Game interaction control method and device and electronic equipment

By adjusting character visibility in game scenarios, the problems of poor game experience and high resource consumption caused by players' conservative strategies are solved, and more efficient game progress and resource management are achieved.

CN119524399APending Publication Date: 2025-02-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411844656.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-13
Publication Date
2025-02-28

AI Technical Summary

Technical Problem

In games that require exploration of game scenes, players may adopt conservative strategies, resulting in poor game experience, long game play time and high resource consumption.

Method used

By in response to the game start command, the first character is controlled to enter the game scene and adjust the scene brightness when the preset conditions are met, the first character changes from an invisible state to a visible state. The preset condition includes moving speed or distance less than or equal to the preset threshold within a specified duration.

Benefits of technology

Encourage players to actively control characters to explore in game scenarios, improve game experience, speed up game progress, save resources, reduce the working frequency of terminal devices, and save power consumption.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, and the method comprises the steps: controlling a first role to enter a game scene of game match in response to a game match start instruction; when the ambient brightness of the scene area where the first role is located is the default scene brightness, the first role is in an invisible state compared with other virtual roles; and in response to the condition that the movement condition of the first role in the game scene meets a first preset condition, adjusting the scene area where the first role is located from default scene brightness to target scene brightness, so that the first role is in a visible state compared with other virtual roles. According to the mode, the player is promoted to actively control the role to explore in the game scene, the game experience of the player in the game is improved, the progress of the game is accelerated to a certain extent, game operation resources are saved, the working frequency of terminal equipment is reduced, and power consumption is reduced.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a game interactive control method, device and electronic equipment. Background Art

[0002] In games that require exploration of game scenes, players often need to control the movement of virtual characters to avoid attacks from other virtual characters, or interact with virtual items in the game scene to advance the game progress, thereby bringing fun and interesting gaming experience to players participating in the game. In order to ensure the game results, some players may adopt conservative strategies, such as squatting in a relatively fixed hidden location, or conducting activities in a local area, and interacting less with the game scene and other characters. However, this method can easily lead to a poor gaming experience for players in the game, and may also lead to longer game time and more consumption of game running resources. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to encourage players to actively control characters to explore in game scenes, improve the gaming experience of players in game matches, speed up the progress of game matches to a certain extent, save game running resources, reduce the operating frequency of terminal devices, and save power consumption.

[0004] In a first aspect, an embodiment of the present invention provides a game interaction control method, the method comprising: in response to a game match start instruction, controlling a first character to enter a game scene of a game match; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene satisfying a first preset condition, adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: within a first specified time period, the movement speed of the first character is less than or equal to a preset first speed threshold, and within a second specified time period, the movement distance of the first character is less than or equal to a preset first distance threshold.

[0005] In a second aspect, an embodiment of the present invention provides a game interaction control device, which includes: a game start module, which is used to control a first character to enter a game scene of a game game in response to a game game start instruction; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; a first brightness adjustment module, which is used to adjust the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying a first preset condition, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: the movement speed of the first character within a first specified time period is less than or equal to a preset first speed threshold, and the movement distance of the first character within a second specified time period is less than or equal to a preset first distance threshold.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game interaction control method.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The above-mentioned game interaction control method, device and electronic device, in response to the game match start instruction, controls the first character to enter the game scene of the game match; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene meeting the first preset condition, the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; the first preset condition includes at least one of the following: the movement speed of the first character within the first specified time is less than or equal to the preset first speed threshold, and the movement distance of the first character within the second specified time is less than or equal to the preset first distance threshold. This method encourages players to actively control the characters to explore in the game scene, improves the game experience of players in the game match, speeds up the progress of the game match to a certain extent, saves game running resources, reduces the working frequency of the terminal device, and saves power consumption.

[0010] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a first object near a first character provided by an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of another first object near a first character provided by an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of a situation in which a first character is within the field of view of a second character provided by an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0020] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0021] In games that require exploration of game scenes, players often need to control the movement of virtual characters to avoid attacks from other virtual characters, or interact with virtual items in the game scene to advance the game progress, thereby bringing fun and interesting gaming experience to players participating in the game. In order to ensure the game results, some players may adopt conservative strategies, such as squatting in a relatively fixed hidden location, or conducting activities in a local area, and interacting less with the game scene and other characters. However, this method can easily lead to a poor gaming experience for players in the game, and may also lead to longer game time and more consumption of game running resources.

