An interaction method and device in a game, an electronic device, and a storage medium

By acquiring and displaying the appearance information of controlled virtual objects in stealth games, the problem of combat difficulties caused by infiltrators disguising themselves as NPCs is solved, improving user interaction efficiency and game progress.

CN114307147BActive Publication Date: 2025-12-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210015982.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-07
Publication Date
2025-12-23
Estimated Expiration
2042-01-07

AI Technical Summary

Technical Problem

In stealth games, the infiltrator can disguise themselves as an NPC, making it difficult to fight against the pursuer, resulting in long match times and low user interaction efficiency.

Method used

By obtaining the location coordinates of the controlled virtual object, the appearance information of other controlled virtual objects within a preset range is determined, and prompts for the disguised objects are displayed in the user interface to help users identify disguised enemies.

Benefits of technology

It improved the efficiency of user interaction, shortened match time, and enhanced the game process.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application provides an interaction method and device in a game, electronic equipment and a storage medium. The method comprises the following steps: in response to a control instruction of a first virtual skill of a first controlled virtual object by a first user, acquiring a position coordinate of the first controlled virtual object in a virtual scene; acquiring a second controlled virtual object within a preset range based on the position coordinate, the second controlled virtual object being controlled by a second user; determining whether initial appearance information of the second controlled virtual object is consistent with current appearance information; and if it is determined that the initial appearance information is not consistent with the current appearance information, displaying prompt information that the second controlled virtual object is a camouflage object in a graphical user interface of the first user. By using the above-mentioned interaction method and device in the game, electronic equipment and storage medium, the problem of long game time and low interaction efficiency between users is solved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of human-computer interaction, in particular to an interaction method and device in a game, an electronic device and a storage medium. BACKGROUND

[0002] With the development of computer technology and Internet technology, the types of games are more and more various, and the asymmetric sneaking game is one of the important game types. In the sneaking game, a plurality of players in the same game are divided into two camps, namely, the sneaking party and the chasing party. The sneaking party sneaks into a designated place to perform a task, and may need to disguise and obtain relevant task information during the task execution. The chasing party needs to identify and chase the sneaking party from the crowd to prevent the sneaking party from completing the task.

[0003] However, in the sneaking game, the sneaking party can disguise as an NPC (Non-Player Character, uncontrolled virtual object), so that it is difficult to fight between the disguised sneaking party and the chasing party, resulting in a long game time and low interaction efficiency between users. SUMMARY

[0004] Therefore, the purpose of the present application is to provide an interaction method and device in a game, an electronic device and a storage medium to solve the problem of long game time and low interaction efficiency between users in the sneaking game.

[0005] In a first aspect, the embodiments of the present application provide an interaction method in a game, comprising:

[0006] In response to a control instruction of a first user for a first virtual skill of a first controlled virtual object, obtaining a position coordinate of the first controlled virtual object in a virtual scene;

[0007] Obtaining a second controlled virtual object within a preset range based on the position coordinate, the second controlled virtual object being controlled by a second user;

[0008] Determining whether the initial appearance information of the second controlled virtual object is consistent with the current appearance information;

[0009] If it is determined that the initial appearance information is not consistent with the current appearance information, displaying prompt information that the second controlled virtual object is a disguised object in the graphical user interface of the first user.

[0010] Optionally, the prompt information comprises first prompt information; after determining that the initial appearance information is inconsistent with the current appearance information, the method further comprises: obtaining the current appearance information of the first controlled virtual object; determining whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object; and if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, displaying the first prompt information for the second controlled virtual in the graphical user interface of the first user.

[0011] Optionally, the prompt information comprises second prompt information; after determining whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, the method further comprises: if it is determined that the current appearance information of the first controlled virtual object is inconsistent with the current appearance information of the second controlled virtual object, displaying the second prompt information that the second controlled virtual object is a camouflage object in the graphical user interface of the first user.

[0012] Optionally, if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, the first prompt information for the second controlled virtual in the graphical user interface of the first user comprises: if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, determining the second controlled virtual object as a to-be-attacked controlled virtual object; and displaying the first prompt information for the to-be-attacked controlled virtual object in the graphical user interface of the first user.

[0013] Optionally, the second prompt information comprises first prompt sub-information and second prompt sub-information; displaying the second prompt information that the second controlled virtual object is a camouflage object in the graphical user interface of the first user comprises: displaying the first prompt sub-information in the graphical user interface of the first user, the first prompt sub-information being used to prompt that there is a camouflage second controlled virtual object around the first controlled virtual object; and / or displaying the second prompt sub-information in the graphical user interface of the first user, the second prompt sub-information being used to prompt the current appearance information of the second controlled virtual object after camouflage.

[0014] Optionally, the method further comprises: selecting a target uncontrolled virtual object; and in response to a first control instruction of a second virtual skill of the first controlled virtual object by the first user, obtaining appearance information of the target uncontrolled virtual object, so that the first controlled virtual object enters a camouflage state from an initial state by using the obtained appearance information, the initial state being used to represent a state in which the first controlled virtual object uses initial appearance information, and the camouflage state being used to represent a state in which the first controlled virtual object uses appearance information of the target uncontrolled virtual object.

[0015] Optionally, after obtaining the appearance information of the target uncontrolled virtual object in response to the first control instruction of the first user for the second virtual skill of the first controlled virtual object, the method further comprises: obtaining a target logic of the target uncontrolled virtual object; adding the obtained target logic to the first controlled virtual object to enable the first controlled virtual object to have an interactive behavior corresponding to the target logic; and implementing logical camouflage of the first controlled virtual object by using the target logic.

[0016] Optionally, selecting the target uncontrolled virtual object comprises: displaying a plurality of uncontrolled virtual objects under a current visual angle of the first controlled virtual object in response to an adjustment instruction of the first user for the current visual angle; and selecting the target uncontrolled virtual object from the plurality of uncontrolled virtual objects in response to a second control instruction of the first user for the second virtual skill of the first controlled virtual object.

[0017] Optionally, after receiving the second control instruction of the first user for the second virtual skill of the first controlled virtual object, the method further comprises: determining whether the first controlled virtual object is in a camouflage state; and controlling the first controlled virtual object to enter an initial state from the camouflage state if the first controlled virtual object is in the camouflage state.

[0018] Optionally, the target logic comprises a hiding logic, a counter-attack logic, and an imitation logic; and implementing the logical camouflage of the first controlled virtual object by using the target logic comprises: using the hiding logic to enable a second controlled virtual object to fail to detect the first controlled virtual object when the second controlled virtual object uses a detection means to detect the first controlled virtual object in the camouflage state, so as to implement hiding of the first controlled virtual object in the camouflage state; using the counter-attack logic to control the first controlled virtual object to counterattack the second controlled virtual object when the second controlled virtual object attacks the first controlled virtual object in the camouflage state; and using the imitation logic to control the first controlled virtual object to imitate a behavior performance of the target uncontrolled virtual object for a non-counter-attack type interaction when the second controlled virtual object performs the non-counter-attack type interaction on the first controlled virtual object in the camouflage state, so as to implement the logical camouflage in the camouflage state.

