Interactive control method, device and computer storage medium
By changing the virtual character's moving state to the vehicle loading state after obtaining the gain state and transferring it to the target vehicle, the problem of the gain state cannot take effect is solved, improving the utilization rate of virtual resources and enriching the gameplay.
Patent Information
- Application Number
- CN202111584676.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-22
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2041-12-22
AI Technical Summary
During the game, when the virtual character moves and changes, the gain state cannot take effect, resulting in waste of virtual resources.
After the virtual character obtains the gain state, control its movement state from the walking state to the vehicle loading state, and transfers the gain state to the target vehicle.
It improves the utilization rate of virtual resources, reduces the waste of virtual resources, and enriches the diversity of gameplay.
Smart Images

Figure CN114272601B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an interactive control method, device, and computer storage medium. Background Art
[0002] With the continuous development of internet technology, various types of games have been developed to meet users' entertainment needs. Examples include turn-based games, single-player games, and multiplayer online games. In existing games, players control virtual characters to obtain various virtual resources within the game scene. Among these virtual resources is buff status, which the player-controlled virtual character can obtain through certain methods. While in a buff status, the virtual character gains bonuses to certain attributes, such as health, defense, and attack power. However, changes in the virtual character's movement state can render the buff status ineffective, resulting in a waste of virtual resources. Summary of the Invention
[0003] The embodiments of the present disclosure at least provide an interactive control method, device, and computer storage medium.
[0004] In a first aspect, an embodiment of the present disclosure provides an interactive control method, which is applied to a terminal device; a game operation interface of a game is displayed in the terminal device; the game operation interface includes at least part of a game scene; the game scene includes status props and virtual characters; the virtual characters include: a first virtual character; the interactive control method includes: in response to the first virtual character triggering the status prop, adding a first gain state corresponding to the status prop to the first virtual character; in response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle-carrying operation, controlling the movement state of the first virtual character from a walking state to a vehicle-carrying state, and transferring the first gain state to a target vehicle.
[0005] In an optional embodiment, the target vehicle is associated with a first target value; the first target value is used to represent the health value of the target vehicle; the virtual character also includes: a second virtual character; the first virtual character and the second virtual character belong to different game camps; the method also includes: after the first virtual character carries the target vehicle, in response to the second virtual character's first attack operation on the first virtual character, based on the first attribute information corresponding to the first attack operation, determining a first value; based on the first value, updating the first target value.
[0006] In an optional embodiment, after the first target value is updated, the method further includes: determining whether the first target value reaches a first preset value; in response to the first target value reaching the first preset value, controlling the first virtual character to change from a vehicle-mounted state to a walking state.
[0007] In an optional embodiment, the first virtual character is associated with a second target value; the second target value is used to represent the life value of the first virtual character; after controlling the first virtual character to change from a vehicle-mounted state to a walking state, the method further includes: in response to a second attack operation of the second virtual character on the first virtual character, determining a second value based on second attribute information corresponding to the second attack operation; and updating the second target value based on the second value.
[0008] In an optional embodiment, after the second target value is updated based on the second value, the method further includes: determining whether the second target value reaches a second preset value; in response to the second target value reaching the second preset value and meeting the preset resurrection condition, updating the second target value to a third preset value, and displaying the resurrected first virtual character in the first preset area in the game scene.
[0009] In an optional embodiment, the method further includes: in response to the first target value reaching the first preset value, controlling the target vehicle to disappear; after the target vehicle disappears, in response to reaching a preset vehicle refresh condition, updating the first target value to a fourth preset value, and placing the target vehicle in the game scene.
[0010] In an optional embodiment, in response to reaching a preset vehicle refresh condition, the target vehicle is dropped into the game scene, including: in response to reaching the preset vehicle refresh condition, displaying a target button in the game operation interface; in response to triggering the target button, dropping the target vehicle into the game scene; or, in response to reaching the preset vehicle refresh condition, dropping the target vehicle at a fixed position or a random position in the game scene.
[0011] In an optional embodiment, the target vehicle is associated with a third target value; the third target value is used to represent the amount of resources required to refresh after the target vehicle disappears; the preset vehicle refresh condition includes: the third target value associated with the target vehicle reaches a fifth preset value.
[0012] In an optional embodiment, the method further includes: displaying the third target value in response to the disappearance of the target vehicle; determining a third value based on attribute information corresponding to the first operation in response to the first operation of the first virtual character; the third value is used to characterize the amount of resources corresponding to the first operation; updating the third target value based on the third value; wherein the first operation includes at least one of the following: a prop picking operation and an attack operation.
[0013] In an optional embodiment, the method further includes: displaying the third target value in response to the disappearance of the target vehicle; and updating the third target value based on the time difference between the current moment and the historical moment when the target vehicle disappears.
[0014] In an optional embodiment, the target vehicle has a driving seat; the method further includes: after the first virtual character carries the target vehicle, in response to the first virtual character being in the driving seat and triggering a second operation, controlling the target vehicle to perform an action corresponding to the second operation; wherein the second operation includes at least one of the following: a moving operation, an attack operation through the target vehicle, and a game prop triggering operation.
[0015] In an optional embodiment, the target vehicle has a non-driving position; the method further includes: after the first virtual character carries the target vehicle, in response to the first virtual character being in the non-driving position and triggering a third operation, controlling the first virtual character or the target vehicle to perform an action corresponding to the third operation; the third operation includes at least one of the following: an attack operation through the first virtual character, an attack operation through the target vehicle, and a game prop triggering operation.
[0016] In an optional embodiment, the target vehicle has a driving position and a non-driving position; the virtual character also includes a third virtual character, and the third virtual character and the first virtual character belong to the same game camp; wherein the virtual character located in the driving position of the target vehicle can control the movement of the target vehicle; in response to controlling the first virtual character to trigger the vehicle loading operation, controlling the movement state of the first virtual character from the walking state to the vehicle loading state includes: in response to controlling the first virtual character to trigger the vehicle loading operation and the target vehicle is in an empty state, controlling the first virtual character to move to the driving position of the target vehicle; or, in response to controlling the first virtual character to trigger the vehicle loading operation and the third virtual character is located in the driving position of the target vehicle, controlling the first virtual character to move to the non-driving position of the target vehicle.
[0017] In an optional embodiment, transferring the first gain state to the target vehicle includes: in response to the target vehicle having a second gain state, and the first gain state and the second gain state are the same gain state, updating the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state.
[0018] In an optional embodiment, the attribute information includes: the remaining time of the gain state; the updating of the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state includes: determining the target remaining time based on the first remaining time of the first gain state and the second remaining time of the second gain state; updating the second remaining time of the second gain state based on the target remaining time; wherein the target remaining time includes: the sum of the first remaining time and the second remaining time, or the larger of the first remaining time and the second remaining time.
[0019] In an optional embodiment, the attribute information includes: an intensity value of a gain state; updating the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state includes: determining a target intensity value based on a first intensity value of the first gain state and a second intensity value of the second gain state; updating the second intensity value of the second gain state based on the target intensity value; wherein the target intensity value includes: the sum of the first intensity value and the second intensity value, or the larger of the first intensity value and the second intensity value.
[0020] In an optional embodiment, the method further includes: in response to triggering a position change operation of the first virtual character, controlling the first virtual character to move from a current position to another position of the target vehicle; wherein the current position is the driving position; the other position is the non-driving position; or, the current position is the non-driving position; the other position is the driving position.
[0021] In the second aspect, the embodiment of the present disclosure also provides an interactive control device, which is applied to a terminal device; the terminal device displays a game operation interface of the game; the game operation interface includes at least part of the game scene; the game scene includes status props and virtual characters; the virtual characters include: a first virtual character; the interactive control device includes: a processing module for adding a first gain state corresponding to the status prop to the first virtual character in response to the first virtual character triggering the status prop; a control module for controlling the first virtual character's movement state from a walking state to a vehicle-mounted state in response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle-mounted operation, and transferring the first gain state to a target vehicle.
[0022] In an optional embodiment, the target vehicle is associated with a first target value; the first target value is used to represent the health value of the target vehicle; the virtual character also includes: a second virtual character; the first virtual character and the second virtual character belong to different game camps; the processing module is also used to: after the first virtual character carries the target vehicle, in response to the second virtual character's first attack operation on the first virtual character, determine a first value based on the first attribute information corresponding to the first attack operation; based on the first value, update the first target value.
[0023] In an optional embodiment, after executing the update of the first target value, the processing module is also used to: determine whether the first target value reaches a first preset value; in response to the first target value reaching the first preset value, control the first virtual character to change from a vehicle-mounted state to a walking state.
[0024] In an optional embodiment, the first virtual character is associated with a second target value; the second target value is used to represent the life value of the first virtual character; after the control module executes the control of changing the first virtual character from a vehicle-mounted state to a walking state, the method also includes: in response to the second virtual character's second attack operation on the first virtual character, determining a second value based on second attribute information corresponding to the second attack operation; and updating the second target value based on the second value.
[0025] In an optional embodiment, after executing the updating of the second target value based on the second value, the control module is also used to: determine whether the second target value reaches a second preset value; in response to the second target value reaching the second preset value and meeting the preset resurrection condition, update the second target value to a third preset value, and display the resurrected first virtual character in the first preset area in the game scene.
[0026] In an optional embodiment, the control module is also used to: in response to the first target value reaching the first preset value, control the target vehicle to disappear; after the target vehicle disappears, in response to reaching the preset vehicle refresh condition, update the first target value to a fourth preset value, and launch the target vehicle into the game scene.
[0027] In an optional embodiment, when executing the operation of placing the target vehicle in the game scene in response to reaching the preset vehicle refresh condition, the control module is specifically used to: display a target button in the game operation interface in response to reaching the preset vehicle refresh condition; place the target vehicle in the game scene in response to triggering the target button; or place the target vehicle at a fixed position or a random position in the game scene in response to reaching the preset vehicle refresh condition.
