Game interaction control method and device, program product and electronic equipment

By automatically switching skill controls in the game interface, the interface space occupation problem caused by the large number of skill controls is solved, and efficient interface utilization and user experience improvement is achieved.

CN119455396APending Publication Date: 2025-02-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411886756.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-19
Publication Date
2025-02-18

AI Technical Summary

Technical Problem

The large number of skill controls in the game leads to a large amount of interface space, affecting the display effect, especially when users operate on touch screen devices, it is easy to block interface information.

Method used

By displaying the first skill control in the graphical user interface and controlling the virtual character to cast the skill in response to the trigger command, the skill control is automatically switched when the preset interactive event occurs, and the multi-skill alternating use of the same control position is realized.

Benefits of technology

It reduces the use of interface space, improves the interface utilization rate, improves the problem of blocking interface information, improves the interface display effect, simplifies user operations, and improves the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: displaying a first skill control in the graphical user interface; in response to a first trigger instruction for the first skill control, controlling the first virtual character to release a first game skill corresponding to the first skill control; in response to a preset interaction event occurring between the first game skill and a second virtual character in the game scene, switching the first skill control to a second skill control; and in response to a second trigger instruction for the second skill control, controlling the first virtual character to release a second game skill corresponding to the second skill control. According to the method, the occupation of the skill control on the interface space is reduced, the problem of shielding the interface information is improved, the interface display effect is improved, the user operation is simplified, and the user experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game interaction control method, a game interaction control device, a computer program product, and an electronic device. Background Art

[0002] Skill controls are usually set in games. When users operate the skill controls, they can control the virtual characters in the game to cast corresponding skills. For virtual characters with more skills, more skill controls need to be set to meet user operations, which takes up a large interface space and affects the display effect of the interface. Summary of the invention

[0003] The present disclosure provides a game interaction control method, a game interaction control device, a computer program product and an electronic device, so as to at least to some extent solve the problem that game skill controls occupy interface space.

[0004] According to a first aspect of the present disclosure, a game interaction control method is provided, which provides a graphical user interface through a terminal device, wherein at least a part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the terminal device; the method includes: displaying a first skill control in the graphical user interface; in response to a first trigger instruction for the first skill control, controlling the first virtual character to cast a first game skill corresponding to the first skill control; in response to a preset interaction event between the first game skill and a second virtual character in the game scene, switching the first skill control to a second skill control; in response to a second trigger instruction for the second skill control, controlling the first virtual character to cast a second game skill corresponding to the second skill control.

[0005] According to a second aspect of the present disclosure, a game interaction control device is provided, which provides a graphical user interface through a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the terminal device; the device includes: a skill control display module, configured to display a first skill control in the graphical user interface; a first skill control module, configured to respond to a first trigger instruction for the first skill control, and control the first virtual character to cast a first game skill corresponding to the first skill control; a skill control switching module, configured to respond to a preset interaction event between the first game skill and a second virtual character in the game scene, and switch the first skill control to a second skill control; and a second skill control module, configured to respond to a second trigger instruction for the second skill control, and control the first virtual character to cast a second game skill corresponding to the second skill control.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] The technical solution disclosed in this disclosure has the following beneficial effects:

[0009] By using the first skill control to control the first virtual character to cast the first game skill, when a preset interaction event occurs between the first game skill and the second virtual character, the first skill control is automatically switched to the second skill control, so that the user can use the second skill control to control the first virtual character to cast the second game skill. On the one hand, the alternating use of the two skill controls is realized based on the same control position. When the first virtual character cannot use the second game skill, the second skill control is not displayed, which reduces the occupation of the interface space and improves the interface utilization rate, which is conducive to improving the problem of blocking interface information and improving the interface display effect. On the other hand, there is no need for the user to manually switch the first skill control to the second skill control, and the first game skill and the second game skill have a certain continuity. By switching the skill controls, the user is prompted, the user's operation of casting continuous skills is simplified, and the user experience is improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;

[0011] Figure 2 A flowchart showing a game interaction control method in this exemplary embodiment;

[0012] Figure 3 A flowchart showing a method of casting a third game skill in this exemplary embodiment is shown;

[0013] Figure 4 A flowchart showing a method of controlling a third virtual object in this exemplary embodiment is shown;

[0014] Figure 5 A flow chart showing a process cooling time in this exemplary embodiment;

[0015] Figure 6 A flowchart showing a method of applying an effect to an actionable object in this exemplary embodiment;

[0016] Figure 7A schematic diagram showing the structure of a game interaction control device in this exemplary embodiment;

[0017] Figure 8 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0018] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0019] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0020] In games, skill controls are usually displayed in the form of HUD (Head-Up Display, i.e., fixedly displayed in the interface) to facilitate user operation, so that skill controls will occupy a certain amount of interface space. Generally, a corresponding skill control is set for each skill of a virtual character. If the virtual character has many skills and the number of skill controls is also large, other information in the interface will be blocked, affecting the display effect of the interface. Especially on touch-screen devices, users need to touch the skill controls on the screen during the game. When there are many skill controls, fingers touching the screen will cause more serious occlusion problems.

[0021] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game interaction control method.

[0022] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc. Game programs are installed on the terminal device 110. The terminal device 110 has a display function and can display a graphical user interface, which may include an operating system interface or an application program interface, etc. The server 120 generally refers to a background system that provides game-related services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program may be deployed on the server 120 to perform game data processing on the server side. A connection may be formed between the terminal device 110 and the server 120 via a wired or wireless communication link for data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.

[0023] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.

[0024] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a stand-alone game environment, the stand-alone game program can be installed through the terminal device 110 to execute the above method.

[0025] Figure 2 The schematic flow of the game interactive control method is shown, which may include the following steps S210 to S240:

[0026] Step S210, displaying a first skill control in a graphical user interface;

[0027] Step S220, in response to a first trigger instruction for the first skill control, controlling the first virtual character to cast a first game skill corresponding to the first skill control;

[0028] Step S230, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to a second skill control;

[0029] Step S240, in response to the second trigger instruction for the second skill control, controlling the first virtual character to cast the second game skill corresponding to the second skill control.