[0019] Optionally, the first controlled virtual object is controlled to enter the initial state from the camouflage state by: receiving a control instruction of the first user for a fourth virtual skill of the first controlled virtual object; and determining whether the first controlled virtual object is in the camouflage state; and controlling the first controlled virtual object to enter the initial state from the camouflage state if the first controlled virtual object is in the camouflage state.

[0020] Optionally, the method further comprises: receiving a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, determining whether the fourth virtual skill hits the second controlled virtual object in the camouflage state, if the second controlled virtual object in the camouflage state is hit, obtaining the current appearance information of the second controlled virtual object in the camouflage state that is hit, and displaying second prompt information corresponding to the second controlled virtual object in the camouflage state that is hit in real time in the graphical user interface of the first user.

[0021] In a second aspect, the embodiments of the present application further provide an interaction device in a game, the device comprising:

[0022] a position obtaining module, configured to obtain a position coordinate of the first controlled virtual object in the virtual scene in response to a control instruction of a first virtual skill of the first controlled virtual object by the first user;

[0023] an object obtaining module, configured to obtain a second controlled virtual object within a preset range based on the position coordinate, the second controlled virtual object being controlled by a second user;

[0024] an appearance comparing module, configured to determine whether initial appearance information and current appearance information of the second controlled virtual object are consistent;

[0025] a prompt module, configured to display prompt information that the second controlled virtual object is a camouflage object in the graphical user interface of the first user if it is determined that the initial appearance information and the current appearance information are inconsistent.

[0026] In a third aspect, the embodiments of the present application further provide an electronic device, comprising: a processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, and the machine readable instructions are executed by the processor to perform the steps of the interaction method in the game as described above.

[0027] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, the computer readable storage medium stores a computer program, and the computer program is executed by the processor to perform the steps of the interaction method in the game as described above.

[0028] The embodiments of the present application have the following beneficial effects:

[0029] The interaction method, device, electronic device and storage medium in the game provided by the embodiments of the present application can determine the second controlled virtual object in the preset range of the first controlled virtual object after camouflage, and give corresponding prompt in the graphical user interface of the first user, compared with the interaction method in the game in the prior art, the problem of long game time and low interaction efficiency between users is solved.

[0030] In order to make the above objectives, characteristics and advantages of the present application more apparent, the following will describe a preferred embodiment in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS

[0031] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be considered as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.

[0032] Figure 1 A flow chart of the interaction method in the game provided by the embodiments of the present application is shown;

[0033] Figure 2 An interface schematic diagram of selecting a target uncontrolled virtual object provided by the embodiments of the present application is shown;

[0034] Figure 3 A structural schematic diagram of the interaction device in the game provided by the embodiments of the present application is shown;

[0035] Figure 4 A structural schematic diagram of the electronic device provided by the embodiments of the present application is shown. DETAILED DESCRIPTION

[0036] In order to make the objectives, technical solutions and advantages of the embodiments of the present application more apparent, the following will describe the technical solutions of the embodiments of the present application in detail with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments. The components of the embodiments of the present application described and shown in the drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative labor belongs to the scope of the present application.

[0037] In the present specification, the terms “one”, “a”, “an”, and “the” are used to indicate the presence of one or more elements / components / etc.; the terms “include” and “have” are used to indicate an open-ended inclusion and refer to the presence of additional elements / components / etc. besides the listed elements / components / etc.; the terms “first” and “second” are used only as labels, not as a limitation to the number thereof.

[0038] It should be understood that in the embodiments of the present application, "at least one" means one or more, and "multiple" means two or more. "And / or" is only a description of the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can represent the following three cases: A exists alone, A and B exist together, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after it. "Including A, B and / or C" means including any one or any two or three of A, B and C.

[0039] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponding to B" or "B corresponding to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, but also can be determined according to A and / or other information.

[0040] Firstly, the application scenarios applicable to the present application are introduced. The present application can be applied to a game scenario, and the embodiments of the present application do not limit the specific application scenario. Any solution using the interactive method, device, electronic device and storage medium provided by the embodiments of the present application is within the protection scope of the present application.

[0041] It is worth noting that before the present application is proposed, with the development of computer technology and Internet technology, the types of games are more and more, and the asymmetric sneaking game is one of the important game types. In the sneaking game, multiple players in the same game are divided into two camps, namely, the sneaking side and the chasing side. The sneaking side sneaks into the designated place to perform the task, and may need to disguise and obtain relevant task information during the task execution. The chasing side needs to identify and chase the sneaking side from the crowd to prevent the sneaking side from completing the task. However, in the sneaking game, the sneaking side can be disguised as an NPC (Non-Player Character, uncontrolled virtual object), so that it is difficult to fight between the disguised sneaking side and the chasing side, resulting in long game time and low interaction efficiency between users.

[0042] Based on this, the embodiments of the present application provide an interactive method in a game to improve the interaction efficiency between users and shorten the game time.

[0043] In order for those skilled in the art to better understand the present application, a game interactive method, device, electronic device and storage medium provided by the embodiments of the present application are described in detail below.

[0044] Please refer to Figure 1 , Figure 1 The flow chart of the game interactive method provided by the embodiments of the present application is shown in FIG. 1. As shown in FIG. 1, the game interactive method provided by the embodiments of the present application comprises the following steps. Figure 1 ​

[0045] In step S101, in response to a control instruction of a first user for a first virtual skill of a first controlled virtual object, a position coordinate of the first controlled virtual object in a virtual scene is acquired.

[0046] In step S102, a second controlled virtual object within a preset range based on the position coordinate is acquired, and the second controlled virtual object is controlled by a second user.

[0047] In step S103, it is determined whether initial appearance information of the second controlled virtual object is consistent with current appearance information.

[0048] In step S104, if it is determined that the initial appearance information is not consistent with the current appearance information, prompt information that the second controlled virtual object is a camouflage object is displayed in a graphical user interface of the first user.

[0049] The names involved in the embodiments of the present application will be introduced first.

[0050] Terminal device:

[0051] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device for providing a virtual scene for the present virtual battle and capable of performing control operations on a controlled virtual object. The terminal device can include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an electronic book reader, and a (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player. The terminal device is installed and runs an application program supporting a virtual scene for a game, such as an application program supporting a three-dimensional game scene. The application program can include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA game, a multi-player gun battle type survival game, and a third-person shooting game (TPS, Third-Personal (shooting game (program can be packaged).

[0052] Graphical user interface:

[0053] It is an interface display format for communication between a person and a computer, which allows a user to manipulate icons, signs or menu options on a screen using a mouse or a keyboard and the like input device, and also allows the user to manipulate icons or menu options on the screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program or perform other tasks.

[0054] Virtual scene:

[0055] is a virtual scene displayed (or provided) by an application when the application is running on a terminal device or a server, i.e., a scene used in the process of normally playing a game. That is, the virtual scene refers to a virtual game control that carries a virtual object, which can perform movements, skill releases, and other actions in the virtual scene under operation instructions issued by a user (i.e., a player) to the terminal device in the process of playing the game. Alternatively, the virtual scene can be a simulated environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, and the like, where the land includes environmental elements such as a desert and a city. The virtual scene is a scene in which a user controls a virtual object for complete game logic. Alternatively, the virtual scene can also be used for a virtual environment battle between at least two virtual objects, in which there are virtual resources available for use by the at least two virtual objects. Exemplarily, the virtual scene can include any one or more of the following elements: a game background element, a game virtual character element, a game prop element, and the like.

