WO2025252007A1 - 一种游戏交互方法、装置、电子设备和存储介质 - Google Patents
一种游戏交互方法、装置、电子设备和存储介质Info
- Publication number
- WO2025252007A1 WO2025252007A1 PCT/CN2025/098162 CN2025098162W WO2025252007A1 WO 2025252007 A1 WO2025252007 A1 WO 2025252007A1 CN 2025098162 W CN2025098162 W CN 2025098162W WO 2025252007 A1 WO2025252007 A1 WO 2025252007A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- shooting
- delay
- target
- virtual object
- firing
- Prior art date
- 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
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- This disclosure relates to the field of game technology, specifically to a game interaction method, device, electronic device, and storage medium.
- This disclosure provides a game interaction method, device, electronic device, and storage medium that can enhance the player's shooting experience, ensure the smoothness of the player's combat experience in game matches, and thus improve game interaction efficiency; at the same time, it reduces the response frequency of hardware devices, which helps to save the computing resources of hardware devices.
- embodiments of this disclosure provide a game interaction method, which provides a graphical user interface through a terminal device.
- the graphical user interface includes at least a portion of a virtual scene and controlled virtual objects located in the virtual scene and controlled by the terminal device.
- the method includes:
- a delay adjustment control is provided on the graphical user interface
- a target firing delay is determined based on the adjustment operation
- the target virtual object for delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay.
- GUI graphical user interface
- the display unit is configured to provide a delay adjustment control on the graphical user interface
- the first response unit is configured to respond to an adjustment operation on the delay adjustment control and determine the target firing delay based on the adjustment operation;
- the second response unit is configured to respond to a firing trigger event, determine the target virtual object to which the delayed firing is directed, and control the controlled virtual object to automatically fire at the target virtual object at least once after the target firing delay.
- embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this disclosure.
- the solution adopted in this embodiment provides players with a delay adjustment control.
- Players can adjust the firing delay of shooting items according to actual game operation needs. This allows players to adjust the firing delay in the game according to their own actual situation. Specifically, it enables players to combine the feel of operation or diverse combat scenarios, and to conveniently and quickly adjust the firing parameters in real time through the delay adjustment control, thereby improving the player's shooting experience, ensuring the smoothness of the player's combat experience in the game, and thus improving the efficiency of game interaction. At the same time, it reduces the response frequency of hardware devices, which helps to save the computing resources of hardware devices.
- Figure 1 is a schematic diagram of a game interaction system provided in one embodiment of the present disclosure
- FIG. 2 is a schematic flowchart of an embodiment of the game interaction method provided in one of the embodiments of this disclosure
- Figure 3 is a schematic diagram of a game interaction method provided in one embodiment of the present disclosure.
- Figure 4 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 5 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 6 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 7 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 8 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 9 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 10 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 11 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 12 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 13 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 14 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 15 is a schematic diagram of a game interface of a game interaction method provided in one embodiment of the present disclosure.
- Figure 16 is a schematic diagram of the structure of a game interaction device provided in one embodiment of the present disclosure.
- Figure 17 is a schematic diagram of the structure of an electronic device provided in one embodiment of the present disclosure.
- the electronic device may include a terminal device.
- the terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
- This game interaction method can be applied to game interaction systems.
- This game interaction system may include a player terminal device and a server.
- the terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link.
- the player terminal device and the server can communicate bidirectionally via a network.
- the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers.
- Cloud servers consist of a large number of computers or network servers based on cloud computing.
- the game interaction method can run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
- the terminal device when this game interaction method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game.
- the terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application.
- GUI graphical user interface
- the terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.
- the terminal device can include a touch screen and a processor.
- the touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes.
- the processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.
- Cloud gaming refers to a gaming method based on cloud computing.
- the game application and the game screen presentation are separate.
- the storage and execution of the game interaction method are completed on the cloud gaming server.
- the game screen presentation is completed on the cloud gaming client.
- the cloud gaming client is mainly used for receiving and sending game data and presenting the game screen.
- the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc.
- the terminal device for processing game data is the cloud gaming server in the cloud.
- the user operates the cloud gaming client to send operation commands to the cloud gaming server.
- the cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
- the system may include at least one terminal, at least one server, at least one database, and a network.
- the user's terminal can connect to different game servers via the network.
- the terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game.
- different terminals can connect to each other through different networks and servers.
- the network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- WLAN wireless local area network
- LAN local area network
- cellular network such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- different terminals can also connect to other terminals or servers using their own Bluetooth network or hotspot network.
- multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games.
- the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.
- the disclosure provides a game interaction method, which can be executed by a terminal or a server.
- This disclosure describes a game interaction method executed by a terminal as an example.
- the terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this description only uses a touchscreen display).
- the touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands.
- the operation commands generated by the user interacting with the GUI may include commands to launch a game application.
- the processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display.
- the touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen.
- This disclosure provides a game interaction method, which can be executed by a terminal or a server. This disclosure uses the execution of the game interaction method by a terminal as an example for illustration.
- a graphical user interface can be provided through a terminal device.
- the GUI includes at least a portion of a virtual scene and controlled virtual objects located within the virtual scene and controlled by the terminal device. The GUI, virtual scene, and virtual objects are described below.
- a game scene is a virtual scene displayed (or provided) by an application while it is running on a terminal or server.
- the virtual scene is a simulation of the real world, a semi-simulated/semi-fictional virtual environment, or a purely fictional virtual environment.
- a virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
- a virtual scene is a scene in which the user controls virtual objects and completes the game logic.
- a virtual scene is a 3D game world used by players to control virtual objects to fight.
- Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
- a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards.
- Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status.
- a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight.
- Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
- a graphical user interface is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device.
- the GUI can present the entire game scene or only a portion of it.
- the game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc.
- the GUI of the terminal device only displays a portion of the game scene during gameplay.
- the game scene includes game characters, which can be player-controlled characters or NPCs (Non-Player Characters, a type of character in a game, meaning a non-player character). This exemplary embodiment is not limited to these.
- the GUI can include a UI interface for player interaction and game screens.
- the UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, coins, etc.).
- game controls e.g., skill controls, movement controls, function controls, etc.
- indicators e.g., direction indicators, character indicators, etc.
- information display areas e.g., kill count, match time, etc.
- game setting controls e.g., system settings, shop, coins, etc.
- the game screen is the display screen corresponding to the virtual scene displayed on the terminal device.
- the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
- a game object refers to a controllable dynamic object in a virtual scene.
- the dynamic object can be a virtual character, virtual animal, anime character, etc.
- This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene.
- the virtual object is a virtual character competing in a virtual scene.
- the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this disclosure does not limit this.
- the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
- Game props refer to items that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual objects.
- Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons.
- a virtual camera is an essential component of the game scene, used to present the game scene's visuals.
- Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more.
- These cameras serve as rendering windows for the game, capturing and presenting the game world's visual content to the player.
- the player's viewing perspective can be adjusted, such as first-person or third-person view.
- the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
- FIG. 2 is a flowchart illustrating a game interaction method provided in this embodiment of the present disclosure.
- the specific flow of this game interaction method can be summarized in steps 101 to 103 as follows:
- Step 101 Provide a delay adjustment control on the graphical user interface.
- a graphical user interface can be provided by a terminal device.
- the graphical user interface includes at least a portion of a virtual scene and a portion of controlled virtual objects located in the virtual scene and controlled by the terminal device.
- the controlled virtual objects may be equipped with at least one shooting prop. At this time, the controlled virtual objects may be holding the shooting prop or not holding it.
- Delay adjustment controls are displayed on the graphical user interface, that is, the delay adjustment controls are always displayed on the graphical user interface.
- the delay adjustment controls are used to adjust the shooting delay of the shooting prop used (i.e. held) by the controlled virtual object; or, the delay adjustment controls are used to regulate the shooting delay of all shooting props owned by the controlled virtual object.
- providing a delay adjustment control on the graphical user interface includes:
- the target shooting tool In response to a tool use command for a target shooting tool, the target shooting tool is set as the shooting tool currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting tool.
- players can perform actions such as holding a shooting tool on a controlled virtual object to trigger a tool use command.
- the computer device sets the target shooting tool as the shooting tool currently held and used by the controlled virtual object, and provides a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting tool currently held and used by the controlled virtual object.
- the shooting props can include virtual firearms or virtual weapons.
- virtual firearms can include virtual sniper rifles, virtual rifles, virtual submachine guns, and virtual pistols; virtual weapons can include virtual bows and arrows, virtual crossbows, and virtual blowguns.
- the shooting delay for all of these shooting props can be adjusted using a delay adjustment control.
- delay or latency is a time metric used to describe the time between performing a required operation and achieving the expected result. In FPS games, it is the time difference between when a player triggers a shooting action and when the shooting action is actually executed.
- shooting delay can be understood as the time between when the attack prop (such as a bullet or arrow) hits the target after the player triggers a shooting action and the actual time of executing the shooting action. Delayed shooting is a shooting operation with a shooting delay (i.e., shooting is performed after the shooting delay).
- Step 102 In response to an adjustment operation on the delay adjustment control, determine the target firing delay based on the adjustment operation.
- the player can perform an adjustment operation on the delay adjustment control.
- the computer device responds to the adjustment operation on the delay adjustment control and determines the target firing delay based on the adjustment operation.
- the current firing delay can be increased or decreased by adjusting the delay adjustment control. For example, if the current firing delay is 0.5 seconds, it can be increased by adjusting the delay adjustment control, that is, adjusted from 0.5 seconds to 1 second.
- the effect in the firing operation is that the attack item (e.g., bullet or arrow) is fired 1 second after the player triggers the firing operation.
- the current firing delay can be decreased by adjusting the delay adjustment control, that is, adjusted from 0.5 seconds to 0.2 seconds.
- the effect in the firing operation is that the attack item (e.g., bullet or arrow) is fired 0.2 seconds after the player triggers the firing operation.
- Step 103 In response to the shooting trigger event, determine the target virtual object to which the delayed shooting is directed, and control the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- the shooting trigger event includes any one of the following: a first shooting trigger event where the crosshair associated with the controlled virtual object is aimed at a virtual object; a second shooting trigger event where a trigger operation is performed on the shooting control associated with the controlled virtual object.