[0030] based on Figure 2 A method is provided, in which a first skill control is used to control a first virtual character to cast a first game skill. When a preset interaction event occurs between the first game skill and the second virtual character, the first skill control is automatically switched to a second skill control, so that the user can use the second skill control to control the first virtual character to cast the second game skill. On the one hand, the alternating use of the two skill controls is realized based on the same control position. When the first virtual character cannot use the second game skill, the second skill control is not displayed, which reduces the occupation of the interface space and improves the interface utilization rate, which is conducive to improving the problem of blocking interface information and improving the interface display effect. On the other hand, there is no need for the user to manually switch the first skill control to the second skill control, and the first game skill and the second game skill have a certain continuity. The user is prompted by switching the skill controls, which simplifies the operation of the user to cast continuous skills and improves the user experience.

[0031] Below Figure 2 Provide detailed instructions for each step.

[0032] refer to Figure 2 , in step S210, a first skill control is displayed in a graphical user interface.

[0033] The terminal device may provide a graphical user interface. When the game program is running, the graphical user interface may display at least part of the game scene, such as a game level scene, a game town scene, etc. The game scene includes a first virtual character, which is a virtual character controlled by the terminal device.

[0034] The first skill control is a control for controlling the first virtual character to cast the first game skill. Exemplarily, in response to the terminal device selecting the occupation of the first virtual character, the game skills of the first virtual character are determined according to the occupation of the first virtual character, and corresponding skill controls are provided, including the first skill control.

[0035] In one embodiment, the graphical user interface includes an operation area, such as the lower left corner or the lower right corner of the screen, and the first skill control can be displayed in the operation area. When the user touches the operation area, the middle part of the screen is not blocked, so that the interface display effect is less affected.

[0036] In one implementation, in addition to the first skill control, other skill controls may also be provided, such as a third skill control.

[0037] Continue to refer Figure 2 In step S220, in response to a first trigger instruction for a first skill control, the first virtual character is controlled to cast a first game skill corresponding to the first skill control.

[0038] The first trigger instruction is an instruction for triggering the first skill control, such as an instruction for clicking, long pressing, sliding, etc. The first game skill includes but is not limited to: making specific actions, such as jumping, sprinting, rolling forward, etc.; generating virtual objects with specific effects, such as firing bullets, throwing props, placing traps, etc.; achieving certain effects without generating physical virtual objects, such as changing the weather and lighting in a certain area, etc.

[0039] Continue to refer Figure 2 In step S230, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, the first skill control is switched to the second skill control.

[0040] The second virtual character is a character other than the first virtual character in the game scene. Exemplarily, the second virtual character can be any character that the first game skill can act on.

[0041] In one embodiment, the first game skill is a skill for an enemy character, such as a skill with a striking effect or a debuff effect, and cannot be used on a friendly character. Accordingly, the second virtual character may be a character that is hostile to the first virtual character, such as the first virtual character is in a first game camp, the second virtual character is in a second game camp, and the first game camp and the second game camp are in a hostile relationship with each other.

[0042] In one embodiment, the first game skill is a skill for a friendly character, such as a skill with a healing effect or a buff effect, and cannot be used on a friendly character. Accordingly, the second virtual character may be a character that is hostile to the first virtual character, such as the first virtual character is in the first game camp, the second virtual character is in the second game camp, and the first game camp and the second game camp are in a hostile relationship with each other.

[0043] In one embodiment, the first game skill can act on both enemy characters and friendly characters (such as hitting skills, debuffing skills, etc. that can cause "accidental injuries" to friendly characters). In this case, the scope of the second virtual character can be set according to specific needs. For example, although the first game skill can act on both enemy characters and friendly characters. However, the first game skill is mainly used to hit enemy characters, and the second virtual character can be limited to an enemy character, not a friendly character. In this way, when a preset interaction event occurs between the first game skill and the enemy character, the first skill control is triggered to switch to the second skill control. However, the first game skill cannot have a preset interaction event with a friendly character, or even if a preset interaction event occurs, it does not trigger the switching of the first skill control to the second skill control.

[0044] The preset interaction event may be an event in which the first game skill hits the second virtual character, or an event in which the first game skill hits the second virtual character and produces a certain result. Generally, the occurrence of the preset interaction event between the first game skill and the second virtual character indicates that the first game skill has produced the expected effect, or simply put, the first game skill has not been "used in vain". In this case, the first skill control is switched to the second skill control.

[0045] The present disclosure does not limit the specific method of switching skill controls. For example, the first skill control includes an icon of a first game skill, and the icon is replaced with an icon of a second game skill, thereby switching the first skill control to the second skill control.

[0046] In one implementation, the first skill control and the second skill control may be viewed as two states of the same control.

[0047] In one embodiment, the above-mentioned controlling the first virtual character to cast the first game skill corresponding to the first skill control may include the following steps:

[0048] The first virtual character is controlled to place a first virtual object in the game scene.

[0049] Accordingly, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to the second skill control may include the following steps:

[0050] In response to a preset interaction event between the first virtual object and the second virtual character, the first skill control is switched to the second skill control.

[0051] Among them, the first virtual object can be a virtual object such as a trap (such as a hunting trap) or an explosive that can have a negative effect on an enemy character, or it can be a virtual object such as a healer or a shield that can have a beneficial effect on a friendly character. The first virtual character can place the first virtual object at any specified position. For example, in response to the first trigger instruction to the first skill control, the first virtual character is controlled to place the first virtual object at its location, which can be understood as placing the first virtual object at the feet. Alternatively, the first virtual character is controlled to throw the first virtual object, and the game program can calculate the trajectory of the first virtual object based on the strength of the first virtual character's throwing, the weight of the first virtual object and other attributes, or it can determine the trajectory of the first virtual object according to a predetermined path based on the position of the first virtual character's throwing, and determine the final landing position.

