Interaction control method and device, medium and electronic equipment

By generating virtual objects in a virtual scene and randomly determining their moving radius and rotation direction, the problem of fixed gameplay in existing game levels is solved, achieving richer game operation experience and diversity.

CN119524394APending Publication Date: 2025-02-28BEIJING YOUZHUJU NETWORK TECH CO LTD +1
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Patent Information

Application Number
CN202311112217.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-30
Publication Date
2025-02-28

AI Technical Summary

Technical Problem

The gameplay of each level of the existing game is fixed, resulting in a single player experience, lack of freshness, and insufficient operation depth and interaction.

Method used

Generate virtual objects in a virtual scene, determine the target position in response to the rotation command, and randomly determine the movement radius, and attack the virtual objects within the attack range when the rotation is stopped.

Benefits of technology

Through the randomized movement radius and target rotation direction, the diversity and randomness of game operations are increased, and the player's gaming experience and operation depth are improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to an interaction control method and device, a medium and electronic equipment, and relates to the technical field of computers.The method comprises the steps that a first virtual object is generated in a virtual scene, in response to a rotation instruction, a first target position is determined according to the current moving radius of a second virtual object and the target rotation direction indicated by the rotation instruction; and controlling the second virtual object to rotate towards the first target position, randomly determining a corresponding moving radius of the second virtual object when the second virtual object rotates next time, and attacking the first virtual object located in the attack range of the second virtual object when the second virtual object stops rotating. The game experience of players at each level can be inconsistent. Even if the game is at the same level, due to the fact that the first virtual object generated each time is random, the game experiences of the same level are different, and the game can provide more diversified game experiences.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to an interactive control method, device, medium and electronic device. Background Art

[0002] In the related art, the gameplay of each level of the game is basically fixed, which leads to a single gameplay and extremely low gaming experience for players. For example, the virtual enemy characters and content in the game levels are fixed, which will bring repetitive gaming experience to players during the game and lack of freshness. For another example, in the game, the way and range of the player character attacking the virtual enemy character in the game are fixed, which makes the game operation depth not deep enough and the interaction between the player and the game not rich enough, which greatly affects the player's gaming experience. Summary of the invention

[0003] This summary is provided to introduce concepts in a brief form that will be described in detail in the detailed description below. This summary is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.

[0004] In a first aspect, the present disclosure provides an interactive control method, comprising:

[0005] generating a first virtual object in a virtual scene;

[0006] In response to the rotation instruction, determining a first target position according to a current moving radius of the second virtual object and a target rotation direction indicated by the rotation instruction;

[0007] controlling the second virtual object to rotate toward the first target position, and randomly determining a corresponding moving radius of the second virtual object during the next rotation;

[0008] When the second virtual object stops rotating, the first virtual object located within the attack range of the second virtual object is attacked.

[0009] In a second aspect, the present disclosure provides an interactive control device, comprising:

[0010] A first generating module is configured to generate a first virtual object in a virtual scene;

[0011] A first determination module is configured to determine a first target position in response to a rotation instruction according to a current moving radius of the second virtual object and a target rotation direction indicated by the rotation instruction;

[0012] a second determining module, configured to control the second virtual object to rotate toward the first target position, and randomly determine a corresponding moving radius of the second virtual object during the next rotation;

[0013] The attack module is configured to attack the first virtual object within the attack range of the second virtual object when the second virtual object stops rotating.

[0014] In a third aspect, the present disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect.

[0015] In a fourth aspect, the present disclosure provides an electronic device, including:

[0016] a storage device having a computer program stored thereon;

[0017] A processing device is used to execute the computer program in the storage device to implement the steps of the method described in the first aspect.

[0018] Based on the above technical solution, a first virtual object is generated in a virtual scene, and in response to a rotation instruction, a first target position is determined according to the current moving radius of the second virtual object and the target rotation direction indicated by the rotation instruction, and the second virtual object is controlled to rotate toward the first target position, and a corresponding moving radius of the second virtual object at the next rotation is randomly determined. When the second virtual object stops rotating, the first virtual object within the attack range of the second virtual object is attacked. Since the moving radius of the second virtual object is randomly determined and the target rotation direction is determined by the player, the second virtual object is full of randomness while being controllable, so that the player can have a more diverse game operation experience.

[0019] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and the originals and elements are not necessarily drawn to scale. In the drawings:

[0021] Figure 1 The present invention is a flowchart of an interactive control method according to an exemplary embodiment.

[0022] Figure 2 is a schematic diagram of a second virtual object according to an exemplary embodiment.

[0023] Figure 3 It is a schematic diagram of an interactive control method according to an exemplary embodiment.

[0024] Figure 4 is a schematic diagram of a second virtual object according to yet another exemplary embodiment.

[0025] Figure 5 is a schematic diagram showing a numerical value corresponding to an adjustment target rotation plane according to an exemplary embodiment.

[0026] Figure 6 The flowchart of generating virtual skills is shown according to an exemplary embodiment.

[0027] Figure 7 The figure is a schematic diagram showing module connections of an interactive control device according to an exemplary embodiment.

[0028] Figure 8 The diagram is a schematic structural diagram of an electronic device according to an exemplary embodiment. DETAILED DESCRIPTION

[0029] Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments described herein, which are instead provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not intended to limit the scope of protection of the present disclosure.

[0030] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.

[0031] The term "including" and its variations used herein are open inclusions, i.e., "including but not limited to". The term "based on" means "based at least in part on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.

[0032] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.

[0033] It should be noted that the modifications of "one" and "plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more".

[0034] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.

[0035] Figure 1 FIG. 1 is a flow chart of an interactive control method according to an exemplary embodiment. Figure 1 As shown, the embodiment of the present disclosure provides an interactive control method, which can be executed by an electronic device, specifically, by an interactive control device, which can be implemented by software and / or hardware and configured in the electronic device. Figure 1 As shown, the method may include the following steps.

[0036] In step 110 , a first virtual object is generated in a virtual scene.

[0037] Here, the virtual scene may refer to a game scene, which may be a two-dimensional game scene or a three-dimensional game scene. The first virtual object may refer to a non-player character (NPC) generated in the virtual scene. For example, the non-player character may be a monster in the virtual scene that is hostile to the player character, etc.

[0038] Exemplarily, the electronic device may randomly generate a first virtual object in a virtual scene by a first random algorithm. The first random algorithm may be configured to randomly generate different types of first virtual objects in random positions of the virtual scene. It is worth noting that since the first virtual objects in the virtual scene are randomly generated, the game experience of the player at each level may also be inconsistent. Even at the same level, since the first virtual objects generated each time are random, the game experience at the same level is different, so that the game can provide a more diverse game experience.