- the crosshair is an icon or marker used for aiming and shooting. It's typically displayed on the graphical user interface when a player controls a virtual object equipped with a virtual shooting tool. Specifically, the crosshair serves as a reference point for the player when using virtual shooting tools in the game. The position and changes of the crosshair help the player control the virtual object to accurately aim at and fire at the target virtual object.
- the style and characteristics of the crosshair may vary from game to game; for example, it can be a small dot, a crosshair, a circle, or other shaped icon.
- players can control the crosshair of a shooting tool to aim at a virtual object.
- the computer device responds to the first shooting trigger event of the crosshair associated with the controlled virtual object and aims at a virtual object, determines the virtual object as the target virtual object for delayed shooting, and controls the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- the player can control the crosshair of the shooting tool to aim at a virtual scene location.
- the computer device responds to the shooting trigger event of the crosshair associated with the controlled virtual object aiming at a virtual scene location, determines the virtual scene location as the target virtual object for delayed shooting, and controls the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- the player can perform a trigger operation on the shooting control associated with the controlled virtual object.
- the computer device determines that the virtual object or virtual scene position that the crosshair is aiming at when the shooting control is triggered is the target virtual object for delayed shooting. After the target shooting delay, the controlled virtual object automatically fires at the target virtual object at least once.
- At least one shot can be either a continuous shot or a single shot.
- the controlled virtual object in response to a shooting trigger event (when the crosshair is aimed at a target virtual object), the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay has elapsed. That is, it automatically performs a single shot or a continuous shot (without the player performing a trigger operation on the shooting control).
- This can be understood as the controlled virtual object automatically performing a single shot or a continuous shot at the target virtual object after the target shooting delay has elapsed.
- the player can shoot the control at any time to trigger the operation, thereby immediately controlling the controlled virtual object to shoot at the target virtual object at least once, that is, a single shot.
- a player can perform a sliding operation on a delay adjustment control to determine the target firing delay.
- the step "determining the target firing delay based on the adjustment operation in response to the delay adjustment control" includes:
- the target firing delay is determined based on the delay information indicated by the delay adjustment control when the sliding operation ends.
- the delay adjustment control provides a setting area, which can determine the target display position based on a sliding operation on the setting area, and determine the target firing delay based on the target display position.
- the step "determining the target firing delay based on the delay information indicated by the delay adjustment control at the end of the sliding operation, in response to a sliding operation on the delay adjustment control" includes:
- the target firing delay is determined based on the delay information corresponding to the target display position.
- the graphical user interface also displays a shooting control
- the setting area is a slide rail
- the slide rail displays a slider
- the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object
- the slide rail is an arc-shaped slide rail
- the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.
- a graphical user interface is provided through a terminal device.
- the GUI includes at least a portion of a virtual scene and a portion of controlled virtual objects (e.g., the hands of controlled virtual objects) located within the virtual scene and controlled by the terminal device. It may also include other virtual objects controlled by an enemy player's terminal device.
- the controlled virtual objects are holding a first shooting tool corresponding to a first weapon icon.
- the GUI also displays shooting controls and delay adjustment controls.
- the delay adjustment controls include a setting area comprising a slide rail and a slider displayed on the slide rail. The position of the slider on the slide rail can be changed by sliding the slider to determine the target shooting delay.
- the step "in response to a sliding operation on the set area, determining the target display position in the set area when the sliding operation ends, and determining the target firing delay based on the delay information corresponding to the target display position" includes:
- a target firing delay is determined based on the target display position of the slider on the slide rail at the end of the movement operation.
- the controlled virtual object is holding the first shooting prop corresponding to the first gun icon.
- the current shooting delay is 0.5 seconds.
- the player can control the slider to perform a movement operation in the direction indicated by the dotted arrow in Figure 4.
- the computer device can respond to the movement operation of the slider and determine the target shooting delay based on the target display position of the slider on the slide rail when the movement operation ends. That is, the target shooting delay is determined to be 0.2 seconds.
- the player can control the crosshair corresponding to the shooting tool to aim at other virtual objects.
- the computer device responds to the first shooting trigger event of the crosshair associated with the controlled virtual object aiming at other virtual objects, identifies the other virtual object as the target virtual object for delayed shooting, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay. That is, 0.2 seconds after the crosshair is aimed at other virtual objects, the controlled virtual object is controlled to use the first shooting tool to shoot at other virtual objects at least once.
- a sliding operation can be performed on the delay adjustment control, the delay information displayed by the delay adjustment control can be determined based on the sliding operation, and the target firing delay can be determined based on the delay information.
- the step "determining the target firing delay based on the delay information indicated by the delay adjustment control at the end of the sliding operation in response to the sliding operation" includes:
- the target firing delay is determined based on the delay information.
- the controlled virtual object is currently holding the first shooting tool, shooting control, and delay adjustment control corresponding to the first weapon icon.
- the current shooting delay is 0.5 seconds, meaning the delay information highlighted in the delay adjustment control is 0.5.
- Other delay information is displayed in grayscale on either side of this delay information, allowing the player to select other delay information via a swipe.
- the player can perform a swipe operation on the delay adjustment control in the direction indicated by the dotted arrow in Figure 7.
- the computer device responds to this swipe operation by determining the delay information displayed on the graphical user interface at the end of the swipe operation. If the delay information displayed at the end of the swipe operation is 0.2, then the target shooting delay can be determined to be 0.2 seconds based on this delay information.
- players can perform a trigger operation on the shooting control.
- the computer device takes the virtual object or virtual scene position that the crosshair is aimed at when the shooting control is triggered as the target virtual object.
- the controlled virtual object is controlled to automatically shoot at the target virtual object at least once. That is, 0.2 seconds after the shooting control is triggered, the controlled virtual object is controlled to use the first shooting tool to shoot at other virtual objects at least once.
- a time indicator is also displayed corresponding to the delay adjustment control, which is used to indicate the value of the shooting delay selected in real time during the process.
- a time indicator is also displayed corresponding to the delay adjustment control.
- a first time indicator of 0.5S can be displayed near the slider to indicate that the current shooting delay is 0.5 seconds.
- the display of the time indicator is updated in real time when the slider is slid, specifically according to the selected shooting delay. For example, if the shooting delay selected by the sliding operation is 0.2 seconds, then 0.2S will be displayed near the slider.
- the firing delay value determined by the relative position of the slider on the slide rail can be continuously displayed on one side of the slider.
- different shooting props have different adjustable delay ranges.
- the adjustable delay range for a virtual sniper rifle is 0.1 to 2 seconds, for a virtual rifle it is 0.1 to 0.5 seconds, for a virtual submachine gun it is 0.1 to 0.8 seconds, and for a virtual shotgun it is 0.1 to 1 second.
- the adjustable delay ranges of shooting props can be set according to the actual needs of the game.
- the display style of the delay adjustment control is determined based on the adjustable delay range, wherein the display style of the slider of the delay adjustment control can be determined according to the adjustable delay range.
- the larger the adjustable delay range the longer the corresponding length of the slider.
- the left side is a delay adjustment control with an adjustable delay range of 0 to 1.5 seconds
- the right side is a delay adjustment control with an adjustable delay range of 0 to 2 seconds.
- the right side slide rail is longer.
- the slide rail of the delay adjustment control can be of a fixed length. Based on the correspondence between different adjustable delay ranges and the slide rail, the firing delay corresponding to different positions on the slide rail can be determined.
- the endpoints of the adjustable delay range can be displayed on both sides of the curved slide rail. Specifically, a first time indicator and a second time indicator are also displayed near the delay adjustment control. The first time indicator and the second time indicator are used to indicate the two endpoints of the adjustable delay range.
- the adjustable delay range is 0.1 seconds to 1 second
- the two endpoint values of the adjustable delay range are the first endpoint value of 0.1 seconds and the second endpoint value of 1 second
- the first time indicator is 0.1S and the second time indicator is 1S, and they are displayed on both sides of the slide rail respectively.
- the graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode; in the first shooting mode, the graphical user interface includes a shooting control, which, upon receiving a trigger operation, immediately controls the controlled virtual object to fire at least once at the target virtual object; in the second shooting mode, upon responding to a shooting trigger event, controls the controlled virtual object to automatically fire at the target virtual object at least once after a target shooting delay; before the step "providing a delay adjustment control on the graphical user interface", the method further includes:
- the first shooting mode is switched to the second shooting mode, and a delay adjustment control is displayed on the graphical user interface.
- the graphical user interface also includes a mode switching control, which is configured to switch between at least a first shooting mode and a second shooting mode.
- the graphical user interface includes a shooting control, which, upon receiving a trigger operation, immediately controls the controlled virtual object to fire at least once at the target virtual object, i.e., to perform a single shot.
- the shooting control immediately controlling the controlled virtual object to fire once at the target virtual object after receiving a trigger operation.
- the controlled virtual object in response to a shooting trigger event, the controlled virtual object is controlled to automatically fire at the target virtual object at least once after a target shooting delay, i.e., to perform a single shot or continuous shots.
- the controlled virtual object being controlled to automatically fire at the target virtual object once or continuously after a target shooting delay in response to a shooting trigger event.
- the crosshair in the second shooting mode, after the crosshair is aimed at the target virtual object, it can automatically fire at the target virtual object when the target firing delay is reached (that is, the player does not need to perform a trigger operation on the shooting control); and, in the second shooting mode, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to fire at the target virtual object at least once.
- the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to fire at the target virtual object at least once.
- the shooting mode at this time is the first shooting mode.
- the shooting control displays the mode prompt message "Shoot" to indicate to the player that the current shooting mode is the first shooting mode.
- no mode prompt message may be displayed in the shooting control.
- the player can perform a trigger operation on the mode switching control.
- the computer device in response to the trigger operation on the mode switching control, switches the first shooting mode to the second shooting mode and displays the delay adjustment control on the graphical user interface.
- the shooting control displays the mode prompt message "Automatic" to indicate to the player that the current shooting mode is the second shooting mode.