[0056] Virtual object:

[0057] refers to a controlled virtual object and an uncontrolled virtual object in a virtual environment. The controlled virtual object can be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an animation character. The uncontrolled virtual object can be a non-player-controlled virtual character (NPC), and can also be a virtual object, which refers to a static object in a virtual scene, such as a virtual prop, a virtual task, a location in a virtual environment, a terrain, a house, a bridge, vegetation, and the like in the virtual scene. The static object is often not directly controlled by the player, but can respond to the interaction behavior (such as attack, demolition, etc.) of the virtual object in the virtual scene and make corresponding performances, for example: the virtual object can demolish, pick up, drag, and build a building. Alternatively, the virtual object can also be unable to respond to the interaction behavior of the virtual object, for example, the virtual object can also be a building, a door, a window, and vegetation in the virtual scene, but the virtual object cannot interact with them, such as the virtual object cannot destroy or demolish the window. Alternatively, when the virtual scene is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Alternatively, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual character can also be implemented by a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the application.

[0058] There can be multiple controlled virtual objects in the virtual scene, which are virtual characters controlled by players (i.e., characters controlled by players through input devices) or artificial intelligence (AI) set in the virtual environment for battle. Alternatively, the controlled virtual object is a virtual character competing in the virtual scene. Alternatively, the number of controlled virtual objects in the virtual scene battle is preset or dynamically determined according to the number of terminal devices participating in the virtual battle, and the embodiments of the present application are not limited thereto. In one possible implementation, the user can control the controlled virtual object to move in the virtual scene, for example, to control the controlled virtual object to run, jump, crawl, etc., and can also control the controlled virtual object to use skills, virtual props, etc. provided by the application to fight other controlled virtual objects.

[0059] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game picture. The local terminal device is used to interact with the player through a graphical user interface, i.e., a conventional game program downloaded and installed through an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include multiple ways, for example, it can be rendered and displayed on the display screen of the terminal device, or it can be provided to the player through holographic projection. For example, the local terminal device can include a display screen for presenting a graphical user interface including a game scene picture, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0060] The application scenarios applicable to the present application are introduced. The present application can be applied to the field of game technology, and in the game, multiple players participating in the game join the same virtual battle.

[0061] Before entering the virtual battle, the player can select different character attributes for the controlled virtual object in the virtual battle, for example, identity attributes, by assigning different character attributes to determine different camps, so that the player wins the game by performing the game-allocated tasks in different game sessions of the virtual battle, for example, multiple controlled virtual objects with A character attributes win the game by "eliminating" controlled virtual objects with B character attributes in the game session. Here, each controlled virtual object participating in the virtual battle can also be randomly assigned a character attribute when entering the virtual battle.

[0062] In an embodiment provided by the present application, an implementation environment can include a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device respectively communicate with the game server to implement data communication. In the present embodiment, the first terminal device and the second terminal device respectively install an application program for executing an interaction method in a game provided by the present application, and the game server is a server end for executing the interaction method in the game provided by the present application. Through the application program, the first terminal device and the second terminal device can respectively communicate with the game server.

[0063] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the present virtual battle according to the game request of the application program. The parameters of the present virtual battle can be determined according to the parameters in the received game request, for example, the parameters of the present virtual battle can include the number of participants in the virtual battle, the level of the character participating in the virtual battle, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to the present virtual battle is displayed through the graphical user interface of the first terminal device. In an optional embodiment, the game server determines the present virtual battle for the application program from a plurality of virtual battles that have been established according to the game request of the application program, and when the first terminal device receives the response of the game server, the virtual scene corresponding to the present virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, and the controlled virtual object displayed in the graphical user interface of the first terminal device is a player character controlled by the first user (i.e., a first controlled virtual object). The first user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0064] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the current virtual battle according to the game request of the application program. The parameters of the current virtual battle can be determined according to the parameters in the received game request, for example, the parameters of the current virtual battle can include the number of participants in the virtual battle, the level of the role participating in the virtual battle, and the like. When the second terminal device receives the response of the game server, the virtual scene corresponding to the current virtual battle is displayed through the graphical user interface of the second terminal device. In an optional embodiment, the game server determines the current virtual battle for the application program from the multiple virtual battles that have been established according to the game request of the application program, and when the second terminal device receives the response of the game server, the virtual scene corresponding to the current virtual battle is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, and the controlled virtual object displayed in the graphical user interface of the second terminal device is a player role controlled by the second user (i.e., a second controlled virtual object). The second user inputs operation instructions through the graphical user interface to control the player role to perform corresponding operations in the virtual scene.

[0065] The game server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronization data issued by the game server.

[0066] In the embodiment, the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device are virtual objects in the same virtual battle. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device can have the same role attribute, or can have different role attributes, and the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device belong to different camps.

[0067] It should be noted that the controlled virtual objects in the current virtual battle can include two or more virtual objects, and different controlled virtual objects can correspond to different terminal devices, that is, in the current virtual battle, there are two or more terminal devices that respectively send and synchronize game data with the game server.

[0068] The method for interaction in a game provided in the embodiments of the present application can determine the second controlled virtual object in camouflage within the preset range of the first controlled virtual object and give corresponding prompts in the graphical user interface of the first user, thereby solving the problem of long game time and low interaction efficiency between users, and compared with the prior art, the method shortens the game time and improves the interaction efficiency between users, which helps to speed up the game process.

[0069] The following describes the above exemplary steps provided in the embodiments of the present application respectively by taking the terminal device as an example.

[0070] The first user can be a user using a first terminal device, and the first user is used to represent a user controlling a first controlled virtual object.

[0071] The control instruction can be an instruction issued by the first user through the first terminal device, and the control instruction is used to control the controlled virtual object to release a virtual skill.

[0072] As an example, the control instruction can be an operation instruction received through an external input device (such as a keyboard and / or a mouse) connected to the terminal device, or the terminal device can be a device with a touch screen, in which case the control instruction can be a touch operation instruction performed on the touch screen.

[0073] As an example, the control instruction can include but is not limited to at least one of the following: a single-click operation instruction, a double-click operation instruction, a long-press operation instruction, a voice instruction.

[0074] The first controlled virtual object can be a specific controlled virtual object of the pursuit side controlled by the first user using the first terminal device, and only the specific controlled virtual object of the pursuit side has the first virtual skill, the second virtual skill, the third virtual skill and the fourth virtual skill.

[0075] As an example, the first controlled virtual object can be a certain hero having the virtual skills, and other heroes of the pursuit side do not have the virtual skills, and the first controlled virtual object can release the virtual skills to perform a confrontation behavior with a second controlled virtual object in a virtual scene.

[0076] In the embodiments of the present application, after the first user controls the first controlled virtual object to release the first virtual skill, the position coordinates of the first controlled virtual object at the moment when the first virtual skill is released can be determined.

[0077] In step S102, the preset range can be a set range, and the preset range is used to determine the second controlled virtual object near the first controlled virtual object.