[0052] In one embodiment, a first casting duration (e.g., 1 second) may be set for the first virtual character to place the first virtual object, and in response to a first trigger instruction to the first skill control, the first virtual character is controlled to start placing the first virtual object, and the placement is successful after the first casting duration has passed. The first virtual character may be restricted from performing other game behaviors within the first casting duration of placing the first virtual object, or the placement of the first virtual object may be interrupted when performing other game behaviors (e.g., moving, jumping, or interacting with other virtual characters).

[0053] In one embodiment, the first virtual character can carry multiple first virtual objects, for example, one first virtual object is automatically added to the first virtual character every 60 seconds, and a maximum of three first virtual objects can be carried. When the first virtual character successfully places a first virtual object in the game scene, the number of first virtual objects carried by the first virtual character is reduced by one. In addition, if the first virtual character fails to place the first virtual object, such as being interrupted by movement during the placement process, the number of first virtual objects can be kept unchanged (i.e., not reduced by one, and unsuccessful placement is deemed to be the first virtual object not being consumed).

[0054] In one embodiment, after the first virtual character places the first virtual object, the first virtual object may have a maximum duration (e.g., 60s). Starting from the moment of successful placement, if the maximum duration is reached, the first virtual object is removed from the game scene, e.g., the data of the first virtual object in the game scene may be destroyed.

[0055] In one embodiment, the number of first virtual objects that can be placed in a game scene can be limited. For example, the number of first virtual objects that can be placed by a first virtual character can be limited to no more than 3. If the first virtual character has placed 3 first virtual objects and all 3 first virtual objects exist in the game scene, and the 4th first virtual object is placed, the one with the earliest placement time among the 3 first virtual objects that have been placed will be removed from the game scene, such as its data can be destroyed. For another example, the number of first virtual objects that exist simultaneously in a game scene can be limited to no more than 6, which can be understood as the total number of first virtual characters placed in the game scene by all virtual characters with first game skills (including the first virtual character and other virtual characters with the same profession as the first virtual character) does not exceed 6.

[0056] The first virtual object and the second virtual character may have a preset interaction event, which is regarded as the first game skill and the second virtual character having a preset interaction event. Exemplarily, the first virtual object and the second virtual character having a preset interaction event may include: the second virtual character entering the scope of action of the first virtual object. Among them, the scope of action of the first virtual object may be: the bounding box area of ​​the first virtual object; or, a circular area with a certain diameter (such as 1 meter) centered on the first virtual object, or a cylindrical area with a certain diameter and a certain height. The second virtual character entering the scope of action of the first virtual object means that the second virtual character will be affected by the first virtual object, indicating that the first game skill has produced the expected effect. For example, the first virtual object is a hunting trap. If the second virtual character enters the scope of action of the hunting trap, it will be affected by the negative effects of the hunting trap, such as being unable to move for a period of time or slowing down the movement speed. In response to the second virtual character entering the scope of action of the first virtual object, the first skill control is switched to the second skill control.

[0057] In one embodiment, the first game skill may be a skill that is continuously cast, and the preset interaction event between the first game skill and the second virtual character may include: the cumulative effect (such as cumulative damage, cumulative action time) caused by the first game skill on the second virtual character reaches a certain level. In this case, it means that the first game skill has a sufficiently large effect and achieves the expected effect, which can trigger the switching of the first skill control to the second skill control.

[0058] Continue to refer Figure 2 In step S240, in response to the second trigger instruction for the second skill control, the first virtual character is controlled to cast the second game skill corresponding to the second skill control.

[0059] The second trigger instruction is an instruction for triggering the second skill control, such as an instruction for clicking, long pressing, sliding, etc. The second game skill includes but is not limited to: making a specific action; generating a virtual object with a specific effect; achieving a certain effect without generating a physical virtual object, etc.

[0060] The first game skill and the second game skill may have a pre-positioned and post-positioned relationship, such as the first game skill is a pre-positioned skill of the second game skill, and the second game skill is a post-positioned skill of the first game skill. When the first game skill hits the second virtual character, the first skill control is switched to the second skill control, and the user can cast the second game skill through the second skill control to achieve a linkage effect between the first game skill and the second game skill.

[0061] For example, the first game skill is "hunting trap" and the second game skill is "shooing". After the first virtual character places a hunting trap in the game scene using the first game skill, if the second virtual character enters the range of the hunting trap, the first skill control is switched to the second skill control. At this time, the user can use the second skill control to cast the "shooing" skill and shoot at the second virtual character. Since the second virtual character is affected by the hunting trap and cannot move or moves slowly for a period of time, the "shooing" skill can easily hit the second virtual character. It can be seen that "hunting trap" and "shooing" achieve the skill effect of front-to-back linkage.

[0062] In this exemplary embodiment, in general, the first skill control is displayed in the graphical user interface instead of the second skill control, and in response to a preset interaction event between the first game skill and the second virtual character, the first skill control is switched to the second skill control. In this way, the first skill control and the second skill control only occupy one control position, and two skill effects can be achieved, which reduces the occupation of the interface space and improves the problem of blocking interface information.

[0063] In one embodiment, the above-mentioned controlling the first virtual character to use the second game skill corresponding to the second skill control may include: controlling the first virtual character to shoot the second virtual object. For example, the second game skill is a "shooting back" skill, and the second virtual object is a bullet. When the user uses the "shooting back" skill, the first virtual character shoots the bullet to achieve the purpose of shooting back.

[0064] In one embodiment, the above-mentioned controlling the first virtual character to cast the second game skill corresponding to the second skill control may include the following steps:

[0065] The first virtual character is controlled to cast a second game skill corresponding to a second skill control to the second virtual character.

[0066] Since the second virtual character has been affected by the first game skill, and there is continuity between the first game skill and the second game skill, the second game skill also acts on the second virtual character, which meets the user's expectations. For example, when controlling the first virtual character to cast the second game skill, the second virtual character can be automatically targeted. For example, after the user clicks the second skill control, the skill is automatically cast on the second virtual character without selecting a target. This simplifies user operations and reduces the pressure on the terminal device or server to process operation-related data.