- this embodiment of the present disclosure allows players to quickly select the shooting mode in different shooting situations using the mode switching control. This allows for quick selection of manual or automatic shooting, lowering the learning curve for players while also increasing the upper limit of player operation, enabling players to quickly select a more suitable shooting mode.
- the method further includes:
- the second firing mode is switched to the first firing mode, in which the delay adjustment control is inoperable or not displayed.
- the shooting mode at this time is the second shooting mode.
- a delay adjustment control is displayed, and the shooting control displays the mode prompt message "Auto" to indicate to the player that the shooting mode is currently in the second shooting mode.
- the second shooting mode in response to the trigger operation of the mode switching control, the second shooting mode is switched to the first shooting mode.
- the display of the delay adjustment control is canceled, and the shooting control displays the mode prompt message "Shoot" to indicate to the player that the shooting mode is currently in the first shooting mode.
- the display styles of the delay adjustment control and the shooting control differ in the first and second shooting modes.
- the display styles of the shooting control differ between the first and second shooting modes.
- the shooting control displays a mode prompt message to indicate that the controlled virtual object is in the second shooting mode.
- the mode prompt message displayed in the shooting control in the first shooting mode is "Shoot," while the mode prompt message displayed in the shooting control in the second shooting mode is "Auto.”
- different control identifiers can be configured for different shooting modes.
- the shooting control in the first shooting mode is configured with a first control identifier
- the shooting control in the second shooting mode is configured with a second control identifier, where the first and second control identifiers are different.
- the method further includes:
- the second shooting mode is switched to the first shooting mode.
- the delay adjustment control includes a slide rail and a slider displayed on the slide rail; the method further includes:
- a mode cancellation prompt message is displayed;
- the second shooting mode is switched to the first shooting mode.
- the player can perform a first sliding operation on the slider.
- the display mode cancellation prompt message "Switch Mode" is displayed.
- the player can perform a second trigger operation on the slider to make the slider disengage from the slide rail.
- the second sliding operation on the slider that is continuous with the first sliding operation, if the display position of the slider is not on the slide rail when the second sliding operation ends, the second shooting mode is switched back to the first shooting mode. This allows the player to quickly cancel the second shooting mode by sliding the slider off the slide rail, thereby quickly switching from the second shooting mode to the first shooting mode.
- the method for "responding to a shooting trigger event, determining the target virtual object for delayed shooting, and controlling the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay" may include:
- the crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object does not meet the preset shooting delay interruption condition, the shooting delay continues to accumulate.
- the controlled virtual object is controlled to automatically fire at the target virtual object at least once.
- the player can control the crosshair of the shooting tool to aim at a virtual object.
- the computer device responds to the first firing trigger event of the crosshair associated with the controlled virtual object and the virtual object being aimed at, and begins to accumulate the firing delay, and determines the virtual object being aimed at as the target virtual object.
- the player can control the crosshair to move or the crosshair to automatically follow the movement of the target virtual object.
- the computer device controls the crosshair to move.
- the firing delay continues to accumulate. At this time, if the firing delay reaches the target firing delay (i.e., 2 seconds), the controlled virtual object is controlled to automatically fire at the target virtual object at least once.
- controlling the movement of the crosshair includes:
- the crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object meets the preset shooting delay interruption condition, the continuous accumulation of shooting delay is canceled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.
- the crosshair is controlled to move.
- the preset shooting delay interruption condition for example, if the longest duration of the crosshair not being aimed at the target virtual object exceeds the preset duration of 0.5 seconds, then the continuous cumulative shooting delay is canceled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay.
- the graphical user interface includes shooting controls; the method for the step "responding to a shooting trigger event, starting to accumulate shooting delay, and determining the virtual object being aimed at by the crosshair as the target virtual object" may include:
- the crosshair can receive a movement operation for the crosshair, and if the crosshair is within a preset adsorption range corresponding to a virtual object, it can automatically adsorb to the target part of the virtual object, determine the virtual object as the target virtual object, and start accumulating shooting delay;
- a shooting trigger event is determined, and a shooting delay is accumulated. If the crosshair moves onto the virtual object or the crosshair is automatically snapped onto the virtual object before the accumulated shooting delay reaches the target shooting delay, then the virtual object is determined to be the target virtual object.
- the target body part can be the head, heart, or other body parts of the target virtual object.
- the method of controlling the crosshair to move further includes:
- the crosshair is automatically controlled to follow the target virtual object and continuously aim at the target part, so that the controlled virtual character can fire at the target part when shooting.
- the target area aimed at by the crosshair on the target virtual object can be determined before the crosshair is moved. If the target virtual object moves, the crosshair is automatically controlled to follow the target virtual object and continuously aim at the target area, so that the controlled virtual character can fire at the target area when firing.
- the graphical user interface includes shooting controls, and the method further includes:
- the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of shooting delay is canceled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay has passed.
- the player can trigger the shooting control at any time to immediately control the controlled virtual object to fire at the target virtual object at least once.
- the player can trigger the shooting control at any time to immediately control the controlled virtual object to fire at the target virtual object at least once.
- the graphical user interface includes shooting controls, and the method further includes:
- the accumulation of shooting delay is cancelled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;
- the shot cancellation event includes at least one of leaving the aiming state of the target virtual object and performing a shot cancellation operation on the shooting control.
- the computer device responds to the shooting cancellation event for the target virtual object by canceling the accumulation of shooting delay, thereby canceling the operation of controlling the controlled virtual object to automatically fire at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has elapsed.
- the response to the firing trigger event includes:
- a delay prompt message is displayed on the graphical user interface, the delay prompt message being used to indicate the countdown of the firing delay from the target.
- the computer device displays a delay prompt on the graphical user interface.
- the delay prompt is used to indicate the countdown of the target shooting delay.
- the delay prompt can be a countdown indicator or a time progress bar.
- the remaining time of the target shooting delay is displayed according to the countdown, thereby indicating the remaining time before the current player can automatically shoot the controlled virtual object.
- the historical shooting delay or the target shooting delay of the shooting tool before the switch can be used as the target shooting delay of the shooting tool after the switch.
- the method further includes:
- the system determines the new shooting tool and the historical or default shooting delay that the new shooting tool has been set to, and uses the historical or default shooting delay as the target shooting delay of the new shooting tool.
- the target firing delay of the firing tool after switching shall be the same as the target firing delay of the firing tool before switching.
- the graphical user interface displays a first gun icon and a second gun icon.
- the first gun icon is associated with a first shooting prop and is configured to set the first shooting prop as the shooting prop currently held and used by the controlled virtual object when a trigger operation is received.
- the second gun icon is associated with a second shooting prop and is configured to set the second shooting prop as the shooting prop currently held and used by the controlled virtual object when a trigger operation is received.
- the controlled virtual object is currently holding the first shooting weapon.
- the player can perform a trigger operation on the second weapon icon.
- the computer device responds to the shooting weapon switching command, determines that the switched shooting weapon is the second shooting weapon, and determines the historical shooting delay or default shooting delay that the switched shooting weapon has been set in the past.
- the historical shooting delay or default shooting delay is used as the target shooting delay of the switched shooting weapon.
- the first shooting association parameter of the shooting weapon before switching and the second shooting association parameter of the switched shooting weapon are obtained. If the first shooting association parameter and the second shooting association parameter meet the preset similarity condition, the target shooting delay of the switched shooting weapon (i.e., the second shooting weapon) is the same as the target shooting delay of the shooting weapon before switching (i.e., the first shooting weapon).
- the preset similarity condition can be that the adjustable delay range of the shooting weapon before switching and the shooting weapon after switching is the same or similar.
- this disclosure provides a game interaction method by providing a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation; in response to a shooting trigger event, determining the target virtual object for the delayed shooting, and controlling the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- a delay adjustment control can be provided to the player, allowing the player to adjust the shooting delay of shooting items according to actual game operation needs.
- this disclosure also provides a game interface, which can be as shown in Figure 15.
- the game interface can display at least part of the game scene and several controls.
- Figure 15 is just an example of the interface elements on the game interface.
- the game interface can also include interface elements other than those shown in Figure 15. The interface elements in the game interface shown in Figure 15 will be described in detail below.
- Control 1001 represents the fire control (i.e., shooting control), which is used to control the controlled virtual character to fire.
- Control 1002 represents the left peek control, which is used to control the controlled virtual character to peek to the left of the virtual weapon.
- Control 1003 represents the right peek control, which is used to control the controlled virtual character to peek to the right of the virtual weapon.
- Control 1004 represents the cancel throw control, which is used to cancel the throwing of throwables.
- 1005a represents the operation point
- 1005b represents the first control area
- 1005c represents the second control area located outside the first control area.
- the first control area, the second control area, and the operation point can form a virtual joystick.
- the virtual joystick is used to control the movement speed of the controlled virtual character.
- Players can drag the operation point to the first control area and/or the second control area to control the target controlled virtual character to move at different speeds.
- 1006 represents the medical supplies control, used to trigger the terminal device to display the medical supplies possessed by the controlled virtual character
- 1007 represents the main weapon bar, used to display the main weapon of the controlled virtual character
- 1008 represents the secondary weapon bar, used to display the secondary weapon of the controlled virtual character
- 1009 represents the health bar, used to display the current health of the controlled virtual character
- 10010 represents the throwable control, used to control the controlled virtual character to throw projectiles in the virtual scene.
- 10011 represents the helmet control, used to indicate the helmet status of the controlled virtual character, such as wearing a helmet, helmet damage, or not wearing a helmet.
- 10012 represents the armor control, used to indicate the armor status of the controlled virtual character, such as wearing armor, armor damage, or not wearing armor.
- 10013 represents the hunger status control, used to indicate the hydration and energy status of the controlled virtual character.
- 10014 represents the detection prompt control, used to set detection tools.
- 10015 represents the firing mode control, used to switch between automatic and semi-automatic firing modes.
- 10016 represents the melee weapon control, used to control melee weapons.
- 10017 represents the pistol control, used to control the pistol.
- 10018 represents the reload control, used to control the controlled virtual character to reload.
- 10019 represents the crouch control, used to control the controlled virtual character to perform a crouching action.