[0078] As an example, the preset range can be a regular shape range or an irregular shape range.

[0079] As an example, the regular shape includes, but is not limited to, any one of the following: a circle, a rectangle, a square, an ellipse, a semicircle, a sector, a trapezoid.

[0080] The second user can refer to a user using a second terminal device, and the second user is used to represent a user controlling a second controlled virtual object.

[0081] The second controlled virtual object can refer to a controlled virtual object of an infiltrator controlled by the second user, and the second controlled virtual object is a virtual object controlled by another player in an enemy camp in the current game.

[0082] The second controlled virtual object can defeat the uncontrolled virtual object by releasing a normal attack skill or other virtual skills, and then, when the second controlled virtual object approaches the defeated uncontrolled virtual object, the first general virtual skill can be used to obtain the appearance information of the uncontrolled virtual object to disguise as the defeated uncontrolled virtual object. At the same time, the second controlled virtual object can also use the second general virtual skill to restore the initial appearance at any time.

[0083] It should be noted that the first general virtual skill and the second general virtual skill are general virtual skills only available to the infiltrator, and the pursuer does not have the above general virtual skills. It can be understood that the first controlled virtual object belongs to the pursuer, and therefore, the first controlled virtual object does not have the first general virtual skill and the second general virtual skill.

[0084] In the embodiments of the present application, after determining the position coordinates of the first controlled virtual object in the virtual scene, the virtual objects in the virtual scene within the preset range around the first controlled virtual object can be scanned to obtain the second controlled virtual object within the preset range.

[0085] In step S103, the appearance information can refer to model information of the controlled virtual object, and the appearance information is used to represent the appearance of the controlled virtual object.

[0086] As an example, the appearance information includes, but is not limited to, at least one of the following: model information and motion information.

[0087] The model information includes skin information corresponding to the model and bone information of the model.

[0088] The initial appearance information can refer to the appearance information of the controlled virtual object when it just enters the current game, and the initial appearance information is used to determine whether the controlled virtual object is in an initial state, i.e., a state before disguise.

[0089] The current appearance information can refer to appearance information of the controlled virtual object at a current time, and the current appearance information is used to determine whether the controlled virtual object is in a camouflage state.

[0090] The initial state is used to determine whether the controlled virtual object is in a camouflage state. The initial state is used to represent a state in which the first controlled virtual object uses initial appearance information.

[0091] The camouflage state is used to distinguish from the initial state of the controlled virtual object. The camouflage state is used to represent a state in which the first controlled virtual object uses appearance information of a target uncontrolled virtual object.

[0092] It should be noted that the first user can control the first controlled virtual object to select an uncontrolled virtual object and obtain appearance information of the selected uncontrolled virtual object, so as to change the initial appearance of the first controlled virtual object by using the obtained appearance information of the uncontrolled virtual object, thereby realizing the camouflage of the first controlled virtual object. Among them, there are a plurality of uncontrolled virtual objects in the virtual scene, and the plurality of uncontrolled virtual objects have different types of appearance information, for example: there are 10 uncontrolled virtual objects, the appearance information of 2 uncontrolled virtual objects is type A, the appearance information of 3 uncontrolled virtual objects is type B, and the appearance information of 5 uncontrolled virtual objects is type C. When the first user controls the first controlled virtual object to release a second virtual skill, an uncontrolled virtual object of type A can be selected, the appearance information of the selected uncontrolled virtual object of type A is obtained, and the first controlled virtual object is controlled to change from the initial appearance information to the appearance information of type A, thereby completing the camouflage.

[0093] In the embodiment of the application, after determining the second controlled virtual object in the preset range, it is necessary to judge whether the second controlled virtual object in the preset range is in a camouflage state, that is, whether the initial appearance information of the second controlled virtual object is consistent with the current appearance information. If the initial appearance information of the second controlled virtual object is consistent with the current appearance information of the second controlled virtual object, it indicates that the second controlled virtual object is not in a camouflage state. If the initial appearance information of the second controlled virtual object is inconsistent with the current appearance information of the second controlled virtual object, it indicates that the second controlled virtual object is in a camouflage state.

[0094] In an optional embodiment, the first controlled virtual object is controlled to enter the initial state from the camouflage state by: receiving a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, determining whether the first controlled virtual object is in a camouflage state; if the first controlled virtual object is in a camouflage state, the first controlled virtual object is controlled to enter the initial state from the camouflage state.

[0095] Here, the fourth virtual skill can refer to a normal attack skill of the first controlled virtual object, and the fourth virtual skill is used to cause damage to the second controlled virtual object.

[0096] In the embodiments of the present application, if the first controlled virtual object is in the camouflage state, when the first user controls the first controlled virtual object to release a normal attack, the first controlled virtual object will be out of the camouflage state and enter the initial state from the camouflage state.

[0097] In step S104, the prompt information can refer to information displayed in the graphical user interface, and the prompt information is used to prompt whether there is a camouflaged second controlled virtual object around the first controlled virtual object.

[0098] The prompt information includes first prompt information and second prompt information.

[0099] The first prompt information is used to prompt that there is a second controlled virtual object of the same camouflage around the first controlled virtual object. As an example, the first prompt information can be a special mark, for example, red marking on the second controlled virtual object of the same camouflage.

[0100] The second prompt information includes first prompt sub-information and second prompt sub-information, the first prompt sub-information is used to prompt that there is a camouflaged second controlled virtual object around the first controlled virtual object, and the second prompt sub-information is used to prompt the appearance information of the camouflaged second controlled virtual object.

[0101] As an example, the first prompt sub-information can be a text prompt information, for example, displaying "perceive that there is a lurker nearby" in the graphical user interface in the form of text.

[0102] The second prompt sub-information can be an icon prompt information, for example, displaying an icon corresponding to the appearance information of the camouflaged second controlled virtual object in the graphical user interface.

[0103] In an optional embodiment, displaying the prompt information that the second controlled virtual object is a camouflaged object in the graphical user interface of the first user includes: displaying the first prompt sub-information in the graphical user interface of the first user, and / or displaying the second prompt sub-information in the graphical user interface of the first user.

[0104] In the embodiments of the present application, the first user can be prompted that there is a second controlled virtual object around in two ways, one way is to prompt in the form of text, and the other way is to prompt in the form of icon. Among them, the text prompt is to inform the first user that there is a second controlled virtual object of the enemy camp after camouflage around the first controlled virtual object controlled by the first user, and the icon prompt is to inform the first user that the second controlled virtual object after camouflage closest to the first controlled virtual object controlled by the first user is camouflaged into which appearance.

[0105] In an optional embodiment, the method further comprises: receiving a control instruction of the fourth virtual skill of the first controlled virtual object by the first user, determining whether the fourth virtual skill hits the second controlled virtual object in the camouflage state; if the second controlled virtual object in the camouflage state is hit, obtaining the current appearance information of the hit second controlled virtual object in the camouflage state; and displaying the second prompt sub-information corresponding to the hit second controlled virtual object in the camouflage state in the graphical user interface of the first user in real time.