[0028] In an optional embodiment, the target vehicle is associated with a third target value; the third target value is used to represent the amount of resources required to refresh after the target vehicle disappears; the preset vehicle refresh condition includes: the third target value associated with the target vehicle reaches a fifth preset value.
[0029] In an optional embodiment, the processing module is also used to: display the third target value in response to the disappearance of the target vehicle; determine the third value based on the attribute information corresponding to the first operation in response to the first operation of the first virtual character; the third value is used to represent the amount of resources corresponding to the first operation; update the third target value based on the third value; wherein, the first operation includes at least one of the following: prop picking operation, attack operation.
[0030] In an optional embodiment, the processing module is further used to: display the third target value in response to the disappearance of the target vehicle; and update the third target value based on the time difference between the current moment and the historical moment when the target vehicle disappears.
[0031] In an optional embodiment, the target vehicle has a driving position; the control module is also used to: after the first virtual character carries the target vehicle, in response to the first virtual character being in the driving position and triggering a second operation, control the target vehicle to perform an action corresponding to the second operation; wherein the second operation includes at least one of the following: a moving operation, an attack operation through the target vehicle, and a game prop triggering operation.
[0032] In an optional embodiment, the target vehicle has a non-driving position; the control module is further used to: after the first virtual character carries the target vehicle, in response to the first virtual character being in the non-driving position and triggering a third operation, control the first virtual character or the target vehicle to perform an action corresponding to the third operation; the third operation includes at least one of the following: an attack operation through the first virtual character, an attack operation through the target vehicle, and a game prop triggering operation.
[0033] In an optional embodiment, the target vehicle has a driving position and a non-driving position; the virtual character also includes a third virtual character, and the third virtual character and the first virtual character belong to the same game camp; wherein the virtual character located in the driving position of the target vehicle can control the movement of the target vehicle; when the control module executes the control of the first virtual character in response to triggering the vehicle loading operation, the moving state of the first virtual character is changed from a walking state to a vehicle loading state, specifically for: in response to controlling the first virtual character to trigger the vehicle loading operation and the target vehicle is in an empty state, controlling the first virtual character to move to the driving position of the target vehicle; or, in response to controlling the first virtual character to trigger the vehicle loading operation and the third virtual character is located in the driving position of the target vehicle, controlling the first virtual character to move to the non-driving position of the target vehicle.
[0034] In an optional embodiment, when the control module executes the transfer of the first gain state to the target vehicle, it is specifically used to: in response to the target vehicle having a second gain state, and the first gain state and the second gain state are the same gain state, update the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state.
[0035] In an optional embodiment, the attribute information includes: the remaining time of the gain state; when the control module executes the updating of the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state, it is specifically used to: determine the target remaining time based on the first remaining time of the first gain state and the second remaining time of the second gain state; update the second remaining time of the second gain state based on the target remaining time; wherein the target remaining time includes: the sum of the first remaining time and the second remaining time, or the larger of the first remaining time and the second remaining time.
[0036] In an optional embodiment, the attribute information includes: an intensity value of a gain state; when the control module executes the updating of the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state, it is specifically used to: determine a target intensity value based on the first intensity value of the first gain state and the second intensity value of the second gain state; and update the second intensity value of the second gain state based on the target intensity value; wherein the target intensity value includes: the sum of the first intensity value and the second intensity value, or the larger of the first intensity value and the second intensity value.
[0037] In an optional embodiment, the control module is also used to: in response to triggering a position change operation of the first virtual character, control the first virtual character to move from a current position to another position of the target vehicle; wherein the current position is the driving position; the other position is the non-driving position; or, the current position is the non-driving position; the other position is the driving position.
[0038] In a third aspect, an optional implementation of the present disclosure further provides a computer device, comprising: a processor and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is used to execute the machine-readable instructions stored in the memory, and when the machine-readable instructions are executed by the processor, the steps of the interactive control method described in the first aspect or any possible implementation method of the first aspect are performed.
[0039] In a fourth aspect, an optional implementation of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the interactive control method described in the first aspect or any possible implementation method of the first aspect are executed.
[0040] The interactive control method proposed in the embodiment of the present disclosure responds to the first virtual character triggering the state prop, adding a first gain state corresponding to the state prop to the first virtual character, and when the first virtual character obtains the first gain state and controls the first character to trigger the vehicle-mounting operation, the movement state of the first virtual character is controlled to change from the walking state to the vehicle-mounting state, and the first gain state is transferred to the target vehicle; in the interactive control method provided in the embodiment of the present disclosure, after the virtual character obtains the first gain state and the movement state is changed from the walking state to the vehicle-mounting state, the first gain state will be transferred to the carried target vehicle, so that even if the movement state of the virtual character changes, the first gain state obtained before the movement state changes will not fail to take effect due to the change in movement state, thereby improving the utilization rate of virtual resources and reducing the waste of virtual resources.
[0041] In addition, the disclosed embodiments provide a vehicle that can be carried by the virtual character, thereby allowing the virtual character to interact with the vehicle, enriching the gameplay and increasing the diversity of the gameplay.
[0042] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. The drawings herein are incorporated into and constitute a part of the specification. These drawings illustrate embodiments consistent with the present disclosure and, together with the specification, are used to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without inventive effort.
[0044] Figure 1 A flowchart of an interactive control method provided by an embodiment of the present disclosure;
[0045] Figure 2a A schematic diagram of a game operation interface in the interactive control method provided in an embodiment of the present disclosure;
[0046] Figure 2b A schematic diagram of another game operation interface in the interactive control method provided in an embodiment of the present disclosure;
[0047] Figure 3 A schematic diagram of a game operation interface showing a target vehicle that has achieved a first gain state in the interactive control method provided in an embodiment of the present disclosure;
[0048] Figure 4 A schematic diagram of an interactive control device provided in an embodiment of the present disclosure;
[0049] Figure 5 A schematic diagram of a computer device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0050] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0051] Research has found that during gameplay, players control their virtual characters to acquire various virtual resources within the game scene. Among these resources is a type of virtual resource called "boost status," which the player-controlled virtual character can acquire through certain methods. While in a boost status, the virtual character gains bonuses to certain attributes, such as health, defense, and attack power. However, changes in the virtual character's movement can render the boost status ineffective, resulting in a waste of virtual resources.
[0052] Based on this, the embodiments of the present disclosure provide an interactive control method, device, and computer storage medium. After a virtual character obtains a first gain state and its movement state changes from a walking state to a vehicle-mounted state, the first gain state is transferred to the target vehicle being carried. In this way, even if the virtual character's movement state changes, the first gain state obtained before the movement state changes will not be ineffective due to the change in movement state, thereby improving the utilization rate of virtual resources and reducing the waste of virtual resources. In addition, the embodiments of the present disclosure provide a vehicle that can be carried by the virtual character, thereby enriching the gameplay and increasing the diversity of gameplay through interaction between the virtual character and the vehicle.
[0053] The defects of the existing solutions and the solutions proposed in this disclosure are the results obtained by the inventor after practice and careful research. Therefore, the process of discovering the above problems and the solutions proposed in this disclosure for the above problems should be the contributions made by the inventor to this disclosure during the disclosure process.
[0054] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined or explained in subsequent figures. In addition, the " / " in the embodiments of the present disclosure can be understood as indicating an and / or relationship between the preceding and following objects.
[0055] To facilitate understanding of this embodiment, we first provide a detailed introduction to an interactive control method disclosed in this embodiment. The interactive control method provided in this embodiment is generally executed by a computer device with certain computing capabilities. In some possible implementations, this interactive control method can be implemented by a processor invoking computer-readable instructions stored in a memory.
[0056] It should be noted that the interactive control method provided in the embodiments of the present disclosure can be applied to various types of games, for example, it can be applied to at least one of third-person perspective design games, first-person perspective shooting games, strategy games, fighting games, etc., without any specific restrictions here.
[0057] The game operation interface provided in the embodiments of the present disclosure is a page that displays a game scene screen, and the game operation interface includes at least a portion of the game scene; the game scene is the environment of the game world, and the game scene includes status props and virtual characters; wherein the status props are used for the virtual character to obtain a first gain state corresponding to the status props, and the status props may include, but are not limited to, at least one of a prop that increases the health of the virtual character, a prop that increases the attack power of the virtual character's skills, a prop that increases the energy value of the virtual character, and a prop that increases the defense of the virtual character; the virtual characters can be controlled by players through the client in the game, and may include, but are not limited to: a first virtual character controlled by the current client, and a second virtual character and a third virtual character controlled by at least one other client; the second virtual character and the third virtual character are both virtual characters controlled by other users and can interact with the first virtual character and the status props; wherein the second virtual character and the first virtual character belong to different game camps, that is, the second virtual character includes an opponent virtual character; the third virtual character and the first virtual character belong to the same game camp, that is, the third virtual character includes a teammate virtual character; wherein the virtual characters may include, but are not limited to, at least one of virtual people and virtual animals.
[0058] The interactive control method according to the embodiment of the present disclosure is described in detail below.
[0059] like Figure 1 FIG. 1 is a flow chart of an interactive control method provided by an embodiment of the present disclosure, wherein the method mainly includes the following steps S101 to S102:
[0060] S101: In response to the first virtual character triggering the state prop, adding a first gain state corresponding to the state prop to the first virtual character.
[0061] Among them, status props generally correspond to a first gain state; for example, when the status props include props for increasing the life value of the virtual character, the corresponding first gain state includes life value gain; for example, when the status props include props for increasing the attack power of the virtual character's skills, the corresponding first gain state includes skill attack power gain; for example, when the status props include props for increasing the energy value of the virtual character, the corresponding first gain state includes energy value gain.
