CN111569422B - Interaction method and device between game roles, electronic equipment and storage medium - Google Patents

Interaction method and device between game roles, electronic equipment and storage medium Download PDF

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Publication number
CN111569422B
CN111569422B CN202010417800.9A CN202010417800A CN111569422B CN 111569422 B CN111569422 B CN 111569422B CN 202010417800 A CN202010417800 A CN 202010417800A CN 111569422 B CN111569422 B CN 111569422B
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virtual character
player
avatar
controlling
character
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CN111569422A (en
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李瑞恒
潘杰伟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an interaction method and device between game roles, electronic equipment and a storage medium, and relates to the technical field of games. According to the method, the direction information of the first virtual character relative to the player virtual character can be acquired in response to the first triggering operation aiming at the identifier corresponding to the first virtual character, and then the direction of the player virtual character towards the first virtual character can be controlled according to the direction information.

Description

Interaction method and device between game roles, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and apparatus for interaction between game characters, an electronic device, and a storage medium.
Background
In the existing game, a multi-player team formation mode exists, and in the mode, teammates can jointly complete certain game tasks in a mutual cooperation mode, so that the intimacy among players is increased, and the game interestingness is improved.
Taking a 3D shooting game as an example, if a player needs to complete a shooting task together with teammates, and the teammates are out of the field of view of the player, the player can only search for multiple times along the marks of the teammates to control the direction of the controlled virtual character view angle to turn to the teammates.
Therefore, in the conventional game, there is a problem that the viewing angle of the virtual character controlled by the player is inefficient in steering the teammate.
Disclosure of Invention
The present application has been made in view of the above-mentioned drawbacks of the related art, and an object of the present application is to provide a method, an apparatus, an electronic device, and a storage medium for interaction between game characters, which can be improved.
In order to achieve the above purpose, the technical scheme adopted by the embodiment of the application is as follows:
In a first aspect, an embodiment of the present application provides a method for interaction between game characters, including:
responding to a first triggering operation aiming at the identification corresponding to the first virtual character, and acquiring direction information of the first virtual character relative to the player virtual character;
and controlling the player avatar to turn towards the first avatar according to the direction information.
Optionally, after controlling the player avatar to turn to the direction of the first avatar according to the direction information, the method further includes:
The player avatar is controlled to move toward the position of the first avatar.
Optionally, the controlling the movement of the player avatar to the position of the first avatar includes:
And controlling the player character to move to the position of the first character in response to the movement triggering operation.
Optionally, the controlling the movement of the player avatar to the position of the first avatar includes:
Acquiring a moving path according to the position information of the player virtual character and the position information of the first virtual character;
And controlling the player virtual character to move to the position of the first virtual character according to the preset moving speed according to the moving path.
Optionally, if there is an obstacle on the moving path, controlling the player avatar to move to the position of the first avatar according to the preset moving speed according to the moving path includes:
according to the moving path, controlling the player virtual character to move to the obstacle according to the preset moving speed and move to the position of the first virtual character by bypassing the obstacle;
Or if the player character stops moving when moving to the obstacle according to the moving path, responding to the second triggering operation, and controlling the player character to bypass the obstacle and continue to move to the position of the first character.
Optionally, the method further comprises:
the position of the first virtual character is marked in the current game interface.
Optionally, the identification corresponding to the first virtual character includes at least one of the following: status bar identification, azimuth identification, and small map identification.
Optionally, the method further comprises:
judging whether the position of the first virtual character is positioned in the visual field range of the player virtual character or not;
If not, based on the position information of the player virtual character, displaying a position identifier corresponding to the first virtual character on the current game interface, wherein the position identifier comprises at least one of the following components: the identification of the first virtual character, the direction information and the distance information of the first virtual character relative to the player virtual character.
Optionally, the method further comprises:
and if the position of the first virtual character is in the visual field range of the player virtual character, displaying the prompt identification at the first virtual character of the current game interface.
Optionally, controlling the player avatar to turn toward the first avatar according to the direction information includes:
Determining a minimum view angle of the player virtual character to turn to the first virtual character according to the position information of the player virtual character and the position information of the first virtual character;
And controlling the player virtual character to turn from the current view angle to the minimum view angle at the preset angular speed according to the current view angle and the preset angular speed of the player virtual character so as to turn towards the first virtual character.
In a second aspect, an embodiment of the present application provides an interaction device between game characters, including: the acquisition module and the control module;
the acquisition module is used for responding to a first triggering operation aiming at the identification corresponding to the first virtual character and acquiring the direction information of the first virtual character relative to the player virtual character;
and the control module is used for controlling the player virtual character to turn towards the direction of the first virtual character according to the direction information.