[0039] Of course, as some other examples, the electronic device may also generate the first virtual object in the virtual scene according to pre-configured information for generating the first virtual object.

[0040] In step 120 , in response to the rotation instruction, a first target position is determined according to the current moving radius of the second virtual object and the target rotation direction indicated by the rotation instruction.

[0041] Here, the second virtual object refers to a game character controlled by a player, and the rotation instruction is triggered by the player. As some examples, the player can trigger the rotation instruction by pressing a button on an electronic device, and the button can be a physical button or a virtual button. As some other examples, the player can trigger the rotation instruction by clicking on the screen of the electronic device.

[0042] The target rotation direction refers to the rotation direction of the second virtual object in the virtual scene, and the target rotation direction can be indicated by the player through a rotation instruction.

[0043] Figure 2 FIG. 1 is a schematic diagram of a second virtual object according to an exemplary embodiment. Figure 2 As shown, the second virtual object 201 may be a virtual character with a dice shape, and the second virtual object 201 has an attack range 202 and a moving radius 203. The moving radius 203 of the second virtual object 201 may be related to the value of the current rotation surface presented by the second virtual object 201. For example, Figure 2 , if the value of the current rotation plane presented by the second virtual object 201 in the example is 2, the current moving radius is 2. If the value of the current rotation plane is 0, the current moving radius is 0, and if the value of the current rotation plane is 6, the current moving radius is 6. In general, the attack range 202 of the second virtual object 201 can be fixed. Of course, the attack range 202 of the second virtual object 201 can also be positively correlated with the value of the current rotation plane. It should be understood that the area range of the attack range 202 of the second virtual object 201 is larger than the body range of the second virtual object 201.

[0044] Players can trigger the rotation command by clicking the screen of the electronic device. Figure 2 As shown, the player can click the touch point 204 to trigger the rotation instruction. At this time, the target rotation direction corresponding to the second virtual object 201 is the line connecting the center point of the second virtual object 201 and the touch point 204 ( Figure 2 The intersection 205 of the connecting line and the moving radius 203 is the first target position. That is, during the rotation process, the center point of the second virtual object 201 will move to the intersection 205.

[0045] It is worth noting that, in some embodiments, the electronic device may display the current moving radius of the second virtual object, so that the player can control the movement of the second virtual object according to the displayed current moving radius of the second virtual object. Figure 2 As shown, the moving radius 203 of the second virtual object 201 may be displayed in the form of a hollow circle.

[0046] Of course, the electronic device can display the attack range of the second virtual object, so that the player can control the movement of the second virtual object according to the displayed attack range of the second virtual object. Figure 2 As shown, the attack range 202 of the second virtual object 201 may be displayed in the form of a solid circle.

[0047] When the electronic device detects a rotation instruction, it responds to the rotation instruction and determines the first target position according to the current moving radius of the second virtual object and the target rotation direction indicated by the rotation instruction. The current moving radius refers to the moving distance of the second virtual object in one rotation. The first target position is the landing point of the second virtual object in the virtual scene when it rotates once. The first target position corresponding to the second virtual object when it rotates once can be determined in the target rotation direction with the current moving radius as the distance.

[0048] In step 130, the second virtual object is controlled to rotate toward the first target position, and a moving radius corresponding to the next rotation of the second virtual object is randomly determined.

[0049] Here, the electronic device controls the second virtual object to rotate toward the first target position in the virtual scene. During the rotation of the second virtual object, the second virtual object can be in an invincible state. That is, during the rotation of the second virtual object, even if the first virtual object in the virtual scene touches the second virtual object, it will not cause damage to the second virtual object.

[0050] It should be understood that controlling the second virtual object to rotate toward the first target position may be understood as the second virtual object rotating from the initial position to the first target position.

[0051] Furthermore, when the second virtual object rotates, the fourth random algorithm can be used to randomly determine the moving radius of the second virtual object when it rotates next time. Accordingly, when the second virtual object rotates next time, the moving radius determined by the fourth random algorithm is used as the current moving radius.

[0052] As some examples, the fourth random algorithm may randomly select a moving radius from a plurality of different moving radii as the moving radius corresponding to the next rotation of the second virtual object.

[0053] As some further examples, the fourth random algorithm may randomly display a rotation surface corresponding to the second virtual object, and then determine the corresponding moving radius of the second virtual object during the next rotation according to a value corresponding to the displayed rotation surface.

[0054] Taking the second virtual object as a dice, the dice has six faces, and the values ​​on each face can be the same or different, so the moving radius corresponding to each face can be the same or different. In each rotation, the fourth random algorithm controls the dice to randomly throw out a face, and then determines the moving radius corresponding to the second virtual object in the next rotation according to the value on the thrown face.

[0055] It is worth noting that by determining the moving radius corresponding to the next rotation of the second virtual object through the fourth random algorithm, the radius corresponding to each rotation of the second virtual object in the virtual scene will become random, making it more interesting for the player to control the second virtual object.

[0056] In step 140 , when the second virtual object stops rotating, the first virtual object located within the attack range of the second virtual object is attacked.

[0057] Here, the second virtual object stops rotating at the first target position of the virtual scene, and attacks the first virtual object within the attack range of the second virtual object. Figure 2 Related description.

[0058] When the second virtual object stops rotating, if the center point of the first virtual object is within the attack range of the second virtual object, the first virtual object is successfully killed and a score reward is obtained. It should be understood that only when the second virtual object stops rotating will the second virtual object attack the first virtual object within the attack range. When the second virtual object is in a stationary state, even if the first virtual object enters the attack range of the second virtual object, the second virtual object will not cause damage to the first virtual object.

[0059] Of course, in a virtual scene, the first virtual object may also cause damage to the second virtual object. For example, during the rotation of the second virtual object, the second virtual object may be in an invincible state. When the second virtual object remains stationary, the second virtual object is not in an invincible state. If the first virtual object touches the second virtual object, the first virtual object causes damage to the second virtual object. It should be understood that the damage caused by the first virtual object to the second virtual object may be deducting the virtual health value of the second virtual object. For example, in a game, the second virtual object starts with a virtual health value of 3, and the first virtual object causes damage to the second virtual object once, then the second virtual object's starting virtual health value is deducted by 1, and the second virtual object's virtual health value is updated to 2.

[0060] Figure 3 is a schematic diagram of an interactive control method according to an exemplary embodiment. Figure 3As shown, in a virtual scene 301, there is a second virtual object 302 controlled by a player. In the virtual scene 301, different types of first virtual objects 303 can be randomly generated by a first random algorithm. In the virtual scene 301, the first virtual object 303 is set to move toward the second virtual object 302. If the first virtual object 303 touches the second virtual object 302 in a stationary state, the first virtual object 303 causes damage to the second virtual object 302. If the first virtual object 303 touches the second virtual object 302 in a rotating state, it cannot cause damage to the second virtual object 302. The player can control the second virtual object 302 to rotate in the virtual scene 301. When the second virtual object 302 stops rotating, the second virtual object 302 attacks the first virtual object 303 located in the attack range of the second virtual object 302.

