WO2024092489A1 - 游戏交互方法、计算机设备、存储介质和程序产品 - Google Patents
游戏交互方法、计算机设备、存储介质和程序产品 Download PDFInfo
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- WO2024092489A1 WO2024092489A1 PCT/CN2022/128896 CN2022128896W WO2024092489A1 WO 2024092489 A1 WO2024092489 A1 WO 2024092489A1 CN 2022128896 W CN2022128896 W CN 2022128896W WO 2024092489 A1 WO2024092489 A1 WO 2024092489A1
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- character
- role
- virtual object
- user
- display interface
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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
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- 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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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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
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present application relates to the field of game design technology, and in particular to a game interaction method, computer equipment, storage medium and program product.
- the existing gameplay of the above-mentioned games is mainly implemented in real scenes.
- the process of assigning roles to players is often through issuing paper cards to users, that is, drawing cards to decide.
- Players can also choose the role they want to play through negotiation, and then issue role tags to allow users to confirm the identity of the role corresponding to them.
- the existing role selection method based on computer devices is mainly for traditional electronic game projects such as MMO (Massive Multiplayer Online Game) and RPG (Role-playing game).
- MMO Massive Multiplayer Online Game
- RPG Role-playing game
- the present application provides a game interaction method, the method comprising:
- the character display step displaying a virtual scene on a client device, and in response to a character display operation of the current user on the virtual scene, displaying a character display interface in the virtual scene; the character display interface displays one or more character virtual objects;
- the role determination step is: obtaining a role selection operation based on the role display interface, and determining the corresponding role virtual object as the target role in response to the role selection operation.
- the method before the character display step, the method further includes:
- the character control display step in response to a first trigger operation on the virtual scene, displaying the character control in the virtual scene;
- the character display step includes: in response to a character display operation on a character control in the virtual scene, displaying a character display interface in the virtual scene.
- the method further includes:
- the character display interface further includes a character control list
- the method further includes:
- a character virtual object corresponding to the character control and character information of the character virtual object corresponding to the character control are displayed in the character display interface.
- the method when a plurality of character virtual objects are displayed in the character display interface, the method further includes:
- character information of the character virtual object is displayed in the character display interface.
- the method further comprises:
- a prompt message is displayed in the character display interface; the prompt message is used to prompt that the character virtual object has been selected;
- a deselection control is displayed in the character display interface, and the deselection control is used to deselect the character virtual object.
- the character display interface further includes a character status list; the character status list includes the current status of all character virtual objects.
- the character status list includes a character identifier corresponding to each character virtual object and a status bar corresponding to each character identifier, and the method further includes:
- the user information of the role virtual object corresponding to the role identifier is displayed in the status bar corresponding to the role identifier.
- the method further comprises:
- the tag information corresponding to the character virtual object is displayed in the character status list.
- the character display interface also includes a user status list; the user status list includes the number of users, the number of users who have selected the character virtual object, and the character selection status of each user.
- the character display interface further includes a random selection control
- the role determination step includes: in response to a fifth trigger operation on a random selection control in the role display interface, randomly determining a role virtual object from all unselected role virtual objects as a target role.
- the method further comprises:
- the random selection control After the random selection control is triggered, the random selection control is replaced with a cancel auto-assign control; the cancel auto-assign control is used to cancel the selection of the target role.
- randomly determining a character virtual object as a target character from all unselected character virtual objects includes:
- a character virtual object is randomly determined as the target character from among all unselected character virtual objects.
- the method further comprises:
- the preset exit condition includes any one of the following:
- the preset casting time is reached
- a sixth trigger operation based on a completion control on the character display interface is detected.
- the present application further provides a computer device, which includes a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the game interaction method in the first aspect when executing the computer program.
- the present application further provides a computer-readable storage medium having a computer program stored thereon, which implements the steps of the game interaction method in the first aspect when executed by a processor.
- the present application further provides a computer program product, which includes a computer program, and when the computer program is executed by a processor, the steps of the game interaction method in the first aspect are implemented.
- the game interaction method, computer device, storage medium and program product display a virtual scene on a client device, and in response to the current user's character display operation on the virtual scene, display a character display interface in the virtual scene; then, obtain a character selection operation based on the character display interface, and determine the corresponding character virtual object as the target character in response to the character selection operation; wherein one or more character virtual objects are displayed in the character display interface; that is, the embodiment of the present application provides an online game mode, and the user installs an application for supporting emerging strong social games on the client device, through which the virtual scene of the game can be displayed to the user, and an interactive game character selection operation can be provided to the user; in addition, the client device can also display multiple character virtual objects in the game to the user through the application, so that the user can select the role more intuitively and flexibly.
- the user can participate in the game without offline gathering, and can start the game anytime and anywhere, thereby improving the executability of the game; compared with determining the role identity played by the user through the character selection operation of traditional electronic games, the intelligence and operation diversity of human-computer interaction can be improved, and the convenience and flexibility of the game can also be improved.
- FIG1 is a diagram of an application environment of a game interaction method in one embodiment
- FIG2 is a schematic diagram of a flow chart of a game interaction method in one embodiment
- FIG3( a ) is a schematic diagram of a structure for determining a target role in a role display interface in one embodiment
- FIG3( b ) is a schematic diagram of a structure for determining a target role in a role display interface in another embodiment
- FIG4 is a schematic diagram of a flow chart of a game interaction method in another embodiment
- FIG5 is a schematic diagram of a structure of role switching in a role display interface in one embodiment
- FIG6( a ) is a schematic diagram of a structure of role switching in a role display interface in another embodiment
- FIG6( b ) is a schematic diagram of a structure of role switching in a role display interface in another embodiment
- FIG. 7( a ) is a schematic diagram showing a structure of displaying multiple role virtual objects in a role display interface in one embodiment
- FIG. 7( b ) is a schematic diagram of a structure for displaying role information in a role display interface in one embodiment
- FIG7( c ) is a schematic diagram of a structure for displaying character information in a character display interface in another embodiment
- FIG8( a ) is a schematic diagram of a structure of prompt information displayed in a role display interface in one embodiment
- FIG8( b ) is a schematic diagram of a structure of displaying prompt information in a role display interface in another embodiment
- FIG8( c ) is a schematic diagram of a structure of displaying prompt information in a role display interface in another embodiment
- FIG9 is a schematic flow chart of a game interaction method in another embodiment
- FIG. 10( a ) is a schematic diagram of a structure showing a role status list in a role display interface in one embodiment
- FIG10( b ) is a schematic diagram of a structure showing a role status list in a role display interface in another embodiment
- FIG11 is a schematic diagram of a structure of a browsing mark showing a character virtual object in a character display interface in one embodiment
- FIG12 is a schematic diagram of a structure showing a user status list in a role display interface in one embodiment
- FIG. 13( a ) is a schematic diagram showing a random selection control in a character display interface in one embodiment
- FIG13( b ) is a schematic diagram showing a structure of a cancel automatic allocation control in a role display interface in one embodiment
- FIG14 is a schematic diagram of a structure showing a user status list in a role display interface in another embodiment
- FIG15 is a structural block diagram of a game interaction device in one embodiment
- FIG16 is a structural block diagram of a game interaction device in another embodiment
- FIG17 is a structural block diagram of a game interaction device in another embodiment
- FIG. 18 is a diagram showing the internal structure of a computer device in one embodiment.
