An interactive control method, device, computer equipment, and storage medium

CN115869617BActive Publication Date: 2026-08-14SHANGHAI MULI NETWORK TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-21
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

[0003]目前的组合技能通常是在释放了组合技能中的前一技能的一段时间内,触发释放组合技能中的另一技能,两个技能相互组合,可以产生特殊的技能效果,这种技能释放方式缺乏组合技能释放过程中控制的灵活性

Benefits of technology

[0073]本公开实施例提供的交互控制方法,用户控制第一虚拟对象在虚拟场景中释放目标技能,并留下第一技能痕迹,当该第一技能痕迹与虚拟场景中处于待触发状态的第二技能痕迹满足预设位置关系时,则触发预设技能效果。这样,用户在释放技能时,可以通过控制技能的释放位置,进而调整释放技能后留下的技能痕迹所在的位置,以使得技能留下的技能痕迹在满足预设位置关系时,触发预设技能效果,从而能够根据游戏的进度或者预判灵活确定技能释放的痕迹,增加技能释放过程中控制的灵活性。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115869617B_ABST
    Figure CN115869617B_ABST
Patent Text Reader

Abstract

This disclosure provides an interactive control method, apparatus, computer device, and storage medium. The method includes: displaying a virtual scene and a first skill button on a terminal device's display interface; the virtual scene includes a first virtual object; in response to a trigger operation on a target skill button in the first skill button, controlling the first virtual object to release a target skill corresponding to the target skill button, and determining a first skill trace corresponding to the target skill; in response to a preset positional relationship being satisfied by the positions of the first skill trace and a second skill trace in the virtual scene that is in a pending trigger state, triggering a preset skill effect based on the first skill trace and the second skill trace; wherein the second skill trace was determined by triggering the first skill button at a historical moment.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more specifically, to an interactive control method, apparatus, computer device, and storage medium. Background Technology

[0002] In current games, multiple skill buttons are typically provided, allowing users to control their virtual characters to unleash corresponding skills by triggering these buttons. In some games, multiple skills can be combined to create combo skills, achieving effects different from individually activated skills.

[0003] Current combo skills typically involve triggering the release of another skill within a short period after the first skill in the combo is released. The two skills combine to produce special effects, but this method of skill release lacks the flexibility of control during the combo skill release process. Summary of the Invention

[0004] This disclosure provides at least one interactive control method, apparatus, computer device, and storage medium.

[0005] In a first aspect, embodiments of this disclosure provide an interactive control method, including:

[0006] A virtual scene and a first skill button are displayed on the terminal device's display interface; the virtual scene includes a first virtual object;

[0007] In response to the triggering operation of the target skill button in the first skill button, the first virtual object is controlled to release the target skill corresponding to the target skill button, and the first skill trace corresponding to the target skill is determined;

[0008] In response to the first skill trace and the second skill trace in the virtual scene being in a state of being to be triggered satisfying a preset positional relationship, a preset skill effect is triggered based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment.

[0009] In one possible implementation, the method further includes:

[0010] After triggering a preset skill effect based on the first skill trace and the second skill trace, control the first skill trace and the second skill trace to disappear.

[0011] In one possible implementation, the method further includes:

[0012] In response to the absence of the second skill trace, or the positional relationship between the first skill trace and the second skill trace not satisfying the preset positional relationship, the first skill trace is controlled to enter the pending trigger state.

[0013] In one possible implementation, the method further includes:

[0014] After the first skill trace enters the pending state, if the first skill trace is not triggered within a preset time, the first skill trace will disappear.

[0015] In one possible implementation, triggering the preset skill effect based on the first skill trace and the second skill trace includes:

[0016] Based on the first skill trace and the second skill trace, the effective area of ​​the preset skill effect is determined;

[0017] The preset skill effect is triggered within the effective area.

[0018] In one possible implementation, the display interface shows an information indicator control; the information indicator control is used to display the remaining amount of virtual resources; the virtual resources are used to release the skill corresponding to the first skill button;

[0019] The step of responding to a trigger operation on the target skill button in the first skill button, and controlling the first virtual object to release the target skill corresponding to the target skill button, further includes:

[0020] Determine whether the current remaining quantity meets the release conditions of the skill corresponding to the first skill button;

[0021] In response to the current remaining quantity not meeting the release condition of the skill, the first skill button is controlled to enter an untriggerable state; in response to the current remaining quantity meeting the release condition of the skill, the first skill button is controlled to remain in a triggerable state.

[0022] In one possible implementation, the preset positional relationship includes at least one of the following:

[0023] The first skill trace and the second skill trace intersect, are parallel, or are tangent, and the distance between the first skill trace and the second skill trace is less than a preset distance threshold.

[0024] In one possible implementation, the display interface further displays a second skill button; the method also includes:

[0025] In response to the triggering operation of the second skill button, based on the current position of the first virtual object, a target area is determined in the virtual scene, and at least one third virtual object associated with the first virtual object is generated in the target area;

[0026] The step of responding to a trigger operation on the target skill button in the first skill button, controlling the first virtual object to release the target skill corresponding to the target skill button, and determining the first skill trace corresponding to the target skill includes:

[0027] When the first virtual object is located within the target area, in response to the triggering operation of the target skill button in the first skill button, the first virtual object and the third virtual object are controlled to release the target skill corresponding to the target skill button, and the first skill traces of the first virtual object and the third virtual object respectively releasing the target skill are determined.

[0028] In one possible implementation, the method further includes:

[0029] In response to the first skill traces corresponding to the first virtual object and the third virtual object respectively satisfying the preset positional relationship, a preset skill effect is triggered based on the first skill traces corresponding to the first virtual object and the third virtual object respectively.

[0030] In one possible implementation, the method further includes:

[0031] Skill traces are preserved within the target area; the preserved skill traces include: the first skill trace and the second skill trace;

[0032] In response to the disappearance of the target area, the preset skill effect is triggered based on the skill traces remaining in the target area.

[0033] In one possible implementation, the method further includes: in response to the first virtual object moving within the target area, controlling the third virtual object to move within the target area based on the movement pattern of the first virtual object within the target area.

[0034] In one possible implementation, the method further includes:

[0035] In response to the target region's existence duration reaching a preset duration, the target region is controlled to disappear; and / or,

[0036] In response to the first virtual object moving from within the target area to outside the target area, the target area is controlled to disappear.

[0037] In one possible implementation, controlling the first virtual object to release the target skill corresponding to the target skill button in response to a trigger operation on the target skill button in the first skill button includes:

[0038] In response to the triggering operation of the target skill button in the first skill button, when the first virtual object is located in the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button without consuming virtual resources;

[0039] When the first virtual object is outside the target area, while consuming the virtual resources, the first virtual object is controlled to release the target skill corresponding to the target skill button.