[0061] Thus, by generating a first virtual object in a virtual scene, responding to a rotation instruction, determining the first target position according to the current moving radius of the second virtual object and the target rotation direction indicated by the rotation instruction, and controlling the second virtual object to rotate toward the first target position, and randomly determining the moving radius corresponding to the second virtual object at the next rotation, when the second virtual object stops rotating, attacking the first virtual object within the attack range of the second virtual object, since the moving radius of the second virtual object is randomly determined and the target rotation direction is determined by the player, the second virtual object is full of randomness while being controllable, so that the player can have a more diverse game operation experience. In addition, by randomly determining the moving radius corresponding to the second virtual object at the next rotation, the game operation depth can be guaranteed while reducing the cost of learning game operations for the player, and the controllability of the second virtual object can be improved.

[0062] In addition, in the related art, since each level is fixed, it is necessary to configure a corresponding level configuration file for each level so that when the game reaches a certain level, the corresponding level can be presented through the configuration file. When the number of levels of the game is large, the installation package corresponding to the game will be extremely bloated, resulting in excessive memory usage.

[0063] It is worth noting that when the above step 110 is implemented, the electronic device can determine the first virtual object that needs to be presented in the virtual scene based on the first random algorithm. Then, the electronic device selects a sub-configuration file corresponding to the first virtual object that needs to be presented in the virtual scene, and combines the sub-configuration file with the reference level configuration file to obtain a target configuration file. Among them, the reference level configuration file is a configuration file for presenting a virtual scene and for providing game control. The selected sub-configuration file is used to provide a random first virtual object in the virtual scene, and the target configuration file is used to provide a complete game play. Based on this, for each level of the game, there is no need to pre-configure the corresponding level configuration file, but before loading each level, the target configuration file corresponding to the level is randomly generated, so that the gameplay of each level can be different, providing players with more diverse gameplay. Moreover, since the target configuration file of each level is generated before the level is loaded, there is no need to configure the corresponding target configuration file in advance, so that the game installation package occupies less memory.

[0064] In some practicable implementations, the second virtual object may include multiple rotating surfaces, and each time the second virtual object stops rotating, a rotating surface is randomly displayed.

[0065] For example, the second virtual object may be a dice that randomly presents a rotating face. The dice has six rotating faces, and each time it rotates, the probability of each rotating face being displayed is one in six, and the dice is controlled by the fourth random algorithm to randomly throw out a rotating face. In practical applications, the second virtual object may also have seven rotating faces, eight rotating faces, and so on. Of course, no matter how many rotating faces the second virtual object has, one rotating face is displayed each time it stops rotating.

[0066] Accordingly, in step 120, the current moving radius of the second virtual object may be determined according to the value corresponding to the current rotation plane of the second virtual object.

[0067] Here, the current rotational surface of the second virtual object refers to the rotational surface displayed by the second virtual object before a rotation starts. The value corresponding to the current rotational surface of the second virtual object may refer to the value presented by the current rotational surface, and the value may be represented by numbers, points, etc. For example, if the second virtual object is designed as a dice, the value corresponding to the current rotational surface of the second virtual object may be represented by points.

[0068] The size of the current moving radius is proportional to the size of the value corresponding to the current rotating surface, that is, the larger the value corresponding to the current rotating surface is, the larger the current moving radius corresponding to the current rotating surface is.

[0069] Figure 4FIG. 1 is a schematic diagram of a second virtual object according to another exemplary embodiment. Figure 4 As shown, the current moving radius 402 of the second virtual object 401 increases as the value 403 presented by the current rotation surface increases. The current moving radius 402 may be arithmetic-increased with the value 403. If the value 403 presented by the current rotation surface of the second virtual object 401 is 0, the current moving radius 402 of the second virtual object 401 is 0. The attack range 404 of the second virtual object 401 may be fixed. That is, the attack range 404 of the second virtual object 401 does not change with the change of the value 403.

[0070] It is worth noting that each rotating face of the second virtual object may be associated with the same or different numerical values. For example, assuming that the second virtual object is a dice with six rotating faces, the points of the six rotating faces of the dice may be 1, 2, 3, 4, 5, and 6, respectively. Of course, during the opening of the game, the dice may have only one rotating face with 1 point, and the points of the other five rotating faces are 0. Therefore, the numerical value associated with each rotating face of the second virtual object may be set according to actual conditions.

[0071] In some embodiments, the value corresponding to the current rotation plane of the second virtual object can be displayed so that the player can intuitively understand the value corresponding to the current rotation plane of each throw.

[0072] Therefore, by determining the current moving radius of the second virtual object according to the value corresponding to the current rotation plane of the second virtual object, the current moving radius of the second virtual object can be randomly determined according to the current rotation plane randomly thrown each time, so that the range of the second virtual object controlled by the player each time is full of randomness, which greatly increases the player's gaming experience and playability.

[0073] It is worth noting that the electronic device controls the second virtual object to randomly display a rotation surface during a rotation through the fourth random algorithm, and the value corresponding to the displayed rotation surface is the corresponding moving radius of the second virtual object during the next rotation.

[0074] In some feasible implementations, the electronic device may further adjust the value corresponding to the target rotational surface according to the target value assigned to the target rotational surface among the multiple rotational surfaces in response to the value adjustment instruction.

[0075] Here, the value adjustment instruction is triggered by the player, and after each level is completed, the player can adjust the value corresponding to any rotation surface of the second virtual object through the value adjustment instruction. Of course, the player can also choose not to adjust the value of the rotation surface of the second virtual object.

[0076] The target value is obtained by clearing the level corresponding to the virtual scene. The target value can be understood as a game reward. The player controls the second virtual object to defeat the first virtual object in the virtual scene, and obtains the target value of the reward after clearing the game level corresponding to the virtual scene. The target value obtained may be different for different game levels. For example, clearing a level of normal difficulty can obtain a target value of 5 points, clearing a level of medium difficulty can obtain a target value of 4 points, and clearing a level of difficult difficulty can obtain a target value of 3 points.

[0077] The obtained target value may be used to adjust the value of the rotation plane of the second virtual object and / or to adjust the life value of the second virtual object.