Optionally, the control module is further configured to control the movement of the player avatar towards the position of the first avatar.
Optionally, the control module is specifically configured to control the movement of the player avatar toward the position of the first avatar in response to the movement triggering operation.
Optionally, the control module is specifically configured to obtain a movement path according to the position information of the player virtual character and the position information of the first virtual character;
And controlling the player virtual character to move to the position of the first virtual character according to the preset moving speed according to the moving path.
Optionally, if an obstacle exists on the moving path, the control module is specifically configured to control the player avatar to move to the obstacle according to a preset moving speed and move around the obstacle to the position of the first avatar according to the moving path; or if the player character stops moving when moving to the obstacle according to the moving path, responding to the second triggering operation, and controlling the player character to bypass the obstacle and continue to move to the position of the first character.
Optionally, the apparatus further comprises: and the marking module is used for marking the position of the first virtual character in the current game interface.
Optionally, the identification corresponding to the first virtual character includes at least one of the following: status bar identification, azimuth identification, and small map identification.
Optionally, the acquiring module is further configured to determine whether the position where the first virtual character is located is within the visual field range of the player virtual character; if not, based on the position information of the player virtual character, displaying a position identifier corresponding to the first virtual character on the current game interface, wherein the position identifier comprises at least one of the following components: the identification of the first virtual character, the direction information and the distance information of the first virtual character relative to the player virtual character.
Optionally, the obtaining module is further configured to display a prompt identifier at the first virtual character of the current game interface if the position of the first virtual character is within the visual field of the player virtual character.
Optionally, the control module is specifically configured to determine, according to the position information of the player virtual character and the position information of the first virtual character, a minimum view angle at which the player virtual character turns to the first virtual character; and controlling the player virtual character to turn from the current view angle to the minimum view angle at the preset angular speed according to the current view angle and the preset angular speed of the player virtual character so as to turn towards the first virtual character.
In a third aspect, an embodiment of the present application provides an electronic device, including: the system comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the interaction method between game roles in the first aspect.
In a fourth aspect, an embodiment of the present application provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the interaction method between game characters of the first aspect described above.
The beneficial effects of the application are as follows:
According to the interaction method, the interaction device, the electronic equipment and the storage medium between the game roles, the method can respond to the first triggering operation aiming at the corresponding mark of the first virtual role to acquire the direction information of the first virtual role relative to the player virtual role, and further according to the direction information, the direction of the player virtual role towards the first virtual role can be controlled, in the process, the player does not need to search for the positions of other virtual roles for multiple times, and further does not need to try to determine the direction of the player virtual role through a map, namely the direction of the player virtual role towards the first virtual role can be controlled through automatic adjustment, so that the efficiency of determining the direction of the player virtual role can be improved, and the game interaction experience of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of an interaction method between game characters according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of another method of interaction between game characters according to an embodiment of the present application;
FIG. 3 is a flow chart of another method of interaction between game characters according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of another method of interaction between game characters according to an embodiment of the present application;
FIG. 5 is a schematic diagram of a game interface according to an embodiment of the present application;
FIG. 6 is a flowchart illustrating another method of interaction between game characters according to an embodiment of the present application;
FIG. 7 is a schematic diagram of functional modules of an interaction device between game characters according to an embodiment of the present application;
FIG. 8 is a schematic diagram of functional modules of another interaction device between game characters according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
Fig. 1 is a schematic flow chart of an interaction method between game characters provided in an embodiment of the present application, where an execution subject of the method may be an electronic terminal capable of presenting a graphical user interface, such as a mobile phone, a tablet, a computer, etc., and the electronic terminal may generate the graphical user interface by executing a game application rendering, where the graphical user interface may be used to display a virtual character in a game, where the virtual character may be a virtual character operated by a player, or may be another virtual character in a game scene, such as a game pet, a monster, a sprite, etc. As shown in fig. 1, the interaction method between game characters includes:
S101, responding to a first triggering operation aiming at an identification corresponding to the first virtual character, and acquiring direction information of the first virtual character relative to the player virtual character.
The player avatar is an avatar manipulated by the player, and the first avatar is an avatar capable of interacting with the player avatar, and the avatar may be a Non-player avatar (Non-PLAYER CHARACTER, NPC), such as a game pet, monster, etc., or may be an avatar of another player, such as an avatar manipulated by another player in a team game, that is, a teammate, without limitation.