[0062] In a specific implementation, in response to controlling the first virtual character to pick up a status item during the game, a first gain state corresponding to the status item is added to the first virtual character.
[0063] Following S101 above, the interactive control method provided by the embodiment of the present disclosure further includes:
[0064] S102: In response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle mounting operation, controlling the movement state of the first virtual character to change from a walking state to a vehicle mounting state, and transferring the first gain state to a target vehicle.
[0065] Among them, the game scene can include various types of vehicles.
[0066] For example, the disclosed embodiments provide a specific example of playing a game using vehicles. In this example, vehicles may include at least one of a car, a light tank, a heavy tank, and an airplane. Each type of vehicle may have different attribute information, including, but not limited to, at least one of movement speed, attack mode, and movement restrictions. Generally, cars / light tanks have relatively fast movement speeds and weak attack power, so their skills can be set to control-related skills, such as stun-related skills. Furthermore, heavy tanks generally have relatively slow movement speeds and strong attack power, so their skills can be set to ranged attack skills. Furthermore, since cars / light tanks / heavy tanks can only move on the ground in the game scene, their movement is restricted by ground obstacles, including, but not limited to, at least one of rocks and roadblocks. Generally, airplanes have relatively fast movement speeds and weak attack power, but since they are not restricted by ground obstacles, their skills can be set to close-range attack skills.
[0067] The vehicle loading operation may include but is not limited to at least one of the following (1) and (2):
[0068] (1) A triggering operation on a touch control mounted on a vehicle in the game scene, such triggering operation may include, but is not limited to, at least one of a plurality of click operations such as single click, linking within a preset time period, and long press; the touch control mounted on the vehicle here may be a functional control that is always displayed in the game scene. In this case, the target vehicle may be outside the field of view of the first virtual character, but may be a summonable prop, allowing the first virtual character to summon and mount the vehicle in a permitted state (e.g., currently not carrying a vehicle, currently in a summonable state).
[0069] In addition, the vehicle-equipped touch control can also be a new functional control in the game scene when the distance between the virtual character and the vehicle in the game scene is less than a preset distance threshold. The preset distance threshold is used to indicate the distance between the virtual character and the vehicle when the display of the vehicle-equipped touch control is triggered. The preset distance threshold can be set according to actual game requirements and is not specifically restricted here.
[0070] For example, when the vehicle is equipped with touch controls including functional controls that are always displayed in the game scene (such as vehicle control), the specific game operation interface can be as follows: Figure 2a As shown, Figure 2a The first virtual character, state props, vehicle, and vehicle boarding controls that have obtained a first gain state are displayed; Figure 2a In the embodiment, the current life value of the first virtual character is represented by adding a line segment to the progress bar of the life value corresponding to the first virtual character, and the first gain state (i.e., the gain life value) in the current life value is represented by highlighting it in black; in addition, Figure 2a The life value corresponding to the vehicle is also shown. Here, a line segment can be added to highlight the progress bar of the life value corresponding to the vehicle to represent the current life value of the vehicle.
[0071] In addition, the specific game operation interface can be as follows Figure 2b As shown, Figure 2b The first virtual character, state props, and vehicle that have obtained the first gain state are displayed in FIG. If the first virtual character is controlled to move to a distance between the first virtual character and the vehicle that is less than a preset distance threshold, then Figure 2b The vehicle shown in the video is equipped with touch controls, such as the controls for getting on the vehicle; Figure 2b In the embodiment, the current life value of the first virtual character is represented by adding a line segment to the progress bar of the life value corresponding to the first virtual character, and the first gain state (i.e., the gain life value) in the current life value is represented by highlighting it in black; in addition, Figure 2bThe life value corresponding to the vehicle is also shown. Here, a line segment can be added to highlight the progress bar of the life value corresponding to the vehicle to represent the current life value of the vehicle.
[0072] (2) Collision with the target vehicle in the game scene.
[0073] Here, a collision with a target vehicle in the game scene, for example, when the distance between the virtual character and the target vehicle is detected to be less than a preset distance threshold, automatically triggers the loading operation of the target vehicle without the need for the player to actively trigger it through the terminal device.
[0074] After the vehicle mounting operation is triggered based on at least one of the methods shown in (1) and (2) above, the first virtual character is controlled to be mounted on the target vehicle, and the movement state of the first virtual character is changed from the walking state to the vehicle mounting state.
[0075] If the first virtual character has a first gain state before the vehicle mounting operation is triggered, the first gain state of the first virtual character is transferred to the target vehicle after the vehicle mounting operation is triggered.
[0076] In this case, the first avatar loses the first buff state, and the target vehicle gains the first buff state. The buff effect of the first buff state on the target vehicle can be the same as the buff effect of the first buff state on the first avatar. For example, if the first buff state is a shield, and the current remaining health of the shield before being transferred to the target vehicle is 3000, then after the shield is transferred to the target vehicle, its current remaining health remains at 3000. Furthermore, the buff effect of the first buff state on the target vehicle can be different from the buff effect of the first buff state on the first avatar. For example, if the first buff state is a shield, and the current remaining health of the shield before being transferred to the target vehicle is 30% of the first avatar's health, then after the shield is transferred to the target vehicle, its current remaining health can be 30% of the target vehicle's health. If the target vehicle's health is different from the first avatar's, the current remaining health of the shield when it is applied to the first avatar will be different from the current remaining health of the shield when it is applied to the target vehicle.
[0077] The target vehicle includes any one of a plurality of types of vehicles; the target vehicle may be determined before the start of the game match, for example, before the start of the game, a vehicle selection interface may be provided to the player; in the vehicle selection interface, the player may select any one of a plurality of preset vehicles as the target vehicle; after entering the game, the player can only control the first virtual character to carry the pre-selected target vehicle.
[0078] In addition, the target vehicle can also be automatically assigned to different game camps. It can be automatically determined by the game engine for different camps or virtual characters before or after the game starts. After entering the game, the player can only control the first virtual character to carry the target vehicle.
[0079] In addition, the target vehicle can be flexible and can be placed in the game scene as a vehicle prop. Players can trigger different vehicle props to determine the vehicle corresponding to the vehicle prop as the target vehicle. During the game, players can change the target vehicle according to the needs of the game.
[0080] For example, in response to Figure 2a or Figure 2b The boarding control in the game is triggered, controlling the first virtual character to be loaded onto the target vehicle, and changing the movement state of the first virtual character from the walking state to the vehicle loading state, and transferring the first gain state to the target vehicle, that is, transferring the gain health value to the target vehicle. The specific game operation interface showing the target vehicle having the first gain state can be shown as follows: Figure 3 As shown, Figure 3 The current health value of the target vehicle is represented by adding a line segment to highlight the progress bar of the health value corresponding to the target vehicle, and the first gain state (i.e., gain health value) in the current health value is represented by highlighting it in black.
[0081] In the interactive control method provided in the embodiment of the present disclosure, after the first virtual character is mounted on the target vehicle, when the first virtual character is attacked by the second virtual character belonging to a different game camp, the health value of the target vehicle will be deducted first; wherein, each vehicle is generally associated with a first target value, and the first target value is used to represent the health value of the target vehicle; the first target value corresponding to each type of vehicle can be the same or different, and can be specifically set according to actual game requirements, and no specific restrictions are made here.
[0082] In a specific implementation, after the first virtual character carries the target vehicle, in response to the second virtual character's first attack operation on the first virtual character, a first value is determined based on the first attribute information corresponding to the first attack operation; and based on the first value, the first target value is updated.
[0083] The first attack operation includes an attack operation by the second virtual character against the first virtual character on a target vehicle. The attack operation may include, but is not limited to, at least one of a normal attack operation, a skill attack operation, and an operation of controlling the vehicle carried by the virtual character to initiate an attack. The normal attack operation may include, but is not limited to, an operation of initiating an attack using a body part of the virtual character. The skill attack operation may include, but is not limited to, an operation of initiating an attack using a virtual prop (e.g., a knife, gun, sword, etc.) and an operation of launching an ultimate attack. The first attribute information corresponding to the first attack operation may include, but is not limited to, a damage value corresponding to the first attack operation.
[0084] For example, after the first virtual character is mounted on the target vehicle, if the second virtual character initiates a first attack operation on the first virtual character, then in response to the first attack operation of the second virtual character on the first virtual character mounted on the target vehicle, a first value is determined based on the damage value corresponding to the first attack operation; based on the first value, the first target value associated with the target vehicle is updated, that is, the difference between the first target value and the first value is determined as the updated first target value.
[0085] In a specific implementation, after the first virtual character carried on the target vehicle is attacked by the second virtual character, the health value of the target vehicle will be deducted first; after the health value of the target vehicle (i.e., the first target value associated with the target vehicle) reaches a first preset value, it indicates that the target vehicle has been damaged. At this time, the first virtual character can be controlled to change from a vehicle-carrying state to a walking state, that is, the first virtual character can be controlled to get off the target vehicle. For details, see the following description: after updating the first target value, determine whether the first target value reaches the first preset value; in response to the first target value reaching the first preset value, control the first virtual character to change from a vehicle-carrying state to a walking state.
[0086] Among them, the first preset value is used to indicate the health value of the target vehicle when the target vehicle reaches a damaged state. The first preset value can be set according to actual game requirements. For example, it can be 0, or a smaller non-zero positive integer. No specific restrictions are made here.
[0087] In another embodiment, after the target vehicle is damaged and the first virtual character is controlled to change from a vehicle-mounted state to a walking state, if the first virtual character is attacked again by a second virtual character, the health of the first virtual character will be deducted, as described below:
[0088] In a specific implementation, after controlling the first virtual character to change from a vehicle-mounted state to a walking state, in response to a second attack operation of the second virtual character on the first virtual character, a second value is determined based on second attribute information corresponding to the second attack operation; based on the second value, the second target value is updated.