[0067] In one embodiment, the controlling the first virtual character to cast the second game skill corresponding to the second skill control to the second virtual character may include the following steps:

[0068] If the front direction of the first virtual character is not facing the second virtual character, the first virtual character is controlled to adjust to face the second virtual character, and the second game skill is cast on the second virtual character.

[0069] Among them, when the first virtual character casts the second game skill, it is cast in the front direction (i.e., directly in front) by default. For example, when it uses the "make up shot" skill, it is shot in the front direction by default. In response to the second trigger instruction of the second skill control, if it is detected that the front direction of the first virtual character is not aligned with the second virtual character, it can be determined that the direction of the first virtual character pointing to the second virtual character (such as from the center point of the first virtual character to the center point of the second virtual character), that is, the relative direction of the second virtual character relative to the first virtual character, and the angle between the front direction and the relative direction of the first virtual character is detected. If it is not 0 or exceeds a certain threshold (which can be determined based on experience or specific circumstances, such as 5 degrees), it means that the front direction of the first virtual character is not aligned with the second virtual character. The first virtual character can be controlled to rotate, such as rotating according to the angle between the front direction and the relative direction, rotating to the front direction to align with the second virtual character, and then casting the second game skill. This further simplifies user operations and reduces the pressure on terminal devices or servers to process operation-related data.

[0070] Of course, casting the second game skill while adjusting the front orientation of the first virtual character as mentioned above does not mean that the second virtual character will be hit. For example, if the second virtual character moves during the casting of the second game skill, or other virtual characters appear between the first virtual character and the second virtual character, etc., the second virtual character may not be hit in the end.

[0071] In one embodiment, the game interaction control method may further include the following steps:

[0072] After the first skill control is switched to the second skill control, in response to the countdown of the second skill control ending, the second skill control is switched back to the first skill control.

[0073] Among them, after the first skill control is switched to the second skill control, the second skill control is not maintained in the graphical user interface for a long time, but has a certain duration. The countdown of the second skill control indicates the countdown of the duration, and also indicates the time during which the user is allowed to use the second game skill. For example, the duration of the second skill control is 1.5s. After the first skill control is switched to the second skill control, a 1.5s countdown can be started. Within 1.5s, the user can use the second skill control to cast the second game skill. The end of the countdown indicates that the duration of the second skill control has ended, and the second skill control is switched back to the first skill control. In this way, without taking up too much interface space, it is easy for users to grasp the switching timing between the first skill control and the second skill control, so that the two controls can be used conveniently and flexibly.

[0074] In one embodiment, the game interaction control method may further include at least one of the following steps:

[0075] In response to the first virtual character casting the second game skill once, the first duration is deducted from the countdown. Among them, deducting the first duration from the countdown can speed up the end of the countdown. When the first virtual character casts the second game skill once, the first duration is deducted to avoid the user from using the second game skill too much. The first duration can be set according to experience or specific circumstances. For example, the duration of the second skill control is 1.5s, and the first duration is also 1.5s. In response to the first virtual character casting the second game skill once, 1.5s is deducted from the countdown. If the countdown is less than 1.5s, the countdown ends after deducting 1.5s. This limits the user to only be able to use the second game skill once within the duration of the second skill control.

[0076] In response to a preset interaction event between the first game skill and another second virtual character in the game scene, the countdown is increased by a second duration. That is, when a preset interaction event occurs between a second virtual character (such as an enemy character) and the first game skill, the first skill control is switched to the second skill control, and the second skill control is given a certain duration. Before the countdown of the second skill control ends, if another second virtual character (such as another enemy character) and the first game skill have a preset interaction event, the current countdown can be increased by a second duration. The second duration can be set according to experience or specific circumstances, such as being equal to the duration of the second skill control. For example, the duration of the second skill control is 1.5s, and the second duration is also 1.5s. The first virtual character can place multiple hunting traps in the game scene. If an enemy character enters the range of the hunting trap, the first skill control will be switched to the second skill control, and a 1.5s countdown for the second skill control will start. When the countdown reaches 1s remaining, another enemy character enters the range of the hunting trap, and 1.5s will be added to the 1s countdown, and the countdown will continue from 2.5s.

[0077] Through the above methods, users can more accurately and flexibly grasp the usage time of the second skill control.

[0078] In one embodiment, a second casting time can be set for the first virtual character to cast the second game skill. For example, when the user triggers the second skill control to use the "make up shot" skill, the first virtual character can fire a bullet after the second casting time has passed since the second skill control was triggered. Of course, the second casting time can also be set to 0, which is conducive to improving the operating efficiency of the user using the second game skill.

[0079] In one embodiment, a cooling time may be set for the second game skill, indicating that after the second game skill is used once, it cannot be used again within the cooling time. Exemplarily, the cooling time of the second game skill may be less than the duration of the second skill control, such as the duration of the second skill control is 1.5s, and the cooling time of the second game skill is 0.5s.

[0080] In one embodiment, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to the second skill control may include the following steps:

[0081] In response to a preset interaction event between the first game skill and the second virtual character, and the positional relationship between the first virtual character and the second virtual character satisfies a preset relationship, the first skill control is switched to the second skill control.

[0082] As can be seen from the above, the first game skill and the second game skill have a continuous effect, and the second game skill is cast on the second virtual character hit by the first game skill, which meets the user's expectations. The position relationship between the first virtual character and the second virtual character meets the preset relationship, indicating that the position relationship between the two enables the first virtual character to have better conditions to cast the second game skill on the second virtual character.

[0083] In one embodiment, the positional relationship between the first virtual character and the second virtual character satisfies the preset relationship and may include: the distance between the first virtual character and the second virtual character does not exceed the preset distance. The preset distance is a distance that measures whether the first virtual character and the second virtual character are too far apart, which can be determined based on experience or specific circumstances, such as 30 meters. If the distance between the first virtual character and the second virtual character exceeds the preset distance, it means that the two are too far apart, which means that it is difficult for the first virtual character to cast the second game skill to the second virtual character, or it is difficult to hit the second virtual character when casting the second game skill, and there is no need to switch the first skill control to the second skill control. If the first game skill and the second virtual character have a preset interaction event, the distance between the first virtual character and the second virtual character does not exceed the preset distance, which means that it is easier for the first virtual character to cast the second game skill and hit the second virtual character at this time. At this time, the first skill control is switched to the second skill control, so that the user can cast the second game skill through the second skill control.