The identifier corresponding to the first virtual character may be a name, a blood bar, a head portrait, etc. of the first virtual character displayed in the game interface, which is not limited herein. Optionally, the first triggering operation may be an operation of clicking, double clicking, long pressing, and sliding the identifier corresponding to the first virtual character, and may also be generated by clicking, double clicking, long pressing, and sliding the position of the first virtual character according to an actual game scene. For example, in the game scene, the player may generate the first trigger operation by clicking (clicking or double clicking), long pressing the nickname, blood bar, etc. of the first virtual character, or if the first virtual character is located within the visual field of the player virtual character, the player may directly generate the first trigger operation by clicking or long pressing the position of the first virtual character, which is not limited herein.
In the game scenario, if the direction of the player avatar is required to be controlled to turn to the first avatar, the first trigger operation may be generated by acting on the identifier corresponding to the first avatar, and in response to the first trigger operation, direction information of the first avatar relative to the player avatar may be obtained, where the direction information may be used to indicate the direction of the first avatar relative to the player avatar, and the direction may be a direction directly in front, directly behind, or any direction such as a front left, a rear left, a front right, a rear right, etc., and the application is not limited herein.
S102, controlling the player virtual character to turn to the direction of the first virtual character according to the direction information.
After the direction information of the first virtual character relative to the player virtual character is obtained, the visual angle steering of the player virtual character can be adjusted according to the direction information, so that the player virtual character can be steered towards the direction of the first virtual character, and the direction of the player virtual character can be controlled without searching for determining the position of the first virtual character for multiple times, namely, the direction of the player virtual character steering towards the first virtual character can be controlled through automatic adjustment, the efficiency of determining the direction of the player virtual character is improved, and interaction between the player virtual character and the first virtual character can be accurate through automatic adjustment of the direction of the player virtual character, for example, the follow-up player can conveniently control the movement of the player virtual character towards the first virtual character.
In summary, the interaction method between game characters provided by the embodiment of the application can respond to the first triggering operation aiming at the identifier corresponding to the first virtual character to acquire the direction information of the first virtual character relative to the player virtual character, and further can control the direction of the player virtual character to the first virtual character according to the direction information.
Fig. 2 is a flow chart of another interaction method between game characters according to an embodiment of the present application. Optionally, based on the foregoing embodiment, as shown in fig. 2, after controlling the player avatar to turn to the direction toward the first avatar according to the direction information, the method further includes:
S201, controlling the player virtual character to move to the position of the first virtual character.
Optionally, the manner of controlling the movement of the player avatar to the position of the first avatar may manually control the movement of the player avatar to the position of the first avatar by way of a player manipulating a movement control, or control the movement of the player avatar to the position of the first avatar by way of an automatic movement, i.e. without player operation, the application is not limited herein.
When the player virtual character is controlled to move to the first virtual character manually, the steering direction of the player virtual character is the direction towards the first virtual character, so that when the player virtual character is controlled to move to the first virtual character manually under the condition that the steering direction of the player virtual character is correct, the efficiency of the player virtual character moving to the position of the first virtual character can be improved to a certain extent, for example, in a team forming game, the player can manually control the player virtual character to move to the position of the first virtual character controlled by teammates according to the adjusted steering direction; when the player virtual character is controlled to move to the position of the first virtual character in an automatic movement mode, the player does not need to search for multiple times to determine the position of the first virtual character, so that the efficiency of moving the player virtual character to the first virtual character can be greatly improved, for example, in a team game, teammates can be quickly found without searching for teammates by the player.
In addition, if the first virtual character itself is moving in the process of controlling the movement of the player virtual character to the position of the first virtual character, in one possible implementation manner, the movement of the player virtual character to the position of the first virtual character may be controlled based on the position of the first virtual character when the player virtual character is turned to the direction of the first virtual character, or the position of the first virtual character may be acquired in real time, and the movement of the player virtual character to the current position of the first virtual character may be controlled, so that the movement of the player virtual character to the current position of the first virtual character may be controlled when the first virtual character is moving, so that the player virtual character may quickly move to the current position of the first virtual character, and the game experience of the player may be improved.
The above process of manually controlling the movement of the player avatar to the position of the first avatar by the manner of manipulating the movement control by the player can be seen in the following relevant parts.
Optionally, the controlling the movement of the player avatar to the position of the first avatar includes:
And controlling the player character to move to the position of the first character in response to the movement triggering operation.