[0040] Secondly, embodiments of this disclosure also provide an interactive control device, including:

[0041] The display module is used to display a virtual scene and a first skill button on the display interface of the terminal device; the virtual scene includes a first virtual object;

[0042] The first triggering module is used to respond to the triggering operation of the target skill button in the first skill button, control the first virtual object to release the target skill corresponding to the target skill button, and determine the first skill trace corresponding to the target skill;

[0043] The second triggering module is used to respond to the first skill trace and the second skill trace in the virtual scene satisfying a preset positional relationship, and to trigger a preset skill effect based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment.

[0044] In one possible implementation, the second triggering module is further configured to:

[0045] After triggering a preset skill effect based on the first skill trace and the second skill trace, control the first skill trace and the second skill trace to disappear.

[0046] In one possible implementation, the first triggering module is further configured to:

[0047] In response to the absence of the second skill trace, or the positional relationship between the first skill trace and the second skill trace not satisfying the preset positional relationship, the first skill trace is controlled to enter the pending trigger state.

[0048] In one possible implementation, the first triggering module is further configured to:

[0049] After the first skill trace enters the pending state, if the first skill trace is not triggered within a preset time, the first skill trace will disappear.

[0050] In one possible implementation, when the preset skill effect is triggered based on the first skill trace and the second skill trace, the second triggering module is further configured to:

[0051] Based on the first skill trace and the second skill trace, the effective area of ​​the preset skill effect is determined;

[0052] The preset skill effect is triggered within the effective area.

[0053] In one possible implementation, the display module displays an information indicator control on the display interface; the information indicator control is used to display the remaining amount of virtual resources; the virtual resources are used to release the skill corresponding to the first skill button;

[0054] After the first triggering module controls the first virtual object to release the target skill corresponding to the target skill button in response to the triggering operation of the target skill button in the first skill button, it is further configured to:

[0055] Determine whether the current remaining quantity meets the release conditions of the skill corresponding to the first skill button;

[0056] In response to the current remaining quantity not meeting the release condition of the skill, the first skill button is controlled to enter an untriggerable state; in response to the current remaining quantity meeting the release condition of the skill, the first skill button is controlled to remain in a triggerable state.

[0057] In one possible implementation, the display module further displays a second skill button on the display interface, and the device further includes a third trigger module for:

[0058] In response to the triggering operation of the second skill button, based on the current position of the first virtual object, a target area is determined in the virtual scene, and at least one third virtual object associated with the first virtual object is generated in the target area;

[0059] When the third triggering module, in response to a triggering operation on the target skill button in the first skill button, controls the first virtual object to release the target skill corresponding to the target skill button, and determines the first skill trace corresponding to the target skill, it is further configured to:

[0060] When the first virtual object is located within the target area, in response to the triggering operation of the target skill button in the first skill button, the first virtual object and the third virtual object are controlled to release the target skill corresponding to the target skill button, and the first skill traces of the first virtual object and the third virtual object respectively releasing the target skill are determined.

[0061] In one possible implementation, the third triggering module is further configured to:

[0062] In response to the first skill traces corresponding to the first virtual object and the third virtual object respectively satisfying the preset positional relationship, a preset skill effect is triggered based on the first skill traces corresponding to the first virtual object and the third virtual object respectively.

[0063] In one possible implementation, the third triggering module is further configured to:

[0064] Skill traces are preserved within the target area; the preserved skill traces include: the first skill trace and the second skill trace;

[0065] In response to the disappearance of the target area, the preset skill effect is triggered based on the skill traces remaining in the target area.

[0066] In one possible implementation, the third triggering module is further configured to:

[0067] In response to the first virtual object moving within the target area, the third virtual object is controlled to move within the target area based on the movement pattern of the first virtual object within the target area.

[0068] In one possible implementation, when the third triggering module controls the first virtual object to release the target skill corresponding to the target skill button in response to a triggering operation on the target skill button in the first skill button, it is further configured to:

[0069] In response to the triggering operation of the target skill button in the first skill button, when the first virtual object is located in the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button without consuming virtual resources;

[0070] When the first virtual object is outside the target area, while consuming the virtual resources, the first virtual object is controlled to release the target skill corresponding to the target skill button.

[0071] Thirdly, an optional implementation of this disclosure also provides a computer device, a processor, and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the steps of the first aspect above, or any possible implementation of the first aspect, are performed.

[0072] Fourthly, an optional implementation of this disclosure also provides a computer-readable storage medium storing a computer program that, when run, performs the steps of the first aspect or any possible implementation of the first aspect.

[0073] The interactive control method provided in this embodiment allows a user to control a first virtual object to release a target skill in a virtual scene, leaving a first skill trace. When the first skill trace and a second skill trace in the virtual scene that is in a pending state satisfy a preset positional relationship, a preset skill effect is triggered. In this way, when releasing a skill, the user can control the skill release position and thus adjust the position of the skill trace left after the skill is released, so that the skill trace left by the skill triggers the preset skill effect when it satisfies the preset positional relationship. This allows for flexible determination of the skill release trace based on game progress or prediction, increasing the flexibility of control during skill release.

[0074] Furthermore, the second skill trace in the pending state can also be used as a trap. At the right time, by releasing the first and second skill traces left by the target skill to satisfy the preset positional relationship, the skill benefit can be maximized. In this way, by releasing the skill traces left by the target skill to release combo skills, the skill interaction can be achieved by utilizing the changes made by the target skill to the virtual scene in the game, increasing the interactivity and fun of skill release and virtual scene.

[0075] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0076] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. These drawings are incorporated in and constitute a part of this specification. They illustrate embodiments conforming to this disclosure and, together with the specification, serve to explain the technical solutions of this disclosure. It should be understood that the following drawings only show some embodiments of this disclosure and should not be considered as limiting the scope. Those skilled in the art can obtain other related drawings based on these drawings without creative effort.

[0077] Figure 1 A flowchart of an interactive control method provided by some embodiments of this disclosure is shown;

[0078] Figure 2 This diagram illustrates example areas where preset skill effects provided by some embodiments of this disclosure are effective;

[0079] Figure 3 Example diagrams of information indication controls provided in some embodiments of this disclosure are shown;

[0080] Figure 4 The illustration shows example diagrams of releasing a target skill within a target area, as provided in some embodiments of this disclosure;

[0081] Figure 5a An example diagram of a battle scenario provided by some embodiments of this disclosure is shown;

[0082] Figure 5b An example diagram of another battle scenario provided by some embodiments of this disclosure is shown;

[0083] Figure 5c An example diagram of yet another battle scenario provided by some embodiments of this disclosure is shown;

[0084] Figure 5d An example diagram of yet another battle scenario provided by some embodiments of this disclosure is shown;

[0085] Figure 6 A schematic diagram of an interactive control device provided in an embodiment of this disclosure is shown;

[0086] Figure 7 A schematic diagram of a computer device provided in an embodiment of this disclosure is shown. Detailed Implementation

[0087] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown herein can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0088] Research has found that in the skill mechanics of some game characters, special skill effects can be produced by combining multiple skills.