[0084] In one embodiment, the positional relationship between the first virtual character and the second virtual character satisfies the preset relationship and may include: there is no obstruction between the first virtual character and the second virtual character. In the presence of an obstruction, it may be difficult for the first virtual character to hit the second virtual character when casting the second game skill. If there is no obstruction between the first virtual character and the second virtual character when a preset interaction event occurs between the first game skill and the second virtual character, it means that the first virtual character is qualified to cast the second game skill and hit the second virtual character at this time. At this time, the first skill control is switched to the second skill control, so that the user can cast the second game skill through the second skill control.

[0085] By increasing the determination that the positional relationship between the first virtual character and the second virtual character satisfies a preset relationship, useless skill control switching can be avoided and overhead can be reduced.

[0086] In one embodiment, reference Figure 3 As shown, the game interaction control method may further include the following steps S310 and S320:

[0087] Step S310, in response to a first switching instruction to the first skill control, switching the first skill control to a third skill control.

[0088] Among them, the first switching instruction may be an instruction for the user to actively switch the first skill control, which is different from the switching instruction automatically triggered by the program in response to a preset interaction event between the first game skill and the second virtual character in step S230. It should be understood that the first switching instruction and the first triggering instruction are both for the first skill control, and may be instructions corresponding to different operation modes. For example, when the user clicks on the first skill control, a first triggering instruction is generated. The user long presses the first skill control, or slides in a specific direction, or long presses the first skill control to trigger the display of multiple options (such as options corresponding to the first game skill and options corresponding to the third game skill), and selects the option corresponding to the third game skill, generating a first switching instruction, triggering the switching of the first skill control to the third skill control.

[0089] The present disclosure does not limit the specific method of switching skill controls. For example, the first skill control includes an icon of a first game skill, and the icon is replaced with an icon of a third game skill, thereby switching the first skill control to the third skill control.

[0090] In one embodiment, the first skill control and the third skill control can be regarded as two states of the same control. Or further, the skill control has three states, the first state corresponds to the first skill control, the second state corresponds to the second skill control, and the third state corresponds to the third skill control.

[0091] Step S320, in response to the third trigger instruction for the third skill control, controlling the first virtual character to cast the third game skill corresponding to the third skill control.

[0092] The third trigger instruction is an instruction for triggering the third skill control, such as an instruction for clicking, long pressing, sliding, etc. The third skill includes but is not limited to: making specific actions; generating virtual objects with specific effects; achieving certain effects without generating physical virtual objects, etc.

[0093] based on Figure 3 The method realizes the active switching of skill controls. In this way, through the combination of automatic switching by the program and active switching by the user, three control effects, namely the first skill control, the second skill control, and the third skill control, are realized in one control position, further saving interface space and improving the problem of interface occlusion. It is also conducive to users to achieve more complex operations.

[0094] In one embodiment, in response to a second switching instruction to the third skill control, the third skill control is switched to the first skill control. For example, when the user clicks the third skill control, a third trigger instruction is generated. The user long presses the third skill control, or slides in a specific direction, or long presses the third skill control to trigger the display of multiple options (such as options corresponding to the first game skill and options corresponding to the third game skill), selects the option corresponding to the first game skill, generates a second switching instruction, and triggers the switching of the third skill control to the first skill control. In this way, the user can switch the skill controls conveniently and flexibly.

[0095] In one embodiment, the above-mentioned controlling the first virtual character to cast the third game skill corresponding to the third skill control may include the following steps:

[0096] The first virtual character is controlled to launch the third virtual object.

[0097] For example, the third game skill is a "shotgun" skill, the third virtual object is a bullet, and casting the "shotgun" skill is equivalent to firing the bullet.

[0098] In one embodiment, the first virtual object, the second virtual object, and the third virtual object may all be different, or any two or three of them may be the same, for example, the second virtual object and the third virtual object are the same bullet, or the second virtual object and the third virtual object are different types of bullets with different parameters such as flight speed, flight altitude, and damage.

[0099] In one embodiment, reference Figure 4 As shown, the game interaction control method may further include the following steps S410 and S420:

[0100] Step S410: determining whether the third virtual object hits the actionable object based on the first physical model corresponding to the third virtual object.

[0101] Step S420: determining the reflected motion information of the third virtual object after it contacts the obstacle based on the second physical model corresponding to the third virtual object, and controlling the third virtual object to move according to the reflected motion information after it contacts the obstacle.

[0102] The first physical model and the second physical model are two different models with physical properties configured for the third virtual object. The shapes or sizes of the two models may be different. For example, the first physical model may be a very small sphere (such as a sphere with a diameter of 0.5), and the second physical model may be a cuboid with a length of 4, a width of 1, and a height of 1.

[0103] The actionable object refers to an object on which the third virtual object can produce a game skill effect, such as an enemy character in a game scene, and the third virtual object can hit the enemy character and produce a game skill effect (such as dizziness, reducing health value, etc.). Obstacles refer to objects on which the third virtual object cannot produce a game skill effect, but physical effects will occur, such as walls. If the third virtual object contacts the actionable object or is very close to the actionable object (such as less than a certain distance apart), the first physical model can be used to determine whether the third virtual object hits the actionable object, such as detecting whether the first physical model and the actionable object have an intersection, and the existence of an intersection indicates a hit, or the volume of the intersection reaches a certain value to indicate a hit. If the third virtual object contacts the obstacle or is very close to the obstacle (such as less than a certain distance apart), the second physical model can be used to calculate the reflected motion information of the third virtual object after contacting the obstacle. This exemplary embodiment can simulate light reflection, and it is believed that light reflection occurs after the third virtual object collides with the obstacle. The reflected motion information indicates its motion information after reflection, such as the motion speed vector after reflection. The collision point between the second model and the obstacle can be detected, and the tangent (such as the projection line of the motion trajectory of the third virtual object on the obstacle plane) and the vertical line (the line passing through the collision point and perpendicular to the obstacle plane) can be determined according to the collision point. The velocity component along the tangent line remains unchanged, and the velocity component along the vertical line is taken inversely, thereby obtaining the reflected motion information. Then, the third virtual object is controlled to move according to the reflected motion information after contacting the obstacle.