- the role selection method is mainly faced with traditional electronic game projects such as MMO (Massive Multiplayer Online Game) and RPG (Role-playing game).
- MMO Massive Multiplayer Online Game
- RPG Role-playing game
- the embodiments of the present application provide a game interaction method, which performs online game operations through a client device, thereby improving the executability of the emerging strong social games, as well as improving the intelligence of the human-computer interaction of the game, the convenience of operation, and improving the user experience.
- the game interaction method provided in the embodiment of the present application can be applied in the application environment shown in Figure 1.
- the client device 102 communicates with the server 104 through a communication network.
- the data storage system can store data that the server 104 needs to process.
- the data storage system can be integrated on the server 104, or it can be set on the cloud or other distributed servers.
- the client device 102 can be, but is not limited to, various personal computers, laptops, smart phones, tablet computers, smart TVs and portable wearable devices.
- the portable wearable device can be a smart watch, a smart bracelet, a head-mounted device, etc.
- An application supporting emerging strong social games is installed and run on the client device 102.
- the application supports multiplayer online games. Users can select corresponding role identities through the application in the client device and understand the role plot corresponding to the role identity, so that users can play role-playing games anytime and anywhere.
- the server 104 can be implemented as an independent server or a server cluster composed of multiple servers, or a cloud server.
- the server 104 is used to provide background services for applications that support role-playing games.
- a game interaction method is provided, which is described by taking the method applied to the client device in FIG. 1 as an example, including the following steps:
- Step 201 character display step: displaying a virtual scene on a client device, and displaying a character display interface in the virtual scene in response to a character display operation of the current user on the virtual scene.
- the role virtual objects are virtual objects set for the game characters in the target script in the game. There are differences between different role virtual objects, which are used to distinguish different game characters in the target script.
- different configuration parameters can be set for different role virtual objects, including but not limited to object ID, object name, object description, object art image, object position, object action, etc.
- object ID object name
- object description object art image
- object position object position
- object action etc.
- the application of emerging strong social games installed on the client device can support different scripts, and each script corresponds to a different game plot; the user can choose one of the scripts to play the game.
- the virtual scene corresponding to the target script is displayed on the client device.
- the virtual scene can be the first game scene at the beginning of the game, or the game scene corresponding to a specific stage in the game process, or the game scene corresponding to any stage in the game process, etc. That is to say, the user can select the corresponding game character before the game starts, or can select or change the corresponding game character during the game.
- the virtual scene can be a 2D or 3D scene space modeled by a computer program, such as the entire scene of a hospital or school or a room scene.
- the number of game characters in each game is equal to the number of players or users, that is, each user eventually selects a role virtual object one by one.
- the user can also select multiple role virtual objects and play multiple game characters; of course, the user can also select only one role virtual object, that is, play one game character, and the game character corresponding to the role virtual object that is not selected in the target script can be played by a virtual user controlled by a computer program.
- the corresponding character display operation can be triggered based on the virtual scene displayed on the client device, so that the client device responds to the character display operation and displays the character display interface in the virtual scene to display one or more character virtual objects corresponding to the target script.
- the character display operation can be a trigger operation for the character control displayed in the virtual scene, or a sliding operation for the virtual scene, for example, a side sliding operation for the virtual scene, or a specific gesture trigger operation for the virtual scene, the specific gesture trigger operation is associated with the character display operation, the specific gesture can be a default gesture developed for the game, or a user-defined gesture, including but not limited to three-finger swipe down, three-finger swipe up, circle drawing, triangle drawing, and other user-defined gesture patterns, etc.
- the embodiment of the present application does not specifically limit the gesture type of the gesture trigger operation, and in addition, the form of the character display operation is not specifically limited.
- the client device After detecting the user's character display operation on the virtual scene, the client device displays the character display interface in the virtual scene.
- the character display interface can be in the form of a pop-up window, displayed in a preset window position of the virtual scene, or displayed in a floating manner in the virtual scene.
- the user can also perform processing operations such as reducing, enlarging, and closing it. It should be noted that when the size of the character display interface is different, the content displayed is also different, for example: the number of displayed character virtual objects is different.
- one or more character virtual objects are displayed in the character display interface; optionally, the number of character virtual objects displayed in the character display interface can be set by the user, and of course, it can also be a default; when multiple character virtual objects are displayed in the character display interface, the multiple character virtual objects can be displayed in the form of one row and multiple columns, or in the form of multiple rows and one column, etc., and of course, can also be displayed in a tree structure, which is not limited to the embodiments of the present application.
- the character display interface may also display character information corresponding to each character virtual object, and the character information may include at least one of the character name, character gender, character age, character introduction, and character plot.
- Step 202 a role determination step: obtaining a role selection operation based on the role display interface, and determining a corresponding role virtual object as a target role in response to the role selection operation.
- the character display interface may include a character selection control, and the user performs a character selection operation by triggering the character selection control.
- the client device After detecting the user's trigger operation based on the character selection control in the character display interface, the client device obtains the character selection operation and determines that the corresponding character virtual object is the target character played by the user in response to the character selection operation.
- the character display interface when the character display interface includes a role virtual object, the character display interface may include a role selection control, wherein the "playing" control in FIG3(a) is the role selection control.
- the client device uses the role virtual object currently displayed in the character display interface as the target role played by the user; as shown in FIG3(b), when the character display interface includes multiple role virtual objects, the character display interface may include multiple playing controls corresponding to the role virtual objects. After detecting that one of the playing controls is triggered, the client device uses the role virtual object corresponding to the triggered role selection control as the target role played by the user.
- the role selection operation may also include a trigger operation on the role virtual object, such as: click, double-click, slide, etc.; illustratively, the user can double-click the role virtual object to use the role virtual object as the target role to be played by the user.
- a trigger operation on the role virtual object such as: click, double-click, slide, etc.
- the user can double-click the role virtual object to use the role virtual object as the target role to be played by the user.
- the role selection operation may also be in other forms, which are not limited in the embodiments of the present application.