[0089] The first virtual character is associated with a second target value representing the first virtual character's health. The second attack operation includes an attack by the second virtual character against the first virtual character without a vehicle. The description of the attack operation here is similar to the description of the attack operation involved in the first attack operation, and any repetitions are omitted. The second attribute information corresponding to the second attack operation may include, but is not limited to, a damage value corresponding to the second attack operation.
[0090] For example, after the target vehicle is damaged, that is, after the first virtual character is controlled to change from a vehicle-mounted state to a walking state, if the second virtual character initiates a second attack operation on the first virtual character at this time, then in response to the second virtual character's second attack operation on the first virtual character that is not mounted on the vehicle, a second value is determined based on the damage value corresponding to the second attack operation; based on the second value, the second target value associated with the first virtual character is updated, that is, the difference between the second target value and the second value is determined as the updated second target value.
[0091] After updating the second target value (i.e., health value) associated with the first virtual character, determine whether the second target value reaches the second preset value; in response to the second target value reaching the second preset value and meeting the preset resurrection condition, update the second target value to a third preset value, and display the resurrected first virtual character in the first preset area in the game scene.
[0092] Among them, the second preset value is used to indicate the life value of the first virtual character when the first virtual character reaches the death state. The second preset value can be set according to the actual game requirements, for example, it can be 0 or a smaller non-zero positive integer, and there is no specific restriction here; the third preset value is used to indicate the life value of the first virtual character when the first virtual character reaches the resurrection state. The third preset value can be set according to the actual game requirements, and there is no specific restriction here; the first preset area is used to indicate the resurrection area of the first virtual character in the game scene. The first preset area can be set according to the actual game requirements, and there is no specific restriction here. Here, the resurrection areas of virtual characters of different game camps in the game scene can be the same or different. The specific resurrection areas of virtual characters of different game camps in the game scene can be set according to actual requirements, and there is no specific restriction here.
[0093] The preset resurrection conditions can be set according to actual game requirements and are not specifically limited here. The preset resurrection conditions provided in the embodiment of the present disclosure may include, but are not limited to, at least one of A1 to A2:
[0094] A1. The death time of the first virtual character reaches a preset time threshold.
[0095] Among them, the preset time threshold can be set according to actual needs and is not specifically limited here.
[0096] Exemplarily, assuming that the preset time threshold includes 10 seconds, when the death time of the first virtual character reaches 10 seconds, it is determined that the preset resurrection condition is met.
[0097] A2. The game progress of the game camp where the first virtual character is located reaches a preset progress.
[0098] The specific game progress display method and preset progress can be set according to actual game needs and are not specifically limited here. For example, it can include but is not limited to at least one of a1 to a2:
[0099] a1. During the game, after completing the target task, you can obtain the game score, and use the game score to reflect the game progress.
[0100] Among them, the target tasks may include, but are not limited to: attacking the opponent's virtual character, attacking the non-player character (NPC) in the game, which may include, for example, soldiers and monsters in the game scene; in addition, the target tasks may also include at least one of the tasks such as triggering status props in the game for increasing the game score.
[0101] In this case, the preset progress may include the game score reaching a preset score threshold, and the preset score threshold can be set according to actual needs and is not specifically limited here.
[0102] Exemplarily, the preset score threshold includes 80 points. During the game, when the game score corresponding to the game camp where the first virtual character is located reaches 80 points, it indicates that the preset resurrection condition is met.
[0103] a2. During the game, after completing the target task, you can obtain preset virtual items and use the preset virtual items to reflect the game progress.
[0104] Among them, in addition to the tasks involved in a1 above, the target tasks may also include tasks such as triggering virtual props in the game for obtaining preset virtual items; virtual items may include gold coins, gems, ores, etc.; preset virtual items can be set according to actual game needs, and no specific restrictions are made here.
[0105] In this case, the preset progress may include the number of preset virtual items obtained reaching a preset quantity threshold, and the preset quantity threshold can be set according to actual needs and is not specifically limited here.
[0106] Exemplarily, the preset virtual items include gold coins, and the preset quantity threshold includes 60. During the game, if a virtual character in a game camp accumulates 60 gold coins, it indicates that the preset resurrection condition is met.
[0107] Exemplarily, when it is determined that the second target value reaches the second preset value and based on at least one of A1 to A2 above, it is determined that the preset resurrection condition is met, the first virtual character is resurrected, that is, the second target value associated with the first virtual character is updated to the third preset value, and the resurrected first virtual character is displayed in the first preset area in the game scene.
[0108] In addition to the above-mentioned resurrection of the first virtual character, the interactive control method provided by the embodiment of the present disclosure can also refresh the damaged target vehicle, as described below for details: in response to the first target value reaching the first preset value, the target vehicle is controlled to disappear; after the target vehicle disappears, in response to reaching the preset vehicle refresh condition, the first target value is updated to the fourth preset value, and the target vehicle is launched into the game scene.
[0109] Among them, the fourth preset value is used to indicate the health value of the target vehicle after the target vehicle is refreshed. The fourth preset value can be set according to actual game requirements and is not specifically limited here.
[0110] The preset vehicle refresh conditions can be set according to actual needs and are not specifically limited here. The preset vehicle refresh conditions provided in the embodiment of the present disclosure may include but are not limited to at least one of B1 to B2:
[0111] B1. The target vehicle's disappearance duration reaches the preset disappearance duration threshold.
[0112] The preset disappearance time threshold can be set according to actual needs and is not specifically limited here.
[0113] For example, assuming that the preset disappearance time threshold includes 15 seconds, when the disappearance time of the target vehicle reaches 15 seconds, it is determined that the preset vehicle refresh condition is met.
[0114] B2. The third target value associated with the target vehicle reaches a fifth preset value.
[0115] Generally, all vehicles in the game are associated with a third target value, which is used to represent the amount of resources required to refresh the target vehicle after it disappears. The third target values associated with different types of vehicles can be the same or different. The specific value can be set according to the actual game requirements and is not specifically limited here.
[0116] Among them, the fifth preset value is used to indicate the minimum amount of resources required when the target vehicle is refreshed. The fifth preset value can be set according to actual game requirements and is not specifically limited here.
[0117] In a specific implementation, the third target value associated with the target vehicle may be automatically updated over time, or may be updated according to attribute information corresponding to the first operation after the first virtual character performs the first operation. It should be noted that the method for updating the third target value associated with the target vehicle may be set according to actual game requirements, for example, including but not limited to at least one of the following C1 to C2:
[0118] C1. In response to the target vehicle disappearing, displaying a third target value; in response to a first operation of the first virtual character, determining a third value based on attribute information corresponding to the first operation; and updating the third target value based on the third value.
[0119] Among them, the first operation represents a related operation that can be used to update the amount of resources required to refresh the target vehicle, for example, it may include but is not limited to: at least one of: a prop picking operation and an attack operation; the third value is used to characterize the amount of resources corresponding to the first operation. The specific first operation and the third value can be set according to actual game requirements, and no specific restrictions are made here; the related description of the attack operation here can be found in the above-mentioned related description, and the repetitions will not be repeated.
[0120] Exemplarily, in the case where the first operation includes a prop picking operation, the attribute information corresponding to the first operation may include the amount of gain resources corresponding to the picked-up prop; when the target vehicle disappears, the third target value associated with the target vehicle is displayed; in response to the prop picking operation of the first virtual character, the amount of gain resources corresponding to the picked-up prop is determined as the third value; and the sum of the third value and the third target value is determined as the updated third target value.
[0121] For example, if the first operation includes an attack operation, the attribute information corresponding to the first operation may include a damage value corresponding to the attack operation; when the target vehicle disappears, a third target value associated with the target vehicle is displayed; in response to an attack operation in which the first virtual character attacks the second virtual character or an NPC in the game, a corresponding third value is determined based on the damage value corresponding to the attack operation; and the sum of the third value and the third target value is determined as the updated third target value. Here, the damage values corresponding to different attack operations can be the same or different, and can be set according to actual game requirements, without specific restrictions here; in addition, the third values corresponding to different damage values can be set according to actual game requirements, without specific restrictions here.
[0122] C2. In response to the target vehicle disappearing, displaying a third target value; and updating the third target value based on the time difference between the current moment and the historical moment when the target vehicle disappeared.
[0123] In a specific implementation, the time difference between the historical moment when the target vehicle disappears and the current moment, as well as the recovery value of the third target value corresponding to each unit time, are determined to determine the third value; based on the third value, the third target value is updated; wherein, the recovery value of the third target value corresponding to each unit time can be set according to actual game requirements, for example, 20 units of resources are recovered per second, and no specific restrictions are made here.
[0124] For example, assuming that the recovery value of the third target value corresponding to each unit time is 20 units of resources per second, when the target vehicle disappears, the third target value is displayed, and based on the time difference of 3 seconds between the historical moment when the target vehicle disappears and the current moment, and the recovery value of the third target value corresponding to each unit time, the third value (i.e., 3×20=60 units of resources) is determined, and the sum of the third value and the third target value is determined as the updated third target value.
[0125] In one possible implementation, based on the specific implementation shown in C2 above, in the process of determining the time difference between the historical moment when the target vehicle disappeared and the current moment, and the recovery value of the third target value corresponding to each unit time, determining the third value, and updating the third target value based on the third value, at least one of the following D1 to D3 may be used to increase the recovery value of the third target value corresponding to each unit time, thereby accelerating the recovery speed of the third target value:
[0126] D1. In response to the first operation of the first virtual character, determine the gain value of the third target value corresponding to each unit time according to the attribute information corresponding to the first operation; determine the third value based on the time difference between the historical moment when the target vehicle disappears and the current moment, and the recovery value and gain value of the third target value corresponding to each unit time, and update the third target value based on the third value.