[0106] In the embodiments of the present application, if the second controlled virtual object in the camouflage state is hit by the fourth virtual skill released by the first controlled virtual object controlled by the first user, i.e., hit by the normal attack skill, it indicates that the first user has discovered the second controlled virtual object in camouflage around the first controlled virtual object controlled by the first user. Since the single normal attack skill released by the first controlled virtual object may not be able to defeat the second controlled virtual object, the second prompt sub-information can be displayed in the graphical user interface of the first user to prompt the first user to control the first controlled virtual object to continuously pursue the discovered second controlled virtual object in camouflage.

[0107] In an optional embodiment, the second prompt sub-information of the hit second controlled virtual object in the camouflage state displayed in real time is updated by: obtaining the current appearance information of the second controlled virtual object in the camouflage state hit by the fourth virtual skill at the current time; and updating the second prompt sub-information displayed in the graphical user interface of the first user by using the second prompt sub-information corresponding to the current appearance information of the second controlled virtual object in the camouflage state at the current time.

[0108] Here, when the first user controls the first controlled virtual object to release the fourth virtual skill to hit the new second controlled virtual object in the camouflage state, the latest second prompt sub-information will be generated according to the current appearance information of the latest hit second controlled virtual object in the camouflage state, and the latest generated second prompt sub-information will replace the second prompt sub-information displayed in the graphical user interface of the first user.

[0109] In an optional embodiment, after determining that the initial appearance information is inconsistent with the current appearance information, the method further comprises: obtaining the current appearance information of the first controlled virtual object; determining whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object; and if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, displaying the first prompt information for the second controlled virtual object in the graphical user interface of the first user.

[0110] Here, the first prompt information can refer to a mark used to distinguish the second controlled virtual object having the same camouflage appearance as the first controlled virtual object in the camouflage state.

[0111] As an example, the first prompt information can be a special effect of adding a special color around the model of the controlled virtual object, or adding a special icon around the model of the controlled virtual object.

[0112] In the embodiment of the present application, the initial appearance information of the first controlled virtual object is inconsistent with the initial appearance information of the second controlled virtual object, so if it is found that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, it means that the NPC disguised by the first controlled virtual object and the NPC disguised by the second controlled virtual object have the same appearance, and in order to help the first user to distinguish the second controlled virtual object after disguise, the first prompt information of the second controlled virtual object having the same camouflage appearance as the first controlled virtual object is directly displayed.

[0113] In an optional embodiment, the prompt information includes second prompt information; after determining whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, it further includes: if it is determined that the current appearance information of the first controlled virtual object is inconsistent with the current appearance information of the second controlled virtual object, displaying the second prompt information that the second controlled virtual object is a disguised object in the graphical user interface of the first user.

[0114] Here, when the first controlled virtual object is in the camouflage state, if it is determined that the first controlled virtual object and the second controlled virtual object both in the camouflage state have the same appearance information, the second prompt information that the second controlled virtual object is a disguised object is displayed in the graphical user interface of the first user.

[0115] In an optional embodiment, if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, the first prompt information of the second controlled virtual object in the graphical user interface of the first user includes: if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, the second controlled virtual object is determined as a controlled virtual object to be attacked; the first prompt information of the controlled virtual object to be attacked in the graphical user interface of the first user.

[0116] Here, if it is determined that the first controlled virtual object and the second controlled virtual object in the camouflage state have the same appearance information, it indicates that the first controlled virtual object and the second controlled virtual object are both camouflaged into the same type of NPC, and thus, after the first user controls the first controlled virtual object to release the first virtual skill, the second controlled virtual object in the camouflage state having the same camouflage appearance as the first controlled virtual object can be marked to help the first user to identify the second controlled virtual object in the camouflage state.

[0117] In an optional embodiment, the method further includes: selecting a target uncontrolled virtual object; and in response to the first control instruction of the first user for the second virtual skill of the first controlled virtual object, acquiring appearance information of the target uncontrolled virtual object, so that the first controlled virtual object enters the camouflage state from the initial state.

[0118] Here, the uncontrolled virtual object can refer to a virtual object other than the controlled virtual object, and the uncontrolled virtual object is used as a camouflage object of the controlled virtual object.

[0119] As an example, the uncontrolled virtual object can be an NPC.

[0120] For example, the first control instruction can be a long press operation for the second virtual skill.

[0121] In the embodiments of the present application, the first user can control the first controlled virtual object to select an NPC to be camouflaged into, and then control the first controlled virtual object to release the second virtual skill at the same time, so that the first controlled virtual object enters the camouflage state from the initial state and becomes the appearance of the selected NPC.

[0122] In an optional embodiment, the selecting of the target uncontrolled virtual object includes: in response to an adjustment instruction of the first user for a current view angle of the first controlled virtual object, displaying a plurality of uncontrolled virtual objects in the current view angle; and in response to a second control instruction of the first user for the second virtual skill of the first controlled virtual object, selecting the target uncontrolled virtual object from the plurality of uncontrolled virtual objects.

[0123] Here, when the first user controls the first controlled virtual object to select an NPC to be camouflaged into, the current view angle of the first controlled virtual object can be adjusted first, for example, by sliding the screen to adjust the current view angle of the first controlled virtual object, so as to determine a plurality of NPCs in the current view angle, select a target from the plurality of NPCs in the current view angle, and take the appearance of the selected NPC as the appearance to be camouflaged.

[0124] The selection process of the target uncontrolled virtual object will be described below with reference to Figure 2

[0125] Figure 2 ​A schematic diagram of the interface for selecting uncontrolled virtual objects provided in an embodiment of this application is shown.

[0126] like Figure 2 As shown, when the first user controls the first controlled virtual object to select a target uncontrolled virtual object, the current view of the first controlled virtual object is adjusted to the position shown in the graphical user interface 200. The graphical user interface 200 displays the first controlled virtual object 210, the uncontrolled virtual object 220, and the uncontrolled virtual object 230. The uncontrolled virtual objects 220 and 230 are the candidate uncontrolled virtual objects to be selected. When the first user inputs a second control command to control the first controlled virtual object to release the second virtual skill, for example, by long-pressing the skill control corresponding to the second virtual skill, the selection crosshair 300 will be displayed in the graphical user interface 200. The first user can adjust the position of the selection crosshair 300. If the first user releases the long-press operation on the second virtual skill when the selection crosshair 300 is aligned with the uncontrolled virtual object 220, then the uncontrolled virtual object 220 will be determined as the target uncontrolled virtual object.

[0127] In an optional embodiment, after obtaining the appearance information of the target uncontrolled virtual object in response to the first control command of the first user for the second virtual skill of the first controlled virtual object, the method further includes: obtaining the target logic of the target uncontrolled virtual object; adding the obtained target logic to the first controlled virtual object so that the first controlled virtual object has the interactive behavior corresponding to the target logic; and using the target logic to realize the logical disguise of the first controlled virtual object.

[0128] Here, target logic can refer to the logical information corresponding to the uncontrolled virtual object. Target logic is used to determine the behavioral logic of the first controlled virtual object in the disguised state.

[0129] The target logic includes hidden logic, adversarial logic, and imitation logic.

[0130] Hidden logic can refer to the logic that prevents a second user from controlling a second controlled virtual object to detect the display logic of a first controlled virtual object that is in a disguised state through various detection methods.