[0022] Based on this, the embodiments of the present invention provide a game interaction control method, device and electronic device, and the technology can be applied to various multiplayer game scenarios.

[0023] In one embodiment of the present invention, the game interaction control method can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] See also Figure 1 First, a game interactive control method provided by an embodiment of the present invention is introduced. The method comprises the following steps:

[0027] Step S102, in response to a game start instruction, controlling the first character to enter a game scene of the game; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is in an invisible state compared to other virtual characters.

[0028] The above-mentioned game match start instruction can be generated after the player performs a match trigger operation through the terminal device. For example, triggering the match trigger control in the graphical user interface, or controlling the first character to enter a certain game scene, is considered to have performed a match trigger operation. It is also possible that after the player determines that the first character participates in the game match through a specified operation, and after the number and attributes of the characters participating in the game match meet the preset requirements, the game system automatically generates a game match instruction. The specific settings can be made according to the needs and are not limited here.

[0029] The game match can be pre-set to run for a specified time in the game system. Within the specified time, a match trigger instruction can be generated to control the first character to enter the game scene of the game match; that is, the game characters in the game match can enter the game scene of the game match at different times. At a certain moment during the game match, the game scene corresponding to the game match can have multiple virtual characters, or only virtual characters, or no virtual characters.

[0030] In this case, virtual props are usually set in the game scene, and the player controls the first character to find and obtain virtual props in the game scene to obtain game rewards; when the game scene also includes other virtual characters, the player can also control the first character to attack other virtual characters to snatch the virtual props obtained by other virtual characters in the game scene. The specific settings can be made according to needs and are not limited here.

[0031] It is also possible to pre-set that multiple game characters in a game match need to enter the game scene at the same time. For example, after the number and attributes of the characters participating in the game match meet the preset requirements, the game system automatically generates a game match start instruction, or, after a designated virtual character or any character performs a match trigger operation, a game match start instruction is generated, and then all game characters waiting to participate in the game match are controlled to enter the game scene at the same time.

[0032] The game scene corresponding to the game match has a default scene brightness. The function of the default scene brightness is to control the first character to be invisible relative to other virtual characters when the first character is in a scene area where the ambient brightness is the default scene brightness. The default scene brightness corresponding to each scene position in the game scene can be the same or different. During the course of the game match, if a virtual prop that can emit light appears at a certain scene position, or a virtual character in a certain scene produces a luminous effect, the ambient brightness of the scene area centered on the scene position can be increased. In the specific implementation process, the lighting laws in the real world can be simulated, and the range of the scene area illuminated by the luminous character or prop can be determined based on the brightness of the luminous character or prop.

[0033] The above-mentioned default scene brightness can be pre-set by the game system, or can be set by the player through operation, for example, the default scene brightness is set by the game account corresponding to the game character participating in the game match. The default scene brightness can be zero, that is, the game scene is a completely dark environment, or the default scene brightness is low, at this time the game scene has only a weak brightness, but the brightness is not enough to display any virtual character in the game scene on the scene screen, or the brightness is not enough to display other virtual characters in the game scene except the virtual character controlled by the terminal device on the scene screen, or the brightness is not enough to distinguish the first character in the scene screen, resulting in the player not being able to see the first character clearly. In this case, when the player views the scene screen, it is difficult to distinguish whether a certain screen area displays a game character or a scene model.

[0034] When the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is in an invisible state compared to other virtual characters; the invisible state can be understood as other virtual characters cannot "see" the first character, or cannot distinguish the first character from the scene screen; specifically, the first character is not displayed or is blurred on the scene screen of the terminal device corresponding to other virtual characters, and the degree of blurred display is that the content displayed on the scene screen cannot enable the player to distinguish the presence of the first character in the scene screen. Even if the first character is within a preset distance range from the virtual character controlled by the terminal device, and there is no obstacle between the first character and the virtual character controlled by the terminal device, the first character is not displayed or is blurred in the scene screen of the terminal device.

[0035] When the default scene brightness is zero, the first character is close to the virtual character controlled by the terminal, and there is no obstacle between the virtual character and the first character. Since the first character is in a 'completely black' environment with a brightness of zero, the first character is not displayed in the scene screen showing the field of view of the virtual character controlled by the terminal device. In one example, the game scene is a night environment, or a fully enclosed building, and there are no or only a few luminous objects in the building.