[0127] For the description of the first operation and the attribute information corresponding to the first operation, please refer to the description of the specific embodiment shown in C1 above, and the repeated parts will not be repeated. In addition, the gain value corresponding to the attribute information of the first operation can be determined according to actual game requirements, and no specific limitation is made here.
[0128] Exemplarily, in the case where the first operation includes a prop picking operation, the attribute information corresponding to the first operation may include the amount of gain resources corresponding to the picked-up prop; in the process of updating the third target value using the specific implementation shown in C2, in response to the prop picking operation of the first virtual character, the amount of gain resources corresponding to the picked-up prop is determined as the gain value of the third target value corresponding to each unit time; the sum of the recovery value and the gain value of the third target value corresponding to each unit time is multiplied by the time difference between the historical moment when the target vehicle disappears and the current moment to obtain the third value; and the sum of the third value and the third target value is determined as the updated third target value.
[0129] Exemplarily, in the case where the first operation includes an attack operation, the attribute information corresponding to the first operation may include a damage value corresponding to the attack operation; in the process of updating the third target value using the specific implementation shown in C2, in response to the attack operation of the first virtual character, based on the damage value corresponding to the attack operation, a gain value of the third target value corresponding to each unit time is determined; the sum of the recovery value of the third target value corresponding to each unit time and the gain value is multiplied by the time difference between the historical moment when the target vehicle disappears and the current moment to obtain a third value; and the sum of the third value and the third target value is determined as the updated third target value. Here, the damage values corresponding to different attack operations may be the same or different, and may be specifically set according to actual game requirements, without specific restrictions here; in addition, the gain values corresponding to different damage values may be set according to actual game requirements, without specific restrictions here.
[0130] D2. The game operation interface may also be provided with a touch control for accelerating the refreshing of the vehicle. In response to the triggering of the touch control for accelerating the refreshing of the vehicle, the gain value of the third target value corresponding to each unit time is determined; based on the time difference between the historical moment when the target vehicle disappears and the current moment, as well as the recovery value and gain value of the third target value corresponding to each unit time, the third value is determined, and the third target value is updated based on the third value.
[0131] Among them, the gain value of the third target value corresponding to the touch control that triggers accelerated refresh of the vehicle can be set according to actual game requirements, and no specific restrictions are made here.
[0132] Exemplarily, in response to the touch control of the accelerated refresh vehicle being triggered, the gain value of the third target value corresponding to each unit time is determined; the sum of the recovery value of the third target value corresponding to each unit time and the gain value is multiplied by the time difference between the historical moment when the target vehicle disappears and the current moment to obtain the third value; and the sum of the third value and the third target value is determined as the updated third target value.
[0133] D3. The game operation interface may also be provided with props for accelerating the refreshing of vehicles; in response to controlling the first virtual character to pick up the props for accelerating the refreshing of vehicles, the gain value of the third target value corresponding to each unit time is determined based on the increased amount of resources corresponding to the props for accelerating the refreshing of vehicles; based on the time difference between the historical moment when the target vehicle disappears and the current moment, as well as the recovery value and gain value of the third target value corresponding to each unit time, the third value is determined, and the third target value is updated based on the third value.
[0134] Among them, the props used to accelerate the refresh of vehicles and the increased resource amount corresponding to the props for accelerating the refresh of vehicles can be set according to actual game requirements, and no specific restrictions are made here.
[0135] Exemplarily, in response to controlling the first virtual character to pick up a prop that accelerates the refreshing of a vehicle, the increased amount of resources corresponding to the prop that accelerates the refreshing of the vehicle is determined as the gain value of the third target value corresponding to each unit time; the sum of the recovery value and the gain value of the third target value corresponding to each unit time is multiplied by the time difference between the historical moment when the target vehicle disappears and the current moment to obtain a third value; and the sum of the third value and the third target value is determined as the updated third target value.
[0136] In a specific implementation, based on the specific implementation shown in any one of C1 to C2 above, after updating the third target value associated with the target vehicle, it is determined whether the third target value reaches the fifth preset threshold. If it is determined that the third target value reaches the fifth preset threshold, it is determined that the preset vehicle refresh condition is met.
[0137] In a specific implementation, after the target vehicle disappears, after determining that the preset vehicle refresh conditions are met based on the above B1 to B2, the first target value associated with the target vehicle (i.e., the health value of the target vehicle) can be updated to a fourth preset value, and the target vehicle can be placed in the game scene.
[0138] Specifically, at least one of the following methods E1 to E2 may be used, but is not limited thereto, to place a target vehicle in the game scene in response to a preset vehicle refresh condition being met:
[0139] E1. In response to reaching a preset vehicle refresh condition, a target button is displayed in the game operation interface; in response to triggering the target button, a target vehicle is launched into the game scene.
[0140] Among them, the target button includes a touch control for refreshing the target vehicle.
[0141] For example, after determining that a preset vehicle refresh condition has been met, a target button for refreshing a target vehicle can be displayed on the game operation interface. In response to the target button being triggered, the refreshed target vehicle is launched within a preset distance range from the avatar that triggered the target button. The preset distance range can be set based on actual game requirements and is not specifically limited here.
[0142] E2. In response to reaching a preset vehicle refresh condition, a target vehicle is placed at a fixed position or a random position in the game scene.
[0143] In one possible implementation, a fixed area for displaying an updated target vehicle may be provided in the game scene. The location of the fixed area for displaying an updated target vehicle in a specific game scene may be set according to actual game requirements and is not specifically limited here.
[0144] For example, after determining that the preset vehicle refresh conditions are met, the target vehicle is directly placed at a fixed position in the game scene (i.e., a fixed area for displaying the updated target vehicle).
[0145] In addition, after determining that the preset vehicle refresh conditions are met, the target vehicle can be placed at a random location in the game scene.
[0146] In a specific implementation, a general vehicle may include at least two positions, such as a driving position and a non-driving position. The virtual character in the driving position can be responsible for controlling the movement of the vehicle, and can also be responsible for controlling the target vehicle to perform some melee operations and game prop triggering operations; the virtual character in the non-driving position can be responsible for the release of long-range skills, and can also be responsible for controlling the target vehicle to perform some melee operations and game prop triggering operations, see the following description for details.
[0147] Specifically, the target vehicle has a driving seat. After the first virtual character boards the target vehicle, in response to the first virtual character being in the driving seat and triggering the second operation, the target vehicle is controlled to perform an action corresponding to the second operation.
[0148] Among them, the second operation includes at least one of the following: a moving operation, an attack operation through a target vehicle, and a game prop triggering operation.
[0149] In a specific implementation, at least one of the following F1 to F3 may be used, but not limited to, to control the target vehicle to perform an action corresponding to the second operation in response to the first virtual character being in the driver's seat and triggering the second operation:
[0150] F1. When the second operation includes a movement operation, in response to the first virtual character being in the driving position and triggering the movement operation, controlling the target vehicle to perform an action corresponding to the movement operation.
[0151] Here, the target vehicle can be controlled to move in the game scene based on attribute information such as the moving direction and moving speed of the moving operation.
[0152] F2. When the second operation includes an attack operation of attacking through a target vehicle, in response to the first virtual character being in the driving position and triggering the attack operation of attacking through a target vehicle, the target vehicle is controlled to perform an action corresponding to the attack operation.
[0153] Among them, the attack operation of attacking through the target vehicle may include, for example: the operation of using the target vehicle to launch a shell to attack, the operation of using the target vehicle to collide, etc.; the attack operation of attacking through the target vehicle here can be set according to the actual game requirements, and no specific restrictions are made here.
[0154] For example, in response to the first virtual character being in the driving seat and triggering the target vehicle to fire a projectile as an attack operation, the target vehicle is controlled to fire a projectile to attack the second virtual character / NPC / prop in the game; in addition, in response to the first virtual character being in the driving seat and triggering the target vehicle to perform a collision operation, the target vehicle is controlled to perform a collision action based on the collision direction and collision speed of the collision operation.
[0155] F3. When the second operation includes a game prop triggering operation, in response to the first virtual character being in the driving position and triggering the game prop triggering operation, the target vehicle is controlled to perform an action corresponding to the game prop triggering operation.
[0156] Among them, game props may include, for example, but are not limited to, at least one of a gain prop for increasing the first target value of the target vehicle (i.e., the health value of the target vehicle), and a gain prop for increasing the damage value of the attack operation of the target vehicle; here, for the relevant description of the attack operation of the target vehicle, please refer to the description in the above specific implementation method, and the repetitions will not be repeated.
[0157] Exemplarily, in response to the first virtual character being in the driving seat and triggering a gain item for increasing the first target value of the target vehicle, the first target value of the target vehicle is updated based on the gain value corresponding to the gain item; in addition, in response to the first virtual character being in the driving seat and triggering a gain item for gaining the damage value of the attack operation of the target vehicle, the damage value of the attack operation of the target vehicle is updated based on the damage value corresponding to the gain item.
[0158] In another possible embodiment, the target vehicle also has a non-driving position; after the first virtual character boards the target vehicle, in response to the first virtual character being in the non-driving position and triggering a third operation, the first virtual character or the target vehicle is controlled to perform an action corresponding to the third operation.
[0159] The third operation includes at least one of the following: an attack operation of attacking through the first virtual character, an attack operation of attacking through a target vehicle, and a game prop triggering operation.