[0131] As an example, the hiding logic includes: identification information hiding logic for uncontrolled virtual object identifiers, map information hiding logic for detection skills, and model mark hiding logic for detection props.

[0132] Adversarial logic can refer to the behavioral logic when a second user controls a second controlled virtual object to attack a first controlled virtual object that is in a disguised state through various attack methods.

[0133] As an example, the counter-logic includes: first counter-logic for when the second user controls the second controlled virtual object to launch a normal attack on the first controlled virtual object in the camouflage state, and second counter-logic for when the second user controls the second controlled virtual object to launch a special skill attack on the first controlled virtual object in the camouflage state.

[0134] The mimicry logic can refer to behavior logic when the second user controls the second controlled virtual object to interact with the first controlled virtual object in the camouflage state through a non-counter type prop or a non-counter type virtual skill.

[0135] As an example, the mimicry logic includes: first mimicry logic for when the second user controls the second controlled virtual object to use a non-counter type virtual prop on the first controlled virtual object in the camouflage state, and second mimicry logic for when the second user controls the second controlled virtual object to use a non-counter type virtual skill on the first controlled virtual object in the camouflage state.

[0136] In an optional embodiment, the target logic is used to realize logical camouflage of the first controlled virtual object, including: using hiding logic to make the second controlled virtual object unable to detect the first controlled virtual object in the camouflage state when the second controlled virtual object uses a detection means to detect the first controlled virtual object in the camouflage state, to implement hiding of the first controlled virtual object in the camouflage state; using counter-logic to control the first controlled virtual object to release a third virtual skill to counterattack the second controlled virtual object when the second controlled virtual object launches an attack on the first controlled virtual object in the camouflage state; using mimicry logic to control the first controlled virtual object to mimic the behavior of a target virtual object for non-counter type interactions, to realize logical camouflage in the camouflage state when the second controlled virtual object performs a non-counter type interaction on the first controlled virtual object in the camouflage state.

[0137] Here, the detection means can refer to a detection method through a detection skill or a detection prop.

[0138] Counterattacking can refer to a counterattack behavior that can cause damage to the attacking party.

[0139] Behavior performance can refer to non-counter type interaction behaviors, such as turning around, walking, picking up items, and looking at the situation, etc.

[0140] The third virtual skill can refer to a virtual skill of the first controlled virtual object, which is used by the first controlled virtual object to counterattack when the second controlled virtual object launches an attack on the first controlled virtual object in the camouflage state using a target virtual skill.

[0141] In the embodiments of the present application, when the second user controls the second controlled virtual object to approach the uncontrolled virtual object, the NPC identity of the uncontrolled virtual object is displayed in the graphical user interface of the second user, so that, in order to achieve the camouflage effect, when the second user controls the second controlled virtual object to approach the first controlled virtual object in the camouflage state, the NPC identity of the target uncontrolled virtual object is also displayed around the first controlled virtual object in the camouflage state in the graphical user interface of the second user through the identity information hiding logic, so as to achieve the camouflage purpose. The target uncontrolled virtual object is the camouflage object of the first controlled virtual object in the camouflage state.

[0142] When the second user controls the second controlled virtual object to use the detection skill, the uncontrolled virtual object will not be marked in the mini-map of the graphical user interface of the second user, only the pursuit side will be marked in the mini-map, so that, in order to achieve the camouflage effect, when the second user controls the second controlled virtual object to use the detection skill, the first controlled virtual object in the camouflage state will not be marked in the mini-map of the graphical user interface of the second user, so as to achieve the camouflage purpose.

[0143] When the second user controls the second controlled virtual object to use the detection prop, the second controlled virtual object not in the camouflage state will be marked in the virtual scene, so that, in order to achieve the camouflage effect, when the second user controls the second controlled virtual object to use the detection prop, the first controlled virtual object in the camouflage state will not be marked in the virtual scene, so as to achieve the camouflage purpose.

[0144] When the second user controls the second controlled virtual object to launch an attack on the first controlled virtual object in the camouflage state by releasing a normal attack skill, the first controlled virtual object is controlled to release a third virtual skill by using the first confrontation logic to counterattack the normal attack skill released by the second controlled virtual object, and once the first controlled virtual object launches a counterattack, the first controlled virtual object is out of the camouflage state and returns to the initial state from the camouflage state.

[0145] When the second user controls the second controlled virtual object to launch an attack on the first controlled virtual object in the camouflage state by releasing a special skill, for example, releasing a stealing skill, the first controlled virtual object is controlled to release a third virtual skill by using the second confrontation logic to counterattack the special skill released by the second controlled virtual object, and similarly, once the first controlled virtual object launches a counterattack, the first controlled virtual object is out of the camouflage state and returns to the initial state from the camouflage state.

[0146] When the second user controls the second controlled virtual object to release the non-antagonistic virtual prop to the uncontrolled virtual object, the uncontrolled virtual object performs a non-antagonistic behavior, and in order to achieve the effect of camouflage, when the second user controls the second controlled virtual object to release the non-antagonistic virtual prop to the controlled virtual object in the camouflage state, the first controlled virtual object in the camouflage state performs the same non-antagonistic behavior as the uncontrolled virtual object by using the first mimic logic.

[0147] When the second user controls the second controlled virtual object to release the non-antagonistic virtual prop to the uncontrolled virtual object, the uncontrolled virtual object performs a non-antagonistic behavior, and in order to achieve the effect of camouflage, when the second user controls the second controlled virtual object to release the non-antagonistic virtual prop to the controlled virtual object in the camouflage state, the first controlled virtual object in the camouflage state performs the same non-antagonistic behavior as the uncontrolled virtual object by using the first mimic logic.

[0148] In the embodiment of the present application, the logical camouflage is achieved by the following steps: determining whether the first controlled virtual object is attacked by the second controlled virtual object; if the first controlled virtual object is attacked, determining whether the first controlled virtual object is in the camouflage state; if the first controlled virtual object is in the camouflage state, controlling the first controlled virtual object to release the third virtual skill to counterattack by using the antagonistic logic, and at the same time, entering the initial state from the camouflage state.

[0149] Determining whether the second controlled virtual object initiates a non-antagonistic interaction behavior to the first controlled virtual object; if the second controlled virtual object initiates a non-antagonistic interaction behavior to the first controlled virtual object, determining whether the first controlled virtual object is in the camouflage state; if the first controlled virtual object is in the camouflage state, controlling the first controlled virtual object to mimic the behavior performance of the target uncontrolled virtual object for the non-antagonistic interaction by using the mimic logic.

[0150] In an optional embodiment, after receiving the second control instruction of the second virtual skill of the first user for the first controlled virtual object, the method further comprises: determining whether the first controlled virtual object is in the camouflage state; if the first controlled virtual object is in the camouflage state, controlling the first controlled virtual object to enter the initial state from the camouflage state.

[0151] Here, if the first controlled virtual object has been in the camouflage state, when the first user controls the first controlled virtual object to select a new camouflage target, the camouflage state of the first controlled virtual object is removed, so that the first controlled virtual object is restored to the initial state from the camouflage state.