- 10030 represents the pet control control, used to release the pet of the controlled virtual character.
- 10031 represents the focus skill control, used to release the focus skill.
- 10032 represents the marker control, used to mark locations in the game scene. When the controlled virtual character moves away from the marked location, the player can know the distance between the controlled virtual character and the marked location.
- 10033 represents the chat control, used to send and receive messages in the game.
- 10034 represents the speaker control, used to play sounds in the game.
- 10035 represents the microphone control, used to collect the player's voice.
- 10036 represents the game settings control, used to set relevant configurations in the game.
- 10037 represents the action control, used to control the relevant actions of the controlled virtual character.
- 10038 represents the flashlight, used to control the virtual controlled character to use the flashlight in the game scene.
- 10039 represents the pick-upable items.
- 10040 represents the storm progress bar, used to indicate the progress of the storm affecting the game scene.
- 10050 represents the orientation indicator, used to indicate the orientation of the controlled virtual character or the orientation of the controlled virtual character relative to the preset location.
- This embodiment also provides a game interaction device, which can be integrated into a terminal device.
- the game interaction device may include:
- Display unit 201 is configured to provide a delay adjustment control on the graphical user interface
- the first response unit 202 is configured to respond to an adjustment operation on the delay adjustment control and determine the target firing delay based on the adjustment operation;
- the second response unit 203 is configured to respond to a shooting trigger event, determine the target virtual object to which the delayed shooting is directed, and control the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- the game interaction device includes:
- a response subunit is configured to, in response to a tool use command for a target shooting tool, set the target shooting tool as the shooting tool currently held and used by the controlled virtual object, and provide a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting tool.
- the game interaction device includes:
- the response subunit is also configured to determine the target firing delay in response to a sliding operation on the delay adjustment control, based on delay information indicated by the delay adjustment control when the sliding operation ends.
- the game interaction device includes:
- the response subunit is also configured to, in response to a sliding operation on the setting area, determine a target display position in the setting area when the sliding operation ends;
- the determination subunit is configured to determine the target firing delay based on the delay information corresponding to the target display position.
- the game interaction device includes:
- the response subunit is also configured to, in response to a sliding operation on the delay adjustment control, determine delay information displayed on the graphical user interface when the sliding operation ends;
- the determined subunit is also configured to determine the target firing delay based on the delay information.
- the game interaction device includes:
- the display subunit is configured to display a shooting control in the graphical user interface.
- the setting area is a slide rail, on which a slider is displayed. The position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object.
- the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.
- the game interaction device includes:
- the response subunit is also configured to determine a target firing delay in response to a movement operation of the slider, based on the target display position of the slider on the slide rail at the end of the movement operation.
- the game interaction device includes:
- the response subunit is also configured to, when in the first firing mode, switch the first firing mode to the second firing mode in response to a trigger operation on the mode switching control, and display a delay adjustment control on the graphical user interface.
- the game interaction device includes:
- the response subunit is also configured to, when in the second firing mode, switch the second firing mode to the first firing mode in response to a trigger operation on the mode switching control, wherein the delay adjustment control is inoperable or not displayed in the first firing mode.
- the game interaction device includes:
- the response subunit is also configured to switch the second firing mode to the first firing mode in response to a sliding operation on the delay adjustment control if the display position of the slider is not on the delay adjustment control when the sliding operation ends.
- the game interaction device includes:
- the response subunit is also configured to display a mode cancellation prompt message in response to a first sliding operation on the slider when it is detected that the slider has slid to a designated endpoint corresponding to the minimum value of the slide rail.
- the response subunit is also configured to switch the second firing mode to the first firing mode in response to a second sliding operation of the slider that is continuous with the sliding operation, if the display position of the slider is not on the slide rail when the second sliding operation ends.
- the game interaction device includes:
- the response subunit is also configured to respond to a firing trigger event, begin accumulating firing delay, and determine the virtual object that the crosshair is aiming at as the target virtual object;
- the control subunit is configured to control the crosshair to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object does not meet the preset firing delay interruption condition, the firing delay will continue to accumulate.
- the control subunit is also configured to control the controlled virtual object to automatically fire at the target virtual object at least once after the firing delay reaches the target firing delay.
- the game interaction device includes:
- the control subunit is also configured to control the crosshair to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object meets a preset shooting delay interruption condition, the continuous cumulative shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically fire at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has elapsed.
- the game interaction device includes:
- the subunit is also configured to receive movement operations for the crosshair, and if the crosshair is aimed at a virtual object, to determine that a firing trigger event is triggered, and to determine that the virtual object is the target virtual object, and to start accumulating firing delay;
- the crosshair can receive a movement operation for the crosshair, and if the crosshair is within a preset adsorption range corresponding to a virtual object, it can automatically adsorb to the target part of the virtual object, determine the virtual object as the target virtual object, and start accumulating shooting delay;
- a shooting trigger event is determined, and a shooting delay is accumulated. If the crosshair moves onto the virtual object or the crosshair is automatically snapped onto the virtual object before the accumulated shooting delay reaches the target shooting delay, then the virtual object is determined to be the target virtual object.
- the game interaction device includes:
- the determining subunit is also configured to determine the target part that the crosshair is aiming at on the target virtual object;
- the control subunit is also configured to automatically control the crosshair to follow the movement of the target virtual object and continuously aim at the target part if the target virtual object moves, so that the controlled virtual character fires at the target part.
- the game interaction device includes:
- the control subunit is also configured to, if it receives a trigger operation for the shooting control before the target shooting delay is reached, immediately control the controlled virtual object to fire at the target virtual object and cancel the accumulation of the shooting delay, thereby canceling the operation of controlling the controlled virtual object to automatically fire at the target virtual object determined by the shooting trigger event after the target shooting delay has elapsed.
- the game interaction device includes:
- the response subunit is also configured to, in response to a shooting cancellation event targeting the target virtual object, cancel the accumulation of the shooting delay before the target shooting delay is reached, in the case where the accumulated shooting delay is before the target shooting delay is reached. This cancels the operation of controlling the controlled virtual object to automatically fire at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has elapsed.
- the shot cancellation event includes at least one of leaving the aiming state of the target virtual object and performing a shot cancellation operation on the shooting control.
- the game interaction device includes:
- the response subunit is also configured to display a delay prompt message on a graphical user interface in response to a firing trigger event, the delay prompt message being used to indicate a countdown to the target firing delay.
- the game interaction device includes:
- the response subunit is also configured to respond to a switching command for a shooting tool, determine the switched shooting tool, and determine the historical shooting delay or default shooting delay that the switched shooting tool has historically set, and use the historical shooting delay or default shooting delay as the target shooting delay of the switched shooting tool;
- the acquisition subunit is configured to acquire the first shooting association parameters of the shooting prop before switching and the second shooting association parameters of the shooting prop after switching. If the first shooting association parameters and the second shooting association parameters meet a preset similarity condition, the target shooting delay of the shooting prop after switching is the same as the target shooting delay of the shooting prop before switching.
- a display unit 201 provides a delay adjustment control on the graphical user interface.
- a first response unit 202 responds to an adjustment operation on the delay adjustment control and determines a target shooting delay based on the adjustment operation.
- a second response unit 203 responds to a shooting trigger event, determines the target virtual object for the delayed shooting, and controls the controlled virtual object to automatically fire at the target virtual object at least once after the target shooting delay.
- This disclosure provides players with a delay adjustment control, allowing them to adjust the shooting delay of shooting items according to actual game operation needs.
- This enables players to adjust the shooting delay in-game based on their actual situation, allowing them to combine operational feel or diverse combat scenarios to conveniently and quickly adjust shooting parameters in real time, improving the player's shooting experience and ensuring the smoothness of the combat experience in the game, thereby improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.
- this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device.
- the electronic device can be a server.
- the electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored on the memory 302 and executable on the processor.
- the processor 301 and the memory 302 are electrically connected.
- the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and/or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300.
- the processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this disclosure.
- the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:
- a delay adjustment control is provided on the graphical user interface
- a target firing delay is determined based on the adjustment operation
- the target virtual object for delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay.
- providing a delay adjustment control on the graphical user interface includes:
- the target shooting tool In response to a tool use command for a target shooting tool, the target shooting tool is set as the shooting tool currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting tool.
- the shooting trigger event includes any one of the following:
- the crosshair associated with the controlled virtual object triggers the first shot event when aiming at a virtual object
- a second shooting trigger event that performs a triggering operation on the shooting control associated with the controlled virtual object.
- determining the target firing delay based on the adjustment operation in response to the delay adjustment control includes:
- the target firing delay is determined based on the delay information indicated by the delay adjustment control when the sliding operation ends.
- the delay adjustment control provides a setting area
- the step of determining the target firing delay in response to a sliding operation on the delay adjustment control, based on delay information indicated by the delay adjustment control at the end of the sliding operation includes:
- the target firing delay is determined based on the delay information corresponding to the target display position.
- determining the target firing delay based on delay information indicated by the delay adjustment control at the end of the sliding operation, in response to a sliding operation on the delay adjustment control includes:
- the target firing delay is determined based on the delay information.
- the graphical user interface further displays a shooting control
- the setting area is a slide rail
- a slider is displayed on the slide rail
- the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object.
- the slide rail is an arc-shaped slide rail
- the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.
- the step of determining the target display position in the setting area when the sliding operation ends, in response to a sliding operation on the setting area, and determining the target firing delay based on delay information corresponding to the target display position includes:
- a target firing delay is determined based on the target display position of the slider on the slide rail at the end of the movement operation.
- a time indicator is also displayed corresponding to the delay adjustment control, which is used to indicate the value of the shooting delay selected in real time during the process.
- different shooting props correspond to different adjustable delay ranges, and the display style of the delay adjustment control is determined based on the adjustable delay range.
- a first time identifier and a second time identifier are also displayed near the delay adjustment control, the first time identifier and the second time identifier being used to indicate the two range endpoint values of the adjustable delay range.
- the graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode;
- the graphical user interface includes a shooting control, which is used to immediately control the controlled virtual object to fire at the target virtual object at least once after receiving a trigger operation; in the second shooting mode, when in response to a shooting trigger event, the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay.