The movement triggering operation can be generated by a player manipulating a movement control, the movement triggering operation can be generated by a player pressing, sliding and dragging the movement control for a long time, and then the virtual character of the player can be controlled to move towards the first virtual character for being in position in response to the movement triggering operation.
For example, in the team shooting game, the player virtual character is located at the a position, the current direction of the player virtual character is forward, the first virtual character is located at the B position, and the B position is located at the right rear of the a position.
Alternatively, the above-described process of controlling the movement of the player avatar to the position of the first avatar in an automatic movement manner may be referred to as the related parts described below.
Fig. 3 is a flow chart of another interaction method between game characters according to an embodiment of the present application. Optionally, as shown in fig. 3, the controlling the movement of the player avatar to the position of the first avatar includes:
s301, acquiring a moving path according to the position information of the player virtual character and the position information of the first virtual character.
The position information of the player avatar and the first avatar may be acquired respectively, optionally, a virtual map may exist in the game, each point of the virtual map also has a corresponding coordinate position, and the acquired position information may be based on the coordinate position in the virtual map in the current game. After the position information of the player avatar and the position information of the first avatar are respectively acquired, a moving path of the player avatar to the first avatar may be acquired based on the two position information, for example, a shortest route between the player avatar and the first avatar is calculated and acquired as a moving path through an algorithm of path planning, and of course, the moving path may include one or more moving paths according to different scenes, and the application is not limited herein.
S302, controlling the player virtual character to move to the position of the first virtual character according to the preset moving speed according to the moving path.
Optionally, if the moving paths include a plurality of paths, one path may be selected according to a default condition, so as to control the player character to move towards the position of the first virtual character according to a preset moving speed, thereby avoiding multiple searches by the player to determine the position of the first virtual character, and greatly improving the efficiency of moving the player virtual character to the first virtual character.
Of course, the present application is not limited to the default condition, and may be the shortest path between the player avatar and the first avatar, the path where the player can obtain the most benefit (for example, the player can obtain more equipment on the path), or the safest path (for example, the enemy on the path is less), etc., which is not limited herein, and may be flexibly set according to the actual application scenario. Optionally, if multiple moving paths are included, optional operations may be provided for the player, for example, if three moving paths are provided, a reminder may be given to the player, so that the player can select by himself, thereby improving the game interaction experience of the player. In addition, the present application is not limited to the setting of the preset moving speed, and may be different according to the game scene and the virtual character of the player. For example, when the level of the player character is the first level, the corresponding level may be a first preset moving speed; and when the level of the player character is a second level, the corresponding level may be a second preset moving speed, where the second level is higher than the first level, and the second preset moving speed may be greater than the first preset moving speed.
Of course, there may be an obstacle in the above-mentioned moving path, for example, a stake, a stone pier, a trap, etc. laid on the moving path by an enemy, and then the moving may be performed in the following process. Optionally, if there is an obstacle on the moving path, controlling the player avatar to move to the position of the first avatar according to the preset moving speed according to the moving path, including:
according to the moving path, controlling the player virtual character to move to the obstacle according to the preset moving speed and move to the position of the first virtual character by bypassing the obstacle; or if the player character stops moving when moving to the obstacle according to the moving path, responding to the second triggering operation, and controlling the player character to bypass the obstacle and continue to move to the position of the first character.
The second triggering operation may be generated in the same manner as the first triggering operation, that is, may be generated by a player clicking, double clicking, long pressing, sliding the identifier corresponding to the first virtual character, or may be generated by a player clicking, double clicking, long pressing, sliding the position of the first virtual character.
In one possible implementation, the player avatar may be controlled to move first to the vicinity of the obstacle (e.g., the stake laid by the enemy) and around the obstacle to the first avatar's position at a predetermined movement rate. In another possible implementation manner, the player avatar may be controlled to move to the vicinity of the obstacle (for example, the vicinity of a stake laid by an enemy) at a preset moving speed, then stop moving, and then respond to a second trigger operation generated by the player (for example, the player double-clicks the identifier corresponding to the first avatar) to control the player avatar to bypass the obstacle and then continue moving to the position of the first avatar. According to the actual application scene, any mode can be selected to control the player virtual character to move to the position of the first virtual character according to the preset moving speed, so that the efficiency of the player virtual character to move to the first virtual character is improved.
Optionally, in order to enable the player to quickly find the position of the first virtual character, the player is given an intuitive alert, and the method further includes: the position of the first virtual character is marked in the current game interface.