[0104] For example, the size of the first physical model is larger than that of the second physical model, so that it is easier to obtain a hit result when performing hit determination. Alternatively, the first physical model is a cuboid and the second physical model is a sphere. It is simpler to use a cuboid for collision detection calculations, while it is simpler to use a sphere for reflection-related calculations, which is also in line with real physical laws and is easy to process using a physical engine.

[0105] In one embodiment, the third virtual object may be set to have a fixed movement speed, such as 40 m / s. Alternatively, the third virtual object may be set to have an initial movement speed, which decreases as the movement distance increases.

[0106] In one embodiment, the third virtual object may be set to have a maximum movement distance, i.e., a shooting distance, and disappear when the maximum movement distance is reached. The maximum movement distance may also not be set, which is equivalent to the maximum movement distance being infinite.

[0107] In one embodiment, the third virtual object may be set to have a maximum collision number, which indicates the number of times it can collide with an obstacle and reflect. For example, the maximum collision number is 2, and after the third virtual object is launched, the first two times it contacts an obstacle, both reflect and continue to move, and after the third time it contacts the obstacle, the third virtual object disappears.

[0108] In one embodiment, to adapt to certain game scenarios, the third virtual object can be set to move in a direction parallel to the horizontal plane, and its flight height (i.e., the height from the ground) can be set. For example, the flight height is set to 1.7 meters, so that the third virtual object can pass over some low obstacles.

[0109] In one embodiment, a third casting duration may be set for the first virtual character to cast the third game skill, such as 0.5s, indicating that in response to the third trigger instruction for the third skill control, after 0.5s, the first virtual character launches a third virtual object.

[0110] In one embodiment, a cooldown time may be set for the third game skill. Figure 5 As shown, the game interaction control method may further include the following steps S510 and S520:

[0111] Step S510, after controlling the first virtual character to cast the third game skill corresponding to the third skill control, setting the third game skill to be unusable within a cooling time;

[0112] Step S520: If the third game skill does not hit the target, the third duration is deducted from the cooling time.

[0113] For example, the cooldown time of the third game skill is 30s, that is, after casting the third game skill once, it cannot be cast again within 30s. If the third game skill does not hit the target, such as if it does not hit any object that can be acted on, it means that the skill is "missed", and the third time can be deducted from the cooldown time, that is, the cooldown time can be shortened to a certain extent as compensation. The third time can be determined based on experience or specific circumstances, such as 4.5s.

[0114] In one embodiment, when the third game skill or the first virtual character reaches the first preset level (such as level 2), if the third game skill misses, the third duration is deducted from the cooling time. This allows the third game skill to grow, achieve different effects through one skill, and improve game diversity.

[0115] In one embodiment, the game interaction control method may further include the following steps:

[0116] If the third virtual object hits the actionable object, an effect is applied to the actionable object according to the movement distance of the third virtual object.

[0117] The intensity of the effect applied may be positively correlated or negatively correlated with the movement distance of the third virtual object. For example, the longer the flight distance of the third virtual object before hitting the actionable object, the stronger the effect caused after hitting the actionable object. For example, the degree of effect enhancement may be proportional to the movement distance, and may be increased by 50% at most compared to the initial effect (which can be understood as the effect of a movement distance of 0). For example, when a bullet is fired through the "shotgun" skill and hits an enemy character at a short distance, a 1.5s stun effect is caused. As the distance increases, the stun time also increases, and can reach a maximum of 2.25s.

[0118] In one embodiment, when the third game skill or the first virtual character reaches the second preset level (such as level 3), if the third virtual object hits the actionable object, an effect is applied to the actionable object according to the movement distance of the third virtual object. When the third game skill does not reach the second preset level, if the third virtual object hits the actionable object, the effect applied to the actionable object is independent of the movement distance, such as being fixed to stun for 1.5 seconds. This allows the third game skill to grow, achieve different effects through one skill, and improve game diversity.

[0119] In one embodiment, reference Figure 6 As shown, the game interaction control method may further include the following steps S610 and S620:

[0120] Step S610, if the third virtual object hits the actionable object, determine the action range of the third virtual object according to the position where the third virtual object hits the actionable object and the movement direction of the third virtual object before hitting the actionable object;

[0121] Step S620: applying the effect to all applicable objects within the action range of the third virtual object.

[0122] For example, the scope of action of the third virtual object can be determined by: taking the position where the third virtual object hits the actionable object as the center of the circle, taking a certain length as the radius (which can be determined based on experience, such as 30 meters), taking the forward extension line of the movement direction before the third virtual object hits the actionable object as the central axis, and expanding to both sides at a certain angle in a fan shape (such as 7.5 degrees to both sides), to form a fan-shaped area. Of course, the scope of action of the third virtual object can also be determined by other methods or other parameters. The actionable objects within the scope of action of the third virtual object can all be affected, for example, the actionable objects within the scope of action can all be dizzy for 2 seconds and pushed back 5 meters. Other effects can also be produced within the scope of action, such as spark spray special effects.

[0123] In one embodiment, when the third game skill or the first virtual character reaches the third preset level (such as level 4), if the third virtual object hits the actionable object, the action range is determined according to the position where the third virtual object hits the actionable object and the direction of movement before the third virtual object hits the actionable object, and the effect is applied to all the actionable objects within the action range. In the case where the third game skill does not reach the third preset level, if the third virtual object hits the actionable object, the effect is only applied to the actionable object hit. In addition, the effect applied when the third preset level is reached can be stronger than the effect applied when the third preset level is not reached. For example, when the third preset level is not reached, the third virtual object hits the actionable object, and a 1.5s stun effect is generated on the actionable object. When the third preset level is reached, the third virtual object hits the actionable object, and a 2s stun effect and a 5-meter pushback effect are generated on all the actionable objects within the action range. This makes the third game skill growth-oriented, achieves different effects through one skill, and improves game diversity.