[0036] In addition, when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character will be displayed on the scene screen showing the field of view of the first character, that is, the first character is visible on the scene screen of the terminal device. When the first character's virtual camera shoots the game scene from a third-person perspective, the first character's full body is displayed on the scene screen, for example, the first character's back, side or front view, etc. can be displayed; when the first character's virtual camera shoots the game scene from a first-person perspective, part of the first character's character parts are displayed on the scene screen, for example, only the first character's arms, hands, or props and equipment carried by the first character; in one example, the first character's hands, as well as the flashlight and firearms held by the hands are displayed on the scene screen.

[0037] Step S104, in response to the movement of the first character in the game scene satisfying the first preset condition, adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: the movement speed of the first character within a first specified time period is less than or equal to a preset first speed threshold, and the movement distance of the first character within a second specified time period is less than or equal to a preset first distance threshold.

[0038] The player can usually control the first character to move in the game scene. The movement can be specifically manifested as walking, running, sliding, jumping, swimming, flying, etc., which are not specifically limited here. In one embodiment, the player can control the movement speed of the first character, such as the movement speed can be changed between [0,10]; in another embodiment, the player can only control the first character to move or not move. The specific setting can be based on the needs and is not limited here.

[0039] The above preset conditions can be set for the moving speed and moving distance of the first character. Since the movement process of the character is a dynamic process, the instantaneous moving speed is difficult to represent the movement of the character, so the first preset condition can be set as follows: the moving speed of the first character within the first specified time period is less than or equal to the preset first speed threshold. Among them, the above first specified time period can be set according to demand, and can be specifically 5s, 10s, etc., which is not limited here. The above first speed threshold can be 0, or a speed value greater than 0, and is usually set to a smaller value. The moving speed in the above first preset condition can refer to the average speed of the first character within the first specified time period, or it can refer to the instantaneous speed of the first character at any moment within the first specified time period, which is not limited here.

[0040] Since the moving distance usually corresponds to a period of time, the above-mentioned first preset condition can be set as: the moving distance of the first character within the second specified time length is less than or equal to the preset first distance threshold. Similar to the above-mentioned first specified time length, the above-mentioned second specified time length can also be set according to needs. The above-mentioned first distance threshold can be 0, or it can be a distance value greater than 0, and is usually set to a smaller value. The moving distance in the above-mentioned first preset condition usually refers to the length of the trajectory of the first character moving within the second specified time length, and can also refer to the maximum distance between the various positions of the first character within the second specified time length, which is not restricted here.

[0041] When the movement of the first character in the game scene meets the first preset condition, the scene area where the first character is located needs to be adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters. When the first character is visible compared to other virtual characters, if the first character appears in the field of vision of other virtual characters, the other virtual characters can "see" the first character, and the first character will be displayed in the scene screen displayed by the terminal device that controls one of the other virtual characters.

[0042] The brightness of the target scene is usually higher than the default scene brightness. In order to increase the ambient brightness of the scene area where the first character is located, it is necessary to add light sources around the first character. The first character can be directly made to produce a luminous effect, so that the first character is called a light source; virtual objects that can emit light can also be displayed at a position that can illuminate the first character, such as displaying virtual lamps above the head of the first character, displaying luminous particles around the first character, and making the virtual props carried by the first character produce a luminous effect, etc., which are not limited here.

[0043] The scene area where the above-mentioned first character is located is usually a local area, and the local area includes the scene position where the first character is located. When the game scene corresponding to the game game is pre-divided into multiple rooms, the scene area where the first character is located can be the internal area of ​​the room where the first character is located. When the ambient brightness of the scene area where the first character is located is increased by lighting props or light-emitting models, the lighting props or light-emitting models are usually located near the first character so that the light beam generated by the lighting props or light-emitting models can shine on the first character. At this time, the scene area where the first character is located can be determined according to the position of the lighting props or the light-emitting model. Taking the lighting props as an example, after the lighting props are triggered, a light beam is formed in the game scene, and the light beam has a certain light beam range. The area within the light beam range is the scene area where the first character is located; if the light beam is blocked by the scene model in the game scene, the light beam range will be reduced.

[0044] In addition, if the lighting prop is a prop carried by the first character, in addition to the light beam range, the designated range centered on the lighting prop can also be regarded as the scene area where the first character is located; therefore, when the first character triggers the lighting prop carried, even if the first character is not in the light beam range of the lighting prop, the position of the first character can be exposed through the light position of the lighting prop. For example, when the lighting range of the first lighting prop is a cone range, the vertex position of the cone range is the position of the first character; the position of the first character can be inferred through the vertex position of the cone range.