- a virtual scene is displayed on a client device, and a role display interface is displayed in the virtual scene in response to the current user's role display operation on the virtual scene; then, a role selection operation is obtained based on the role display interface, and the corresponding role virtual object is determined as the target role in response to the role selection operation; wherein one or more role virtual objects are displayed in the role display interface; that is, the embodiment of the present application provides an online game method, and the user installs an application for supporting emerging strong social games on the client device, through which the virtual scene of the game can be displayed to the user, and an interactive game role selection operation is provided for the user; in addition, the client device can also display multiple role virtual objects in the game for the user through the application, so that the user can make a more intuitive and flexible role selection, compared with determining the role identity played by the user through paper game cards, so that the user can participate in the game without offline gathering, and can start the game anytime and anywhere, which improves the executability of the game;
- FIG4 is a flowchart of a game interaction method in another embodiment. This embodiment relates to another optional implementation process of a client device displaying a character display interface. Based on the above embodiment, as shown in FIG4, before step 201 shown in FIG2, the following steps are included:
- Step 200 character control display step: in response to a first trigger operation on the virtual scene, display the character control in the virtual scene.
- the character control can be a text control including the character name, or it can be a character control including a character image.
- the character control can be one or more, such as the character control can include character controls corresponding to all character virtual objects of the target script; the embodiment of the present application does not specifically limit the form of the character control and the number of character controls displayed in the virtual scene.
- the first trigger operation may be a sliding operation on the virtual scene, including a side sliding operation on the virtual scene.
- a character control may be displayed in the virtual scene, and the character control may be displayed in a floating manner in the left area of the virtual scene.
- the character control may be eliminated or hidden by sliding from right to left on the virtual scene.
- the character controls displayed in the virtual scene can also be displayed in the virtual scene in the form of a pop-up window, and the multiple character controls in the pop-up window can be displayed in the form of a list.
- the pop-up window cannot display all the character controls, it can also support sliding up and down to switch to display different character controls.
- the character controls can also be displayed in the central area of the virtual scene, and can include character controls corresponding to each character virtual object, or can only include character controls corresponding to the character virtual object played by the user.
- the character control can be fixed at a certain position in the virtual scene, and the user can also flexibly adjust the position of the character control.
- the character control can be a movable floating ball in the virtual scene, and the character control can be moved to any position in the virtual scene by dragging the floating ball.
- step 200 can also include sliding downward from the top of the virtual scene to display the character controls corresponding to each character virtual object in a horizontal row.
- Step 201' corresponds to the above step 201, that is, the character display step includes: in response to the character display operation of the character control in the virtual scene, displaying the character display interface in the virtual scene.
- the user can enter a character display interface through the character control.
- the character display operation can be a trigger operation on the character control, that is, the user can trigger the character control so that the client device obtains the character display operation for the character control, and then displays the character display interface in the virtual scene in response to the character display operation; optionally, one or more character virtual objects can be displayed in the character display interface.
- the character display interface can only display the character virtual object corresponding to the character control, and the character display interface can also display multiple character virtual objects including the character virtual object corresponding to the character control, wherein the character virtual object corresponding to the character control can be highlighted or displayed in the center.
- the character control is a movable floating ball in the virtual scene described above, the user can enter the character display interface by triggering the floating ball.
- Step 202' role determination step: obtaining a role selection operation based on the role display interface, and determining the corresponding role virtual object as the target role in response to the role selection operation.
- the specific implementation method can refer to the relevant content description in step 202 in the corresponding embodiment of Figure 2, which will not be repeated here.
- the client device displays character controls in the virtual scene in response to a first trigger operation on the virtual scene, and then displays a character display interface in the virtual scene in response to a character display operation on the character controls in the virtual scene, so that the client device can display corresponding character virtual objects in the character display interface according to the user's selection, thereby improving the user experience.
- the client device may also display another character virtual object and character information of the other character virtual object in the character display interface in response to a second trigger operation on the character display interface.
- the second trigger operation may include operations such as clicking, double-clicking, and sliding on the character display interface, and may also include operations such as sliding and dragging on the character virtual object displayed in the character display interface, and may also include operations such as clicking and double-clicking on the character switching control of the character display interface.
- the user may switch to display the next character virtual object adjacent to the currently displayed character virtual object and the character information of the next character virtual object by clicking the right area of the currently displayed character virtual object.
- the user may also switch to display the next character virtual object adjacent to the currently displayed character virtual object and the character information of the next character virtual object by swiping left on the character display interface.
- the user may also switch to display the next character virtual object adjacent to the currently displayed character virtual object and the character information of the next character virtual object by dragging the currently displayed character virtual object to the left.
- the user can also switch the display of the next role virtual object adjacent to the currently displayed role virtual object and the role information of the next role virtual object by clicking the first role switching control; optionally, the first role switching control can be a control with an arrow pointing to the right, as shown in Figure 5, and accordingly, the role display interface can also include a second role switching control, and the second role switching control can be a control with an arrow pointing to the left.
- the display of the previous role virtual object adjacent to the currently displayed role virtual object and the role information of the previous role virtual object can be switched.
- the first role switching control and the second role switching control can be set above, below, or on the left and right sides of the currently displayed role virtual object, and can also be set at other positions in the role display interface.
- the embodiment of the present application does not specifically limit the positions of the first role switching control and the second role switching control.
- the client device when a character virtual object and character information of the character virtual object are displayed in the character display interface, the client device can display another character virtual object and character information of the other character virtual object in addition to the character virtual object in the character display interface in response to a second trigger operation on the character display interface, thereby implementing the switching operation of the character virtual object and improving the intelligence of human-computer interaction.
- the character display interface may also include a character control list.
- the client device may also respond to a third trigger operation on the character control in the character control list to display the character virtual object corresponding to the character control and the character information of the character virtual object corresponding to the character control in the character display interface.
- a character control list may be provided on the left side of the character display interface, and the character control list may include character controls corresponding to all character virtual objects of the target script, and the character control may be a text control including the character name; optionally, in the case where the number of character controls is large and not all character controls can be displayed in the character control list, the character control list may also support sliding operations to display other character controls; in addition, the length of the character control list may also support user-defined settings, so that the user can flexibly adjust the number of character controls displayed in the character control list.
- the character control list can be fixedly set in the character display interface or hidden in the character display interface, and the client device can display the character display interface in response to a trigger operation on the character display interface; exemplarily, as shown in FIG6(a), the character display interface can include a character list control, that is, a text button control marked with "character list", and the user clicks on the character list control or pulls down the character list control, so that the client device can display the character control list in the character display interface in response to the user's trigger operation on the character list control.
- a character list control that is, a text button control marked with "character list”
- the user clicks on the character list control or pulls down the character list control so that the client device can display the character control list in the character display interface in response to the user's trigger operation on the character list control.