Wherein the position of the first virtual character can be marked on the current game interface when the direction of the player virtual character towards the first virtual character is controlled. The first virtual character may be in the view of the player virtual character, that is, in the current display interface, or may not be in the view of the player virtual character, and the marking manner may be different according to whether the first virtual character is in the view of the player virtual character, for example, marking the first virtual character or marking the first virtual character in a large direction, which is not limited herein, and other embodiments described below are specifically exemplified.
For example, the marking mode may be pointing from the position where the virtual character of the player is located to the position where the virtual character of the first virtual character is located in the game interface in an arrow manner, or may flash a light at the position where the virtual character of the first virtual character is located to remind the player to pay attention, and the marking mode may be flexibly set according to the actual application scenario.
Optionally, the identifier corresponding to the first virtual role may include at least one of the following: status bar identification, azimuth identification, and small map identification.
Wherein the status bar identification may be an identification in the game interface for displaying the status of the player, may include a ranking, nickname, head portrait, number, and vitality parameter of the player (e.g., may be displayed in the form of a blood bar), and optionally, the status bar identification may be displayed in the upper left corner of the game interface; the orientation identifier may be an identifier in the game interface for displaying the direction and position of the player in the game scene, alternatively, the orientation identifier may be displayed at an edge of the game interface according to the position of the first virtual character in the game scene; and the small map identifier may be a player identifier displayed in the small map, where the small map may be disposed at a corner of the game interface to assist the player in determining the position of the virtual character in the game scene, or alternatively, the small map may be disposed at an upper right corner of the game interface. Of course, it should be noted that the present application is not limited to the specific display position of the above-mentioned mark, and may be flexibly set according to the actual application scenario, or may be self-adjusted according to the use habit of the player.
FIG. 4 is a schematic flow chart of another method of interaction between game characters according to an embodiment of the present application; fig. 5 is a schematic diagram of a game interface according to an embodiment of the present application. Optionally, in order to enable the player to further intuitively know the detailed azimuth information of the first virtual character in the game interface, as shown in fig. 4, the above method further includes:
S401, judging whether the position of the first virtual character is located in the visual field range of the player virtual character.
S402, if not, based on the position information of the player virtual character, displaying a direction identifier corresponding to the first virtual character on the current game interface, wherein the direction identifier comprises at least one of the following: the identification of the first virtual character, the direction information and the distance information of the first virtual character relative to the player virtual character.
In the process of controlling the movement of the player virtual character, the corresponding identification can be displayed according to whether the position of the first virtual character is located in the visual field range of the player virtual character, alternatively, if the position of the first virtual character is not located in the visual field range of the player virtual character, the azimuth identification of the first virtual character relative to the player virtual character, namely the azimuth identification corresponding to the first virtual character, can be displayed on the current game interface according to the position of the player virtual character and the position of the first virtual character.
Wherein, the azimuth identifier can include the identifier of the first virtual character, such as name, number, head portrait, etc.; the direction information of the first avatar with respect to the player avatar, e.g., left front, left rear, right front, right rear, optionally, the direction information may be represented by corresponding arrows; the distance information of the first virtual character relative to the player virtual character may represent a distance between the player virtual character and the first virtual character in the electronic map, for example, 10m, 20m, and the like, and may be flexibly adjusted according to information included in the position indication according to an actual application scenario. By applying the embodiment of the application, the player can clearly and intuitively know the azimuth information of the first virtual character relative to the player virtual character through the azimuth identification corresponding to the first virtual character displayed on the current game interface, and the game interaction experience of the player and the coordination fluency between the players are improved.
Alternatively, the game interface may include a status bar identifier displayed in the upper left corner, an azimuth identifier currently displayed in the lower left corner, and a small map displayed in the upper right corner, wherein identifiers of all virtual characters operated by the player in the current game may be displayed in the small map, and the azimuth mark 110 may include a first virtual character numbered 1, indicating azimuth information as indicated by an arrow to the left front, the distance of the first virtual character to the virtual character of the player being 20m, as shown in fig. 5.
In addition, it should be noted that, the current game interface may also display a plurality of first virtual characters that interact with the player virtual characters, as shown in the upper left corner status bar of fig. 5, the player virtual characters controlled by the player may be formed with virtual characters controlled by other players, for example, virtual character a controlled by teammate a and virtual character B controlled by teammate B, and of course, it should be noted that, according to the actual application scenario, the display mode of the game interface is not limited to the mode shown in fig. 5, and may be flexibly adjusted according to the actual application scenario.