[0089] Taking Multiplayer Online Battle Arena (MOBA) games as an example, users control heroes (virtual objects) on a map containing "three lanes," "four jungle areas," "two bases," "several defensive towers," and "jungle monsters." Players take on roles such as "top laner," "mid laner," "roamer," and "jungler" in 5v5 battles. Each hero has unique skills, with the core objective being to destroy the enemy base. To enhance the game's visual experience, hero skills are designed with special effects. For example, when a hero swings their weapon, a light effect is generated; when a hero slams their weapon into the ground, skill marks are left on the ground; or some hero skills alter the terrain of the virtual scene or create a skill area within the virtual scene. To enhance gameplay, developers often design combo skills for heroes, requiring multiple skills to be used in combination. The success of these combos is determined by the strict order and timing of skill activation. For example, a combo might consist of two skills; the first skill must be activated before the second skill can be triggered to achieve its special effect. However, these special effects, such as their range and damage, are usually fixed, offering little user control. This method of skill activation lacks flexibility in controlling skill execution.

[0090] Based on the above research, this disclosure provides an interactive control method that controls the release position of a skill, thereby adjusting the position of the skill trace left after the skill is released. This allows the skill trace to trigger a preset skill effect when it satisfies a preset positional relationship. This enables flexible determination of the skill release trace based on the game's progress or prediction, thereby controlling the skill's effective range, damage intensity, and other skill effects, and increasing the flexibility of control during skill release.

[0091] The shortcomings of the above solutions are the result of the inventor's practical experience and careful research. Therefore, the discovery process of the above problems and the solutions proposed in this disclosure below should be considered as the inventor's contribution to this disclosure.

[0092] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0093] In addition, before using the technical solutions disclosed in the following embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.

[0094] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the software or hardware, such as the electronic device, application, server, or storage medium performing the operations of this disclosed technical solution, based on the prompt message.

[0095] As an optional but non-limiting implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0096] It is understood that the above notification and user authorization process are merely illustrative and do not constitute a limitation on the implementation of this disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this disclosure.

[0097] To facilitate understanding of this embodiment, a detailed description of the interactive control method disclosed in this disclosure is provided first. The executing entity of the interactive control method provided in this disclosure is generally a computer device with a certain computing capability. This computer device may include, for example, a terminal device, a server, or other processing devices. Terminal devices may include, for example, touch terminals and personal computer (PC) terminals. Touch terminals may include, for example, smartphones and tablet computers; PC terminals may include, for example, desktop computers and laptop computers.

[0098] The terminal device has an application program corresponding to the target game installed. When the application program runs on the terminal device, the user can use the interactive control method provided in this embodiment to obtain images in the target game. It should be noted that the application program can also run on a server, with the server handling the relevant data processing, and the terminal device acting as a display device to display the data sent by the server. When the application program runs on the terminal device, a virtual scene is displayed on the terminal device's interface; the virtual scene contains virtual objects.

[0099] The interactive control method provided in this disclosure can be applied to any virtual scenario where virtual objects are interactively controlled, such as games and virtual communities built upon virtual scenarios. The interactive control method provided in this disclosure is applicable to any MOBA game, role-playing game (RPG), or other games that control virtual objects to release target skills, as well as virtual communities.

[0100] Taking the application of the interactive control method provided in this disclosure embodiment to a game as an example, when the game runs on a terminal device, the interface of the terminal device can display the virtual scene of the game. The virtual scene includes virtual objects; virtual objects may include, but are not limited to, virtual objects that can be controlled by the user and non-user characters (NPCs); virtual objects may include, but are not limited to, at least one of virtual characters and virtual animals. Virtual objects that can be controlled by the user and non-user characters are set according to the game requirements, and are not specifically limited here.

[0101] The following describes an interactive control method provided by an embodiment of this disclosure.

[0102] See Figure 1 The diagram shows a flowchart of an interactive control method provided in an embodiment of this disclosure. The method includes steps S101 to S103, wherein:

[0103] S101: Display a virtual scene and a first skill button on the display interface of the terminal device; the virtual scene includes a first virtual object.

[0104] Here, the display interface refers to the display interface in the target game corresponding to the interactive control method provided in this disclosure. The display interface may include at least one first skill button, and each first skill button is bound to a corresponding target skill. Under some special skill mechanisms, a target skill may have multiple skill release stages, and the various skill release stages of the target skill are released sequentially according to the triggering order of the first skill button.

[0105] In addition, depending on the target game's settings, the display interface can also show controls such as moving, jumping, climbing, and crouching the first virtual object. By triggering these controls, the first virtual object can perform a variety of actions allowed by the target game in the virtual scene.

[0106] The first virtual object is the virtual object controlled by the user. In MOBA games, the first virtual object is the hero controlled by the user in this game. Users control heroes to fight in a virtual environment, and the condition for victory is to destroy the enemy base.

[0107] S102: In response to the triggering operation of the target skill button in the first skill button, control the first virtual object to release the target skill corresponding to the target skill button, and determine the first skill trace corresponding to the target skill.

[0108] Here, the target skill button represents one of multiple first skill buttons. Based on the user's triggering action on any one of the first skill buttons, that first skill button is designated as the target skill button. After the user triggers the target skill button, the first virtual object is controlled to release the target skill corresponding to the target skill button in the virtual scene, leaving a trace of the first skill corresponding to the target skill in the virtual scene.

[0109] For example, based on the user's trigger operation on the target skill button among multiple first skill buttons, the target skill corresponding to the target skill button is released in the virtual scene. For example, if the target skill button corresponds to the target skill that controls the first virtual object to use a weapon to smash the ground, then the first skill mark after the smash can be left on the ground of the virtual scene. Or, if the target skill button corresponds to the target skill that controls the first virtual object to move quickly a certain distance, then the first skill mark after the movement can be left on the ground of the virtual scene.

[0110] The aforementioned traces of the first skill are merely illustrative examples. Depending on the specific game settings, other forms of target skills can be designed to leave corresponding traces of the first skill in the virtual scene. This disclosure does not impose any restrictions on this.

[0111] Following S102 above, the interactive control method provided in this embodiment further includes, after releasing the target skill and leaving a first skill trace in the virtual scene:

[0112] S103: In response to the fact that the positions of the first skill trace and the second skill trace in the virtual scene are in a state of being to be triggered satisfy a preset positional relationship, a preset skill effect is triggered based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment.

[0113] Here, the second skill trace that is in the pending state is the skill trace left in the virtual scene by the previous target skill of the current target skill. The previous target skill and the current target skill may be the same target skill or they may be different target skills.