- the user can directly select the target character control corresponding to the character virtual object he wants to view, so that the client device can directly switch the character virtual object currently displayed in the character display interface to the character virtual object corresponding to the target character control selected by the user, and display the character information of the character virtual object corresponding to the target character control, thereby improving the efficiency of character switching and thus improving the user experience.
- a role control list can also be displayed in the left area of the role display interface.
- the user can directly view a role virtual object and its corresponding role information. For example, based on FIG6(b), when "Buddy” is displayed in the role display interface, the user can select the role control corresponding to "Gai" through the role control list.
- the client device responds to the user's trigger operation on the role control "Gai” and displays the role virtual object "Gai” and the role information corresponding to "Gai" in the role display interface, that is, directly switches from the role virtual object "Buddy” to the role virtual object "Gai”.
- the client device can also respond to the user's left or right swipe operation on the role display interface to switch the role virtual object and its role information displayed in the role display interface.
- the client device when multiple character virtual objects are displayed in the character display interface, can also display character information of the character virtual objects in the character display interface in response to a fourth trigger operation on the character virtual objects.
- the user can display it by triggering the role virtual object, as shown in Figure 7(a); that is, the user can select and trigger any role virtual object so that the client device displays the role information of the role virtual object in the role display interface.
- the area where the character modeling of the role virtual object itself is located can be selected to perform the fourth trigger operation, or the name box area at the top of the role virtual object can be selected to perform the fourth trigger operation; exemplarily, as shown in Figure 7(b), the role information of the role virtual object can be displayed in the form of a pop-up window at the surrounding position of the role virtual object.
- the user can perform the fourth trigger operation by triggering the area where the character modeling of the role virtual object itself is located, or by triggering the name box area at the top of the role virtual object, so that the client device displays the role information of the role virtual object in the role display interface; in addition, the size of the pop-up window can be determined according to the capacity of the role information of the role virtual object, and the background and transparency of the pop-up window can adopt default settings or user-defined settings.
- the user's fourth trigger operation on the character virtual object may include operations such as clicking, double-clicking, and dragging.
- the embodiment of the present application does not specifically limit the specific form of the fourth trigger operation, as long as the fourth trigger operation can instruct the client device to display the character information of the character virtual object in the character display interface.
- the client device when displaying the character information of a character virtual object, may also superimpose an information display sub-interface on the character display interface, wherein the information display sub-interface includes the character information of the character virtual object; exemplarily, when a user triggers a character virtual object, the client device superimposes the information display sub-interface on the central area of the character display interface.
- the information display sub-interface may also include a closing component, such as the ⁇ in the upper right corner of the information display sub-interface in Figure 7(c). Through the closing component, the information display sub-interface can be closed and return to the role display interface; optionally, the information display sub-interface may also include a role-playing control (not shown in the figure), and the user selects a role virtual object as the target role to be played by himself by triggering the role-playing control, that is, performing a role selection operation on the role-playing control; optionally, the information display sub-interface may also support role switching operations, such as the various implementation methods for switching the role virtual objects in the role display interface in the above embodiments, including operations such as clicking, double-clicking, and sliding on the information display sub-interface, and may also include implementing role switching through the first role switching control and the second role switching control as shown in Figure 5 above.
- a closing component such as the ⁇ in the upper right corner of the information display sub-interface in Figure 7(c).
- the client device can display the character information of the character virtual object in the character display interface in response to the fourth trigger operation on the character virtual object; this embodiment provides another way of displaying game characters and character information, enriches the game interaction method, and improves the intelligence of human-computer interaction.
- each participating user will select a character virtual object as his or her game character in the game, and a character virtual object can often only correspond to one user, that is, after the character virtual object is selected by a user, it cannot be selected by other users except the user; based on this, in this embodiment, the client device can also display a prompt message in the character display interface when the character virtual object has been selected by other users, and use the prompt message to prompt that the character virtual object has been selected; when the character virtual object is selected by the current user, a deselection control is displayed in the character display interface, so that the current user can deselect the selected character virtual object through the deselection control.
- the role virtual object is determined as the target role by adopting the above-mentioned selection method of triggering the playing control
- the playing control can be replaced by an existing player mark, and the existing player mark is used to prompt that the role virtual object has been selected by other users; in another case, when the role display interface includes multiple role virtual objects and each role virtual object corresponds to a playing control, the playing control corresponding to the role virtual object selected by other users is replaced with an existing player mark, as shown in Figure 8(a).
- the character Buddy is selected by other users, that is, other users select Buddy by triggering the playing control below the character Buddy (refer to Figure 3(b))
- the "existing player" mark can be displayed below the character Buddy in the character display interface of the current user.
- the character virtual object in the character display interface can be adjusted from a triggerable state to an untriggerable state, wherein the triggerable state indicates that the character virtual object can be selected as the target character through a trigger operation (i.e., the character selection operation described in the aforementioned embodiment), and the untriggerable state indicates that it is prohibited to select the character virtual object as the target character through a trigger operation; optionally, as shown in Figure 8(b), when the character Buddy is selected by other users, that is, other users select Buddy by triggering the character Buddy's character modeling, then the character virtual object Buddy in the character display interface of the current user is in an untriggerable state, and the character virtual object in the untriggerable state can be displayed as a grayscale object.
- a trigger operation i.e., the character selection operation described in the aforementioned embodiment
- the untriggerable state indicates that it is prohibited to select the character virtual object as the target character through a trigger operation
- the character virtual object is determined as the target character by adopting the above-mentioned selection method of triggering the playing control
- the playing control can be replaced with a deselect control, and the deselect control is used to deselect the character virtual object; in another case, when the character display interface includes multiple character virtual objects and each character virtual object corresponds to a playing control, the playing control corresponding to the character virtual object selected by the current user is replaced with a deselect control, as shown in Figure 8(c).
- the current user selects Buddy by triggering the playing control below the character Buddy, at this time, the playing control below Buddy is modified and replaced with a deselect control.
- a character virtual object is determined as a target character by adopting a method of triggering the selection of a character virtual object
- the character virtual object if the character virtual object is selected by the current user, then, in the character display interface, the character virtual object can remain in a triggerable state; at this time, if the character virtual object is triggered again, then the character virtual object can be switched from a selected state to an unselected state, that is, the current user deselects the character virtual object.
- the character virtual object can remain in a triggerable state or be adjusted to an untriggerable state.
- a deselection control can be additionally displayed for the character virtual object selected by the current user, so that the user can deselect the character virtual object through the deselection control.
- the corresponding prompt information method and the deselection method are also different, and the prompt information method and the deselection method can be adaptively set according to the selection method.