[0045] When the first character triggers the lighting prop carried by him, in addition to the light beam range, a peripheral light range centered on the lighting prop is also formed. The peripheral light range and the light beam range together constitute the target area, and the position of the first character within the peripheral light range will be exposed.

[0046] The ambient brightness is related to the distance from the light source. Generally speaking, the closer to the light source, the higher the brightness, and the farther from the light source, the lower the brightness. Therefore, the ambient brightness of each position in the scene area where the first character is located is usually different. The above-mentioned target scene brightness may refer to the brightness of the first character itself after being illuminated by the light source; the scene area where the first character is located may be a scene area with the first character as the center and a preset range size, and the above-mentioned target scene brightness is the average brightness of each position in the scene area, which can be set according to needs and is not limited here. After adding light sources around the first character, the ambient brightness of the scene area where the first character is located can reach the target scene brightness.

[0047] The above-mentioned game interaction control method controls the first character to enter the game scene of the game in response to the game match start instruction; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene meeting the first preset condition, the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; the first preset condition includes at least one of the following: the movement speed of the first character within the first specified time is less than or equal to the preset first speed threshold, and the movement distance of the first character within the second specified time is less than or equal to the preset first distance threshold. This method encourages players to actively control the characters to explore in the game scene, improves the game experience of players in the game, speeds up the progress of the game to a certain extent, saves game running resources, reduces the working frequency of the terminal device, and saves power consumption.

[0048] The following embodiment provides an implementation method for adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying the first preset condition.

[0049] In order to adjust the ambient brightness of the scene area where the first character is located, a first object can be displayed near the first character and controlled to move with the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located so that the first character is visible compared to other virtual characters.

[0050] The first object may be one or more. The first object can generally be regarded as a light source. For example, the first object can be a lighting prop, a firefly model, a spark model, etc. The nearby position may be a position whose distance from the first character is less than or equal to a preset distance. The distance between the first character and the first object may be 0, that is, the nearby position is on the surface of the first character. When the first object is located near the first character, the light emitted by the first object can illuminate the first character and make the first character visible compared to other virtual characters. Figure 2 As shown, the lighting prop is set above the head of the first character, and the light emitted will illuminate the scene area where the first character is located. Figure 3 As shown, multiple firefly window models move around the first character, and the light emitted by the firefly models also illuminates the scene area where the first character is located.

[0051] The relative position between the first object and the first character can be fixed or variable. For example, a firefly model can fly around the first character; when the lighting props are following the first character, if the first character suddenly stops, the lighting props gradually reduce the moving speed and then stop, simulating the buffering process. In both cases, the relative position between the first object and the first character will change.

[0052] In a specific embodiment, the first character may also be directly controlled to produce a luminous effect to adjust the ambient brightness of the scene area where the first character is located, so that the first character is visible compared to other virtual characters.

[0053] When the movement of the first character in the game scene satisfies the first preset condition and the ambient brightness of the scene area where the first character is located is adjusted, the ambient brightness in the scene area can be controlled to increase as the time of satisfying the first preset condition increases, so as to give the player a sense of urgency and further encourage the player to actively control the movement of the first character. In a specific implementation, in response to the movement of the first character in the game scene satisfying the first preset condition, the timing is started; then, based on the timing duration, the current scene brightness of the scene area where the first character is located is determined, and the ambient brightness of the scene area where the first character is located is adjusted to the current scene brightness. Among them, the current scene brightness is positively correlated with the timing duration. For example, the current scene brightness can be calculated by the following formula:

[0054] Current scene brightness = default scene brightness + a × timing duration

[0055] Where a is the correlation coefficient, which is usually greater than 0.

[0056] You can also pre-set the timing duration range. For example, when the timing duration is 0s to 2s, the current scene brightness is the sum of the default scene brightness and the first scene brightness. When the timing duration is 2s to 5s, the current scene brightness is the sum of the default scene brightness and twice the first scene brightness, and so on.

[0057] When increasing the scene brightness, you can increase the number of first objects located near the first character, or increase the luminous intensity of the first objects, or increase the luminous intensity of the first character, etc. The specific settings can be made according to needs and are not limited here.