[0124] In one embodiment, the second virtual object and the third virtual object may be the same object, and the above solution for the third virtual object may be applicable to the second virtual object. For example, whether the third virtual object hits the actionable object is determined based on the first physical model corresponding to the second virtual object; the reflected motion information of the second virtual object after contacting the obstacle is determined based on the second physical model corresponding to the second virtual object, and the second virtual object is controlled to move according to the reflected motion information after contacting the obstacle.

[0125] The exemplary embodiment of the present disclosure also provides a game interaction control device. In which, a graphical user interface is provided by a terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the terminal device. Figure 7 As shown, the game interaction control device 700 may include the following program modules:

[0126] A skill control display module 710 is configured to display a first skill control in the graphical user interface;

[0127] The first skill control module 720 is configured to control the first virtual character to cast a first game skill corresponding to the first skill control in response to a first trigger instruction of the first skill control;

[0128] A skill control switching module 730 is configured to switch the first skill control to a second skill control in response to a preset interaction event between the first game skill and the second virtual character in the game scene;

[0129] The second skill control module 740 is configured to respond to a second trigger instruction for the second skill control and control the first virtual character to perform a second game skill corresponding to the second skill control.

[0130] In one embodiment, controlling the first virtual character to cast the first game skill corresponding to the first skill control includes: controlling the first virtual character to place a first virtual object in the game scene; switching the first skill control to a second skill control in response to a preset interaction event between the first game skill and a second virtual character in the game scene includes: switching the first skill control to the second skill control in response to a preset interaction event between the first virtual object and the second virtual character.

[0131] In one embodiment, a preset interaction event occurs between the first virtual object and the second virtual character, including: the second virtual character enters the action range of the first virtual object.

[0132] In one embodiment, controlling the first virtual character to cast the second game skill corresponding to the second skill control includes: controlling the first virtual character to cast the second game skill corresponding to the second skill control to the second virtual character.

[0133] In one embodiment, controlling the first virtual character to cast the second game skill corresponding to the second skill control to the second virtual character includes: if the front direction of the first virtual character is not aligned with the second virtual character, controlling the first virtual character to adjust its front direction to face the second virtual character, and casting the second game skill to the second virtual character.

[0134] In one embodiment, the skill control switching module 730 is further configured to: after switching the first skill control to the second skill control, in response to the countdown of the second skill control ending, switch the second skill control back to the first skill control.

[0135] In one embodiment, the skill control switching module 730 is also configured to perform at least one of the following steps: in response to the first virtual character casting the second game skill once, deducting a first duration from the countdown; in response to a preset interaction event between the first game skill and another second virtual character in the game scene, increasing the countdown by a second duration.

[0136] In one embodiment, the skill control switching module 730 is also configured to: switch the first skill control to a third skill control in response to a first switching instruction for the first skill control; the game interaction control device 700 also includes a third skill control module, which is configured to control the first virtual character to cast a third game skill corresponding to the third skill control in response to a third trigger instruction for the third skill control.

[0137] In one embodiment, controlling the first virtual character to cast the third game skill corresponding to the third skill control includes: controlling the first virtual character to launch a third virtual object.

[0138] In one embodiment, the third skill control module is further configured to: determine whether the third virtual object hits the actionable object based on the first physical model corresponding to the third virtual object; determine the reflection motion information of the third virtual object after contacting the obstacle based on the second physical model corresponding to the third virtual object, and control the third virtual object to move according to the reflection motion information after contacting the obstacle; wherein the first physical model and the second physical model are two different models with physical properties configured for the third virtual object.

[0139] In one embodiment, the third skill control module is further configured to: if the third virtual object hits the actionable object, apply an effect to the actionable object according to the movement distance of the third virtual object.

[0140] In one embodiment, the third skill control module is further configured to: if the third virtual object hits the actionable object, determine the action range of the third virtual object according to the position where the third virtual object hits the actionable object and the movement direction of the third virtual object before hitting the actionable object; and apply effects to all actionable objects within the action range of the third virtual object.

[0141] In one embodiment, the third skill control module is further configured to: after controlling the first virtual character to cast the third game skill corresponding to the third skill control, set the third game skill to be unusable during the cooling time; if the third game skill misses, deduct the third duration from the cooling time.

[0142] In one embodiment, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to a second skill control includes: in response to a preset interaction event between the first game skill and the second virtual character, and the positional relationship between the first virtual character and the second virtual character satisfies a preset relationship, switching the first skill control to a second skill control.

[0143] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0144] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0145] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and the computer program implements the above method when executed by a processor.

[0146] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0147] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0148] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0149] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various exemplary embodiments of the present disclosure, such as the following steps: Step S210, displaying a first skill control in a graphical user interface; Step S220, in response to a first trigger instruction for the first skill control, controlling the first virtual character to cast the first game skill corresponding to the first skill control; Step S230, in response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to the second skill control; Step S240, in response to a second trigger instruction for the second skill control, controlling the first virtual character to cast the second game skill corresponding to the second skill control.

[0150] The above method steps are implemented by a computer program. The first skill control is used to control the first virtual character to cast the first game skill. When a preset interaction event occurs between the first game skill and the second virtual character, the first skill control is automatically switched to the second skill control, so that the user can use the second skill control to control the first virtual character to cast the second game skill. On the one hand, the alternating use of the two skill controls is realized based on the same control position. When the first virtual character cannot use the second game skill, the second skill control is not displayed, which reduces the occupation of the interface space and improves the interface utilization rate. It is conducive to improving the problem of blocking interface information and improving the interface display effect. On the other hand, there is no need for the user to manually switch the first skill control to the second skill control, and the first game skill and the second game skill have a certain continuity. The user is prompted by switching the skill control, which simplifies the operation of the user to cast continuous skills and improves the user experience.

[0151] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions.

[0152] In one embodiment, the electronic device may further include a display for displaying a graphical user interface.

[0153] Reference below Figure 8 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0154] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .

[0155] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 824 may include each module in the above-mentioned device.

[0156] The processor 810 may include one or more processing units. For example, the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.

[0157] The processor 810 can be used to execute executable instructions stored in the memory 820, such as performing the following steps: step S210, displaying a first skill control in a graphical user interface; step S220, in response to a first trigger instruction for the first skill control, controlling the first virtual character to cast a first game skill corresponding to the first skill control; step S230, in response to a preset interaction event between the first game skill and a second virtual character in the game scene, switching the first skill control to a second skill control; step S240, in response to a second trigger instruction for the second skill control, controlling the first virtual character to cast a second game skill corresponding to the second skill control.

[0158] The above method steps are executed by processor 810, and the first skill control is used to control the first virtual character to cast the first game skill. When a preset interaction event occurs between the first game skill and the second virtual character, the first skill control is automatically switched to the second skill control, so that the user can use the second skill control to control the first virtual character to cast the second game skill. On the one hand, the alternating use of the two skill controls is realized based on the same control position. When the first virtual character cannot use the second game skill, the second skill control is not displayed, which reduces the occupation of the interface space and improves the interface utilization rate, which is conducive to improving the problem of blocking interface information and improving the interface display effect. On the other hand, there is no need for the user to manually switch the first skill control to the second skill control, and the first game skill and the second game skill have a certain continuity. The user is prompted by switching the skill control, which simplifies the operation of the user to cast continuous skills and improves the user experience.

[0159] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.

[0160] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .

[0161] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.

[0162] The electronic device 800 may display a graphical user interface through the display 860 , such as displaying a first game editing scene.

[0163] although Figure 8Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, tape drives, and data backup storage systems.

[0164] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".

[0165] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A game interactive control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character controlled by the terminal device; the method includes: displaying a first skill control in the graphical user interface; In response to a first trigger instruction for the first skill control, controlling the first virtual character to cast a first game skill corresponding to the first skill control; In response to a preset interaction event between the first game skill and a second virtual character in the game scene, switching the first skill control to a second skill control; In response to a second trigger instruction for the second skill control, the first virtual character is controlled to cast a second game skill corresponding to the second skill control.

2. The method according to claim 1, characterized in that The controlling the first virtual character to cast the first game skill corresponding to the first skill control includes: Controlling the first virtual character to place a first virtual object in the game scene; In response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to a second skill control includes: In response to a preset interaction event between the first virtual object and the second virtual character, the first skill control is switched to the second skill control.

3. The method according to claim 2, characterized in that The occurrence of a preset interaction event between the first virtual object and the second virtual character includes: the second virtual character enters the action range of the first virtual object.

4. The method according to claim 1, characterized in that: The controlling the first virtual character to cast the second game skill corresponding to the second skill control includes: Control the first virtual character to cast the second game skill corresponding to the second skill control to the second virtual character.

5. The method according to claim 4, characterized in that The controlling the first virtual character to cast the second game skill corresponding to the second skill control to the second virtual character includes: If the front direction of the first virtual character is not aligned with the second virtual character, the first virtual character is controlled to adjust to face the second virtual character, and the second game skill is cast on the second virtual character.

6. The method according to claim 1, characterized in that The method further comprises: After the first skill control is switched to the second skill control, in response to the countdown of the second skill control ending, the second skill control is switched back to the first skill control.

7. The method according to claim 6, characterized in that The method further comprises at least one of the following steps: In response to the first virtual character performing the second game skill once, deducting a first duration from the countdown; In response to a preset interaction event occurring between the first game skill and another second virtual character in the game scene, the countdown is increased by a second duration.

8. The method according to claim 1, characterized in that The method further comprises: In response to a first switching instruction for the first skill control, switching the first skill control to a third skill control; In response to a third trigger instruction for the third skill control, the first virtual character is controlled to cast a third game skill corresponding to the third skill control.

9. The method according to claim 8, characterized in that The controlling the first virtual character to cast the third game skill corresponding to the third skill control comprises: The first virtual character is controlled to launch a third virtual object.

10. The method according to claim 9, characterized in that The method further comprises: Determining whether the third virtual object hits an actionable object based on a first physical model corresponding to the third virtual object; determining, based on a second physical model corresponding to the third virtual object, reflected motion information of the third virtual object after it contacts an obstacle, and controlling the third virtual object to move according to the reflected motion information after it contacts the obstacle; The first physical model and the second physical model are two different models with physical properties configured for the third virtual object.

11. The method according to claim 9, characterized in that The method further comprises: If the third virtual object hits the actionable object, an effect is applied to the actionable object according to the movement distance of the third virtual object.

12. The method according to claim 9, characterized in that The method further comprises: If the third virtual object hits the actionable object, determining the action range of the third virtual object according to the position where the third virtual object hits the actionable object and the movement direction of the third virtual object before hitting the actionable object; The effect is applied to all applicable objects within the action range of the third virtual object.

13. The method according to claim 8, characterized in that The method further comprises: After controlling the first virtual character to cast the third game skill corresponding to the third skill control, setting the third game skill to be unusable within a cooling time; If the third game skill misses, the third duration is deducted from the cooling time.

14. The method according to claim 1, characterized in that In response to a preset interaction event between the first game skill and the second virtual character in the game scene, switching the first skill control to a second skill control includes: In response to a preset interaction event between the first game skill and the second virtual character, and the positional relationship between the first virtual character and the second virtual character satisfies a preset relationship, the first skill control is switched to a second skill control.

15. A game interactive control device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character controlled by the terminal device; the apparatus includes: a skill control display module configured to display a first skill control in the graphical user interface; A first skill control module is configured to control the first virtual character to cast a first game skill corresponding to the first skill control in response to a first trigger instruction of the first skill control; A skill control switching module, configured to switch the first skill control to a second skill control in response to a preset interaction event between the first game skill and a second virtual character in the game scene; The second skill control module is configured to respond to a second trigger instruction for the second skill control and control the first virtual character to cast a second game skill corresponding to the second skill control.

16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 14 is implemented.

17. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 14 by executing the executable instructions.

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