- a prompt message is displayed in the character display interface to prompt the current user that the character virtual object has been selected; and when the character virtual object is selected by the current user, a deselection control is displayed in the character display interface so that the current user can deselect the character virtual object through the deselection control; the intelligence of human-computer interaction can be further improved.
- the character display interface may also include a character status list; the character status list includes the current status of all character virtual objects of the currently selected target script.
- the current state of the character virtual object may include a selected state and an unselected state of the character virtual object, wherein the selected state and the unselected state may be marked and distinguished by different colors, icons, text labels, etc., so that the user can quickly understand the current selected state of each character virtual object according to the character state list.
- the current state of the character virtual object may also include a user state after the character virtual object is selected, and the user state may be user information, such as a user name; for an unselected character virtual object, the corresponding user state may be an empty state, or a user pending state; that is, through the character state list in this embodiment, the user can quickly learn about the users who have selected the game characters, and the game characters corresponding to these users, and can also quickly lock the unselected game characters.
- the character status list may include a character identifier corresponding to each character virtual object and a status bar corresponding to each character identifier.
- the status bar may be used to mark the selected state of the character virtual object, or may be used to mark the user state corresponding to the character virtual object.
- the game interaction method may further include:
- Step 901 Obtain user information of the role virtual object corresponding to each role identifier.
- the client device may send a status acquisition request to the server at a preset frequency, wherein the status acquisition request carries each character identifier in the character status list.
- the server responds to the status acquisition request by acquiring from a database the character selection information corresponding to the client device and the character selection information of other client devices associated with the client device in the same game, and determines the user information of the character virtual objects corresponding to each character identifier based on the character selection information of the client device and other client devices associated with the client device.
- an association table for the multiplayer online game may also be provided in the server, wherein the association table includes associations between each character virtual object and user information of the multiple users; illustratively, the multiplayer online game may correspond to a unique game room number, through which the association table corresponding to the multiplayer online game may be found, through which the user information of the character virtual object corresponding to each character identifier may be obtained; wherein the server may update the association table of the multiplayer online game corresponding to the game room number in real time according to the character selection status of each user in the game room number, so that the client device may display the character status list in real time and accurately.
- the server may also return the changed user information of the character virtual object corresponding to the character identifier to the client device; wherein the change in the user information of the character virtual object includes the user selecting the character virtual object and the user canceling the selection of the character virtual object.
- Step 902 Display user information of the role virtual object corresponding to the role identifier in the status bar corresponding to the role identifier.
- the status bar corresponding to the role identifier displays the user information of the role virtual object corresponding to the role identifier.
- the status bar corresponding to the role identifier displays default information, which may be a default field, such as user pending or player pending.
- the character status list may include a character identifier corresponding to each character virtual object, a status bar corresponding to each character identifier, and a fixed field corresponding to each character identifier.
- the character identifier is the character name in the character status list, such as Buddy, Gorou, and Guy.
- the status bar corresponding to the character identifier may display user information, such as "User A" who plays Buddy.
- the status bar corresponding to the character identifier may display default fields, such as "To be determined", "Player to be determined", etc.
- the fixed field may be "Play". Of course, the fixed field may also be other fields, such as "Playing", etc.
- the embodiment of the present application does not limit the specific content of the fixed field.
- the client device can obtain the selected state of the character virtual object corresponding to each character identifier from the server, and determine the corresponding state mark according to the selected state; exemplarily, as shown in FIG10( b), when the character virtual object corresponding to the character identifier is in the selected state, the status bar corresponding to the character identifier displays the first state mark in the selected state (as shown in FIG10( b)). ), when the character virtual object corresponding to the character identifier is in an unselected state, the status bar corresponding to the character identifier displays a second status mark in an unselected state (as shown in FIG. 10( b) ).
- the character display interface also includes a character status list for displaying the current status of all character virtual objects, and the user information of the character virtual object corresponding to the character identifier can be displayed in the character status list, so that the user can quickly understand the specific role played by each player user, and quickly lock the unselected game character, which can improve the intelligence of human-computer interaction and improve the user experience.
- the mark information corresponding to the role virtual object can also be displayed in the role status list, and the mark information is used to indicate the role virtual object currently browsed by the user.
- the mark information corresponding to the role virtual object can be displayed in the role status list.
- the mark information can be a mark symbol, such as adding an additional mark symbol to the role virtual object in the role status list, or the role virtual object can be highlighted, such as highlighting the role virtual object in the role status list, etc.; exemplarily, as shown in Figure 11, the mark information can be an additional circular mark symbol added after the name of the role virtual object currently browsed by the user.
- the user can clearly know the role virtual object currently browsed by the user through the mark information, thereby improving the user experience.
- the character display interface may also include a user status list; the user status list may include the number of users, the number of users who have selected the character virtual object, and at least one of the character selection status of each user; wherein the user's character selection status may include a selected state and an unselected state.
- the client device can obtain information such as the number of users participating in the game, the number of users who have selected character virtual objects, and the character selection status of each user from the server, and update the user status list in real time based on the information such as the number of users participating in the game, the number of users who have selected character virtual objects, and the character selection status of each user.
- the user status list may include a first part and a second part, wherein the first part may be used to display the number of users and the number of users who have selected the role virtual object, and the second part may be used to display the role selection status of each user; optionally, the display format of the first part may be the number of users-the number of users who have selected the role virtual object, or the number of users who have selected the role virtual object/the number of users, or the number of users (the number of users who have selected the role virtual object), etc. Of course, there may be other display formats. The embodiment of the present application does not specifically limit the display format of the first part, as long as the number of users and the number of users who have selected the role virtual object are displayed in the first part.
- the second part may be displayed in a list format, including each user and a character selection status bar corresponding to each user.
- the list may also include only a character selection status bar corresponding to each user arranged in a preset order.
- the preset order may be an order arranged according to the first letters of the user names, or an order in which users enter the game, etc.
- the relative position of the first part and the second part in the user status list can be distributed up and down or left and right, and the embodiment of the present application does not limit this; in addition, the position of the user status list in the role display interface is not specifically limited in the embodiment of the present application.
- the user status list is set in the top center area of the role display interface, and the first part in the user status list is located below the second part.
- the display form of the first part is the number of users who have selected the role virtual object/number of users, and the display form of the second part is horizontal arrangement.
- the user can intuitively see the number of users participating in the game, the number of users who have selected the character virtual object, and the character selection status of each user, further improving the intelligence of human-computer interaction.
- the character display interface may also include a random selection control, that is, a control marked with the word "random selection" at the bottom of the character virtual object in the figure; accordingly, the above step 201, the character determination step may also include: in response to the fifth trigger operation of the random selection control in the character display interface, randomly determining a character virtual object as the target character from all unselected character virtual objects.
- the client device automatically assigns a game character to the user.