- the method further includes:
- the first shooting mode is switched to the second shooting mode, and a delay adjustment control is displayed on the graphical user interface.
- the method further includes:
- the second firing mode is switched to the first firing mode, in which the delay adjustment control is inoperable or not displayed.
- the display style of the shooting control is different in the first shooting mode and the second shooting mode.
- the shooting control displays mode prompt information, which is used to indicate that the controlled virtual object is in the second shooting mode.
- the method further includes:
- the second shooting mode is switched to the first shooting mode.
- the delay adjustment control includes a slide rail and a slider displayed on the slide rail, and the method further includes:
- a mode cancellation prompt message is displayed;
- the second shooting mode is switched to the first shooting mode.
- the step of responding to a firing trigger event, determining the target virtual object for delayed firing, and controlling the controlled virtual object to automatically fire at the target virtual object at least once after the target firing delay includes:
- the crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object does not meet the preset shooting delay interruption condition, the shooting delay continues to accumulate.
- the controlled virtual object is controlled to automatically fire at the target virtual object at least once.
- controlling the movement of the crosshair includes:
- the crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair not being aimed at the target virtual object meets the preset shooting delay interruption condition, the continuous accumulation of shooting delay is canceled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.
- the graphical user interface includes shooting controls
- the steps of responding to the firing trigger event, starting to accumulate firing delay, and determining the virtual object being aimed at by the crosshair as the target virtual object include:
- the crosshair can receive a movement operation for the crosshair, and if the crosshair is within a preset adsorption range corresponding to a virtual object, it can automatically adsorb to the target part of the virtual object, determine the virtual object as the target virtual object, and start accumulating shooting delay;
- a shooting trigger event is determined, and a shooting delay is accumulated. If the crosshair moves onto the virtual object or the crosshair is automatically snapped onto the virtual object before the accumulated shooting delay reaches the target shooting delay, then the virtual object is determined to be the target virtual object.
- the method of controlling the crosshair to move further includes:
- the crosshair is automatically controlled to follow the target virtual object and continuously aim at the target part, so that the controlled virtual character can fire at the target part when shooting.
- the graphical user interface includes shooting controls, and the method further includes:
- the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of shooting delay is canceled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay has passed.
- the graphical user interface includes shooting controls, and the method further includes:
- the accumulation of shooting delay is cancelled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;
- the shot cancellation event includes at least one of leaving the aiming state of the target virtual object and performing a shot cancellation operation on the shooting control.
- the response to the firing trigger event includes:
- a delay prompt message is displayed on the graphical user interface, the delay prompt message being used to indicate the countdown of the firing delay from the target.
- the method further includes:
- the system determines the new shooting tool and the historical or default shooting delay that the new shooting tool has been set to, and uses the historical or default shooting delay as the target shooting delay of the new shooting tool.
- the target firing delay of the firing tool after switching shall be the same as the target firing delay of the firing tool before switching.
- the electronic device provided in this embodiment can provide a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, a target shooting delay is determined based on the adjustment operation; in response to a shooting trigger event, the target virtual object targeted by the delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay. Therefore, the solution of this embodiment can provide players with a delay adjustment control, allowing players to adjust the shooting delay of shooting items according to actual game operation needs.
- the electronic device 300 further includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307.
- the processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307.
- the electronic device structure shown in FIG17 does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the touch display screen 303 may include a display panel and a touch panel.
- the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof.
- the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies.
- LCD liquid crystal display
- OLED organic light-emitting diode
- the touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands.
- the touch panel may include two parts: a touch detection device and a touch controller.
- the touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting 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 it to the processor 301. It can also receive and execute commands from the processor 301.
- the touch panel can cover the display panel.
- the touch panel When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event.
- the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions.
- the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
- the radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
- Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
- the input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
- user characteristic information such as fingerprints, iris, facial information, etc.
- Power supply 307 is used to supply power to various components of electronic device 300.
- power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
- Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
- the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
- embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game interaction methods provided in embodiments of this disclosure.
- the computer program can execute the steps of the following game interaction method:
- a delay adjustment control is provided on the graphical user interface
- a target firing delay is determined based on the adjustment operation
- the target virtual object for delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay.
- the computer program stored in the storage medium can provide a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, a target shooting delay is determined based on the adjustment operation; in response to a shooting trigger event, the target virtual object targeted by the delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay. Therefore, the solution of this embodiment can provide players with a delay adjustment control, allowing players to adjust the shooting delay of shooting items according to actual game operation needs.
- the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
- the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this disclosure, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this disclosure can achieve, as detailed in the preceding embodiments, and will not be repeated here.
- a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
- a processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
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Abstract
一种游戏交互方法、装置、电子设备和存储介质,包括:在所述图形用户界面上提供一延时调整控件(101);响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时(102);响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击(103)。使玩家可以在游戏对局内根据自身实际情况调整射击延迟,使玩家更能够结合操作手感或多样化战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,提高游戏交互效率;降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
Description
相关申请交叉引用
本申请要求于2024年6月5日提交的申请号为202410727523.X、名称为“一种游戏交互方法、装置、电子设备和存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,具体涉及一种游戏交互方法、装置、电子设备和存储介质。
为了满足人们对精神生活的追求,能够在终端上操作的娱乐游戏应运而生,例如,基于客户端或服务器架构开发的多人在线动作游戏、角色扮演游戏、战术竞技类游戏或第一人称射击游戏(First-person shooting game,FPS)等类型的游戏。在游戏中,玩家可以操纵屏幕中的虚拟人物来进行游戏,可以基于玩家所操作人物的第一视角或第三视角在游戏场景中执行行走、奔跑、跳跃、拾取道具以及格斗等相关操作,使得玩家们可以身临其境地体验游戏带来的视觉冲击,大大增强了游戏的主动性和真实感。