[0078] Figure 5 FIG. 1 is a schematic diagram showing a numerical value corresponding to an adjustment target rotation surface according to an exemplary embodiment. Figure 5 As shown, after the player passes the level, the target value 501 of the reward is 5 points. The target value 501 can be used to increase the virtual life value 502 of the second virtual object. For example, the maximum virtual life value of the second virtual object is 3 points, and 1 point of the target value 501 can increase the virtual life value 502 by 1 point. Of course, the target value 501 can also be used to increase the value corresponding to the rotating surface 503 of the second virtual object. Each rotating surface of the second virtual object can have an initial value. After passing the level, the player can assign the obtained target value 501 to the target rotating surface, thereby adjusting the value corresponding to the target rotating surface. For example, the obtained target value 501 is 5 points, and the player can assign 3 points to the rotating surface with a point value of 2 points, and the point value of the rotating surface is updated to 5 points.

[0079] Therefore, by adjusting the value corresponding to the target rotation plane, the player can adjust the value of the rotation plane of the second virtual object to change the moving radius of the second virtual object, thereby making the game more interesting and controllable.

[0080] In some feasible implementations, when the second virtual object starts to rotate, if the current rotating surface displayed by the second virtual object is associated with a virtual skill, the virtual skill is released.

[0081] Here, the virtual skill can be understood as a game skill. At the moment when the second virtual object starts to rotate, if the current rotating surface displayed by the second virtual object is associated with the virtual skill, the second virtual object is controlled to release the virtual skill to cause damage to the non-player character in the virtual scene.

[0082] For example, assuming that the second virtual object has rotational surfaces A, B, C, D, E, and F, and rotational surfaces A are associated with a virtual skill, before the next rotation begins, the current rotational surface displayed by the second virtual object is rotational surface A, then when the next rotation begins, the second virtual object is controlled to release the virtual skill associated with rotational surface A.

[0083] Therefore, by associating a virtual skill with the current rotation surface displayed by the second virtual object and releasing the virtual skill, the release of the virtual skill can be made full of randomness, further improving the fun of the game.

[0084] Figure 6 FIG. 1 is a flow chart of generating virtual skills according to an exemplary embodiment. Figure 6 As shown, in some practicable implementations, virtual skills may be generated in a virtual scene through the following steps.

[0085] In step 601, a target type of virtual skill to be generated in a virtual scene is determined according to generation probabilities of different types of virtual skills.

[0086] Here, different types of virtual skills may include freezing skills, flame skills, and cannonball skills. When the freezing skill is released, all non-player characters in the virtual scene can stop moving within a certain period of time. The duration of freezing the non-player characters by the freezing skill can be reduced as the difficulty of the level increases. For example, in a medium-difficulty level, the freezing duration can be 5 seconds, and in a difficult level, the freezing duration can be 3 seconds. When the flame skill is released, the non-player characters within the current moving radius of the second virtual object can be killed. Among them, the attack range of the flame skill follows the current moving radius of the second virtual object. The larger the value of the current rotation plane of the second virtual object, the larger the attack range of the flame skill. If the value of the current rotation plane is 0, the attack range of the flame skill is 0. When the cannonball skill is released, the second virtual object fires a circle of cannonballs. If the cannonballs hit the non-player characters in the virtual scene, the non-player characters are damaged. Among them, the number of cannonballs released by the cannonball skill can increase as the difficulty of the level increases. For example, in a medium difficulty level, the number of shells may be 5, and in a difficult difficulty level, the number of shells may be 8.

[0087] The generation probability refers to the frequency of the corresponding type of virtual skills appearing in the virtual scene. The greater the generation probability, the greater the possibility of the corresponding type of virtual skills appearing in the virtual scene, and the higher the frequency of the corresponding type of virtual skills appearing in the virtual scene.

[0088] For example, in a medium-difficulty level, the probability of generating a freezing skill can be 60%, the probability of generating a fire skill can be 20%, and the probability of generating a shell skill can be 20%. In a difficult level, the probability of generating a freezing skill can be 40%, the probability of generating a fire skill can be 30%, and the probability of generating a shell skill can be 30%.

[0089] It is worth noting that the electronic device calculates the target type of virtual skill to be generated in the virtual scene next time based on the generation probability of different types of virtual skills combined with a random algorithm. For example, if the calculated result is a flame skill, the target type of virtual skill to be generated in the virtual scene next time is a flame skill.

[0090] Exemplarily, the electronic device may determine a target type of virtual skill to be generated in the virtual scene at intervals of a first preset time length according to the generation probability of different types of virtual skills.

[0091] The first preset duration is used to determine the density of virtual skills in the virtual scene. The first preset duration can be shortened as the difficulty of the level increases. For example, in a medium-difficulty level, the first preset duration can be 10 seconds, and in a difficult level, the first preset duration can be 5 seconds.

[0092] In step 602, a position is randomly determined in the target area of ​​the virtual scene as a skill generation position, and a virtual skill of the target type is generated at the skill generation position.

[0093] Here, the target area may be an area constructed with the second virtual object as the center point and the first target radius as the radius. The first target radius may be a fixed value. For example, the first target radius may be the length of the moving radius corresponding to a 3-point value. Of course, the first target radius may also increase as the difficulty of the level increases. For example, in a medium-difficulty level, the first target radius may be the length of the moving radius corresponding to a 3-point value, and in a difficult level, the first target radius may be the length of the moving radius corresponding to a 5-point value.

[0094] The electronic device may randomly determine a position in the target area of ​​the virtual scene as the skill generation position through a random algorithm. Specifically, the electronic device may randomly determine a position at the edge of the target area of ​​the virtual scene as the skill generation position through a random algorithm.

[0095] It is worth noting that the skill generation position is the position where the virtual skill is born. After determining the skill generation position, the electronic device generates a virtual skill of the target type at the skill generation position.

[0096] The virtual skill generated in the virtual scene is used to associate the virtual skill with the rotating surface displayed by the second virtual object when the second virtual object contacts the virtual skill in the virtual scene. That is, when the second virtual object stops rotating, if the rotating surface displayed when the rotation stops covers the virtual skill in the virtual scene, the virtual skill is associated with the rotating surface.

[0097] It is worth noting that, in the case where a rotating surface is already associated with a virtual skill, if the rotating surface contacts other virtual skills in the virtual scene again, the virtual skill associated with the rotating surface can be replaced by the other virtual skill.

[0098] It should be understood that the virtual skills generated in the virtual scene can be retained in the virtual scene for a second preset time. If the virtual skills generated in the virtual scene are not picked up by the second virtual object, the virtual skills disappear in the virtual scene after exceeding the second preset time. The size of the second preset time decreases as the difficulty of the level increases. For example, in a medium-difficulty level, the second preset time is randomly determined within 3-5 seconds, and in a difficult level, the second preset time is randomly determined within 1-3 seconds.