[0058] When the movement of the first character in the game scene meets the first preset condition, in the process of adjusting the ambient brightness of the scene area where the first character is located, the scene area where the first character is located can also be directly set to the target scene brightness, and the scene area with the brightness of the target scene brightness can be controlled to increase as the time when the first preset condition is met increases, so that other virtual characters at a distance from the first character can also notice the abnormal brightness of the area and then find the location of the first character. This method can also give the player a sense of urgency and further encourage the player to actively control the movement of the first character.

[0059] In a specific implementation process, in response to the movement of the first character in the game scene meeting the first preset condition, timing is started; based on the timing duration, the area range of the scene area where the first character is located is determined; the area range is positively correlated with the timing duration. Then, the scene area where the first character is located is adjusted to the target scene brightness.

[0060] The area range can be proportional to the timing duration, or the timing duration range can be pre-set. In different timing duration ranges, the area range of the scene area where the first character is located is different. In order to make the ambient brightness of the changing area range the target scene brightness, as the area range increases, it is necessary to increase the number of light sources within the area range, that is, the number of the above-mentioned first objects, or increase the brightness of the light source, such as increasing the brightness of the first object or the brightness of the first character.

[0061] In a specific embodiment, a surrounding firefly model is displayed around the first character to provide the ambient brightness of the scene area where the first character is located. As the timing duration increases, the number of firefly models around the first character is increased, and the moving range of the firefly models is increased, so that as the timing duration increases, the range of the scene area where the first character is located is increased, and the ambient brightness of the scene area is made to be the target brightness.

[0062] When the movement of the first character in the game scene meets the first preset condition and the scene area where the first character is located is at the target scene brightness, the first character is displayed in the scene screen displayed by the terminal device that controls a virtual character among other virtual characters.

[0063] Assume that a second character among other virtual characters is controlled by a terminal device, and the second character is any virtual character in the game scene except the first character. A graphical user interface is provided through the terminal device. After the second character enters the game scene corresponding to the game match, the virtual camera following the second character shoots the game scene to obtain a scene picture, which is displayed through the graphical user interface. Among them, the virtual camera can shoot the game scene from a first perspective or a third perspective.

[0064] In a specific implementation, in response to the first character being within the field of view of the second character and being visible compared to other virtual characters, the first character may be displayed in a graphical user interface. When the first character is within the field of view of the second character, there is usually no obstacle blocking the first character and the second character. If the first character is blocked by an obstacle, the second character cannot "see" the first character, that is, the first character will not appear in the game scene shot by the virtual camera following the second character. Figure 4 As shown, the first character is shown in the field of vision of the second character, and the shaded portion represents at least part of the field of vision of the second character.

[0065] like Figure 5 As shown, the graphical user interface displays the back of the second character (at this time, the third perspective), as well as the first character and the lighting props near the first character; Figure 5 The situation shown is that under the default scene brightness, for a virtual camera following a virtual character, the virtual character is visible.

[0066] In order to make the first character more easily realized by other virtual characters when the movement of the first character meets the first preset condition, the scene area where the first character is located can also be controlled to produce sound, so that other players can identify the location of the first character based on the sound, control other virtual characters to move to the location, interact with the first character, or directly attack the location, etc. In specific implementation, in response to the movement of the first character in the game scene meeting the first preset condition, the second object can be controlled to be displayed near the first character, and the second object can be controlled to play a preset audio, so that the virtual characters within the preset range of the second object in the game scene can hear the preset audio.

[0067] The nearby position may be a position whose distance from the first character is less than or equal to a preset distance, and the distance between the first object and the second object may be 0, that is, the second object is set on the surface of the first character. The second object may be one or more, such as a speaker model, a bee model, etc. The second object may also be the same as the first object, that is, the corresponding preset audio is set for the first object.

[0068] When the movement of the first character in the game scene meets the first preset condition, the volume of the preset audio emitted by the second object can also be controlled to increase as the time when the first preset condition is met increases, so that other virtual characters farther away from the first character can also hear the preset audio and then find the location of the first character.

[0069] In a specific implementation, in response to the movement of the first character in the game scene meeting the first preset condition, timing is started; based on the timing duration, the current volume of the preset audio is determined, and the second object is controlled to play the preset audio at the current volume. The current volume is positively correlated with the timing duration, specifically, it can be proportional, or increase in stages, which can be set according to needs and is not limited here.

[0070] When the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, the specified attribute parameters of the first character may also be updated to reduce the chance of the first character winning the game. The specified attribute parameters may include one or more of the following: health value parameters, skill effect parameters, movement speed parameters, and defense parameters.