[0114] For example, in response to the existence of a second skill trace in the current virtual scene that is yet to be triggered, when the user triggers the target skill button to release the target skill, the positions of the first skill trace and the second skill trace in the virtual scene satisfy a preset positional relationship. At this time, the preset skill effect is triggered according to the positions of the first skill trace and the second skill trace in the virtual scene.

[0115] The preset skill effects here can be skill effects that cause damage or control, such as explosion, burning, freezing, etc., or skill effects that produce healing or buff auras, depending on the skill settings of the first virtual object.

[0116] In some embodiments provided in this disclosure, after a preset skill effect is triggered based on the first skill trace and the second skill trace, the first skill trace and the second skill trace are controlled to disappear.

[0117] For example, when the first skill trace and the second skill trace trigger the preset skill effect, the first skill trace and the second skill trace are controlled to disappear in the virtual scene, that is, the skill trace that triggers the preset skill effect will not be triggered again.

[0118] In addition, skill traces that trigger preset skill effects can be triggered repeatedly. The number of times a skill can be triggered can be preset. After the number of times is reached, the skill traces will disappear in the virtual scene. The specifics can be determined according to the skill settings of the target game.

[0119] In some embodiments provided in this disclosure, the effective area of ​​the preset skill effect is determined based on the first skill trace and the second skill trace; the preset skill effect is triggered within the effective area.

[0120] For example, when the first skill trace and the second skill trace satisfy a preset positional relationship and a preset skill effect is triggered in a virtual scene, the effective area of ​​the preset skill effect can be determined based on the first skill trace and the second skill trace. See also Figure 2 The example image shown illustrates the effective area of ​​the preset skill effect. Figure 2 In the virtual scene, the first skill trace A21 and the second skill trace A22 satisfy a preset positional relationship. Based on the skill trace ranges of the first skill trace A21 and the second skill trace A22, the effective area A23 of the preset skill effect is determined. The range of the effective area A23 is determined based on the shape and range of the first and second skill traces. Other virtual objects within the effective area A23 will be affected by the preset skill effect.

[0121] here, Figure 2The shapes of the first skill trace A21 and the second skill trace A22 are only illustrative examples. They can also be other shapes, such as circles, arcs, rings, squares, etc. This disclosure does not impose any restrictions on the specific shape of the skill traces.

[0122] besides, Figure 2 The effective area A23 in the diagram is for illustrative purposes only. The specific effective area can be determined based on the skill settings of the target game. This disclosure does not impose any restrictions on the effective area.

[0123] In other embodiments provided in this disclosure, the preset positional relationship includes at least one of the following: the first skill trace and the second skill trace intersect, are parallel, are tangent, or the distance between the first skill trace and the second skill trace is less than a preset distance threshold.

[0124] Here, the preset positional relationship can be set by arbitrarily choosing one or more of the above combinations according to the skill settings of the target game. If the target game wants to improve the game's operability, it can choose any one of the following: the first skill trace intersects with the second skill trace, they are parallel, or they are tangent. If the target game wants to reduce the game's difficulty, it can use all of the above possible situations as conditions to satisfy the preset positional relationship.

[0125] In other embodiments provided in this disclosure, in response to the absence of the second skill trace, or the positional relationship between the first skill trace and the second skill trace not satisfying a preset positional relationship, the first skill trace is controlled to enter a pending trigger state.

[0126] For example, if there is no second skill trace in the current virtual scene that needs to be triggered, and the user releases the target skill by triggering the target skill button, leaving a first skill trace in the virtual scene, then, since there is no second skill trace in the virtual scene, the first skill trace enters a pending trigger state. It waits for the first skill trace left by the subsequent release of the target skill in the virtual scene to satisfy a preset positional relationship with the currently pending first skill trace, triggering the preset skill effect. In other words, the currently pending first skill trace is, relative to the first skill trace left by the subsequent release of the target skill, the second skill trace in the pending trigger state.

[0127] In another example, if there is a second skill trace to be triggered in the current virtual scene, but the first skill trace left by the subsequent release of the target skill does not satisfy the preset positional relationship with the second skill trace, the first skill trace is controlled to enter the waiting state. At this time, for the first skill trace left by the subsequent release of the target skill in the first virtual scene, there are two second skill traces in the virtual scene that are waiting to be triggered. And so on. If the first skill trace left by the subsequent release of the target skill does not satisfy the preset positional relationship with the previously waiting second skill trace, the first skill trace is controlled to enter the waiting state again. That is, if the first skill trace left by the current release of the target skill in the virtual scene does not satisfy the preset positional relationship with the previously existing waiting second skill trace in the virtual scene, the current first skill trace will enter the waiting state, waiting for the subsequent first skill trace to trigger it.

[0128] In some other embodiments provided in this disclosure, if the first skill trace is not triggered within a preset time period after it enters the pending trigger state, the first skill trace is controlled to disappear.

[0129] For example, after the first skill trace enters the pending trigger state (that is, the second skill trace in the pending trigger state in relation to subsequent first skill traces), it will exist in the virtual scene for a preset duration. If it does not satisfy the preset positional relationship with subsequent first skill traces within the preset duration, the first skill trace in the pending trigger state will disappear from the virtual scene. In other words, after the preset duration, the first skill trace in the pending trigger state will not be triggered by subsequent first skill traces. The preset duration represents the effective trigger time of the first skill trace in the pending trigger state. Within the effective trigger time, it can be triggered by other subsequent first skill traces; outside the effective trigger time, it cannot be triggered by other subsequent first skill traces.

[0130] In some embodiments provided in this disclosure, the display interface displays an information indicator control; the information indicator control is used to display the remaining amount of virtual resources; the virtual resources are used to release the skill corresponding to the first skill button; after controlling the first virtual object to release the target skill corresponding to the target skill button in response to the triggering operation of the target skill button in the first skill button, it is determined whether the current remaining amount meets the release condition of the skill corresponding to the first skill button; in response to the current remaining amount not meeting the release condition of the skill, the first skill button is controlled to enter an untriggerable state; in response to the current remaining amount meeting the release condition of the skill, the first skill button is controlled to remain in a triggerable state.

[0131] Here, the specific form of the virtual resources can be energy value, energy points, energy crystals, etc., and the information indicator control is a container that stores virtual resources. Each time a target skill is released, the virtual resources corresponding to the target skill will be consumed.

[0132] The statement that in response to the triggering operation of the target skill button in the first skill button, the first virtual object is controlled to release the target skill corresponding to the target skill button, indicates that the triggering operation of the target skill button in the first skill button satisfies the skill release condition.