[0099] Therefore, by randomly selecting a skill generation position in a virtual scene and randomly generating a virtual skill of a target type at the skill generation position, the game can be made more interesting.

[0100] In some practicable implementations, the first virtual object may be a first type of target virtual object, wherein the first type of target virtual object may be understood as a monster in the game.

[0101] Accordingly, in step 110, the electronic device may generate a first type of target virtual object in the virtual scene based on a first random algorithm.

[0102] Here, the first random algorithm is configured to determine the target virtual object of the target type generated in the virtual scene according to the probability values ​​corresponding to different types of target virtual objects, and randomly determine a position in the virtual scene as the generation position of the target virtual object of the target type to generate the target virtual object of the target type at the generation position.

[0103] Different types of target virtual objects may include three types of target virtual objects: infantry, artillery, and strafing. Among them, the target virtual object of the infantry type is configured to move toward the second virtual object, and when it contacts the second virtual object in a stationary state, it causes damage to the second virtual object. The target virtual object of the artillery type is configured to move toward the second virtual object, and when it contacts the second virtual object in a stationary state, it causes damage to the second virtual object, and the target virtual object of the artillery type is also configured to fire a string of shells toward the second virtual object, and when the shells hit the second virtual object, the second virtual object is damaged. The target virtual object of the strafing type is configured to move toward the second virtual object, and when it contacts the second virtual object in a stationary state, it causes damage to the second virtual object, and the target virtual object of the strafing type is also configured to fire a circle of shells, and when the shells hit the second virtual object, the second virtual object is damaged.

[0104] It is worth noting that the frequency of firing shells by the target virtual object of the artillery type and the target virtual object of the strafing soldier type can be set according to actual conditions. The greater the frequency of firing shells, the longer the time interval between two adjacent firing shells. Moreover, the number of shells fired by the target virtual object of the artillery type and the target virtual object of the strafing soldier type each time can be set according to actual conditions. In addition, the range of the shells fired by the target virtual object of the artillery type and the target virtual object of the strafing soldier type each time can also be randomly determined.

[0105] The probability value corresponding to different types of target virtual objects refers to the probability of the emergence of the target virtual object of this type in the virtual scene. The larger the probability value, the greater the possibility of the target virtual object of this type appearing in the virtual scene, and the higher the frequency of the target virtual object of this type appearing in the virtual scene.

[0106] For example, in a normal difficulty level, the probability value of infantry can be 50%, the probability value of artillery can be 40%, and the probability value of strafing can be 10%. In a medium difficulty level, the probability value of infantry can be 40%, the probability value of artillery can be 40%, and the probability value of strafing can be 20%. In a difficult difficulty level, the probability value of infantry can be 30%, the probability value of artillery can be 40%, and the probability value of strafing can be 30%.

[0107] The electronic device determines the target virtual object of the target type generated in the virtual scene according to the probability values ​​corresponding to different types of target virtual objects through the first random algorithm. For example, the electronic device can calculate the type of the target virtual object generated each time through the first random algorithm. For example, each time the first virtual object needs to be generated in the virtual scene, the target virtual object of the target type to be generated is calculated by combining the probability values ​​corresponding to different types of target virtual objects through the first random algorithm. Assuming that the probability value of infantry is 30%, the probability value of artillery is 40%, and the probability value of strafing soldier is 30%, then the probability of infantry type target virtual object calculated by the first random algorithm is 30%, the probability of artillery type target virtual object calculated by the first random algorithm is 40%, and the probability of strafing soldier type target virtual object calculated by the first random algorithm is 30%.

[0108] Moreover, the first random algorithm is also used to randomly determine a position in the virtual scene as a generation position of a target virtual object of the target type, thereby generating a target virtual object of the target type at the generation position.

[0109] Exemplarily, randomly determining a position in the virtual scene as the generation position of the target virtual object of the target type may be to randomly select a position in the area outside the second target radius of the second virtual object as the generation position. Different types of target virtual objects may have different corresponding second target radii. For example, for infantry-type target virtual objects, the second target radius may be the length of the moving radius corresponding to a 3-point value, for artillery-type target virtual objects, the second target radius may be the length of the moving radius corresponding to a 4-point value, and for strafing-type target virtual objects, the second target radius may be the length of the moving radius corresponding to a 5-point value.

[0110] Therefore, the type of the first virtual object generated each time in the virtual scene may be different. Compared with the level that generates fixed game enemies, the interactive control method provided by the above embodiment is more interesting.

[0111] In some embodiments, when the first virtual object is generated, a warning signal may be displayed at the corresponding generation position to remind the player through the warning signal that the first virtual object is about to be born at the generation position.

[0112] In other embodiments, the electronic device may generate a first type of target virtual object in a virtual scene based on a first random algorithm at intervals of a preset duration.

[0113] For example, in a normal difficulty level, two first type target virtual objects are generated in the virtual scene every 8 seconds; in a medium difficulty level, two first type target virtual objects are generated in the virtual scene every 6 seconds; in a difficult difficulty level, two first type target virtual objects are generated in the virtual scene every 4 seconds.

[0114] Of course, the number of first-type target virtual objects that exist simultaneously in the virtual scene may have an upper limit. When the upper limit is reached, the electronic device no longer generates new first-type target virtual objects in the virtual scene.

[0115] It is worth noting that different types of target virtual objects may have different scores. When the player controls the second virtual object to kill different types of target virtual objects, the corresponding scores may be obtained.

[0116] For example, for the three types of target virtual objects, infantry, artillery and strafing soldiers, the infantry, artillery and strafing soldiers can have corresponding baseline scores. When the second virtual object stops rotating, the first virtual object within the attack range of the second virtual object is killed, and the score obtained is the sum of the baseline score corresponding to the first virtual object and the value corresponding to the rotating surface displayed by the second virtual object.

[0117] In some feasible implementations, the electronic device can determine the motion path of the first virtual object according to the center point of the first virtual object and the center point of the second virtual object at each preset target interval, and control the first virtual object to move toward the second virtual object according to the motion path, and cause damage to the second virtual object when the first virtual object touches the second virtual object.

[0118] Here, the target preset duration can be set according to the difficulty of the game level, and for different types of target virtual objects, the corresponding target preset durations can be different. For example, in a level of normal difficulty, the target preset duration corresponding to the infantry type target virtual object can be 6 seconds, the target preset duration corresponding to the artillery type target virtual object can be 6 seconds, and the target preset duration corresponding to the strafing type target virtual object can be 6 seconds. In a level of medium difficulty, the target preset duration corresponding to the infantry type target virtual object can be 4 seconds, the target preset duration corresponding to the artillery type target virtual object can be 4 seconds, and the target preset duration corresponding to the strafing type target virtual object can be 4 seconds. In a level of difficult difficulty, the target preset duration corresponding to the infantry type target virtual object can be 2 seconds, the target preset duration corresponding to the artillery type target virtual object can be 2 seconds, and the target preset duration corresponding to the strafing type target virtual object can be 2 seconds.