- the client device randomly determines a role virtual object for the user from all unselected role virtual objects as the target role played by the user.
- the fifth trigger operation may include operations such as clicking, double-clicking, sliding, and dragging.
- the user may click the random selection control to cause the client device to randomly assign a target character to the user.
- the client device may randomly determine a character virtual object from all unselected character virtual objects as the user's target character at the current moment.
- the client device may also randomly determine a character virtual object as the target character from all unselected character virtual objects after detecting the user's fifth trigger operation on the random selection control and after the preset time has arrived; wherein the preset time may be the difference between the preset casting time and the elapsed time, the preset casting time being the time from the start of casting to the end of casting, and the elapsed time being the time from the start of casting to the current time; that is, the client device may randomly determine a character virtual object as the target character of the user from all unselected character virtual objects at the time when the preset time arrives, i.e., the end of casting.
- the preset casting time is 1 minute
- the user triggers the random selection control 10 seconds after the start of casting
- the elapsed time is 10 seconds
- it can be determined that the preset time is 50 seconds, i.e., the casting time of 1 minute minus the elapsed time of 10 seconds.
- the casting duration ends synchronously, that is, the casting ends.
- the client device randomly determines a character virtual object from all unselected character virtual objects as the user's target character.
- the preset duration may also be any duration that is less than the preset casting duration.
- the client device may randomly determine a character virtual object from all unselected character virtual objects as the target character of the user when the preset duration arrives; if the preset duration is greater than or equal to the difference duration defined above, that is, the casting has ended after the preset duration at the current moment when the user triggers the random selection control, then the client device may randomly determine a character virtual object from all unselected character virtual objects as the target character of the user when the difference duration arrives, i.e., the casting ends.
- the preset duration is a fixed duration of 20 seconds, and the preset casting duration is 1 minute. If the user triggers the random selection control at the 10th second after the start of casting, then, after 20 seconds, the casting has not ended.
- the client device randomly determines a character virtual object from all currently unselected character virtual objects as the target character of the user; if the user triggers the random selection control at the 45th second after the start of casting, then, after 20 seconds, the casting has ended. Then, the client device can randomly determine a character virtual object from all currently unselected character virtual objects as the target character of the user at the end of casting, that is, at the 60th second from the start of casting.
- the random selection control can also be replaced with a cancel automatic assignment control, as shown in FIG13( b); the cancel automatic assignment control is used to cancel the selection of the target role. That is, if the user is not satisfied with the target role randomly assigned by the client device, the user can also cancel the automatic assignment, that is, cancel the target role assigned to the user by the client device; of course, before the end of the casting, the user can cancel the selected target role by triggering the cancel automatic assignment control, and after the casting is completed, if the user does not trigger the cancel automatic assignment control, it is determined that the user has selected the target role.
- the cancel automatic assignment control is used to cancel the selection of the target role. That is, if the user is not satisfied with the target role randomly assigned by the client device, the user can also cancel the automatic assignment, that is, cancel the target role assigned to the user by the client device; of course, before the end of the casting, the user can cancel the selected target role by triggering the cancel automatic assignment control, and after the casting is completed, if the user does not trigger the cancel automatic
- the user can also exit the casting by himself before the casting is completed, that is, exit from the role display interface to the virtual scene, and after exiting, the client device determines that the user has selected the target role; optionally, after the user exits, if the casting has not ended, the user can re-enter the role display interface and re-select the game role he wants to play from all the unselected role virtual objects; wherein, the casting has not ended means that there are other users who have not completed the role selection.
- the client device can randomly determine a role virtual object from all unselected role virtual objects as the target role played by the user at the end of the casting.
- the user's role selection status may also include a pending selection status.
- the user's role selection status bar displays a display icon corresponding to the pending selection status, such as the display icon corresponding to the pending selection status in FIG. 14. The display icon is used to indicate that the user is randomly assigned a role.
- a random selection control is also provided for the user in the character display interface so that game characters can be randomly assigned to the user without the need for the user to select a character.
- This provides the user with a variety of character selection methods, provides convenience for the user, enriches the functions of human-computer interaction, and improves the intelligence of human-computer interaction.
- the game interaction method further includes: when the client device determines that a preset exit condition is met, the client device exits to the virtual scene.
- the preset exit condition includes any one of the following: all users corresponding to the virtual scene are in a state of casting completion, a preset casting duration is reached, and a sixth trigger operation based on a completion control on the character display interface is detected.
- two exit methods of the casting stage including synchronous exit and asynchronous exit, wherein synchronous exit includes when all users are in the state of casting completion and the preset casting time is reached, that is, synchronous exit means that all users exit the casting stage at the same time; asynchronous exit means that the user triggers the completion control by himself before the casting is finished, that is, the user exits the casting stage first.
- synchronous exit includes when all users are in the state of casting completion and the preset casting time is reached, that is, synchronous exit means that all users exit the casting stage at the same time; asynchronous exit means that the user triggers the completion control by himself before the casting is finished, that is, the user exits the casting stage first.
- the user can make adaptive adjustments to the exit method of the casting phase through relevant configurations. Different exit methods can be set for multiple users in the same game.
- the server controls the casting phase of each user based on the exit method set by each user. Exemplarily, assuming that the game includes three users, user A, user B and user C, the exit mode of user A is asynchronous exit, and the exit modes of user B and user C are synchronous exit, then, in case 1, user A completes the casting and exits asynchronously, user B completes the casting, and after user C completes the casting, user B and user C exit at the same time; in case 2, user A completes the casting and exits asynchronously, user B completes the casting, user C has not made a role selection, after the casting is completed, user B and user C exit at the same time, and the client device randomly assigns a target role to user C; in case 3, user A completes the casting but does not exit, after user B and user C complete the casting, user A, user B and user C exit at the same time; in
- exit methods for the casting stage are provided.
- the exit methods are diverse and flexible to set up, which can meet the different needs of users and improve the flexibility and intelligence of human-computer interaction.
- steps in the flowcharts involved in the above-mentioned embodiments can include multiple steps or multiple stages, and these steps or stages are not necessarily executed at the same time, but can be executed at different times, and the execution order of these steps or stages is not necessarily carried out in sequence, but can be executed in turn or alternately with other steps or at least a part of the steps or stages in other steps.
- the embodiment of the present application also provides a game interaction device for implementing the game interaction method involved above.
- the implementation scheme for solving the problem provided by the device is similar to the implementation scheme recorded in the above method, so the specific limitations in one or more game interaction device embodiments provided below can refer to the limitations on the game interaction method above, and will not be repeated here.