[0160] In a specific implementation, at least one of the following G1 to G3 may be used, but is not limited to, to control the first virtual character or the target vehicle to perform an action corresponding to the third operation in response to the first virtual character being in a non-driving position and triggering the third operation:
[0161] G1. When the third operation includes an attack operation through the first virtual character, in response to the first virtual character being in a non-driving seat and triggering the attack operation through the first virtual character, control the first virtual character to perform an attack action.
[0162] The attack operation performed by the first virtual character may refer to the relevant description in the above embodiment, and the repeated parts will not be repeated.
[0163] For example, in response to the first virtual character being in a non-driving position and triggering a normal attack operation / skill attack operation through the first virtual character to attack, the first virtual character's body parts can be controlled to launch an attack / the first virtual character can be controlled to use virtual props (such as a knife, gun, sword, etc.) to launch an attack or release a big move to launch an attack.
[0164] G2. When the third operation includes an attack operation through a target vehicle, in response to the first virtual character being in a non-driving position and triggering the attack operation through a target vehicle, the target vehicle is controlled to perform an action corresponding to the attack operation.
[0165] Among them, for the attack operation of attacking through the target vehicle, please refer to the relevant description in the specific implementation shown in F2 above, and the repeated parts will be omitted.
[0166] For example, in response to the first virtual character being in a non-driving position and triggering an attack operation of the target vehicle to fire a projectile, the target vehicle is controlled to fire a projectile to attack the second virtual character / NPC / prop in the game; in addition, in response to the first virtual character being in a non-driving position and triggering the target vehicle to perform a collision operation, the target vehicle is controlled to perform a collision action based on the collision direction and collision speed of the collision operation.
[0167] G3. In the case where the third operation includes a game prop triggering operation, in response to the first virtual character being in a non-driving position and triggering the game prop triggering operation, the first virtual character or the target vehicle is controlled to perform an action corresponding to the game prop triggering operation.
[0168] Among them, game props may include, for example, but are not limited to: a gain prop for increasing the first target value of the target vehicle (i.e., the health value of the target vehicle), a gain prop for increasing the damage value of the target vehicle's attack operation, a gain prop for increasing the second target value associated with the first virtual character (i.e., the health value of the first virtual character), a gain prop for increasing the damage value of the attack operation of the first virtual character, and at least one of the gain props for increasing preset virtual items; here, for the relevant description of the attack operation of the target vehicle, the attack operation of the first virtual character, and the preset virtual items, please refer to the description in the above specific implementation manner, and the repetitions will not be repeated.
[0169] For example, in response to the first virtual character being in a non-driving position and triggering a boost item for increasing a first target value of a target vehicle, the first target value of the target vehicle is updated based on the boost value corresponding to the boost item; in addition, in response to the first virtual character being in a non-driving position and triggering a boost item for increasing a damage value of an attack operation of the target vehicle, the damage value of the attack operation of the target vehicle is updated based on the damage value corresponding to the boost item; in addition, in response to the first virtual character being in a non-driving position and triggering a boost item for increasing a second target value associated with the first virtual character, the first target value of the target vehicle is updated based on the damage value corresponding to the boost item. In response to the first virtual character being in a non-driving position and triggering a boost item for increasing the damage value of the first virtual character's attack operation, the second target value of the first virtual character is updated based on the gain value corresponding to the boost item. In addition, in response to the first virtual character being in a non-driving position and triggering a boost item for increasing the preset virtual item, the quantity of the preset virtual item is updated based on the gain value corresponding to the boost item.
[0170] In a specific implementation, the interactive control method provided by the embodiment of the present disclosure is that the vehicle may have only one position, that is, only a driving position, that is, only one virtual character can carry the vehicle. At this time, after controlling the first virtual character to trigger the vehicle carrying operation, the first virtual character is controlled to move to the driving position on the target vehicle, and the movement state of the first virtual character is controlled to change from a walking state to a vehicle carrying state.
[0171] In addition, if the vehicle has at least two positions, that is, the vehicle has a non-driving position in addition to the driving position, the vehicle can carry at least two virtual characters. Generally, the virtual character that is triggered first to carry the vehicle has the movement control authority of the vehicle.
[0172] In a specific implementation, in addition to the first virtual character, the target vehicle may also carry a third virtual character belonging to the same game faction as the first virtual character. In this way, the virtual character in the driver's seat of the target vehicle can control the movement of the target vehicle. In response to controlling the first virtual character to trigger the vehicle mounting operation, when the movement state of the first virtual character is changed from a walking state to a vehicle mounting state, at least one of the following H1 to H2 may be used:
[0173] H1. In response to controlling the first virtual character to trigger a vehicle loading operation and the target vehicle being in an unloaded state, controlling the first virtual character to move to a driving position of the target vehicle.
[0174] For example, when the vehicle loading operation is triggered and the first virtual character is controlled to load the target vehicle, if there is no virtual character on the target vehicle, that is, the target vehicle is in an empty state, the first virtual character is controlled to move to the driving seat of the target vehicle so that the first virtual character controls the movement of the target vehicle.
[0175] H2. In response to controlling the first virtual character to trigger a vehicle loading operation and the third virtual character being located in the driving position of the target vehicle, controlling the first virtual character to move to a non-driving position of the target vehicle.
[0176] For example, when the vehicle loading operation is triggered and the first virtual character is controlled to load the target vehicle, if the third virtual character is in the driving seat of the target vehicle, that is, the target vehicle is in a non-empty state, the first virtual character is controlled to move to the non-driving seat of the target vehicle.
[0177] In a specific implementation, when the first gain state is transferred to the target vehicle based on the above S102, if the target vehicle has a second gain state, the second gain state of the target vehicle can be updated based on the attribute information of the first gain state and the attribute information of the second gain state in response to the target vehicle having the second gain state and the first gain state and the second gain state being the same gain state.
[0178] The second gain state may include but is not limited to at least one of the following: at least one of health value gain, skill attack power gain, energy value gain, etc.
[0179] Attribute information may include, for example, but is not limited to, the remaining time of a gain state and the strength value of the gain state. For example, if the target vehicle has a second gain state, if the second gain state is the same as the first gain state (i.e., when the first gain state includes health gain, the second gain state is still health gain; or when the first gain state includes skill attack power gain, the second gain state is still skill attack power gain; or when the first gain state includes energy gain, the second gain state is still energy gain), then the second gain state of the target vehicle may be updated based on the attribute information of the first gain state and the attribute information of the second gain state using at least one of the following methods I1 to I2:
[0180] I1. When the attribute information includes the remaining time of the gain state, determine the target remaining time based on the first remaining time of the first gain state and the second remaining time of the second gain state; and update the second remaining time of the second gain state based on the target remaining time.
[0181] Among them, the target remaining time includes: the sum of the first remaining time and the second remaining time; or, the larger value of the first remaining time and the second remaining time; the remaining time of the gain state here may include but is not limited to at least one of the following: after the target vehicle gains health value, the remaining time corresponding to the gained health value, after the target vehicle gains skill attack power, the remaining time corresponding to the gained skill attack power, and after the target vehicle gains energy value, the remaining time corresponding to the gained energy value, etc.
[0182] Exemplarily, the sum of the first remaining time of the first gain state and the second remaining time of the second gain state can be determined as the target remaining time; or, the larger value of the first remaining time and the second remaining time can be used to determine the target remaining time; and then the target remaining time can be used as the remaining time of the gain state corresponding to the target vehicle.
[0183] I2. When the attribute information includes intensity values of the gain states, determine a target intensity value based on the first intensity value of the first gain state and the second intensity value of the second gain state; and update the second intensity value of the second gain state based on the target intensity value.
[0184] Among them, the target strength value includes: the sum of the first strength value and the second strength value, or the larger of the first strength value and the second strength value; the strength value of the gain state here may include but is not limited to at least one of the following: gain health value, gain skill attack power, and gain energy value, etc.
[0185] Exemplarily, the sum of the first intensity value of the first gain state and the second intensity value of the second gain state can be determined as the target intensity value; or, the larger value of the first intensity value and the second intensity value can be used to determine the target intensity value; and then the target intensity value can be used as the intensity value of the gain state corresponding to the target vehicle.
[0186] In a specific implementation, when a vehicle carries at least two virtual characters, the control authority of the vehicle can be transferred, and position switching operations can be implemented between multiple virtual characters on the vehicle.
[0187] Specifically, in response to triggering the position change operation of the first virtual character, the first virtual character is controlled to move from the current position to another position of the target vehicle.
[0188] Among them, the current position may include at least one of a driving seat and a non-driving seat; other positions may include at least one of a driving seat and a non-driving seat; here, when the current position includes a driving seat, other positions include a non-driving seat; when the current position includes a non-driving seat, other positions include a driving seat; among them, the non-driving seat may be a position without a virtual character on board (i.e., an empty seat), or a position with a virtual character on board (i.e., the non-driving seat where the third virtual character is located).
[0189] Exemplarily, when the current position includes the driving seat, in response to triggering the position change operation of the first virtual character, the first virtual character is controlled to move directly from the driving seat to an empty seat or a non-driving seat where the third virtual character is located; or the first virtual character is controlled to first get off the target vehicle and then move to the empty seat of the target vehicle; or the first virtual character and the third virtual character are controlled to first get off from their respective positions, and then the first virtual character is controlled to move to the non-driving seat where the third virtual character was initially located, and then the third virtual character is controlled to move to the driving seat.
[0190] In addition, when the current position includes a non-driving position, in response to triggering the position change operation of the first virtual character, the first virtual character is controlled to move directly from the non-driving position to the driving position; or the first virtual character and the third virtual character are controlled to first come down from their respective positions, and then the first virtual character is controlled to move to the driving position where the third virtual character was initially located, and then the third virtual character is controlled to move to the non-driving position.