[0119] The electronic device can correct the motion path of the first virtual object at each target preset time interval so that the first virtual object can always move toward the second virtual object, thereby causing damage to the second virtual object when the first virtual object touches the second virtual object.

[0120] The motion path may be a path corresponding to a line connecting a center point of the first virtual object and a center point of the second virtual object.

[0121] Within the target preset time length, the first virtual object moves along a determined motion path. When the target preset time length is exceeded, the electronic device re-determines a new motion path and controls the first virtual object to move along the new motion path.

[0122] Therefore, by controlling the first virtual object to move toward the second virtual object according to the determined motion path, the first virtual object in the virtual scene can track the movement of the second virtual object.

[0123] In some feasible implementations, the electronic device may also copy the attributes of the second virtual object, generate a third virtual object of the second type in the virtual scene, determine the target moving direction of the third virtual object in the virtual scene through a second random algorithm, and determine the second target position based on the current moving radius and target moving direction of the third virtual object, and randomly determine the corresponding moving radius of the third virtual object when it rotates next time, and then control the third virtual object to rotate toward the second target position, and when the third virtual object stops rotating, attack the second virtual object within the attack range of the third virtual object.

[0124] Here, the third virtual object of the second type is a non-player character in the virtual scene, which can be understood as a boss (a boss-level monster guarding the level) in the game. The electronic device copies the properties of the second virtual object and generates a third virtual object in the virtual scene.

[0125] Wherein, copying the attributes of the second virtual object refers to copying all attributes of the second virtual object, including copying the values ​​corresponding to each rotational surface, the virtual skills associated with each rotational surface, and the maximum health value, attack range, etc. of the second virtual object. Therefore, the third virtual object can be understood as a mirror image of the second virtual object.

[0126] Since the second virtual object is a character controlled by the player, and the third virtual object is a non-player controlled character in the game, the electronic device can determine the target moving direction of the third virtual object in the virtual scene through a second random algorithm, and determine the second target position to which the third virtual object rotates in one rotation according to the current moving radius and the target moving direction of the third virtual object. The second target position can be a position with the center point of the third virtual object as the starting point and the length of the current moving radius from the starting point in the target moving direction.

[0127] The third virtual object includes a plurality of rotational surfaces, and each time the third virtual object stops rotating, a rotational surface is randomly displayed. Accordingly, the current moving radius of the third virtual object can be determined according to the value corresponding to the current rotational surface of the third virtual object, and the size of the current moving radius is proportional to the size of the value corresponding to the current rotational surface.

[0128] It is worth noting that since the third virtual object is a mirror image of the second virtual object, the properties and functions of the third virtual object are consistent with those of the second virtual object. Therefore, for how to determine the current moving radius of the third virtual object, please refer to the relevant description of the current moving radius of the second virtual object in the above embodiment, which will not be repeated here.

[0129] The electronic device controls the third virtual object to rotate toward the second target position in the virtual scene, and when the third virtual object stops rotating, it attacks the second virtual object within the attack range of the third virtual object. The attack range of the third virtual object is consistent with the attack range of the second virtual object. During the rotation process, the third virtual object can be in an invincible state. If the second virtual object contacts the third virtual object in a stationary state, the third virtual object is damaged. Of course, if the third virtual object contacts the second virtual object in a stationary state, the second virtual object is damaged.

[0130] It is worth noting that the electronic device controls the third virtual object to randomly display a rotation surface during one rotation through a third random algorithm, and the value corresponding to the displayed rotation surface is the corresponding moving radius of the third virtual object during the next rotation.

[0131] Thus, by duplicating the attributes of the second virtual object and generating a third virtual object of the second type in the virtual scene, other enemy characters other than the pre-configured enemy characters can be generated in the virtual scene, thereby increasing the fun of the game.

[0132] In some feasible implementations, the target moving direction of the third virtual object is determined according to probability values ​​corresponding to different moving directions.

[0133] Here, the different moving directions include a first moving direction representing movement toward a virtual skill in the virtual scene, a second moving direction representing movement toward a second virtual object, and a third moving direction representing movement toward any direction of the virtual scene.

[0134] Different moving directions may correspond to different probability values. For example, the probability value of the first moving direction may be 40%, the probability value of the second moving direction may be 40%, and the probability value of the third moving direction may be 20%. The larger the probability value corresponding to the different moving directions, the greater the possibility that the third virtual object rotates toward the moving direction.

[0135] The electronic device can preset a time length at each interval, and through a second random algorithm, different moving directions can correspond to different probability values, and calculate the target moving direction corresponding to each rotation of the third virtual object.

[0136] Therefore, by determining the target moving direction of the third virtual object according to the probability values ​​corresponding to different moving directions, the rotation of the third virtual object in the virtual scene can be made full of randomness, making the gameplay of the game more interesting.

[0137] In some feasible implementations, when the third virtual object starts to rotate, if the current rotating surface displayed by the third virtual object is associated with a virtual skill, the virtual skill is released to cause damage to the second virtual object in the virtual scene.

[0138] Here, at the moment when the third virtual object starts to rotate, if the current rotating surface displayed by the third virtual object is associated with a virtual skill, the third virtual object is controlled to release the virtual skill to cause damage to the second virtual object (player character) in the virtual scene.

[0139] For example, assuming that the third virtual object has rotational surfaces A, B, C, D, E, and F, and that rotational surface A is associated with a virtual skill, before the next rotation begins, the current rotational surface displayed by the third virtual object is rotational surface A, and when the next rotation begins, the third virtual object is controlled to release the virtual skill associated with rotational surface A.

[0140] It is worth noting that the virtual skill associated with the current rotating surface displayed by the third virtual object can be obtained by copying the attributes of the second virtual object. Of course, the virtual skill associated with the current rotating surface displayed by the third virtual object can also be picked up by the third virtual object in the virtual scene. The virtual skill generated in the virtual scene is also used to associate the virtual skill with the rotating surface displayed by the third virtual object when the third virtual object contacts the virtual skill in the virtual scene. That is, when the third virtual object stops rotating, if the rotating surface displayed when the rotation stops covers the virtual skill in the virtual scene, the virtual skill is associated with the rotating surface.

[0141] It should be understood that, when a rotating surface of the third virtual object is already associated with a virtual skill, if the rotating surface contacts other virtual skills in the virtual scene again, the virtual skill associated with the rotating surface can be replaced by the other virtual skill.