[0133] For example, see Figure 3 The example diagram of the information indicator control shown is in Figure 3 In the diagram, the information indicator control is represented by energy container A31. Energy container A31 includes five energy slots, each corresponding to one energy point. Releasing skill 1 (corresponding to the first skill button B31) consumes 2 energy points, and releasing skill 2 (corresponding to the first skill control button B32) consumes 3 energy points. Therefore, possible skill combinations in this situation include releasing skill 1 (corresponding to the first skill button B31) twice, or releasing skill 1 (corresponding to the first skill button B31) and skill 2 (corresponding to the second skill button B32) once each. If skill 2 (corresponding to the second skill button B32) has already been released once, then skill 2 button B32 enters an untriggerable state, while the first skill button remains triggerable. If skill 1 (corresponding to the first skill button B31) has been released twice consecutively, both skill 1 button B31 and skill 2 button B32 enter an untriggerable state.

[0134] In addition, virtual resources can be replenished under preset conditions. For example, when there are empty energy slots in energy container A31, energy points can be restored using the following replenishment methods a31 to a33, wherein:

[0135] a31: The first virtual object's normal attack hits the enemy virtual object.

[0136] exist Figure 3The game also displays a normal attack release button B33. Users can control the first virtual object S31 to unleash a normal attack by clicking B33. When the normal attack of the first virtual object S31 hits the enemy virtual object S32, and there is an empty energy bar in the energy container A31, 1 energy point is replenished. In this case, the possible skill combination becomes: after releasing the first skill (B31's corresponding skill 1), clicking the normal attack release button B33 causes the first virtual object S31's normal attack to hit the enemy virtual object S32, gaining an energy point. This allows for two more consecutive releases of the first skill (B31's corresponding skill 1). That is, the combo sequence is: Skill 1 + Normal Attack + Skill 1 + Skill 1. Here, Skill 1 can be a damage skill. By adding an extra normal attack, the damage of Skill 1 can be dealt in a short time, increasing the damage cap of the first virtual object.

[0137] Alternatively: After releasing the second skill (B32), click the normal attack release button (B33) to make the normal attack released by the first virtual object S31 hit the enemy virtual object S32, gaining 1 energy point. Then, release the second skill (B32) again. That is, the combo sequence is skill 2 + normal attack + skill 2. Here, skill 2 can be a movement skill; by adding an extra normal attack, an additional movement can be performed in a short time, increasing the first virtual object's mobility.

[0138] Additionally, after clicking the normal attack release button B33 to make the first virtual object S31 release a normal attack that hits the enemy virtual object S32 and gain 1 energy point, this replenishment method will go into cooldown. If the normal attack hits the enemy virtual object S32 again within a certain period of time, no energy point will be gained. This is used to limit the number of times the first virtual object S31 can release the target skill for a certain period of time, so as to achieve the purpose of game balance.

[0139] In addition to gaining energy points by hitting enemy virtual objects with normal attacks, you can also set certain or all skills to hit enemy virtual objects to gain energy points, thereby increasing the flexibility of energy point acquisition.

[0140] a32: Replenish a preset number of virtual resources after a preset time interval.

[0141] When there is an empty energy slot in the energy container A31, a timer control C31 is displayed on the display interface. Every time a preset time (e.g., 2 seconds) passes, the energy container A31 will add 1 energy point, which is used to limit the number of times the first virtual object S31 releases the target skill within a certain time, so as to achieve the purpose of game balance.

[0142] a33: Use virtual items to replenish a preset number of virtual resources.

[0143] When there are empty energy slots in energy container A31, the user can trigger the virtual item placement control D31 to use virtual items to replenish energy points. Virtual items can be in the form of potions, crystals, etc., and the amount of energy replenished varies depending on the ease of obtaining the virtual item or its value in the game. After using a virtual item once, the virtual item placement control will enter a cooldown period. During this cooldown, the virtual item placement control D31 cannot be triggered again to use virtual items, thus limiting the number of times the first virtual object S31 can release the target skill for a certain period, achieving game balance.

[0144] In addition, the supplementation methods mentioned above (a31 to a33) can be determined by the specific settings of the target game, and one or more supplementation methods can be used. When using multiple supplementation methods, their cooldown time can be calculated separately or shared. For example, if one of the supplementation methods is used, the other supplementation methods will also enter the cooldown period.

[0145] The supplementary methods a31 to a33 of this disclosure are only illustrative examples. Other supplementary methods may also be used. The representation of information indicators, virtual resources, etc., can be adjusted according to the specific settings of the target game. This disclosure does not impose any restrictions.

[0146] In other embodiments provided in this disclosure, the display interface further displays: a second skill button; in response to triggering the second skill button, a target area is determined in the virtual scene based on the current position of the first virtual object, and at least one third virtual object associated with the first virtual object is generated in the target area.

[0147] Here, the specific form of the third virtual object, which is related to the first virtual object, can be represented as the first virtual object's pet, puppet, clone, etc. Taking the clone as an example, after the user triggers the second skill button, a target area is generated in the virtual scene, and three clones are summoned in the target area to assist the first virtual object in battle. The clones will imitate the skills and actions of the first virtual object.

[0148] Next, when the first virtual object is controlled to release the target skill corresponding to the target skill button in response to the trigger operation of the target skill button in the first skill button, and the first skill trace corresponding to the target skill is determined, if the first virtual object is located in the target area, in response to the trigger operation of the target skill button in the first skill button, the first virtual object and the third virtual object are controlled to release the target skill corresponding to the target skill button, and the first skill trace of the first virtual object and the third virtual object respectively releasing the target skill is determined.

[0149] For example, see Figure 4 The example image shown depicts the release of a target skill within a target area. Figure 4 In the process, the user triggers the target skill button B42 to generate a target area K in the virtual scene. The user then triggers the target skill button B41 to control the first virtual object S41 to release skill 1 C41 in the target area K. At the same time, clones S411 (the third virtual object), S412, and S413, located in the target area K, imitate the first virtual object S41 and release the same skill 1 C41. At this time, four traces of the first skill D41 are left in the target area K of the virtual scene. The four traces of the first skill D41 are symmetrically distributed according to the center point of the target area K.

[0150] In other embodiments provided in this disclosure, in response to the first skill traces corresponding to the first virtual object and the third virtual object respectively satisfying the preset positional relationship, a preset skill effect is triggered based on the first skill traces corresponding to the first virtual object and the third virtual object respectively.

[0151] For example, within the target area, when the first skill traces left by the first virtual object and the third virtual object within the target area of ​​the virtual scene satisfy a preset positional relationship, the first skill traces satisfying the preset positional relationship can trigger a preset skill effect. That is, within the target area, the preset skill effect can be triggered by releasing the target skill only once.

[0152] In other embodiments provided in this disclosure, skill traces are retained within the target area; the retained skill traces include: the first skill trace and the second skill trace; in response to the disappearance of the target area, the preset skill effect is triggered based on the skill traces retained within the target area.