[0191] In a specific implementation, when controlling the first virtual character to move from the current position to the driving position, the first virtual character can be granted the authority to control the target vehicle; the authority to control the target vehicle here may include but is not limited to: controlling the movement of the target vehicle, controlling attacks through the target vehicle, triggering operations with game props, etc. At least one of the following; the specific settings can be based on actual game requirements, and no specific restrictions are made here.
[0192] In the disclosed embodiment, a fourth target value may also be provided, which is used to characterize the amount of resources required to release a skill. Each time a skill is released, the fourth target value may be updated based on the amount of resources required for the skill. Here, the virtual character and the vehicle may be associated with corresponding fourth target values, respectively. That is, when the virtual character releases a skill, the fourth target value associated with the virtual character may be updated based on the amount of resources required for the skill. When the vehicle releases a skill, the fourth target value associated with the vehicle may be updated based on the amount of resources required for the skill released by the vehicle. In addition, the virtual character and the vehicle may also be associated with the same fourth target value. That is, whether the virtual character or the vehicle releases a skill, the same fourth target value will be updated based on the amount of resources required for the skill.
[0193] In addition, the method for updating the fourth target value can be the same as the method for updating the third target value, that is, please refer to the specific implementation methods shown in Examples C1 to C2 of the present disclosure; in addition, the method for updating the fourth target value can also include at least one of a method of picking up props, a method of releasing energy recovery skills, a method of plundering the energy value of the enemy camp, etc.
[0194] The interactive control method provided by the embodiment of the present disclosure can also set a central area in the game scene; target type props (for example, a rocking car) can be set in the central area, and the target type props can be used to throw game props into the game scene at preset time intervals; wherein, the preset time intervals can be set according to actual game requirements, for example, every 5 seconds, and there is no specific restriction here; the game props thrown into the game scene here may include status props, or props for increasing game progress, and the props for increasing game progress here may include but are not limited to gold coin props for increasing game points, etc.; the specific settings can be based on actual game requirements, and there is no specific restriction here.
[0195] Here, the game props thrown by the target type props may include props of multiple levels, such as ordinary gold coins and super gold coins. Generally, the points corresponding to super gold coins are higher than the points corresponding to ordinary gold coins. For example, during the game, when it is determined that the game time reaches a preset time or the game progress of any game camp reaches a preset progress, the target type props can be controlled to throw super gold coins. Here, when the super gold coins are thrown, they can be thrown at a fixed position in the game scene or randomly. At this time, the background music and / or special effect materials of the game scene can be changed; for example, the game scene can be changed to a scene in night mode, so that the entire game scene becomes darker and the field of vision of the virtual character is subject to a certain restriction.
[0196] In the embodiment of the present disclosure, in response to the first virtual character triggering the status prop, a first gain state corresponding to the status prop is added to the first virtual character. When the first virtual character obtains the first gain state and controls the first character to trigger the vehicle-mounting operation, the movement state of the first virtual character is controlled to change from the walking state to the vehicle-mounting state, and the first gain state is transferred to the target vehicle. In the interactive control method provided in the embodiment of the present disclosure, after the virtual character obtains the first gain state and the movement state is changed from the walking state to the vehicle-mounting state, the first gain state will be transferred to the target vehicle being carried. In this way, even if the movement state of the virtual character changes, the first gain state obtained before the movement state changes will not fail to take effect due to the change in movement state, thereby improving the utilization rate of virtual resources and reducing the waste of virtual resources.
[0197] In addition, the disclosed embodiments provide a vehicle that can be carried by the virtual character, thereby allowing the virtual character to interact with the vehicle, enriching the gameplay and increasing the diversity of the gameplay.
[0198] Those skilled in the art will understand that in the above-mentioned method of the specific implementation method, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.
[0199] Based on the same inventive concept, an interactive control device corresponding to the interactive control method is also provided in the embodiment of the present disclosure. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned interactive control method in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0200] like Figure 4 FIG. 1 is a schematic diagram of an interactive control device provided by an embodiment of the present disclosure, which is applied to a terminal device; the terminal device displays a game operation interface; the game operation interface includes at least a portion of a game scene; the game scene includes status props and virtual characters; the virtual characters include: a first virtual character; the interactive control device includes:
[0201] The processing module 401 is used to add a first gain state corresponding to the state prop to the first virtual character in response to the first virtual character triggering the state prop; the control module 402 is used to control the movement state of the first virtual character from a walking state to a vehicle-mounted state in response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle-mounted operation, and transfer the first gain state to a target vehicle.
[0202] In an optional embodiment, the target vehicle is associated with a first target value; the first target value is used to represent the health value of the target vehicle; the virtual character also includes: a second virtual character; the first virtual character and the second virtual character belong to different game camps; the processing module 401 is also used to: after the first virtual character carries the target vehicle, in response to the second virtual character's first attack operation on the first virtual character, determine a first value based on the first attribute information corresponding to the first attack operation; based on the first value, update the first target value.
[0203] In an optional embodiment, after executing the update of the first target value, the processing module 401 is also used to: determine whether the first target value reaches a first preset value; in response to the first target value reaching the first preset value, control the first virtual character to change from a vehicle-mounted state to a walking state.
[0204] In an optional embodiment, the first virtual character is associated with a second target value; the second target value is used to represent the life value of the first virtual character; after the control module 402 executes the control of changing the first virtual character from a vehicle-mounted state to a walking state, the method also includes: in response to the second virtual character's second attack operation on the first virtual character, determining a second value based on second attribute information corresponding to the second attack operation; and updating the second target value based on the second value.
[0205] In an optional embodiment, after executing the updating of the second target value based on the second value, the control module 402 is also used to: determine whether the second target value reaches a second preset value; in response to the second target value reaching the second preset value and meeting the preset resurrection condition, update the second target value to a third preset value, and display the resurrected first virtual character in the first preset area in the game scene.
[0206] In an optional embodiment, the control module 402 is also used to: in response to the first target value reaching the first preset value, control the target vehicle to disappear; after the target vehicle disappears, in response to reaching the preset vehicle refresh condition, update the first target value to a fourth preset value, and launch the target vehicle into the game scene.
[0207] In an optional embodiment, when executing the operation of placing the target vehicle in the game scene in response to reaching the preset vehicle refresh condition, the control module 402 is specifically used to: display a target button in the game operation interface in response to reaching the preset vehicle refresh condition; place the target vehicle in the game scene in response to triggering the target button; or place the target vehicle at a fixed position or a random position in the game scene in response to reaching the preset vehicle refresh condition.
[0208] In an optional embodiment, the target vehicle is associated with a third target value; the third target value is used to represent the amount of resources required to refresh after the target vehicle disappears; the preset vehicle refresh condition includes: the third target value associated with the target vehicle reaches a fifth preset value.
[0209] In an optional embodiment, the processing module 401 is also used to: display the third target value in response to the disappearance of the target vehicle; determine the third value based on the attribute information corresponding to the first operation in response to the first operation of the first virtual character; the third value is used to represent the amount of resources corresponding to the first operation; update the third target value based on the third value; wherein, the first operation includes at least one of the following: prop picking operation, attack operation.
[0210] In an optional embodiment, the processing module 401 is further used to: display the third target value in response to the disappearance of the target vehicle; and update the third target value based on the time difference between the current moment and the historical moment when the target vehicle disappears.
[0211] In an optional embodiment, the target vehicle has a driving position; the control module 402 is also used to: after the first virtual character carries the target vehicle, in response to the first virtual character being in the driving position and triggering a second operation, control the target vehicle to perform an action corresponding to the second operation; wherein the second operation includes at least one of the following: a moving operation, an attack operation through the target vehicle, and a game prop triggering operation.
[0212] In an optional embodiment, the target vehicle has a non-driving position; the control module 402 is also used to: after the first virtual character carries the target vehicle, in response to the first virtual character being in the non-driving position and triggering a third operation, control the first virtual character or the target vehicle to perform an action corresponding to the third operation; the third operation includes at least one of the following: an attack operation through the first virtual character, an attack operation through the target vehicle, and a game prop triggering operation.
[0213] In an optional embodiment, the target vehicle has a driving position and a non-driving position; the virtual character also includes a third virtual character, and the third virtual character and the first virtual character belong to the same game camp; wherein, the virtual character located in the driving position of the target vehicle can control the movement of the target vehicle; when the control module 402 executes the control of the first virtual character to trigger the vehicle loading operation in response to controlling the first virtual character, the moving state of the first virtual character is changed from a walking state to a vehicle loading state, specifically for: in response to controlling the first virtual character to trigger the vehicle loading operation and the target vehicle is in an empty state, controlling the first virtual character to move to the driving position of the target vehicle; or, in response to controlling the first virtual character to trigger the vehicle loading operation and the third virtual character is located in the driving position of the target vehicle, controlling the first virtual character to move to the non-driving position of the target vehicle.
[0214] In an optional embodiment, when executing the transfer of the first gain state to the target vehicle, the control module 402 is specifically used to: in response to the target vehicle having a second gain state, and the first gain state and the second gain state are the same gain state, update the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state.
[0215] In an optional embodiment, the attribute information includes: the remaining time of the gain state; when the control module 402 executes the updating of the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state, it is specifically used to: determine the target remaining time based on the first remaining time of the first gain state and the second remaining time of the second gain state; update the second remaining time of the second gain state based on the target remaining time; wherein the target remaining time includes: the sum of the first remaining time and the second remaining time, or the larger of the first remaining time and the second remaining time.
[0216] In an optional embodiment, the attribute information includes: an intensity value of the gain state; when the control module 402 executes the updating of the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state, it is specifically used to: determine a target intensity value based on the first intensity value of the first gain state and the second intensity value of the second gain state; and update the second intensity value of the second gain state based on the target intensity value; wherein the target intensity value includes: the sum of the first intensity value and the second intensity value, or the larger of the first intensity value and the second intensity value.