在目前的射击类游戏中,玩家控制的虚拟对象之间通常通过虚拟枪械展开对抗,例如采用虚拟枪械瞄准敌方虚拟对象进行射击造成伤害,以淘汰敌方虚拟对象。然而,随着玩家对游戏玩法需求的日益增长,玩家存在需要根据自身的游戏操作习惯对射击参数进行自定义的需求,现有技术中玩家对射击参数进行自定义的交互方式较少,并且玩家进行射击参数自定义的交互操作的步骤复杂,导致玩家无法快速进行射击参数的调整操作,影响玩家在游戏对局中战斗体验的流畅性,导致游戏交互效率低。
本公开实施例提供一种游戏交互方法、装置、电子设备和存储介质,可以提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
第一方面,本公开实施例提供一种游戏交互方法,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,所述方法包括:
在所述图形用户界面上提供一延时调整控件;
响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
第二方面,本公开实施例提供一种游戏交互装置,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,包括:
显示单元,被配置为在所述图形用户界面上提供一延时调整控件;
第一响应单元,被配置为响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
第二响应单元,被配置为响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
第三方面,本公开实施例还提供一种电子设备,包括存储器存储有多条指令;处理器从存储器中加载指令,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,计算机可读存储介质存储有多条指令,指令适于处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第五方面,本公开实施例还提供一种计算机程序产品,包括计算机程序或指令,计算机程序或指令被处理器执行时实现本公开实施例所提供的任一种游戏交互方法中的步骤。
采用本公开实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本公开其中之一实施例提供的游戏交互系统的场景示意图;
图2是本公开其中之一实施例提供的游戏交互方法的一种实施例流程示意图;
图3是本公开其中之一实施例提供的游戏交互方法的一种场景示意图;
图4是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图5是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图6是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图7是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图8是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图9是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图10是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图11是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图12是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图13是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图14是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图15是本公开其中之一实施例提供的游戏交互方法的一种游戏界面示意图;
图16是本公开其中之一实施例中提供的游戏交互装置的结构示意图;
图17是本公开其中之一实施例中提供的电子设备的结构示意图。
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。同时,在本公开实施例的描述中,术语“第一”、“第二”等仅用于区分描述,而不能理解为指示或暗示相对重要性。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括一个或者更多个特征。在本公开实施例的描述中,“多个”的含义是两个或两个以上,除非另有明确具体的限定。
本公开实施例提供一种游戏交互方法、装置、电子设备和计算机可读存储介质。具体地,本实施例将从游戏交互装置的角度进行描述,该游戏交互装置具体可以集成在电子设备中,即本公开实施例游戏交互方法可以由电子设备执行,可选的,该电子设备可以包括:终端设备。终端设备可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、游戏机、或者个人电脑(Personal Computer,PC)等设备。
本公开实施例提供的游戏交互方法,可以应用于如游戏交互系统中。其中,该游戏交互系统可以包括玩家终端设备和服务器,终端可以是既包括接收和发射硬件的设备,即具有能够在双向通信链路上,执行双向通信的接收和发射硬件的设备。玩家终端设备与服务器可以通过网络进行双向通信。
可选的,该服务器可以是独立的服务器,也可以是服务器组成的服务器网络或服务器集群,其包括但不限于计算机、网络主机、单个网络服务器、多个网络服务器集或多个服务器构成的云服务器。其中,云服务器由基于云计算(Cloud Computing)的大量计算机或网络服务器构成。
在本公开其中一种实施例中的游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
例如,当该游戏交互方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。
例如,当该游戏交互方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。
请参阅图1,图1为本公开实施例提供的一种游戏交互系统的场景示意图。该系统可以包括至少一个终端,至少一个服务器,至少一个数据库,以及网络。用户持有的终端可以通过网络连接到不同游戏的服务器。终端是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,当系统包括多个终端、多个服务器、多个网络时,不同的终端可以通过不同的网络、通过不同的服务器相互连接。网络可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库,多个数据库耦合到不同的服务器,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库中。
本公开实施例提供了一种游戏交互方法,该方法可以由终端或服务器执行。本公开实施例以游戏交互方法由终端执行为例来进行说明。其中,该终端可以包括触控显示屏和处理器(当然,终端也可以采用鼠标、键盘等外设作为输入设备,此处仅以触控显示屏为例进行说明),该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。
需要说明的是,图1所示的游戏交互系统的场景示意图仅仅是一个示例,本公开实施例描述的游戏交互系统以及场景是为了更加清楚的说明本公开实施例的技术方案,并不构成对于本公开实施例提供的技术方案的限定,本领域普通技术人员可知,随着新业务场景的出现,本公开实施例提供的技术方案对于类似的技术问题,同样适用。
本公开实施例提供一种游戏交互方法,该方法可以由终端或服务器执行,本公开实施例以游戏交互方法由终端执行为例来进行说明,可以通过终端设备提供一图形用户界面,图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象。以下对图形用户界面、虚拟场景、以及虚拟对象进行说明。
游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。
图形用户界面是通过在移动终端或其它终端的处理器上执行软件应用并在显示器上渲染得到图形用户界面,可以是终端设备的显示屏界面。图形用户界面可以呈现游戏场景的全部,也可以只呈现游戏场景的局部。游戏场景中包括多个静态虚拟对象,具体包括地面、山体、石体、植被、建筑等。当游戏场景比较大时,在游戏的过程中终端设备的图形用户界面上只显示游戏场景的局部内容。可选地,游戏场景中包含游戏角色,游戏角色可以是玩家操控的游戏角色,也可以NPC(Non-Player Character的缩写,是游戏中一种角色类型,意思是非玩家角色),本示例性实施例不作限制。图形用户界面中可以包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
游戏对象(或称为虚拟对象、游戏角色)是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。(游戏)道具是指虚拟对象在虚拟环境中能够使用的道具,包括但不限于枪械、冷兵器、手雷、护盾、跳板、傀儡等能够被虚拟对象使用,以提速自身属性、辅助作战或是对其他虚拟对象发起伤害的虚拟物品,虚拟道具还可以是子弹等补给道具,还可以为扩充弹夹、瞄准倍镜、消焰器、枪托等配件装配在指定虚拟武器上。虚拟摄像机是游戏场景画面所必需的组件,用于游戏场景画面的呈现,一个游戏场景至少对应一个虚拟摄像机,根据实际需要,可以有两个或两个以上,作为游戏渲染的窗口,为玩家捕捉和呈现游戏世界的画面内容,通过设置虚拟摄像机的参数可调整玩家观看游戏世界的视角,如第一人称视角、第三人称视角。
以下结合附图分别进行详细说明,本实施例中以执行主体是终端设备为例。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于附图所示的顺序执行所示出或描述的步骤。
请参阅图2,图2为本公开实施例提供的一种游戏交互方法的流程示意图,该游戏交互方法的具体流程可以如下步骤101至步骤103:
步骤101、在所述图形用户界面上提供一延时调整控件。
在本公开实施例中,可以通过终端设备提供一图形用户界面,该图形用户界面包括至少部分虚拟场景、位于虚拟场景中由终端设备控制的部分受控虚拟对象,该受控虚拟对象可以装备有至少一射击道具,此时,受控虚拟对象可以手持或未手持该射击道具,延时调整控件均显示在图形用户界面上,也即延时调整控件常驻显示在图形用户界面上,该延时调整控件用于调整受控虚拟对象使用(也即手持)的射击道具的射击延时;或者,该延时调整控件用于调控受控虚拟对象拥有的所有射击道具的射击延时。
在一实施例中,所述在所述图形用户界面上提供一延时调整控件,包括:
响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。
具体的,玩家可以对受控虚拟对象执行手持射击道具的动作,以触发道具使用指令,计算机设备响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整受控虚拟对象当前手持使用的射击道具的射击延时。
其中,射击道具可以包括虚拟枪械或虚拟兵器,例如,虚拟枪械可以包括虚拟狙击枪、虚拟步枪、虚拟冲锋枪、以及虚拟手枪等;虚拟兵器可以包括虚拟弓箭、虚拟弩、虚拟吹箭等;上述射击道具均可以通过延时调整控件调整射击延时。具体的,延时(也即延迟)是一种时间指标,是用于描述执行所需操作和取得预期结果之间的延迟时间,在FPS游戏中就是玩家进行射击触发操作后、直到执行射击动作之间的时间差。由上可知,射击延时可以理解为当玩家触发射击操作后,射击道具发出的攻击道具(例如子弹或箭)或攻击道具命中目标攻击对象的时间、与实际执行射击操作的时间之间存在一定的延迟。延迟射击也即具有射击延时(即在经过射击延时之后再进行射击)的射击操作。
步骤102、响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时。
在本公开实施例中,玩家可以对延时调整控件执行调整操作,计算机设备响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时。具体的,可以通过对延时调整控件的调整操作,对当前的射击延时进行调大或调小,例如,当前的射击延时可以为0.5秒,可以通过对延时调整控件的调整操作对当前的射击延时进行调大,也即将射击延时从0.5秒调整为1秒,其在射击操作中实现的效果即为:当玩家触发射击操作之时起经过1秒的时长后,射击道具再发出的攻击道具(例如子弹或箭)。又例如,可以通过对延时调整控件的调整操作对当前的射击延时进行调小,也即将射击延时从0.5秒调整为0.2秒,其在射击操作中实现的效果即为:当玩家触发射击操作之时起经过0.2秒的时长后,射击道具再发出的攻击道具(例如子弹或箭)。
步骤103、响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
在本公开实施例中,所述射击触发事件包括以下任意一项:所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。
其中,射击游戏中的准星是一个用于瞄准和射击的图标或标识,通常在玩家控制受控虚拟对象装备虚拟射击道具且使用时,在图形用户界面上进行显示。具体的,准星是玩家在游戏中使用虚拟射击道具进行射击时的参考点,准星的位置和变化可以帮助玩家控制受控虚拟对象准确地对准目标虚拟对象并进行射击。准星的样式和特征可能因游戏而异,例如,该准星可以是一个小点、一个十字线、一个圆圈或其他形状的图标,一些射击游戏还提供了自定义准星的选项,可以使玩家根据自身的游戏偏好进行调整。
具体的,玩家可以操控射击道具对应的准星瞄准一虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件,将该虚拟对象确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
或者,玩家可以操控射击道具对应的准星瞄准一虚拟场景位置,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟场景位置的射击触发事件,将该虚拟场景位置确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
又或者,玩家可以对所述受控虚拟对象关联的射击控件执行触发操作,计算机设备响应于针对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件,确定对射击控件执行触发操作时准星所瞄准的虚拟对象或虚拟场景位置为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
具体的,至少一次射击可以为连续射击或单次射击。例如,当响应于射击触发事件时(在准星瞄准目标虚拟对象时),控制所述受控虚拟对象经过所述目标射击延时后,在目标射击延时达到时自动向所述目标虚拟对象进行至少一次射击,也即自动进行单次射击或连续射击(无需玩家对射击控件执行触发操作),可以理解为受控虚拟对象经过所述目标射击延时后,自动向目标虚拟对象进行单次射击或连续射击。
可选的,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,也即单次射击。
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏交互方法,该游戏交互方法的具体实施例如下所述。
在一实施例中,玩家可以针对延时调整控件执行滑动操作以确定目标射击延时,具体的,步骤“所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时”,包括:
响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。
在一具体实施例中,所述延时调整控件提供一设置区域,可以针对设置区域的滑动操作确定目标显示位置,根据目标显示位置确定目标射击延时,具体的,步骤“所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时”,包括:
响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
基于所述目标显示位置对应的延时信息确定目标射击延时。
可选的,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。
例如,请参阅图3,在本公开实施例中,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制的部分受控虚拟对象(例如受控虚拟对象的手部),还可以包括由敌方玩家的终端设备控制的其他虚拟对象,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具。图形用户界面还显示有射击控件以及延时调整控件,该延时调整控件包括设置区域,该设置区域包括滑轨、以及显示在滑轨上的滑块,可以通过滑动滑块改变滑块在滑轨上的位置以确定目标射击延时。
在一实施例中,步骤“所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时”,包括:
响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。
例如,请参阅图4,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具,当前射击延时为0.5秒,玩家可以向图4中虚线箭头所指示的方向控制滑块执行移动操作,计算机设备可以响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时,也即确定目标射击延时为0.2秒。
进一步的,请参阅图5,玩家可以操控射击道具对应的准星瞄准其他虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准其他虚拟对象的第一射击触发事件,将该其他虚拟对象确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即在准星瞄准其他虚拟对象之时起、经过0.2秒后,控制受控虚拟对象使用第一射击道具对其他虚拟对象进行至少一次射击。
在另一具体实施例中,可以针对延时调整控件执行滑动操作,根据滑动操作确定延时调整控件显示的延时信息,并基于延时信息确定目标射击延时,具体的,步骤“所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时”,包括:
响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;
基于所述延时信息确定目标射击延时。
例如,请参阅图6,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具、射击控件以及延时调整控件,当前射击延时为0.5秒,也即延时调整控件中此时突出显示的延时信息为0.5,该延时信息两侧显示有灰度显示的其他延时信息,玩家可以通过滑动操作选择其他延时信息。具体的,请参阅图7,玩家可以针对延时调整控件向图7中虚线箭头所指示的方向执行滑动操作,计算机设备响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息,此时滑动操作结束时显示的延时信息为0.2,则可以基于延时信息确定目标射击延时为0.2秒。
进一步的,玩家可以针对射击控件执行触发操作,计算机设备响应于针对射击控件的触发操作触发的第二触发事件,将射击控件被触发时准星瞄准的虚拟对象或虚拟场景位置作为目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即在射击控件被执行触发操作之时起、经过0.2秒后,控制受控虚拟对象使用第一射击道具对其他虚拟对象进行至少一次射击。