[0142] Therefore, by controlling the third virtual object to release virtual skills, the monsters in the game can be made more diverse, thereby increasing the fun and playability of the game.

[0143] Figure 7 FIG. 1 is a schematic diagram showing module connections of an interactive control device according to an exemplary embodiment. Figure 7 As shown, the embodiment of the present disclosure provides an interactive control device 700, which may include:

[0144] A first generating module 701 is configured to generate a first virtual object in a virtual scene;

[0145] A first determination module 702 is configured to determine a first target position in response to a rotation instruction according to a current moving radius of the second virtual object and a target rotation direction indicated by the rotation instruction;

[0146] A second determining module 703 is configured to control the second virtual object to rotate toward the first target position, and randomly determine a corresponding moving radius of the second virtual object during the next rotation;

[0147] The attack module 704 is configured to attack the first virtual object within the attack range of the second virtual object when the second virtual object stops rotating.

[0148] Optionally, the second virtual object includes a plurality of rotating surfaces, and each time the second virtual object stops rotating, one of the rotating surfaces is randomly displayed;

[0149] The first determining module 702 is specifically configured to:

[0150] A current moving radius of the second virtual object is determined according to a value corresponding to a current rotation plane of the second virtual object, wherein a size of the current moving radius is proportional to a size of the value corresponding to the current rotation plane.

[0151] Optionally, the interactive control device 700 further includes:

[0152] The adjustment module is configured to adjust the value corresponding to the target rotation surface in response to the value adjustment instruction according to the target value assigned to the target rotation surface among the multiple rotation surfaces, wherein the target value is obtained by clearing the level corresponding to the virtual scene.

[0153] Optionally, the second virtual object includes a plurality of rotating surfaces, and each time the second virtual object stops rotating, one of the rotating surfaces is randomly displayed; the interactive control device 700 further includes:

[0154] The first skill releasing module is configured to release the virtual skill when the second virtual object starts to rotate if the current rotating surface displayed by the second virtual object is associated with the virtual skill.

[0155] Optionally, the interactive control device 700 further includes:

[0156] A third determination module is configured to determine a target type of virtual skill generated in the virtual scene according to generation probabilities of different types of virtual skills;

[0157] The second generation module is configured to randomly determine a position in the target area of ​​the virtual scene as a skill generation position, and generate a virtual skill of the target type at the skill generation position, wherein the virtual skill is used to associate the virtual skill with the rotating surface displayed by the second virtual object when the second virtual object contacts the virtual skill.

[0158] Optionally, the first virtual object is a first type of target virtual object, and the first generating module 701 is specifically configured to:

[0159] Based on a first random algorithm, a target virtual object of the first type is generated in the virtual scene, wherein the first random algorithm is configured to determine the target virtual object of the target type generated in the virtual scene according to probability values ​​corresponding to different types of target virtual objects, and randomly determine a position in the virtual scene as the generation position of the target virtual object of the target type, so as to generate the target virtual object of the target type at the generation position.

[0160] Optionally, the first virtual object is a first type of target virtual object, and the interactive control device 700 further includes:

[0161] a copy module, configured to copy the attributes of the second virtual object to generate a third virtual object of a second type in the virtual scene;

[0162] a fourth determination module, configured to determine a target moving direction of the third virtual object in the virtual scene by using a second random algorithm;

[0163] a fifth determination module, configured to determine a second target position according to a current moving radius of the third virtual object and the target moving direction, and randomly determine a moving radius corresponding to the next rotation of the third virtual object;

[0164] The first control module is configured to control the third virtual object to rotate toward the second target position, and to attack the second virtual object within the attack range of the third virtual object when the third virtual object stops rotating.

[0165] Optionally, the interactive control device 700 further includes:

[0166] The direction determination module is configured to determine the target moving direction of the third virtual object according to the probability values ​​corresponding to different moving directions, wherein the different moving directions include a first moving direction representing movement toward the virtual skill in the virtual scene, a second moving direction representing movement toward the second virtual object, and a third moving direction representing movement toward any direction of the virtual scene.

[0167] Optionally, the third virtual object includes a plurality of rotating surfaces, and each time the third virtual object stops rotating, one of the rotating surfaces is randomly displayed;

[0168] The interactive control device 700 further includes:

[0169] The second skill releasing module is configured to release the virtual skill to cause damage to the second virtual object in the virtual scene when the third virtual object starts to rotate if the current rotating surface displayed by the third virtual object is associated with a virtual skill.

[0170] Optionally, the interactive control device 700 further includes:

[0171] A sixth determination module is configured to determine a motion path of the first virtual object according to a center point of the first virtual object and a center point of the second virtual object at each target preset time interval;

[0172] A second control module is configured to control the first virtual object to move toward the second virtual object according to the motion path; and

[0173] When the first virtual object touches the second virtual object, damage is caused to the second virtual object.

[0174] The logic of the method executed by each functional module in the above-mentioned interactive control device 700 can refer to the part about the method in the above-mentioned embodiment, and will not be repeated here.

[0175] Reference below Figure 8 , which shows a schematic diagram of the structure of an electronic device (e.g., terminal device) 800 suitable for implementing the embodiments of the present disclosure. The terminal device in the embodiments of the present disclosure may include, but is not limited to, mobile terminals such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (e.g., vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Figure 8 The electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0176] like Figure 8 As shown, the electronic device 800 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 801, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 802 or a program loaded from a storage device 808 into a random access memory (RAM) 803. In the RAM 803, various programs and data required for the operation of the electronic device 800 are also stored. The processing device 801, the ROM 802, and the RAM 803 are connected to each other via a bus 804. An input / output (I / O) interface 805 is also connected to the bus 804.

[0177] Typically, the following devices may be connected to the I / O interface 805: input devices 806 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; output devices 807 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; storage devices 808 including, for example, a magnetic tape, a hard disk, etc.; and communication devices 809. The communication device 809 may allow the electronic device 800 to communicate with other devices wirelessly or by wire to exchange data. Although Figure 8 The electronic device 800 is shown with various devices, but it should be understood that it is not required to implement or possess all the devices shown. More or fewer devices may be implemented or possessed instead.

[0178] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication device 809, or installed from a storage device 808, or installed from a ROM 802. When the computer program is executed by the processing device 801, the above-mentioned functions defined in the method of the embodiment of the present disclosure are executed.

[0179] It should be noted that the computer-readable medium disclosed above may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device. In the present disclosure, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which a computer-readable program code is carried. This propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. The computer readable signal medium may also be any computer readable medium other than a computer readable storage medium, which may send, propagate or transmit a program for use by or in conjunction with an instruction execution system, apparatus or device. The program code contained on the computer readable medium may be transmitted using any suitable medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.