- a game interaction device including: a role display module 1501 and a role determination module 1502, wherein:
- the character display module 1501 is used to display the virtual scene on the client device, and in response to the current user's character display operation on the virtual scene, display a character display interface in the virtual scene; the character display interface displays one or more character virtual objects;
- the role determination module 1502 is used to obtain a role selection operation based on the role display interface, and determine the corresponding role virtual object as a target role in response to the role selection operation.
- the device further includes a character control display module 1503; the character control display module 1503 is used to display the character controls in the virtual scene in response to a first trigger operation on the virtual scene before the character display module 1501 works; the character display module 1501 is specifically used to display a character display interface in the virtual scene in response to a character display operation on the character controls in the virtual scene.
- the device when a character virtual object and character information of the character virtual object are displayed in the character display interface, the device also includes a role switching module 1504; the role switching module 1504 is used to display another character virtual object and character information of another character virtual object in the character display interface in response to a second trigger operation on the character display interface.
- the character display interface also includes a character control list
- the character switching module 1504 is further used to respond to a third trigger operation on a character control in the character control list, and display the character virtual object corresponding to the character control and the character information of the character virtual object corresponding to the character control in the character display interface.
- the device when multiple character virtual objects are displayed in the character display interface, the device also includes a character information display module 1505; the character information display module 1505 is used to display the character information of the character virtual object in the character display interface in response to the fourth trigger operation on the character virtual object.
- the device further includes a prompt information display module 1506; the prompt information display module 1506 is used to display a prompt information in the character display interface when the character virtual object has been selected by other users; the prompt information is used to prompt that the character virtual object has been selected; when the character virtual object is selected by the current user, a deselection control is displayed in the character display interface, and the deselection control is used to deselect the character virtual object.
- the prompt information display module 1506 is used to display a prompt information in the character display interface when the character virtual object has been selected by other users; the prompt information is used to prompt that the character virtual object has been selected; when the character virtual object is selected by the current user, a deselection control is displayed in the character display interface, and the deselection control is used to deselect the character virtual object.
- the character display interface further includes a character status list; the character status list includes the current status of all character virtual objects.
- the character status list includes a character identifier corresponding to each character virtual object and a status bar corresponding to each character identifier
- the device also includes a user information acquisition module 1507 and a character status display module 1508; wherein the user information acquisition module 1507 is used to obtain user information of the character virtual object corresponding to each character identifier; and the character status display module 1508 is used to display the user information of the character virtual object corresponding to the character identifier in the status bar corresponding to the character identifier.
- the device further includes a tag information display module 1509 ; the tag information display module 1509 is configured to display tag information corresponding to the character virtual object in the character status list.
- the character display interface also includes a user status list; the user status list includes the number of users, the number of users who have selected the character virtual object, and the character selection status of each user.
- the character display interface also includes a random selection control; the above-mentioned character determination module 1502 is also used to randomly determine a character virtual object as the target character from all unselected character virtual objects in response to the fifth trigger operation of the random selection control in the character display interface.
- the device further includes a replacement module 1510 ; the replacement module 1510 is used to replace the random selection control with a cancel automatic assignment control after the random selection control is triggered; the cancel automatic assignment control is used to cancel the selection of the target role.
- the above-mentioned role determination module 1502 is specifically used to respond to the fifth trigger operation of the random selection control in the role display interface, and after the preset time is reached, randomly determine a role virtual object from all unselected role virtual objects as the target role.
- the device further includes an exit module 1511 ; the exit module 1511 is configured to exit to the virtual scene when a preset exit condition is met.
- the preset exit condition includes any one of the following:
- the preset casting time is reached
- a sixth trigger operation based on a completion control on the character display interface is detected.
- Each module in the above-mentioned game interaction device can be implemented in whole or in part by software, hardware or a combination thereof.
- Each module can be embedded in or independent of a processor in a computer device in the form of hardware, or can be stored in a memory in a computer device in the form of software, so that the processor can call and execute the operations corresponding to each module.
- a computer device which may be a client device, and its internal structure diagram may be shown in FIG18.
- the computer device includes a processor, a memory, a communication interface, a display unit, and an input device connected via a system bus.
- the processor of the computer device is used to provide computing and control capabilities.
- the memory of the computer device includes a non-volatile storage medium and an internal memory.
- the non-volatile storage medium stores an operating system and a computer program.
- the internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium.
- the communication interface of the computer device is used to communicate with other external client devices, gateways, mobile base stations and other communication nodes in a wired or wireless manner, and the wireless manner can be achieved through WIFI, mobile cellular networks, NFC (near field communication) or other technologies.
- the display unit of the computer device may be a liquid crystal display or an electronic ink display
- the input device of the computer device may be a touch layer covered on the display, that is, the input device and the display unit are combined into a touch screen with display and input functions; the input device may also be a key, trackball or touchpad provided on the housing of the computer device, or an external keyboard, touchpad or mouse.
- FIG. 18 is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the computer device to which the scheme of the present application is applied.
- the specific computer device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.
- the computer device in this embodiment includes a memory and a processor.
- the memory stores a computer program.
- the processor executes the computer program, the steps of the game interaction method in the above-mentioned embodiments are implemented.
- a computer-readable storage medium on which a computer program is stored.
- the computer program is executed by a processor, the steps of the game interaction method in the above-mentioned various embodiments are implemented.
- a computer program product including a computer program, which, when executed by a processor, implements the steps of the game interaction method in the above-mentioned various embodiments.
- user information including but not limited to user device information, user personal information, etc.
- data including but not limited to data used for analysis, stored data, displayed data, etc.
- any reference to the memory, database or other medium used in the embodiments provided in the present application can include at least one of non-volatile and volatile memory.
- Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetoresistive random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc.
- Volatile memory can include random access memory (RAM) or external cache memory, etc.
- RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM).
- SRAM static random access memory
- DRAM dynamic random access memory
- the database involved in each embodiment provided in this application may include at least one of a relational database and a non-relational database.
- Non-relational databases may include distributed databases based on blockchain, etc., but are not limited to this.
- the processor involved in each embodiment provided in this application may be a general-purpose processor, a central processing unit, a graphics processor, a digital signal processor, a programmable logic unit, a data processing logic unit based on quantum computing, etc., but are not limited to this.