[0153] For example, within the target area, the skill traces left by the user releasing the target skill by triggering the target skill button will not disappear before the target area disappears. This includes the first skill trace and the second skill trace that have already triggered the preset skill effect. When the target area disappears, the skill traces within the target area will trigger the preset skill effect again, and then the skill traces will disappear.

[0154] In another example, the first and second skill traces that have already triggered the preset skill effect within the target area will not disappear, but they cannot be triggered again by other skill traces. That is, within the target area, skill traces that have already triggered the preset skill effect cannot be triggered again by other skill traces. The preset skill effect will only be triggered again when they disappear from the target area.

[0155] In addition, skill traces that have already triggered preset skill effects within the target area can also be triggered again by other skill traces. The specifics depend on the game's skill settings, which will not be elaborated upon here.

[0156] In other embodiments provided in this disclosure, in response to a triggering operation of the target skill button in the first skill button, when the first virtual object is located within the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button without consuming virtual resources; when the first virtual object is located outside the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button while consuming the virtual resources.

[0157] For example, when the first virtual object is located within the target area during the triggering operation of the target skill button, the remaining amount of virtual resources in the information indicator control can be locked. That is, when the first virtual object releases the target skill within the target area, it does not consume the virtual resources in the information indicator control, and the first virtual object can continuously release the target skill within the target area.

[0158] In another example, when the first virtual object is outside the target area during the triggering operation of the target skill button, the virtual resources in the information indicator control are consumed. When the remaining amount of virtual resources in the information indicator control is insufficient to support the release of the next target skill, the target skill button corresponding to the target skill is controlled to enter an untriggerable state.

[0159] In other embodiments provided in this disclosure, in response to the first virtual object moving within the target area, the third virtual object is controlled to move within the target area based on the movement pattern of the first virtual object within the target area.

[0160] For example, within the target area, when the user triggers the display's movement control to move the first virtual object, the third virtual object within the target area is controlled to move symmetrically around the center point of the target area. For instance, when the first virtual object moves toward the center of the target area, the third virtual object also moves toward the center of the target area; when the first virtual object moves toward the outside of the target area, the third virtual object also moves toward the outside of the target area.

[0161] In other embodiments provided in this disclosure, the target region is controlled to disappear in response to the target region's existence duration reaching a preset duration; and / or, the target region is controlled to disappear in response to the first virtual object moving from within the target region to outside the target region.

[0162] For example, when a user triggers the second skill button on the display interface, generating a target area in the virtual scene, a timer starts based on the preset duration the target area exists in the virtual scene. Before the preset duration is reached, the target area will not disappear regardless of whether the first virtual object is within it. Specifically, for example, when the first virtual object is outside the target area, the third virtual object within the target area will no longer mimic the actions of the first virtual object; when the first virtual object is within the target area, the third virtual object will continue to mimic the actions of the first virtual object. When the preset duration is reached, the target area disappears, and the third virtual object also disappears.

[0163] In another example, after a target area is generated in the virtual scene, the target area disappears when the user actively or passively moves outside of it, and the third virtual object within the target area also disappears. Here, "actively" means that the user controls the first virtual object to move outside the target area using the movement button on the display interface; "passively" means that the first virtual object is forced to move outside the target area by some skill or other means of the enemy virtual object.

[0164] Furthermore, the two conditions mentioned above that cause the target area to disappear can also be combined. For example, if the first virtual object moves outside the target area before the preset time is up, the target area disappears. Conversely, if the first virtual object is within the target area when the preset time is up, the target area will also disappear. Depending on the game's settings, there are various ways to limit the target area, such as extending the preset time of the target area through items or skill levels, the target area moving with the first virtual object, or the first virtual object being unaffected by control effects within the target area. These will not be elaborated upon further in this disclosure.

[0165] In addition, this disclosure provides a specific example of interactive control. Taking a MOBA game as an example, among multiple virtual objects (heroes) in the target game, there is a first virtual object (target hero). In a game, the user selects the target hero to participate in the battle. The target hero may include 4 skills, including 1 passive skill and 3 active skills. The effect of the passive skill is that when the target hero releases skill 1 and skill 2, it will leave a blade mark (skill mark) in the virtual scene. The blade mark stays in the virtual scene for 3 seconds. During this period, the blade marks will explode when they come into contact with each other. The effect of Skill 1 among the three active skills is: consuming 2 energy points, the target hero swings a blade forward, dealing damage to targets within range (enemy heroes, enemy minions, and jungle monsters), and leaving a blade mark at the end of the range; the effect of Skill 2 is: consuming 3 energy points, the target hero dashes in a selected direction, dealing damage to targets along the dash path and leaving a blade mark in the dash path. Using Skill 1 during the dash will immediately result in a horizontal slash in the dash direction, dealing damage and leaving a blade mark; the effect of Skill 3 is: generating a field (target area) in the virtual scene. The target hero in the field will summon 3 clones to assist in the battle. The clones will copy the target hero's skills. The field exists for 3 seconds. During this time, the target hero can use Skill 1 and Skill 2 without consuming energy points; the blade marks left by the target hero and clones when they release skills will explode upon contact, dealing damage. The blade marks within the field will not disappear. After the field ends, the blade marks will explode again, dealing damage. Targets within the field will have their movement speed reduced and will be attracted to the center of the field.

[0166] Users engage in battles using the target hero in a virtual environment. Possible battle scenarios include at least the following: Figures 5a to 5d As shown, see Figure 5a The image shown is an example of a battle scene. Figure 5a In the game, the user controls the target hero S51 to fight in a virtual scene. The user releases skill 1 by triggering the skill button B51. The target hero S51 swings the blade forward, dealing damage to the enemy hero S52 within the skill range T51 and leaving a blade mark D51.

[0167] See Figure 5b Another example image of a battle scenario is shown below. Figure 5b In the game, the user releases skill 2 by triggering skill button B52. The target hero S51 dashes forward, dealing damage to targets on the dash path F and leaving a blade mark D52. At this time, blade mark D52 and blade mark D51 come into contact and explode, dealing damage to the enemy hero S52.

[0168] See Figure 5c The image shown is an example of another battle scenario. Figure 5cIn the game, when the user triggers skill button B52 to release skill 2, and when the target hero S51 is dashing forward, the user triggers skill button B51 to release skill 1, and controls the target hero S51 to immediately slash horizontally in the dash direction, causing damage and leaving a blade mark D53. At this time, blade mark D53 and blade mark D54 left on the dash path F come into contact with each other and explode.

[0169] See Figure 5d The image shown is an example of another battle scenario. Figure 5d In the game, when the user triggers the skill button B53, the third skill is released, which generates a field K in the virtual scene. Within the field, the target hero S51 summons three clones (clone S511, clone S512, and clone S513) to assist in the battle. The three clones mimic the movement and skills of the target hero S51.