在一实施例中,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。
例如,请参阅图8,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,具体的,可以在滑块附近显示有第一时间提示标识0.5S,以提示当前的射击延时为0.5秒;进一步的,在对滑块进行滑动操作时实时更新时间提示标识的显示,具体根据选择的射击延时来更新时间提示标识的显示,例如,此时滑动操作选中的射击延时为0.2秒,则在滑块附近显示0.2S。
可选的,可以在延时调整控件的滑块进行显示时,在滑块一侧持续显示该滑块在滑轨上的相对位置确定的射击延时的数值。
在本公开实施例中,不同的射击道具对应的可调延时范围不同,例如,虚拟狙击枪的可调延时范围为0.1秒至2秒,虚拟步枪的可调延时范围为0.1秒至0.5秒,虚拟冲锋枪的可调延时范围为0.1秒至0.8秒,虚拟霰弹枪的可调延时范围为0.1秒至1秒,在此仅为举例说明不同的射击道理的可调延时范围不同,并不对上述虚拟枪械的可调延时范围进行局限,可以根据游戏中实际需求对射击道具的可调延时范围进行设置。进一步的,所述延时调整控件的显示样式基于所述可调延时范围确定,其中,延时调整控件的滑轨的显示样式可以根据可调延时范围确定。具体的,可调延时范围越大,则滑轨对应的长度就越长。例如,请参阅图9,左侧为可调延时范围为0秒至1.5秒的延时调整控件,右侧为可调延时范围为0秒至2秒的延时调整控件,右侧的滑轨与左侧的滑轨的长度相比较下,右侧的滑轨要较长一些。
可选的,延时调整控件的滑轨可以为固定长度,根据不同的可调延时范围与滑轨的对应关系,确定滑轨上不同位置对应的射击延时。
为了提示玩家可调控的可调延时范围的两个端值,可以在弧形滑轨两侧显示可调延时范围的端值,具体的,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。
例如,请参阅图10,时调整控件附近还显示有第一时间标识和第二时间标识,此时,由于可调延时范围为0.1秒至1秒,可调延时范围的两个范围端点值分别为第一端值0.1秒和第二端值1秒,则第一时间标识为0.1S,第二时间标识为1S,并分别分布在滑轨的两侧进行显示。
在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;步骤“在所述图形用户界面上提供一延时调整控件之前”,所述方法还包括:
在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。
例如,请参阅图11,图形用户界面还包括模式切换控件,模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,也即进行单次射击,可以理解为射击控件接收触发操作后,立即控制受控虚拟对象向目标虚拟对象进行一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即进行单次射击或连续射击,可以理解为响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行单次射击或连续射击。
进一步的,在第二射击模式下,在准星瞄准目标虚拟对象后,可以在目标射击延时达到时自动向目标虚拟对象进行射击(也即无需玩家对射击控件执行触发操作);并且,在第二射击模式下,玩家可以随时对射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,例如,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击。
进一步的,请参阅图12,此时的射击模式为第一射击模式,第一射击模式下并未显示延时调整控件,且射击控件中显示有模式提示信息“射击”,以提示玩家此时为第一射击模式;可选的,也可以在射击控件中不显示任何模式提示信息。在处于所述第一射击模式下时,玩家可以对模式切换控件执行触发操作,计算机设备响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件,此时,射击控件中显示有模式提示信息“自动”,以提示玩家此时为第二射击模式。综上,本公开实施例可以通过提供手动射击模式以及半自动射击模式,玩家可以在不同射击场合通过模式切换控件快速选择射击模式,从而可以快速选择进行手动射击或自动射击,降低玩家的上手门槛的同时,还可以提升玩家操作的上限,能够使玩家快捷选择更加适合的射击模式。
在一实施例中,所述方法还包括:
在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。
例如,请参阅图13,此时的射击模式为第二射击模式,第二射击模式下显示有延时调整控件,且射击控件中显示有模式提示信息“自动”,以提示玩家此时为第二射击模式;在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下取消对延时调整控件的显示,且在射击控件中显示模式提示信息“射击”,以提示玩家此时为第一射击模式。
可选的,第一射击模式和第二射击模式下延时调整控件的显示样式不同,以及射击控件的显示样式不同。具体的,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式,例如,第一射击模式下射击控件中显示的模式提示信息为“射击”,第二射击模式下射击控件中显示的模式提示信息为“自动”。或者,可以为不同的射击模式配置的不同的射击控件对应的控件标识,例如,第一射击模式下的射击控件配置有第一控件标识,第二射击模式下的射击控件配置有第二控件标识,第一控件标识与第二控件标识不同。
在一实施例中,在步骤“所述图形用户界面上显示延时调整控件”之后,还包括:
响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。
在一具体实施例中,为了使玩家可以快捷进行射击模式的切换,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:
响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;
响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。
例如,请参阅图14,玩家可以对滑块进行第一滑动操作,计算机设备响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点(也即右侧端点)时,显示模式取消提示信息“切换模式”;接着,玩家可以对滑块执行第二触发操作,以使滑块脱离滑轨,计算机设备响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式;实现玩家滑动滑块脱离滑轨即可快速取消第二射击模式,从而快捷从第二射击模式切换为第一射击模式。
在一具体实施例中,步骤“所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击”,方法可以包括:
响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;
控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;
若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。
例如,目标射击延时为2秒,玩家可以操控射击道具对应的准星瞄准一虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;此时,玩家可以控制准星进行移动或者准星自动跟随目标虚拟对象的移动二移动,计算机设备控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,例如准星未瞄准状态的最长持续时长未超过预设时长0.5秒,则持续累积射击延时;此时,若所述射击延时达到所述目标射击延时(也即2秒)后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。
在另一具体实施例中,所述控制所述准星进行移动,包括:
控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
具体的,控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,例如准星未瞄准状态的最长持续时长超过了预设时长0.5秒,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一实施例中,所述图形用户界面包括射击控件;步骤“所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象”,方法可以包括:
接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;
或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;
或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。
其中,目标部位可以为目标虚拟对象的头部、心脏部位等位置,也可以为目标虚拟对象的其他身体部位。
在一实施例中,所述控制所述准星进行移动,所述方法还包括:
确定所述目标虚拟对象上所述准星瞄准的目标部位;
若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。
为了保证后续可以向准星初始瞄准的目标部位进行射击,在控制准星进行移动之前,可以确定目标虚拟对象上准星瞄准的目标部位,若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。
在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:
在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
例如,在第二射击模式下,玩家可以随时对射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,例如,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击。
在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:
在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;
其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。
具体的,在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,当检测到脱离对所述目标虚拟对象的准星瞄准状态,或者对所述射击控件执行射击取消操作,计算机设备响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一实施例中,所述响应于射击触发事件,包括:
响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。
具体的,计算机设备响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时,其中,延时提示信息可以为一个倒计时标识或时间进度条,根据目标射击延时的倒计时显示目标射击延时所剩时长,从而提示当前玩家距离受控虚拟对象进行自动射击的所剩时长。
在一实施例中,切换射击道具后可以使用历史射击延时或切换前的射击道具的目标射击延时,作为切换后的射击道具的目标射击延时,所述方法还包括:
响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;
或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。
例如,请参阅图14,图形用户界面显示有第一枪械图标和第二枪械图标,第一枪械图标与第一射击道具关联,第一枪械图标被配置为接收到触发操作时将第一射击道具设置为所述受控虚拟对象当前手持使用的射击道具;第二枪械图标与第二射击道具关联,第二枪械图标被配置为接收到触发操作时将第二射击道具设置为所述受控虚拟对象当前手持使用的射击道具。此时,受控虚拟对象当前手持使用的第一射击道具,玩家可以对第二枪械图标执行触发操作,计算机设备响应于射击道具的切换指令,确定切换后的射击道具为第二射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具(也即第二射击道具)的目标射击延时、沿用所述切换前的射击道具(也即第一射击道具)对应的目标射击延时;其中,预设相似条件可以为切换前的射击道具和切换后的射击道具的可调延时范围相同或相似。
综上所述,本公开实施例提供了一种游戏交互方法,通过在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。采用本公开实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
可选的,本公开实施例还提供了一种游戏界面,该游戏界面可以如图15所示,游戏界面上可以显示至少部分游戏场景和若干控件,图15只是对游戏界面上界面元素的示例说明,游戏界面还可以包括除了图15所示的界面元素之外的界面元素,以下对图15所示的游戏界面中的界面元素进行详细说明。
1001控件表示开火控件(即射击控件),其用于控制受控虚拟角色开火,1002控件表示左探头控件,其用于控制受控虚拟角色在虚拟枪械的左侧探头,1003控件表示右探头控件,其用于控制受控虚拟角色在虚拟枪械的右侧探头,1004表示取消投掷物控件,其用于取消投掷物的投掷。
1005a表示操作点,1005b表示第一控制区域,1005c表示位于第一控制区域外围的第二控制,第一控制区域、第二控制区域以及操作点可以组成虚拟摇杆,虚拟摇杆用于控制受控虚拟角色移动的速度,玩家可通过拖动操作点至第一控制区域和/或第二控制区域上,从而控制目标受控虚拟角色以不同的速度进行移动。
1006表示医疗物资控件,用于触发终端设备显示受控虚拟角色具备的医疗物资,1007表示主武器栏,用于显示受控虚拟角色的主武器,1008表示副武器栏,用于显示受控虚拟角色的副武器,1009表示生命条,其用于显示受控虚拟角色的当前的生命值,10010表示投掷物控件,其用于控制受控虚拟角色在虚拟场景中投放投掷物。
10011表示头盔控件,其用于指示受控虚拟角色的头盔状态,比如,佩戴有头盔、头盔的破损情况、未佩戴头盔等,10012表示护甲控件,其用于指示受控虚拟角色的护甲状态,比如,穿戴有护甲、护甲的破损情况、未穿戴护甲等,10013表示饥饿状态控件,其用于指示受控虚拟角色的水分和能量状态,10014表示探测提示控件,其用于设置探测道具,10015表示射击模式控件,其用于切换自动射击模式和半自动射击模式,10016表示近战武器控件,其用于控制近战武器。10017表示手枪控件,其用于控制手枪,10018表示换弹控件,其用于控制受控虚拟角色更换子弹,10019表示蹲下控件,其用于控制受控虚拟角色执行蹲下动作。
10020表示趴下控件,其用于控制受控虚拟角色执行趴下动作,10021表示跳跃控件,其用于控制受控虚拟角色执行跳跃动作,10022表示倍率切换控件,其用于对瞄准镜的倍率进行切换,10023表示瞄准控件,其用于控制瞄准镜进行瞄准,10024表示外界求救控件,其用于向局外大厅玩家和/或好友求救,10025表示附近求救控件,其用于向局内的玩家求救,10026表示检视控件,其用于对武器进行检视,10027表示设置控件,其用于设置第一控制区域和/或第二控制区域,10028表示救援控件,其用于救援其他玩家,10029表示技能控件,其用于设置技能的持续时间。
10030表示宠物控制控件,其用于放出受控虚拟角色的宠物,10031表示专注技能控件,其用于释放专注技能,10032表示标记控件,其用于在游戏场景中标记位置,当受控虚拟角色远离标记位置时,玩家可以获知受控虚拟角色与标记位置的距离,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10034表示喇叭控件,其用于播放游戏对局内的声音,10035表示话筒控件,其用于采集玩家的声音,10036表示游戏设置控件,其用于设置游戏对局内的相关配置,10037表示动作控件,其用于控制受控虚拟角色的相关动作,10038表示手电筒,用于控制虚拟受控角色在游戏场景中使用手电筒,10039表示可拾取物资。
10040表示风暴进度条,用于指示风暴侵袭游戏场景的进度。10050表示方位指示器,用于指示受控虚拟角色的朝向或者受控虚拟角色与预设位置的方位等信息。
本实施例还提供一种游戏交互装置,该游戏交互装置具体可以集成在终端设备中。例如,如图16所示,该游戏交互装置可以包括:
显示单元201,被配置为在所述图形用户界面上提供一延时调整控件;
第一响应单元202,被配置为响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
第二响应单元203,被配置为响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
在一些实施例中,该游戏交互装置包括:
响应子单元,被配置为响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
确定子单元,被配置为基于所述目标显示位置对应的延时信息确定目标射击延时。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;
确定子单元,还被配置为基于所述延时信息确定目标射击延时。
在一些实施例中,该游戏交互装置包括:
显示子单元,被配置为在所述图形用户界面显示射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;
响应子单元,还被配置为响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;
控制子单元,被配置为控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;
控制子单元,还被配置为若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。
在一些实施例中,该游戏交互装置包括:
控制子单元,还被配置为控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一些实施例中,该游戏交互装置包括:
确定子单元,还被配置为接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;
或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;
或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。
在一些实施例中,该游戏交互装置包括:
确定子单元,还被配置为确定所述目标虚拟对象上所述准星瞄准的目标部位;
控制子单元,还被配置为若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。
在一些实施例中,该游戏交互装置包括:
控制子单元,还被配置为在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;
其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。
在一些实施例中,该游戏交互装置包括:
响应子单元,还被配置为响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;
