多种;所述交互方法还包括如下步骤:于所述游戏应用程序内设置滑动阈值与音频调节速率阈值,当所述显示界面横向移动的速度大于所述滑动阈值时,所述控制模块基于所述音频调节速率阈值改变每一所述游戏音频的音频参数。
- 如权利要求1所述的交互方法,其特征在于,还包括以下步骤:获取任一游戏场景单元内的游戏对象,及操作对象的操作指令组,其中所述操作指令组包括至少一个操作指令;选择操作指令组中的任一操作指令,并施加所述操作指令至游戏对象。
- 如权利要求6所述的交互方法,其特征在于,选择操作指令组中的任一操作指令,并施加所述操作指令至游戏对象的步骤包括:基于所述游戏对象的剩余生命值和操作指令的权重,形成总长为l,各操作指令区间长为i n的线段;于所述线段上随机选点,选择落入区间为确定操作指令区间;基于游戏对象的权重排序,施加确定操作指令区间对应的操作指令至权重排序中首位的游戏对象。
- 一种游戏界面的交互系统,其特征在于,包括:存储模块,于运行游戏应用程序的智能终端内存储至少一张游戏界面图片,每一游戏界面图片包括至少两个游戏场景单元;配置模块,配置一显示界面,所述显示界面对应于所述智能终端的显示屏,当所述显示屏接收滑动操作时,所述显示界面横向移动;计算模块,定义每一所述游戏场景单元的纵向标定基础为起始点,计算所述显示界面与每一所述起始点的距离矢量;音频模块,于所述游戏应用程序内运行播放至少两条游戏音频,其中每一游戏音频对应一游戏场景单元;控制模块,当所述显示界面在游戏界面图片内横向移动时,控制模块基于所述距离矢量形成音频控制指令,以改变每一所述游戏音频的音频参数。
- 如权利要求8所述的交互系统,其特征在于,还包括:获取模块,获取任一游戏场景单元内的游戏对象,及操作对象的操作指令组,其中所述操作指令组包括至少一个操作指令;执行模块,选择操作指令组中的任一操作指令,并施加所述操作指令至游戏对象,其中所述执行模块包括:统计单元,基于所述游戏对象的剩余生命值和操作指令的权重,形成总长为l,各操作指令区间长为i n的线段;确定单元,于所述线段上随机选点,选择落入区间为确定操作指令区间;执行单元,基于游戏对象的权重排序,施加确定操作指令区间对应的操作指令至权重排序中首位的游戏对象。
- 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现如权利要求1-7任一项所述的步骤。
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US20210026441A1 (en) * | 2019-03-04 | 2021-01-28 | Magical Technologies, Llc | Virtual Object Control Of A Physical Device and/or Physical Device Control of A Virtual Object |
CN111494949A (zh) * | 2020-04-17 | 2020-08-07 | 网易(杭州)网络有限公司 | 游戏大厅的显示控制方法、装置及电子设备 |
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