[0170] The user controls a target hero to unleash a target skill (Skill 1 or Skill 2) in a virtual environment, leaving a blade mark. When this blade mark comes into contact with other blade marks in the virtual environment, an explosion occurs. In this way, the user controls the release location of the target skill, thereby adjusting the position of the blade mark left behind to maximize its contact with other blade marks in the virtual environment, achieving the best skill release effect.

[0171] Furthermore, the timing of skill release, which causes the target skill's mark to come into contact with an existing mark in the virtual scene, can be controlled by the user. This allows users to implement various gameplay strategies. For example, they can use existing marks in the virtual scene as traps, waiting for an enemy hero to enter the mark's range before releasing the target skill to cause the mark of the target skill to come into contact with the mark under the enemy hero's feet, resulting in an explosion damage. Alternatively, they can use existing marks in the virtual scene to restrict the enemy hero's movement, preventing them from easily approaching these marks.

[0172] In this way, by controlling the release position of the skill, the position of the skill trace left after the skill is released can be adjusted so that the skill trace left by the skill can trigger the preset skill effect when the preset position relationship is met. This allows the skill release trace to be flexibly determined according to the progress of the game or prediction, so as to control the skill's effective range, skill damage intensity and other skill effects, and increase the flexibility of control during the skill release process.

[0173] Those skilled in the art will understand that, in the above-described method of the specific implementation, the order in which each step is written does not imply a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.

[0174] Based on the same inventive concept, this disclosure also provides an interactive control device corresponding to the interactive control method. Since the principle of the device in this disclosure for solving the problem is similar to the interactive control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0175] Reference Figure 6 The diagram shown is a schematic representation of an interactive control device provided in an embodiment of this disclosure. The device includes: a display module 61, a first trigger module 62, and a second trigger module 63; wherein,

[0176] Display module 61 is used to display a virtual scene and a first skill button on the display interface of a terminal device; the virtual scene includes a first virtual object;

[0177] The first trigger module 62 is used to respond to the trigger operation of the target skill button in the first skill button, control the first virtual object to release the target skill corresponding to the target skill button, and determine the first skill trace corresponding to the target skill;

[0178] The second trigger module 63 is used to trigger a preset skill effect based on the first skill trace and the second skill trace in the virtual scene, in response to the first skill trace and the second skill trace satisfying a preset positional relationship; wherein, the second skill trace is determined by triggering the first skill button at a historical moment.

[0179] In one possible implementation, the second trigger module 63 is further configured to:

[0180] After triggering a preset skill effect based on the first skill trace and the second skill trace, control the first skill trace and the second skill trace to disappear.

[0181] In one possible implementation, the first triggering module 62 is further configured to:

[0182] In response to the absence of the second skill trace, or the positional relationship between the first skill trace and the second skill trace not satisfying the preset positional relationship, the first skill trace is controlled to enter the pending trigger state.

[0183] In one possible implementation, the first triggering module 62 is further configured to:

[0184] After the first skill trace enters the pending state, if the first skill trace is not triggered within a preset time, the first skill trace will disappear.

[0185] In one possible implementation, when the preset skill effect is triggered based on the first skill trace and the second skill trace, the second triggering module 63 is further configured to:

[0186] Based on the first skill trace and the second skill trace, the effective area of ​​the preset skill effect is determined;

[0187] The preset skill effect is triggered within the effective area.

[0188] In one possible implementation, the display module 61 displays an energy container on the display interface; the energy container is used to display the remaining amount of virtual resources; the virtual resources are used to release the skill corresponding to the first skill button;

[0189] After the first trigger module 62 controls the first virtual object to release the target skill corresponding to the target skill button in response to the trigger operation of the target skill button in the first skill button, it is further configured to:

[0190] Determine whether the current remaining quantity meets the release conditions of the skill corresponding to the first skill button;

[0191] In response to the current remaining quantity not meeting the release condition of the skill, the first skill button is controlled to enter an untriggerable state; in response to the current remaining quantity meeting the release condition of the skill, the first skill button is controlled to remain in a triggerable state.

[0192] In one possible implementation, the display module 61 further displays a second skill button on the display interface, and the device further includes a third trigger module 64 for:

[0193] In response to the triggering operation of the second skill button, based on the current position of the first virtual object, a target area is determined in the virtual scene, and at least one third virtual object associated with the first virtual object is generated in the target area;

[0194] When the third trigger module 64, in response to the trigger operation of the target skill button in the first skill button, controls the first virtual object to release the target skill corresponding to the target skill button, and determines the first skill trace corresponding to the target skill, it is further configured to:

[0195] When the first virtual object is located within the target area, in response to the triggering operation of the target skill button in the first skill button, the first virtual object and the third virtual object are controlled to release the target skill corresponding to the target skill button, and the first skill traces of the first virtual object and the third virtual object respectively releasing the target skill are determined.

[0196] In one possible implementation, the third trigger module 64 is further configured to:

[0197] In response to the first skill traces corresponding to the first virtual object and the third virtual object respectively satisfying the preset positional relationship, a preset skill effect is triggered based on the first skill traces corresponding to the first virtual object and the third virtual object respectively.

[0198] In one possible implementation, the third trigger module 64 is further configured to:

[0199] Skill traces are preserved within the target area; the preserved skill traces include: the first skill trace and the second skill trace;

[0200] In response to the disappearance of the target area, the preset skill effect is triggered based on the skill traces remaining in the target area.

[0201] In one possible implementation, the third trigger module 64 is further configured to:

[0202] In response to the first virtual object moving within the target area, the third virtual object is controlled to move within the target area based on the movement pattern of the first virtual object within the target area.

[0203] In one possible implementation, when the third trigger module 64 controls the first virtual object to release the target skill corresponding to the target skill button in response to the trigger operation of the target skill button in the first skill button, it is further configured to:

[0204] In response to the triggering operation of the target skill button in the first skill button, when the first virtual object is located in the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button without consuming virtual resources;

[0205] When the first virtual object is outside the target area, while consuming the virtual resources, the first virtual object is controlled to release the target skill corresponding to the target skill button.

[0206] This disclosure also provides a computer device, such as... Figure 7 The diagram shown is a schematic representation of a computer device structure provided in an embodiment of this disclosure, including:

[0207] A processor 71 and a memory 72; the memory 72 stores machine-readable instructions executable by the processor 71, and the processor 71 executes the machine-readable instructions stored in the memory 72. When the machine-readable instructions are executed by the processor 71, the processor 71 performs the following steps:

[0208] A virtual scene and a first skill button are displayed on the terminal device's display interface; the virtual scene includes a first virtual object;

[0209] In response to the triggering operation of the target skill button in the first skill button, the first virtual object is controlled to release the target skill corresponding to the target skill button, and the first skill trace corresponding to the target skill is determined;

[0210] In response to the first skill trace and the second skill trace in the virtual scene being in a state of being to be triggered satisfying a preset positional relationship, a preset skill effect is triggered based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment.