In addition, it should be noted that the present application is not limited to the labeling manner of the azimuth mark, and may be displayed at a preset position of the current game interface, for example, in the lower left corner; or the position identification can be displayed on the game interface nearest to the first virtual character, for example, in a team shooting game, the player virtual character is located at the A position, the first virtual character is located at the B position, if the B position is located at the right rear of the A position and the B position is located at the lower right corner of the current game interface from the current game interface, the position identification can be displayed on the lower right corner of the game interface to realize nearby display, and therefore the position of the first virtual character can be associated with the position of the position identification, and the player can know the position of the first virtual character when locking the position of the position identification, so that the player can feel intuitively.
Optionally, as shown in fig. 4, the method further includes:
S403, if the position of the first virtual character is in the visual field range of the player virtual character, displaying the prompt identification at the first virtual character of the current game interface.
The prompt identifier may also be displayed at the location where the first virtual character is located, where the prompt identifier may include an identifier of the first virtual character and direction information of the first virtual character relative to the player virtual character, and of course, may also include other information, and the application is not limited herein. Alternatively, where the hint identifier includes an identification of the first avatar and directional information of the first avatar relative to the player avatar, the identification may be displayed directly on the head of the first avatar and the directional information may be marked directly on the first avatar in the manner of an arrow. Of course, the first virtual character may be directly prompted, for example, by performing color change, blinking, or the like on the first virtual character, or by adding a prompt identifier around the first virtual character, so that the player may notice the first virtual character.
Taking shooting game as an example, assuming that player a is a player virtual object operated by the player, player B is the first virtual character, player a and player B are in team, player a needs to join with player B to complete tasks together, and currently player a can only see the identity of player B on status bars, azimuth identities and minimap, but it is difficult to find player B in game scenes. It should be noted that, as shown in fig. 5, the identifier of the player B may be an identifier in a teammate status bar, an azimuth identifier, or an identifier of the player in a small map, which is not limited herein. By adopting the embodiment of the method, the player A can control the player A to act on the identifier of the player B through a first trigger operation such as clicking, double clicking, long pressing, sliding and the like on the status bar, the azimuth identifier or the small map, and respond to the first trigger operation, the azimuth information of the player B relative to the player A can be acquired, and the player A is controlled to turn towards the direction of the player B according to the azimuth information.
If it is still necessary to control the movement of player a to player B after controlling the direction of player a to player B, optionally, the player a may control the movement of player a to player B by using a movement triggering operation such as clicking, double clicking, long pressing, sliding, dragging, etc. on a status bar, azimuth mark or small map to act on the mark of player B, and responding to the movement triggering operation. Of course, it should be noted that, according to an actual application scenario, the operation of turning the virtual character of the player may be associated with the operation of moving, that is, if the player a controls the player to act on the identifier of the player B through the first triggering operation such as clicking, double clicking, long clicking, sliding on the status bar, the azimuth identifier or the small map, that is, according to the foregoing process, the direction of turning the player a toward the player B may be controlled first, and after the turning operation is completed, the movement of the player a toward the position of the player B may be further controlled, so that the user operation may be facilitated and frequent operations may be avoided.
In addition, in the process of controlling the player a to perform steering adjustment or movement, the direction identifier related to the player B may be given on the game interface of the player a for controlling the player B according to whether the player B is within the field of view of the player a. Alternatively, if player B is within the field of view of player a, the bearing identification may be displayed on player B so that player a may notice player B; if the player B is not in the view of the player a, the identification of the player B, the direction information (e.g., the front left) of the player B relative to the player a, and the distance (e.g., 50 m) between the player B and the player a in the electronic map may be displayed at the position of the game interface closest to the player B, so that the player a may know the position of the player B in real time, and the coordination smoothness between the players may be improved. In addition, displaying the azimuth mark at the position of the game interface nearest to the player B means, for example, when the player B is located at the upper right of the current game interface, the azimuth mark may be displayed at the upper right corner of the current game interface.
In summary, by applying the embodiment of the application, the position of the first virtual character and the prompt identifier can be corresponding to each other, so that a player can intuitively feel the position of the first virtual character and the prompt identifier, and particularly when the first virtual character comprises a plurality of first virtual characters, the player can intuitively know the azimuth information of each first virtual character and the controlled player virtual character through the prompt identifier displayed by each first virtual character, and can comprehensively grasp the dynamic state of each first virtual character in the visual field range.
Of course, it should be noted that, according to an actual game scenario, in order to avoid the azimuth mark or the prompt mark displayed in the game interface from blocking the game field of view of the player, the player may select to display or hide the relevant mark according to the actual application scenario during the game process.