获取子单元,被配置为获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。
本公开实施例公开了一种游戏交互装置,通过显示单元201在所述图形用户界面上提供一延时调整控件;第一响应单元202响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;第二响应单元203响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。本公开实施例可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
相应的,本公开实施例还提供一种电子设备,该电子设备可以为终端,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。或者,电子设备可以为服务器。
如图17所示,图17为本公开实施例提供的电子设备的结构示意图。该电子设备300包括有一个或者一个以上处理核心的处理器301、有一个或一个以上计算机可读存储介质的存储器302及存储在存储器302上并可在处理器上运行的计算机程序。其中,处理器301与存储器302电性连接。本领域技术人员可以理解,图中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器301是电子设备300的控制中心,利用各种接口和线路连接整个电子设备300的各个部分,通过运行或加载存储在存储器302内的软件程序和/或单元,以及调用存储在存储器302内的数据,执行电子设备300的各种功能和处理数据,从而对电子设备300进行整体监控。处理器301可以是中央处理器CPU、图形处理器GPU、网络处理器(Network Processor,NP)等,可以实现或者执行本公开实施例中公开的各方法、步骤及逻辑框图。
在本公开实施例中,电子设备300中的处理器301会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器302中,并由处理器301来运行存储在存储器302中的应用程序,从而实现各种功能,例如:
在所述图形用户界面上提供一延时调整控件;
响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
在一实施例中,所述在所述图形用户界面上提供一延时调整控件,包括:
响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。
在一实施例中,所述射击触发事件包括以下任意一项:
所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;
对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。
在一实施例中,所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时,包括:
响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。
在一实施例中,所述延时调整控件提供一设置区域;
所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:
响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
基于所述目标显示位置对应的延时信息确定目标射击延时。
在一实施例中,所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:
响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;
基于所述延时信息确定目标射击延时。
在一实施例中,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。
在一实施例中,所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时,包括:
响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。
在一实施例中,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。
在一实施例中,不同的射击道具对应的可调延时范围不同,所述延时调整控件的显示样式基于所述可调延时范围确定。
在一实施例中,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。
在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;
在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;
在所述图形用户界面上提供一延时调整控件之前,所述方法还包括:
在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。
在一实施例中,所述方法还包括:
在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。
在一实施例中,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式。
在一实施例中,在所述图形用户界面上显示延时调整控件之后,还包括:
响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。
在一实施例中,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:
响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;
响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。
在一实施例中,所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,包括:
响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;
控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;
若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。
在一实施例中,所述控制所述准星进行移动,包括:
控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一实施例中,所述图形用户界面包括射击控件;
所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象,包括:
接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;
或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;
或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。
在一实施例中,所述控制所述准星进行移动,所述方法还包括:
确定所述目标虚拟对象上所述准星瞄准的目标部位;
若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。
在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:
在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:
在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;
其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。
在一实施例中,所述响应于射击触发事件,包括:
响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。
在一实施例中,所述方法还包括:
响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;
或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。
本公开实施例提供的电子设备,可以在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。因此采用本公开实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图17所示,电子设备300还包括:触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307。其中,处理器301分别与触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307电性连接。本领域技术人员可以理解,图17中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏303可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏303可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及电子设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器301,并能接收处理器301发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器301以确定触摸事件的类型,随后处理器301根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏303而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏303也可以作为输入单元306的一部分实现输入功能。
射频电路304可用于收发射频信号,以通过无线通信与网络设备或其他电子设备建立无线通讯,与网络设备或其他电子设备之间收发信号。
音频电路305可以用于通过扬声器、传声器提供用户与电子设备之间的音频接口。音频电路305可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路305接收后转换为音频数据,再将音频数据输出处理器301处理后,经射频电路304以发送给比如另一电子设备,或者将音频数据输出至存储器302以便进一步处理。音频电路305还可能包括耳塞插孔,以提供外设耳机与电子设备的通信。
输入单元306可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源307用于给电子设备300的各个部件供电。可选的,电源307可以通过电源管理系统与处理器301逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源307还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图17中未示出,电子设备300还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法。该计算机程序可以执行如下游戏交互方法的步骤:
在所述图形用户界面上提供一延时调整控件;
响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
由于该存储介质中所存储的计算机程序,可以在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。因此采用本公开实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。
由于该计算机可读存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏交互方法,因此,可以实现本公开实施例所提供的任一种游戏交互方法所能实现的有益效果,详见前面的实施例,在此不再赘述。
根据本公开的一个方面,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。电子设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该电子设备执行上述实施例中的各种可选实现方式中提供的方法。
在上述游戏交互装置、计算机可读存储介质、电子设备、计算机程序产品实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的游戏交互装置、计算机可读存储介质、计算机程序产品、电子设备及其相应单元的具体工作过程及可带来的有益效果,可以参考如上实施例中游戏交互方法的说明,具体在此不再赘述。
以上对本公开实施例所提供的一种游戏交互方法、装置、电子设备、计算机可读存储介质以及计算机程序产品进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。
Claims (27)
- 一种游戏交互方法,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,所述方法包括:在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
- 根据权利要求1所述的方法,其中,所述在所述图形用户界面上提供一延时调整控件,包括:响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。
- 根据权利要求1所述的方法,其中,所述射击触发事件包括以下任意一项:所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。
- 根据权利要求1所述的方法,其中,所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时,包括:响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。
- 根据权利要求4所述的方法,其中,所述延时调整控件提供一设置区域;所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;基于所述目标显示位置对应的延时信息确定目标射击延时。
- 根据权利要求4所述的方法,其中,所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;基于所述延时信息确定目标射击延时。
- 根据权利要求5所述的方法,其中,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。
- 根据权利要求7所述的方法,其中,所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时,包括:响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。
- 根据权利要求4所述的方法,其中,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。
- 根据权利要求7所述的方法,其中,不同的射击道具对应的可调延时范围不同,所述延时调整控件的显示样式基于所述可调延时范围确定。
- 根据权利要求10所述的方法,其中,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。
- 根据权利要求1至11任一项所述的方法,其中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;在所述图形用户界面上提供一延时调整控件之前,所述方法还包括:在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。
- 根据权利要求12所述的方法,其中,所述方法还包括:在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。
- 根据权利要求12所述的方法,其中,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式。
- 根据权利要求12所述的方法,其中,在所述图形用户界面上显示延时调整控件之后,还包括:响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。
- 根据权利要求15所述的方法,其中,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。
- 根据权利要求1至11任一项所述的方法,其中,所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,包括:响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。
- 根据权利要求17所述的方法,其中,所述控制所述准星进行移动,包括:控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
- 根据权利要求17所述的方法,其中,所述图形用户界面包括射击控件;所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象,包括;接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。
- 根据权利要求19所述的方法,其中,所述控制所述准星进行移动,所述方法还包括:确定所述目标虚拟对象上所述准星瞄准的目标部位;若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。
- 根据权利要求1所述的方法,其中,所述图形用户界面包括射击控件,所述方法还包括:在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。
- 根据权利要求1所述的方法,其中,所述图形用户界面包括射击控件,所述方法还包括:在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。
- 根据权利要求1所述的方法,其中,所述响应于射击触发事件,包括:响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。
- 根据权利要求7所述的方法,其中,所述方法还包括:响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。
- 一种游戏交互装置,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,包括:显示单元,被配置为在所述图形用户界面上提供一延时调整控件;第一响应单元,被配置为响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;第二响应单元,被配置为响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
- 一种电子设备,包括处理器和存储器,所述存储器存储有多条指令;所述处理器从所述存储器中加载指令,以执行如权利要求1~24任一项所述的游戏交互方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行如权利要求1~24任一项所述的游戏交互方法的步骤。
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