[0211] The aforementioned memory 72 includes a main memory 721 and an external memory 722; the main memory 721, also known as internal memory, is used to temporarily store the computational data in the processor 71, as well as the data exchanged with external memory 722 such as a hard disk. The processor 71 exchanges data with the external memory 722 through the main memory 721.

[0212] The specific execution process of the above instructions can be referred to the steps of the interactive control method described in the embodiments of this disclosure, and will not be repeated here.

[0213] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the interactive control method described in the above-described method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.

[0214] This disclosure also provides a computer program product carrying program code. The program code includes instructions that can be used to execute the steps of the interactive control method described in the above method embodiments. For details, please refer to the above method embodiments, which will not be repeated here.

[0215] The aforementioned computer program product can be implemented through hardware, software, or a combination thereof. In one optional embodiment, the computer program product is specifically embodied in a computer storage medium; in another optional embodiment, the computer program product is specifically embodied in a software product, such as a software development kit (SDK), etc.

[0216] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0217] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0218] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0219] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0220] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An interactive control method, characterized in that, include: A virtual scene and a first skill button are displayed on the terminal device's display interface; the virtual scene includes a first virtual object; In response to the triggering operation of the target skill button in the first skill button, the first virtual object is controlled to release the target skill corresponding to the target skill button, and the first skill trace corresponding to the target skill is determined; In response to the first skill trace and the second skill trace in the virtual scene being in a state of being to be triggered satisfying a preset positional relationship, a preset skill effect is triggered based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment, and the effective area of ​​the preset skill effect is determined based on the shape and range of the first skill trace and the second skill trace.

2. The method according to claim 1, characterized in that, The method further includes: After triggering a preset skill effect based on the first skill trace and the second skill trace, control the first skill trace and the second skill trace to disappear.

3. The method according to claim 1, characterized in that, The method further includes: In response to the absence of the second skill trace, or the positional relationship between the first skill trace and the second skill trace not satisfying the preset positional relationship, the first skill trace is controlled to enter the pending trigger state.

4. The method according to claim 3, characterized in that, The method further includes: After the first skill trace enters the pending state, if the first skill trace is not triggered within a preset time, the first skill trace will disappear.

5. The method according to claim 1, characterized in that, The triggering of preset skill effects based on the first skill trace and the second skill trace includes: Based on the first skill trace and the second skill trace, the effective area of ​​the preset skill effect is determined; The preset skill effect is triggered within the effective area.

6. The method according to claim 1, characterized in that, The display interface shows an information indicator control; the information indicator control is used to display the remaining amount of virtual resources; the virtual resources are used to release the skill corresponding to the first skill button; The step of controlling the first virtual object to release the target skill corresponding to the target skill button in response to a trigger operation on the target skill button in the first skill button further includes: Determine whether the current remaining quantity meets the release conditions of the skill corresponding to the first skill button; In response to the current remaining quantity not meeting the release condition of the skill, the first skill button is controlled to enter an untriggerable state; in response to the current remaining quantity meeting the release condition of the skill, the first skill button is controlled to remain in a triggerable state.

7. The method according to any one of claims 1-6, characterized in that, The preset positional relationship includes at least one of the following: The first skill trace and the second skill trace intersect, are parallel, or are tangent, and the distance between the first skill trace and the second skill trace is less than a preset distance threshold.

8. The method according to claim 6, characterized in that, The display interface also shows a second skill button; the method further includes: In response to the triggering operation of the second skill button, based on the current position of the first virtual object, a target area is determined in the virtual scene, and at least one third virtual object associated with the first virtual object is generated in the target area; The step of responding to a trigger operation on the target skill button in the first skill button, controlling the first virtual object to release the target skill corresponding to the target skill button, and determining the first skill trace corresponding to the target skill includes: When the first virtual object is located within the target area, in response to the triggering operation of the target skill button in the first skill button, the first virtual object and the third virtual object are controlled to release the target skill corresponding to the target skill button, and the first skill trace of the first virtual object and the third virtual object respectively releasing the target skill is determined.

9. The method according to claim 8, characterized in that, The method further includes: In response to the first skill traces corresponding to the first virtual object and the third virtual object respectively satisfying the preset positional relationship, a preset skill effect is triggered based on the first skill traces corresponding to the first virtual object and the third virtual object respectively.

10. The method according to claim 8 or 9, characterized in that, The method further includes: Skill traces are preserved within the target area; the preserved skill traces include: the first skill trace and the second skill trace; In response to the disappearance of the target area, the preset skill effect is triggered based on the skill traces remaining in the target area.

11. The method according to claim 8, characterized in that, The method further includes: In response to the first virtual object moving within the target area, the third virtual object is controlled to move within the target area based on the movement pattern of the first virtual object within the target area.

12. The method according to claim 8, characterized in that, The method further includes: In response to the target region's existence duration reaching a preset duration, the target region is controlled to disappear; and / or, In response to the first virtual object moving from within the target area to outside the target area, the target area is controlled to disappear.

13. The method according to claim 8, characterized in that, The step of controlling the first virtual object to release the target skill corresponding to the target skill button in response to a trigger operation on the first skill button includes: In response to the triggering operation of the target skill button in the first skill button, when the first virtual object is located in the target area, the first virtual object is controlled to release the target skill corresponding to the target skill button without consuming virtual resources; When the first virtual object is outside the target area, while consuming the virtual resources, the first virtual object is controlled to release the target skill corresponding to the target skill button.

14. An interactive control device, characterized in that, include: The display module is used to display the virtual scene and the first skill button on the display interface of the terminal device; The virtual scene includes a first virtual object; The first triggering module is used to respond to the triggering operation of the target skill button in the first skill button, control the first virtual object to release the target skill corresponding to the target skill button, and determine the first skill trace corresponding to the target skill; The second triggering module is used to respond to a preset positional relationship between the positions of the first skill trace and the second skill trace in the virtual scene that are in a state to be triggered, and to trigger a preset skill effect based on the first skill trace and the second skill trace; wherein, the second skill trace is determined by triggering the first skill button at a historical moment, and the effective area of ​​the preset skill effect is determined based on the shape and range of the first skill trace and the second skill trace.

15. A computer device, characterized in that, include: A processor and a memory, the memory storing machine-readable instructions executable by the processor, the processor executing the machine-readable instructions stored in the memory, wherein when the machine-readable instructions are executed by the processor, the processor performs the steps of the interactive control method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a computer device, causes the computer device to perform the steps of the interactive control method as described in any one of claims 1 to 13.