Fig. 6 is a flowchart of another interaction method between game characters according to an embodiment of the present application. Optionally, in order to make the player avatar turn toward the first avatar, the habit of player interaction may be more consistent, as shown in fig. 6, where controlling the player avatar to turn toward the first avatar according to the direction information includes:
S501, determining the minimum view angle of the player virtual character for turning to the first virtual character according to the position information of the player virtual character and the position information of the first virtual character.
When the player virtual character turns to the first virtual character, two turning modes of clockwise and anticlockwise can be adopted according to the turning direction, and when the clockwise or anticlockwise mode is adopted, the minimum turning visual angle can be determined according to the position information of the player virtual character and the first virtual character.
Further to the foregoing, for example, the player avatar is located at the a position, the current direction of the player avatar is forward, the first avatar is located at the B position, and the B position is located at the right rear of the a position, the viewing angle of the player avatar turned to the first avatar is 120 degrees if turned according to the clockwise direction, and the viewing angle of the player avatar turned to the first avatar is 240 degrees if turned according to the counterclockwise direction, whereby it is known that the player avatar can turn to the direction of the first avatar with a minimum viewing angle of 120 degrees according to the clockwise direction.
S502, according to the current view angle and the preset angular velocity of the player virtual character, controlling the player virtual character to turn from the current view angle to the minimum view angle at the preset angular velocity so as to turn towards the first virtual character.
After the minimum view angle is determined, the player virtual character can be controlled to turn from the current view angle to the minimum view angle at the preset angular velocity according to the current view angle and the preset angular velocity of the player virtual character so as to turn towards the first virtual character, so that when the player virtual character is controlled to turn towards the first virtual character, the turned direction and the turned preset angular velocity can be more in line with the interactive habit of the player, and the game experience of the player is improved. The preset angular velocity can be set according to an actual application scene, and the application is not limited herein.
Fig. 7 is a schematic diagram of functional modules of an interaction device between game characters according to an embodiment of the present application, where the basic principles and the technical effects of the device are the same as those of the foregoing corresponding method embodiments, and for brevity, reference may be made to corresponding contents in the method embodiments for the parts not mentioned in the present embodiment. As shown in fig. 7, the interaction device 200 between game characters may include: an acquisition module 210 and a control module 220; an obtaining module 210, configured to obtain direction information of the first virtual character relative to the player virtual character in response to a first trigger operation for an identifier corresponding to the first virtual character; the control module 220 is configured to control the player avatar to turn in a direction toward the first avatar according to the direction information.
Optionally, the control module 220 is further configured to control the movement of the player avatar towards the position of the first avatar.
Optionally, the control module 220 is specifically configured to control the movement of the player avatar towards the position of the first avatar in response to the movement triggering operation.
Optionally, the control module 220 is specifically configured to obtain a movement path according to the position information of the player avatar and the position information of the first avatar; and controlling the player virtual character to move to the position of the first virtual character according to the preset moving speed according to the moving path.
Optionally, if there is an obstacle on the moving path, the control module 220 is specifically configured to control, according to the moving path, the player avatar to move to the obstacle according to the preset moving speed and move around the obstacle to the position of the first avatar; or if the player character stops moving when moving to the obstacle according to the moving path, responding to the second triggering operation, and controlling the player character to bypass the obstacle and continue to move to the position of the first character.
Optionally, the identifier corresponding to the first virtual role includes at least one of the following: status bar identification, azimuth identification, and small map identification.
Fig. 8 is a schematic functional block diagram of another interaction device between game characters according to an embodiment of the present application. Optionally, as shown in fig. 8, the interaction device 200 between game characters further includes: and the marking module 240 is used for marking the position of the first virtual character in the current game interface.
Optionally, the obtaining module 210 is further configured to determine whether the location of the first virtual character is within the visual field of the player virtual character; if not, based on the position information of the player virtual character, displaying a position identifier corresponding to the first virtual character on the current game interface, wherein the position identifier comprises at least one of the following components: the identification of the first virtual character, the direction information and the distance information of the first virtual character relative to the player virtual character.
Optionally, the obtaining module 210 is further configured to display a hint identifier at the first virtual character of the current game interface if the location of the first virtual character is within the field of view of the player virtual character.