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Abstract
Description
Claims (18)
- 一种游戏交互方法,其特征在于,所述方法包括:角色显示步骤:于客户端设备上显示虚拟场景,响应于当前用户针对所述虚拟场景的角色展示操作,在所述虚拟场景中显示角色展示界面;所述角色展示界面中显示有一个或多个角色虚拟对象;角色确定步骤:基于所述角色展示界面获取角色选择操作,响应于所述角色选择操作确定对应的角色虚拟对象为目标角色。
- 根据权利要求1所述的方法,其特征在于,在所述角色显示步骤之前,所述方法还包括:角色控件显示步骤:响应于对所述虚拟场景的第一触发操作,在所述虚拟场景中展示角色控件;所述角色显示步骤包括:响应于对所述虚拟场景中的所述角色控件的角色展示操作,在所述虚拟场景中显示所述角色展示界面。
- 根据权利要求1或2所述的方法,其特征在于,所述角色展示界面中显示有一个角色虚拟对象和所述角色虚拟对象的角色信息,所述方法还包括:响应于针对所述角色展示界面的第二触发操作,在所述角色展示界面中展示另一个角色虚拟对象和所述另一个角色虚拟对象的角色信息。
- 根据权利要求3所述的方法,其特征在于,所述角色展示界面还包括角色控件列表,所述方法还包括:响应于对所述角色控件列表中的角色控件的第三触发操作,在所述角色展示界面中展示与所述角色控件对应的角色虚拟对象和所述角色控件对应的角色虚拟对象的角色信息。
- 根据权利要求1所述的方法,其特征在于,所述角色展示界面中显示有多个角色虚拟对象,所述方法还包括:响应于对所述角色虚拟对象的第四触发操作,在所述角色展示界面中显示所述角色虚拟对象的角色信息。
- 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:若所述角色虚拟对象已被其他用户选中,则在所述角色展示界面中显示提示信息;所述提示信息用于提示所述角色虚拟对象已被选中;若所述角色虚拟对象被所述当前用户选中,则在所述角色展示界面中显示取消选择控件,所述取消选择控件用于取消选中所述角色虚拟对象。
- 根据权利要求1或2所述的方法,其特征在于,所述角色展示界面还包括角色状态列表;所述角色状态列表包括所有角色虚拟对象的当前状态。
- 根据权利要求7所述的方法,其特征在于,所述角色状态列表包括每个角色虚拟对象对应的角色标识和每个所述角色标识对应的状态栏,所述方法还包括:获取每个所述角色标识对应的角色虚拟对象的用户信息;在所述角色标识对应的状态栏显示所述角色标识对应的角色虚拟对象的用户信息。
- 根据权利要求7所述的方法,其特征在于,所述方法还包括:在所述角色状态列表中显示所述角色虚拟对象对应的标记信息。
- 根据权利要求1或2所述的方法,其特征在于,所述角色展示界面还包括用户状态列表;所述用户状态列表包括用户人数、已选中角色虚拟对象的用户人数和各用户的角色选中状态。
- 根据权利要求1或2所述的方法,其特征在于,所述角色展示界面还包括随机选择控件;所述角色确定步骤包括:响应于对所述角色展示界面中的所述随机选择控件的第五触发操作,从所有未被选中的角色虚拟对象中,随机确定一个角色虚拟对象为所述目标角色。
- 根据权利要求11所述的方法,其特征在于,所述方法还包括:在所述随机选择控件被触发后,将所述随机选择控件替换为取消自动分配控件;所述取消自动分配控件用于取消选中所述目标角色。
- 根据权利要求11所述的方法,其特征在于,所述响应于对所述角色展示界面中的所述随机选择控件的第五触发操作,从所有未被选中的角色虚拟对象中,随机确定一个角色虚拟对象为所述目标角色,包括:响应于对所述角色展示界面中的所述随机选择控件的第五触发操作,在预设时长到达后,从所有未被选中的角色虚拟对象中,随机确定一个角色虚拟对象为所述目标角色。
- 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:满足预设的退出条件时,退出至所述虚拟场景。
- 根据权利要求14所述的方法,其特征在于,所述预设的退出条件包括以下中的任一个:所述虚拟场景对应的所有用户均处于选角完成的状态;达到预设的选角时长;检测到基于所述角色展示界面上的完成控件的第六触发操作。
- 一种计算机设备,包括存储器和处理器,所述存储器存储有计算机程序,其特征在于,所述处理器执行所述计算机程序时实现权利要求1至15中任一项所述的方法的步骤。
- 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现权利要求1至15中任一项所述的方法的步骤。
- 一种计算机程序产品,包括计算机程序,其特征在于,所述计算机程序被处理器执行时实现权利要求1至15中任一项所述的方法的步骤。
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| US18/557,907 US20250083041A1 (en) | 2022-11-01 | 2022-11-01 | Game interaction method, computer device, storage medium and program product |
| PCT/CN2022/128896 WO2024092489A1 (zh) | 2022-11-01 | 2022-11-01 | 游戏交互方法、计算机设备、存储介质和程序产品 |
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| CN119653190A (zh) * | 2024-12-10 | 2025-03-18 | 北京优酷科技有限公司 | 针对视频的互动方法及装置 |
| WO2026016743A1 (zh) * | 2024-07-19 | 2026-01-22 | 网易(杭州)网络有限公司 | 游戏的操作控制方法、装置和电子设备 |
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| CN119587966A (zh) * | 2024-11-15 | 2025-03-11 | 北京字跳网络技术有限公司 | 虚拟场景中的交互方法、装置、设备和存储介质 |
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| US20200254339A1 (en) * | 2019-02-07 | 2020-08-13 | Ncsoft Corporation | Method and apparatus for controlling game |
| CN111766950A (zh) * | 2020-08-12 | 2020-10-13 | 腾讯科技(深圳)有限公司 | 虚拟角色交互方法、装置、计算机设备和存储介质 |
| CN113082717A (zh) * | 2021-04-15 | 2021-07-09 | 网易(杭州)网络有限公司 | 游戏的控制方法、装置、设备及存储介质 |
| CN113262488A (zh) * | 2021-06-01 | 2021-08-17 | 腾讯科技(深圳)有限公司 | 虚拟场景中虚拟对象的控制方法、装置、设备及存储介质 |
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| US20200254339A1 (en) * | 2019-02-07 | 2020-08-13 | Ncsoft Corporation | Method and apparatus for controlling game |
| CN111766950A (zh) * | 2020-08-12 | 2020-10-13 | 腾讯科技(深圳)有限公司 | 虚拟角色交互方法、装置、计算机设备和存储介质 |
| CN113082717A (zh) * | 2021-04-15 | 2021-07-09 | 网易(杭州)网络有限公司 | 游戏的控制方法、装置、设备及存储介质 |
| CN113262488A (zh) * | 2021-06-01 | 2021-08-17 | 腾讯科技(深圳)有限公司 | 虚拟场景中虚拟对象的控制方法、装置、设备及存储介质 |
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| WO2026016743A1 (zh) * | 2024-07-19 | 2026-01-22 | 网易(杭州)网络有限公司 | 游戏的操作控制方法、装置和电子设备 |
| CN119653190A (zh) * | 2024-12-10 | 2025-03-18 | 北京优酷科技有限公司 | 针对视频的互动方法及装置 |
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