[0180] In some embodiments, the terminal device and the server can communicate using any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol), and can be interconnected with any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), an internet (e.g., the Internet), and a peer-to-peer network (e.g., an ad hoc peer-to-peer network), as well as any currently known or future developed network.

[0181] The computer-readable medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.

[0182] The computer-readable medium carries one or more programs. When the one or more programs are executed by the electronic device, the electronic device: generates a first virtual object in a virtual scene; determines a first target position in response to a rotation instruction according to a current moving radius of a second virtual object and a target rotation direction indicated by the rotation instruction; controls the second virtual object to rotate toward the first target position, and randomly determines a corresponding moving radius of the second virtual object at the next rotation; and attacks the first virtual object within the attack range of the second virtual object when the second virtual object stops rotating.

[0183] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages ​​or a combination thereof, including, but not limited to, object-oriented programming languages, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0184] The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the system, method and computer program product according to various embodiments of the present disclosure. In this regard, each square box in the flow chart or block diagram can represent a module, a program segment or a part of a code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some implementations as replacements, the functions marked in the square box can also occur in a sequence different from that marked in the accompanying drawings. For example, two square boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each square box in the block diagram and / or flow chart, and the combination of the square boxes in the block diagram and / or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0185] The modules involved in the embodiments described in the present disclosure may be implemented by software or hardware, wherein the name of a module does not, in some cases, limit the module itself.

[0186] The functions described above herein may be performed at least in part by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), complex programmable logic devices (CPLDs), and the like.

[0187] In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, device, or equipment. A machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium may include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0188] The above description is only a preferred embodiment of the present disclosure and an explanation of the technical principles used. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by a specific combination of the above technical features, but should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosed concept. For example, the above features are replaced with the technical features with similar functions disclosed in the present disclosure (but not limited to) by each other to form a technical solution.

[0189] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details are included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.

[0190] Although the subject matter has been described in language specific to structural features and / or method logic actions, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. On the contrary, the specific features and actions described above are merely example forms of implementing the claims. Regarding the device in the above embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.

Claims

1. An interactive control method, characterized in that: include: generating a first virtual object in a virtual scene; In response to the rotation instruction, determining a first target position according to a current moving radius of the second virtual object and a target rotation direction indicated by the rotation instruction; Controlling the second virtual object to rotate toward the first target position, and randomly determining a moving radius corresponding to the next rotation of the second virtual object; When the second virtual object stops rotating, the first virtual object located within the attack range of the second virtual object is attacked.

2. The method according to claim 1, characterized in that: The second virtual object includes a plurality of rotational surfaces, and each time the second virtual object stops rotating, one of the rotational surfaces is randomly displayed; the current moving radius of the second virtual object is determined by the following steps: A current moving radius of the second virtual object is determined according to a value corresponding to a current rotation plane of the second virtual object, wherein a size of the current moving radius is proportional to a size of the value corresponding to the current rotation plane.

3. The method according to claim 2, characterized in that The method further comprises: In response to the value adjustment instruction, the value corresponding to the target rotational surface is adjusted according to the target value assigned to the target rotational surface among the multiple rotational surfaces, wherein the target value is obtained by clearing the level corresponding to the virtual scene.

4. The method according to claim 1, characterized in that The second virtual object includes a plurality of rotating surfaces, and each time the second virtual object stops rotating, one of the rotating surfaces is randomly displayed; the method further includes: When the second virtual object starts to rotate, if a current rotating surface displayed by the second virtual object is associated with a virtual skill, the virtual skill is released.

5. The method according to claim 4, characterized in that The method further comprises: Determining a target type of virtual skill to be generated in the virtual scene according to generation probabilities of different types of virtual skills; A position is randomly determined in the target area of ​​the virtual scene as a skill generation position, and a virtual skill of the target type is generated at the skill generation position, wherein the virtual skill is used to associate the virtual skill with the rotating surface displayed by the second virtual object when the second virtual object contacts the virtual skill.

6. The method according to claim 1, characterized in that The first virtual object is a target virtual object of the first type, and generating the first virtual object in the virtual scene includes: Based on a first random algorithm, a target virtual object of the first type is generated in the virtual scene, wherein the first random algorithm is configured to determine the target virtual object of the target type generated in the virtual scene according to probability values ​​corresponding to different types of target virtual objects, and randomly determine a position in the virtual scene as the generation position of the target virtual object of the target type, so as to generate the target virtual object of the target type at the generation position.

7. The method according to claim 1, characterized in that The first virtual object is a first type of target virtual object, and the method further includes: Copying the attributes of the second virtual object to generate a third virtual object of the second type in the virtual scene; Determining a target moving direction of the third virtual object in the virtual scene by a second random algorithm; Determine a second target position according to the current moving radius of the third virtual object and the target moving direction, and randomly determine a moving radius corresponding to the next rotation of the third virtual object; The third virtual object is controlled to rotate toward the second target position, and when the third virtual object stops rotating, the second virtual object located within the attack range of the third virtual object is attacked.

8. The method according to claim 7, characterized in that The target moving direction is determined by the following steps: The target moving direction of the third virtual object is determined according to the probability values ​​corresponding to different moving directions, wherein the different moving directions include a first moving direction representing movement toward a virtual skill in the virtual scene, a second moving direction representing movement toward the second virtual object, and a third moving direction representing movement toward any direction of the virtual scene.

9. The method according to claim 7, characterized in that: The third virtual object includes a plurality of rotating surfaces, and each time the third virtual object stops rotating, one of the rotating surfaces is randomly displayed; the method further includes: When the third virtual object starts to rotate, if a current rotating surface displayed by the third virtual object is associated with a virtual skill, the virtual skill is released to cause damage to the second virtual object in the virtual scene.

10. The method according to claim 1, characterized in that The method further comprises: Determine a motion path of the first virtual object according to a center point of the first virtual object and a center point of the second virtual object at each target preset time interval; According to the motion path, controlling the first virtual object to move toward the second virtual object; and When the first virtual object touches the second virtual object, damage is caused to the second virtual object.

11. An interactive control device, characterized in that: include: A first generating module is configured to generate a first virtual object in a virtual scene; A first determination module is configured to determine a first target position in response to a rotation instruction according to a current moving radius of the second virtual object and a target rotation direction indicated by the rotation instruction; a second determining module, configured to control the second virtual object to rotate toward the first target position, and randomly determine a corresponding moving radius of the second virtual object during the next rotation; The attack module is configured to attack the first virtual object within the attack range of the second virtual object when the second virtual object stops rotating.

12. A computer readable medium having a computer program stored thereon, characterized in that: When the program is executed by a processing device, the steps of the method according to any one of claims 1 to 10 are implemented.

13. An electronic device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, configured to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 10.