Optionally, the control module 220 is specifically configured to determine, according to the position information of the player avatar and the position information of the first avatar, a minimum view angle at which the player avatar turns to the first avatar; and controlling the player virtual character to turn from the current view angle to the minimum view angle at the preset angular speed according to the current view angle and the preset angular speed of the player virtual character so as to turn towards the first virtual character.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more Application SPECIFIC INTEGRATED Circuits (ASIC), or one or more microprocessors (DIGITAL SIGNAL Processor DSP), or one or more field programmable gate arrays (Field Programmable GATE ARRAY FPGA), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 9, the electronic device may include: processor 510, storage medium 520, and bus 530, storage medium 520 storing machine-readable instructions executable by processor 510, processor 510 and storage medium 520 communicating over bus 530 when the electronic device is running, processor 510 executing machine-readable instructions to perform the steps of the method embodiments described above. The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present application further provides a storage medium, on which a computer program is stored, which when being executed by a processor performs the steps of the above-described method embodiments. The specific implementation manner and the technical effect are similar, and are not repeated here.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the application. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
It should be noted that in this document, relational terms such as "first" and "second" and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises an element.
The above is only a preferred embodiment of the present application, and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application. It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. The above is only a preferred embodiment of the present application, and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A method of interaction between game characters, comprising:
Responding to a first triggering operation aiming at an identification corresponding to a first virtual character, and acquiring direction information of the first virtual character relative to a player virtual character;
controlling the player avatar to turn in a direction towards the first avatar according to the direction information;
The controlling the player avatar to turn toward the first avatar according to the direction information includes:
determining a minimum view angle at which the player virtual character turns to the first virtual character according to the position information of the player virtual character and the position information of the first virtual character;
And controlling the player virtual character to turn from the current view angle to the minimum view angle at a preset angular speed according to the current view angle and the preset angular speed of the player virtual character so as to turn towards the first virtual character.
2. The method of claim 1, wherein after controlling the player avatar to turn in a direction toward the first avatar based on the direction information, further comprising:
and controlling the player avatar to move towards the position of the first avatar.
3. The method of claim 2, wherein the controlling the movement of the player avatar to the position of the first avatar comprises:
and controlling the player avatar to move toward the position of the first avatar in response to a movement triggering operation.
4. The method of claim 2, wherein the controlling the movement of the player avatar to the position of the first avatar comprises:
Acquiring a moving path according to the position information of the player virtual character and the position information of the first virtual character;
and controlling the player virtual character to move to the position of the first virtual character according to the preset moving speed according to the moving path.
5. The method of claim 4, wherein if there is an obstacle on the movement path, the controlling the player avatar to move toward the position of the first avatar at a preset movement speed according to the movement path comprises:
according to the moving path, controlling the player virtual character to move to the obstacle according to a preset moving speed and move to the position of the first virtual character by bypassing the obstacle;
Or if the player avatar stops moving when moving to the obstacle according to the moving path, responding to a second trigger operation, and controlling the player avatar to bypass the obstacle and continue to move to the position of the first avatar.
6. The method according to claim 1, wherein the method further comprises:
And marking the position of the first virtual character in the current game interface.
7. The method of any of claims 1-6, wherein the identification corresponding to the first avatar includes at least one of: status bar identification, azimuth identification, and small map identification.
8. The method of claim 7, wherein the method further comprises:
judging whether the position of the first virtual character is positioned in the visual field range of the player virtual character or not;
If not, based on the position information of the player virtual character, displaying a position identifier corresponding to the first virtual character on a current game interface, wherein the position identifier comprises at least one of the following: the method comprises the steps of identifying a first virtual character, and enabling the first virtual character to be opposite to the player virtual character in direction information and distance information.
9. The method of claim 8, wherein the method further comprises:
And if the position of the first virtual character is in the visual field range of the player virtual character, displaying a prompt identifier at the first virtual character of the current game interface.
10. An interactive apparatus between game characters, comprising: the acquisition module and the control module;
The acquisition module is used for responding to a first triggering operation aiming at the identification corresponding to the first virtual character and acquiring the direction information of the first virtual character relative to the player virtual character;
the control module is used for controlling the player virtual character to turn towards the direction of the first virtual character according to the direction information;
The control module is specifically configured to determine a minimum view angle at which the player virtual character turns to the first virtual character according to the position information of the player virtual character and the position information of the first virtual character; and controlling the player virtual character to turn from the current view angle to the minimum view angle at the preset angular speed according to the current view angle and the preset angular speed of the player virtual character so as to turn towards the first virtual character.
11. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method of interaction between game characters of any of claims 1-9.
12. A storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method of interaction between game characters according to any one of claims 1-9.
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