[0152] Compared with the prior art, the application can determine the second controlled virtual object in camouflage within the preset range of the first controlled virtual object and give corresponding prompt information in the graphical user interface of the first user, thereby solving the problems of long game time and low interaction efficiency between users.

[0153] Based on the same inventive concept, the application also provides a game interaction device corresponding to the game interaction method. Since the device solves problems in the same way as the game interaction method, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described.

[0154] Please refer to Figure 3 , Figure 3 The structure of a game interaction device provided by the application is shown in the figure. Figure 3 As shown in the figure, the game interaction device 400 includes:

[0155] The position acquisition module 401 is configured to acquire the position coordinates of the first controlled virtual object in the virtual scene in response to the control instruction of the first user for the first virtual skill of the first controlled virtual object.

[0156] The object acquisition module 402 is configured to acquire the second controlled virtual object within the preset range based on the position coordinates, and the second controlled virtual object is controlled by the second user.

[0157] The appearance comparison module 403 is configured to determine whether the initial appearance information of the second controlled virtual object is consistent with the current appearance information.

[0158] The prompt module 404 is configured to display prompt information that the second controlled virtual object is a disguised object in the graphical user interface of the first user if it is determined that the initial appearance information is not consistent with the current appearance information.

[0159] Optionally, the prompt information includes first prompt information, and the prompt module 404 is further configured to acquire the current appearance information of the first controlled virtual object, determine whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, and display the first prompt information for the second controlled virtual object in the graphical user interface of the first user if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object.

[0160] Optionally, the prompt information comprises second prompt information; and the appearance comparison module 403 is further configured to: if it is determined that the current appearance information of the first controlled virtual object is inconsistent with the current appearance information of the second controlled virtual object, display second prompt information that the second controlled virtual object is a camouflaged object in the graphical user interface of the first user.

[0161] Optionally, the prompt module 404 is further configured to: if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, determine the second controlled virtual object as a controlled virtual object to be attacked; and perform first prompt information on the controlled virtual object to be attacked in the graphical user interface of the first user.

[0162] Optionally, the prompt information comprises first prompt sub-information and second prompt sub-information; and the prompt module 404 is further configured to: display the first prompt sub-information in the graphical user interface of the first user, the first prompt sub-information being used to prompt that there is a camouflaged second controlled virtual object around the first controlled virtual object; and / or display the second prompt sub-information in the graphical user interface of the first user, the second prompt sub-information being used to prompt the current appearance information of the second controlled virtual object after camouflage.

[0163] Optionally, the interaction device 400 in the game further comprises a camouflage module (not shown in the figure), and the camouflage module is further configured to: select a target uncontrolled virtual object; and in response to a first control instruction of the first user for the second virtual skill of the first controlled virtual object, acquire appearance information of the target uncontrolled virtual object, so that the first controlled virtual object enters a camouflaged state from an initial state by using the acquired appearance information, the initial state being used to represent a state in which the first controlled virtual object uses initial appearance information, and the camouflaged state being used to represent a state in which the first controlled virtual object uses appearance information of the target uncontrolled virtual object.

[0164] Optionally, after acquiring the appearance information of the target uncontrolled virtual object in response to the first control instruction of the first user for the second virtual skill of the first controlled virtual object, the camouflage module is further configured to: acquire target logic of the target uncontrolled virtual object; add the acquired target logic to the first controlled virtual object, so that the first controlled virtual object has an interaction behavior corresponding to the target logic; and realize logical camouflage of the first controlled virtual object by using the target logic.

[0165] Optionally, the camouflage module is further configured to: in response to an adjustment instruction of the first user for a current perspective of the first controlled virtual object, display a plurality of uncontrolled virtual objects in the current perspective; and in response to a second control instruction of the first user for the second virtual skill of the first controlled virtual object, select a target uncontrolled virtual object from the plurality of uncontrolled virtual objects.

[0166] Optionally, the camouflage module is further configured to: determine whether the first controlled virtual object is in the camouflage state; and control the first controlled virtual object to enter the initial state from the camouflage state if the first controlled virtual object is in the camouflage state.

[0167] Optionally, the target logic includes hiding logic, counter-attack logic, and mimicry logic, and the camouflage module is further configured to: use the hiding logic to make a second controlled virtual object unable to detect the first controlled virtual object in the camouflage state, so as to implement hiding of the first controlled virtual object in the camouflage state, when the second controlled virtual object uses a detection means to detect the first controlled virtual object in the camouflage state; use the counter-attack logic to control the first controlled virtual object to release a third virtual skill to counterattack the second controlled virtual object, when the second controlled virtual object launches an attack on the first controlled virtual object in the camouflage state; and use the mimicry logic to control the first controlled virtual object to mimic a target behavior performance of a non-counter-interactive type, when the second controlled virtual object performs a non-counter-interactive type of interaction on the first controlled virtual object in the camouflage state, so as to achieve logical camouflage in the camouflage state.

[0168] Optionally, the camouflage module is further configured to: receive a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, and determine whether the first controlled virtual object is in the camouflage state; and control the first controlled virtual object to enter the initial state from the camouflage state if the first controlled virtual object is in the camouflage state.

[0169] Optionally, the prompt module 404 is further configured to: receive a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, and determine whether the fourth virtual skill hits the second controlled virtual object in the camouflage state; and obtain current appearance information of the second controlled virtual object in the camouflage state that is hit, if the second controlled virtual object in the camouflage state is hit; and display the second prompt sub-information corresponding to the second controlled virtual object in the camouflage state that is hit in real time in a graphical user interface of the first user.

[0170] Please refer to Figure 4 , Figure 4 A structural schematic diagram of an electronic device provided by an embodiment of the present application is shown in FIG. 5. Figure 4 As shown in FIG. 5, the electronic device 500 includes a processor 510, a memory 520, and a bus 530.

[0171] The memory 520 stores machine-readable instructions executable by the processor 510, and the processor 510 and the memory 520 communicate with each other through the bus 530 when the electronic device 500 is running. When the machine-readable instructions are executed by the processor 510, the above-mentioned Figure 1The steps of the interaction method in the game in the method embodiment are shown, and the specific implementation manner can be referred to the method embodiment, which will not be repeated here.

[0172] The embodiment of the present application further provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is run by a processor, the computer program can execute the method as described above. Figure 1 The steps of the interaction method in the game in the method embodiment are shown, and the specific implementation manner can be referred to the method embodiment, which will not be repeated here.

[0173] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system, device and unit described above can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here.

[0174] In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented by other manners. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interface, device or unit, which can be electrical, mechanical or other forms.

[0175] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, they can be located in one place, or can be distributed on a plurality of network units. According to actual needs, part or all of the units can be selected to achieve the purpose of the embodiment scheme.

[0176] In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.