[0217] In an optional embodiment, the control module 402 is also used to: in response to triggering a position change operation of the first virtual character, control the first virtual character to move from a current position to another position of the target vehicle; wherein the current position is the driving position; the other position is the non-driving position; or, the current position is the non-driving position; the other position is the driving position.
[0218] For descriptions of the processing flow of each module in the device and the interaction flow between each module, reference can be made to the relevant descriptions in the above method embodiment, which will not be described in detail here.
[0219] Based on the same technical concept, the embodiment of the present application also provides a computer device. Figure 55 is a schematic diagram of the structure of a computer device 500 provided in an embodiment of the present application, including a processor 501, a memory 502, and a bus 503. The memory 502 is used to store execution instructions and includes a memory 5021 and an external memory 5022. The memory 5021 is also referred to as internal memory, and is used to temporarily store operation data in the processor 501 and data exchanged with an external memory 5022 such as a hard disk. The processor 501 exchanges data with the external memory 5022 through the memory 5021. When the computer device 500 is running, the processor 501 communicates with the memory 502 via the bus 503, so that the processor 501 executes the following instructions:
[0220] In response to the first virtual character triggering the status prop, a first gain state corresponding to the status prop is added to the first virtual character; in response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle-carrying operation, the movement state of the first virtual character is controlled to change from a walking state to a vehicle-carrying state, and the first gain state is transferred to a target vehicle.
[0221] The specific processing flow of the processor 501 can refer to the description of the above method embodiment and will not be repeated here.
[0222] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the computer program executes the steps of the interactive control method described in the above method embodiment. The storage medium can be a volatile or non-volatile computer-readable storage medium.
[0223] The embodiments of the present disclosure also provide a computer program product, which carries program code. The instructions included in the program code can be used to execute the steps of the interactive control method described in the above method embodiment. For details, please refer to the above method embodiment and will not be repeated here.
[0224] The computer program product may be implemented in hardware, software, or a combination thereof. In one embodiment, the computer program product is implemented as a computer storage medium. In another embodiment, the computer program product is implemented as a software product, such as a software development kit (SDK).
[0225] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0226] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0227] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0228] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0229] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. An interactive control method, characterized in that: Applied to a terminal device; the terminal device displays a game operation interface of the game; The game operation interface includes at least part of the game scene; The game scene includes status props and virtual characters; The virtual character includes: a first virtual character; the interactive control method includes: In response to the first virtual character triggering the state prop, adding a first gain state corresponding to the state prop to the first virtual character; In response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle mounting operation, controlling the movement state of the first virtual character to change from a walking state to a vehicle mounting state, and transferring the first gain state to a target vehicle, so that the first virtual character loses the first gain state and the target vehicle obtains the first gain state; The target vehicle is associated with a first target value; the first target value is used to represent the health value of the target vehicle; the virtual character further includes: a second virtual character; the first virtual character and the second virtual character belong to different game camps; the method further includes: After the first virtual character carries the target vehicle, in response to a first attack operation of the second virtual character on the first virtual character, determining a first value based on first attribute information corresponding to the first attack operation; The first target value is updated based on the first value.
2. The method according to claim 1, characterized in that After the first target value is updated, the method further includes: determining whether the first target value reaches a first preset value; In response to the first target value reaching the first preset value, the first virtual character is controlled to change from a vehicle-mounted state to a walking state.
3. The method according to claim 2, characterized in that The first virtual character is associated with a second target value; the second target value is used to represent the life value of the first virtual character; After controlling the first virtual character to change from a vehicle-mounted state to a walking state, the method further includes: In response to a second attack operation performed by the second virtual character on the first virtual character, determining a second value based on second attribute information corresponding to the second attack operation; Based on the second value, the second target value is updated.
4. The method according to claim 3, characterized in that After updating the second target value based on the second value, the method further includes: determining whether the second target value reaches a second preset value; In response to the second target value reaching the second preset value and meeting the preset resurrection condition, the second target value is updated to a third preset value, and the resurrected first virtual character is displayed in the first preset area in the game scene.
5. The method according to claim 2, characterized in that The method further comprises: In response to the first target value reaching the first preset value, controlling the target vehicle to disappear; After the target vehicle disappears, in response to reaching a preset vehicle refresh condition, the first target value is updated to a fourth preset value, and the target vehicle is launched into the game scene.
6. The method according to claim 5, characterized in that In response to a preset vehicle refresh condition being met, placing the target vehicle in the game scene includes: In response to reaching the preset vehicle refresh condition, displaying a target button in the game operation interface; in response to triggering the target button, launching the target vehicle in the game scene; or, In response to reaching the preset vehicle refresh condition, the target vehicle is placed at a fixed position or a random position in the game scene.
7. The method according to claim 5 or 6, characterized in that The target vehicle is associated with a third target value; the third target value is used to represent the amount of resources required to refresh after the target vehicle disappears; The preset vehicle refresh condition includes: the third target value associated with the target vehicle reaches a fifth preset value.
8. The method according to claim 7, characterized in that The method further comprises: In response to the target vehicle disappearing, displaying the third target value; In response to a first operation of the first virtual character, determining a third value based on attribute information corresponding to the first operation; the third value is used to represent an amount of resources corresponding to the first operation; updating the third target value based on the third value; Among them, the first operation includes at least one of the following: a prop picking operation and an attack operation.
9. The method according to claim 7, characterized in that The method further comprises: In response to the target vehicle disappearing, displaying the third target value; The third target value is updated based on the time difference between the current moment and the historical moment when the target vehicle disappears.
10. The method according to claim 1, characterized in that The target vehicle has a driving position; the method further includes: After the first virtual character boards the target vehicle, in response to the first virtual character being in the driving position and triggering a second operation, controlling the target vehicle to perform an action corresponding to the second operation; The second operation includes at least one of the following: a moving operation, an attacking operation through the target vehicle, and a game prop triggering operation.
11. The method according to claim 1, wherein The target vehicle has a non-driving position; the method further includes: After the first virtual character boards the target vehicle, in response to the first virtual character being in the non-driving position and triggering a third operation, controlling the first virtual character or the target vehicle to perform an action corresponding to the third operation; The third operation includes at least one of the following: an attack operation of attacking through the first virtual character, an attack operation of attacking through the target vehicle, and a game prop triggering operation.
12. The method according to claim 1, characterized in that The target vehicle has a driving seat and a non-driving seat; the virtual character further includes a third virtual character, and the third virtual character and the first virtual character belong to the same game camp; wherein the virtual character located in the driving seat of the target vehicle can control the movement of the target vehicle; In response to controlling the first virtual character to trigger the vehicle mounting operation, controlling the movement state of the first virtual character to change from a walking state to a vehicle mounting state includes: In response to controlling the first virtual character to trigger the vehicle loading operation and the target vehicle being in an unloaded state, controlling the first virtual character to move to a driving position of the target vehicle; or, In response to controlling the first virtual character to trigger the vehicle loading operation and the third virtual character being located at the driving position of the target vehicle, the first virtual character is controlled to move to a non-driving position of the target vehicle.
13. The method according to claim 12, characterized in that The transferring the first gain state to the target vehicle includes: In response to the target vehicle having a second gain state, and the first gain state and the second gain state being the same gain state, the second gain state of the target vehicle is updated based on attribute information of the first gain state and attribute information of the second gain state.
14. The method according to claim 13, characterized in that The attribute information includes: a remaining time of a gain state; and updating the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state includes: determining a target remaining time based on a first remaining time in the first gain state and a second remaining time in the second gain state; updating a second remaining time of the second gain state based on the target remaining time; The target remaining time includes: a sum of the first remaining time and the second remaining time, or a larger one between the first remaining time and the second remaining time.
15. The method according to claim 13, characterized in that The attribute information includes: a strength value of a gain state; and updating the second gain state of the target vehicle based on the attribute information of the first gain state and the attribute information of the second gain state includes: determining a target intensity value based on a first intensity value of the first gain state and a second intensity value of the second gain state; updating a second intensity value of the second gain state based on the target intensity value; The target intensity value includes: a sum of the first intensity value and the second intensity value, or a larger one between the first intensity value and the second intensity value.
16. The method according to claim 12, characterized in that The method further comprises: In response to triggering a position change operation of the first virtual character, controlling the first virtual character to move from a current position to another position of the target vehicle; The current position is the driving position; the other position is the non-driving position; or, the current position is the non-driving position; the other position is the driving position.
17. An interactive control device, characterized in that: Applied to a terminal device; the terminal device displays a game operation interface of the game; The game operation interface includes at least part of the game scene; The game scene includes status props and virtual characters; The virtual character includes: a first virtual character; the interactive control device includes: a processing module, configured to, in response to the first virtual character triggering the state prop, add a first gain state corresponding to the state prop to the first virtual character; a control module, configured to, in response to the first virtual character obtaining the first gain state and controlling the first virtual character to trigger a vehicle mounting operation, control the movement state of the first virtual character to change from a walking state to a vehicle mounting state, and transfer the first gain state to a target vehicle, so that the first virtual character loses the first gain state and the target vehicle obtains the first gain state; The target vehicle is associated with a first target value; the first target value is used to represent the health value of the target vehicle; the virtual character further includes: a second virtual character; the first virtual character and the second virtual character belong to different game camps; The processing module is further configured to: after the first virtual character carries the target vehicle, in response to the second virtual character's first attack operation on the first virtual character, determine a first value based on first attribute information corresponding to the first attack operation; and update the first target value based on the first value.
18. A computer device, characterized in that: include: A processor and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is used to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the processor performs the steps of the interactive control method according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program. When the computer program is executed by a computer device, the computer device performs the steps of the interactive control method according to any one of claims 1 to 16.