[0177] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application essentially or the parts of the prior art that make contributions or parts of the technical solutions can be embodied in the form of software products. The computer software product is stored in a storage medium and includes a plurality of instructions for causing 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 the embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0178] Finally, it should be noted that: the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, but not to limit them. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features. The modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method of interaction in a game, characterized by, The method comprises: in response to a control instruction of a first user for a first virtual skill of a first controlled virtual object, acquiring a position coordinate of the first controlled virtual object in a virtual scene; acquiring a second controlled virtual object within a preset range based on the position coordinate, the second controlled virtual object being controlled by a second user, and the second controlled virtual object and the first controlled virtual object belonging to different camps; determining whether initial appearance information and current appearance information of the second controlled virtual object are consistent; if it is determined that the initial appearance information and the current appearance information are inconsistent, displaying prompt information that the second controlled virtual object is a camouflage object in a graphical user interface of the first user; The method further comprises: selecting a target uncontrolled virtual object; in response to a first control instruction of the first user for a second virtual skill of the first controlled virtual object, acquiring appearance information of the target uncontrolled virtual object, so that the first controlled virtual object enters a camouflage state from an initial state by using the acquired appearance information, the initial state being used to represent a state in which the first controlled virtual object uses initial appearance information, and the camouflage state being used to represent a state in which the first controlled virtual object uses appearance information of the target uncontrolled virtual object, the appearance information being used to represent an appearance of a virtual object; controlling the first controlled virtual object to enter the initial state from the camouflage state by: receiving a control instruction of the first user for a fourth virtual skill of the first controlled virtual object, and determining whether the first controlled virtual object is in the camouflage state; if the first controlled virtual object is in the camouflage state, controlling the first controlled virtual object to enter the initial state from the camouflage state.

2. The method of claim 1, wherein, The prompt information comprises first prompt information; after determining that the initial appearance information and the current appearance information are inconsistent, the method further comprises: acquiring current appearance information of the first controlled virtual object; determining whether the current appearance information of the first controlled virtual object is consistent with current appearance information of the second controlled virtual object; if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, displaying first prompt information for the second controlled virtual object in the graphical user interface of the first user.

3. The method of claim 2, wherein, The prompt information comprises second prompt information; after determining whether the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, the method further comprises: if it is determined that the current appearance information of the first controlled virtual object is inconsistent with the current appearance information of the second controlled virtual object, displaying second prompt information that the second controlled virtual object is a camouflage object in the graphical user interface of the first user.

4. The method of claim 3, wherein, if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object, displaying first prompt information for the second controlled virtual object in the graphical user interface of the first user, comprising: determining the second controlled virtual object as the to-be-attacked controlled virtual object if it is determined that the current appearance information of the first controlled virtual object is consistent with the current appearance information of the second controlled virtual object; performing first prompt information on the to-be-attacked controlled virtual object in the graphical user interface of the first user.

5. The method of claim 3, wherein, The second prompt information includes first prompt sub-information and second prompt sub-information. The second prompt information includes first prompt sub-information and second prompt sub-information. The second prompt information includes first prompt sub-information and second prompt sub-information. The second prompt information includes first prompt sub-information and second prompt sub-information.

6. The method of claim 1, wherein, The second prompt information includes first prompt sub-information and second prompt sub-information. After obtaining the appearance information of the target uncontrolled virtual object in response to the first control instruction of the first user on the second virtual skill of the first controlled virtual object, the method further includes: obtaining the target logic of the target uncontrolled virtual object; adding the obtained target logic to the first controlled virtual object, so that the first controlled virtual object has the interaction behavior corresponding to the target logic; 7. The method of claim 1, wherein, implementing logical camouflage of the first controlled virtual object by using the target logic. The selected target uncontrolled virtual object includes: displaying a plurality of uncontrolled virtual objects under the current visual angle in response to the adjustment instruction of the first user on the current visual angle of the first controlled virtual object; 8. The method of claim 7, wherein, selecting a target uncontrolled virtual object from the plurality of uncontrolled virtual objects in response to the second control instruction of the first user on the second virtual skill of the first controlled virtual object. After receiving the second control instruction of the first user on the second virtual skill of the first controlled virtual object, the method further includes: determining whether the first controlled virtual object is in a camouflage state; 9. The method of claim 6, wherein, if the first controlled virtual object is in a camouflage state, controlling the first controlled virtual object to enter an initial state from the camouflage state. The target logic includes hiding logic, confrontation logic and imitation logic. The target logic includes hiding logic, confrontation logic and imitation logic. The target logic includes hiding logic, confrontation logic and imitation logic. When the second controlled virtual object uses a detection means to detect the first controlled virtual object in a camouflage state, the hiding logic is used to make the second controlled virtual object unable to detect the first controlled virtual object, so as to implement hiding of the first controlled virtual object in the camouflage state. When the second controlled virtual object attacks the first controlled virtual object in a camouflage state, the confrontation logic is used to control the first controlled virtual object to counterattack the second controlled virtual object. When the second controlled virtual object attacks the first controlled virtual object in a camouflage state, the confrontation logic is used to control the first controlled virtual object to counterattack the second controlled virtual object. When the second controlled virtual object performs a non-antagonistic interaction on the first controlled virtual object in a camouflage state, the first controlled virtual object is controlled by mimic logic to mimic a target behavior performance of a virtual object for the non-antagonistic interaction, so as to achieve logical camouflage in the camouflage state.

10. The method of claim 5, wherein, The method further includes: receiving a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, and determining whether the fourth virtual skill hits the second controlled virtual object in the camouflage state; if the second controlled virtual object in the camouflage state is hit, obtaining current appearance information of the hit second controlled virtual object in the camouflage state; displaying second prompt information corresponding to the hit second controlled virtual object in the camouflage state in a graphical user interface of the first user in real time.

11. An interaction device in a game, characterized by comprise: a position obtaining module configured to obtain a position coordinate of a first controlled virtual object in a virtual scene in response to a control instruction of a first virtual skill of the first controlled virtual object by a first user; an object obtaining module configured to obtain a second controlled virtual object within a preset range based on the position coordinate, the second controlled virtual object being controlled by a second user, and the second controlled virtual object and the first controlled virtual object belonging to different camps; an appearance comparison module configured to determine whether initial appearance information and current appearance information of the second controlled virtual object are consistent; a prompt module configured to display prompt information that the second controlled virtual object is a camouflage object in a graphical user interface of the first user if it is determined that the initial appearance information and the current appearance information are inconsistent; the position obtaining module is further configured to: select a target uncontrolled virtual object; obtain appearance information of the target uncontrolled virtual object in response to a first control instruction of a second virtual skill of the first controlled virtual object by the first user, so that the first controlled virtual object enters a camouflage state from an initial state by using the obtained appearance information, the initial state is used to represent a state in which the first controlled virtual object uses initial appearance information, the camouflage state is used to represent a state in which the first controlled virtual object uses appearance information of the target uncontrolled virtual object, and the appearance information is used to represent an appearance of a virtual object; the position obtaining module is further configured to: receive a control instruction of a fourth virtual skill of the first controlled virtual object by the first user, and determine whether the first controlled virtual object is in the camouflage state; if the first controlled virtual object is in the camouflage state, control the first controlled virtual object to enter the initial state from the camouflage state.

12. An electronic device, comprising: comprise: a processor, a storage medium, and a bus, the storage medium storing machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine readable instructions to perform the steps of the interaction method in the game as claimed in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program performs the steps of the interaction method in the game according to any one of claims 1 to 10 when the computer program is run by the processor.

Citation Information

Patent Citations

  • Role conversion method and device, computer equipment and storage medium

    CN111359211A