[0071] In specific implementation, the designated attribute parameter of the first character can be updated when the brightness of the scene area where the first character is located starts to increase, or when the brightness of the scene area where the first character is located is adjusted to the target scene brightness. The parameter value of the set value of the designated attribute parameter of the first character can be reduced once when the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness; or the parameter value of the designated attribute parameter of the first character can be continuously reduced at a preset rate when the ambient brightness of the scene area where the first character is located continues to be maintained at the target scene brightness. The specific settings can be made according to the needs and are not limited here.

[0072] Updating the specified attribute parameter of the first character may be to increase the parameter value of the specified attribute parameter, or to decrease the parameter value of the specified attribute parameter. For example, the health value parameter, skill effect parameter or defense parameter may be decreased, and the movement speed parameter may be increased. The specific setting may be made according to the requirements and is not set here.

[0073] In practical applications, the above health value parameter may also be referred to as "health bar", "health volume", etc. The above skill effect parameter is used to indicate the effect of the skill released by the first character on the skill object. After reducing the health value parameter, if the first character is attacked by other characters, the first character will be more likely to run out of health and fail to win the game.

[0074] The skills released by the first character can act on himself or other virtual characters. For example, the first character can release healing skills that act on himself, and the first character can also release damaging skills that act on other virtual characters. In the case where the skill effect parameters are reduced, if the first character releases a healing skill, the healing effect will decrease, and if the first character releases a damaging skill, the damaging effect will decrease. In either case, it is not conducive for the player to control the first character to win the game.

[0075] Similarly, when the movement speed parameter of the first character is reduced, the movement of the first character becomes slower, making it difficult for the first character to dodge attacks from other characters and lose out when racing with other characters to grab virtual items, resulting in a lower chance of the first character winning the game.

[0076] As described above, when the scene area where the first character is located is the target scene brightness, the first character is likely to expose its location, and the health value will be reduced, the skill effect will be reduced, etc. In order to avoid the above situation, the player needs to actively control the first character to move in the game scene. A second preset condition can be pre-set to determine whether the player actively controls the first character to move in the game scene.

[0077] In practical applications, the second preset condition may include at least one of the following: the moving speed of the first character within the third specified time period is greater than the preset second speed threshold, and the moving distance of the first character within the fourth specified time period is greater than the preset second distance threshold.

[0078] Similar to the first specified time length and the second specified time length, the third specified time length and the fourth specified time length can also be set according to needs, such as 5s, 10s, etc., and are not limited here.

[0079] The second speed threshold may be the same as or different from the first speed threshold. The second speed threshold may be 0, or a speed value greater than 0, greater than or equal to the first speed threshold. The moving speed in the second preset condition may refer to the average speed of the first character within the third specified time period, or may refer to the instantaneous speed of the first character at any moment within the third specified time period, and is not limited here.

[0080] The second distance threshold may be the same as or different from the first distance threshold. The second distance threshold may be 0 or a distance value greater than 0, and is usually greater than the first distance threshold. The moving distance in the second preset condition usually refers to the length of the trajectory of the first character moving within the fourth specified time period, or may refer to the maximum distance between various positions of the first character within the fourth specified time period, and is not limited here.

[0081] Generally speaking, the first preset condition and the second preset condition are usually set correspondingly. For example, the first preset condition may be: the moving speed of the first character is 0 within the first specified time period; the second preset condition may be: the moving speed of the first character is greater than 0 within the third specified time period.

[0082] In practical applications, it is necessary to control the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness in response to the movement of the first character in the game scene satisfying the second preset condition.

[0083] When adjusting the ambient brightness, the ambient brightness of the scene area where the first character is located can be directly adjusted to the default scene brightness, or the ambient brightness of the scene area where the first character is located can be gradually reduced until the ambient brightness reaches the default scene brightness. Taking the second preset condition that the movement speed of the first character is greater than 0 within the third specified time period as an example, the process of controlling the ambient brightness of the scene area where the first character is located to be gradually adjusted to the default scene brightness is described. After the ambient brightness of the scene area where the first character is located is adjusted to the target scene brightness, in response to the movement speed of the first character being greater than 0, the timing is started, and the ambient brightness of the scene area where the first character is located is controlled to be reduced; in response to the movement speed of the first character being greater than 0 during the process of the timing duration increasing from 0 to the third specified time period, the ambient brightness of the scene area where the first character is located is controlled to be reduced to the default scene brightness.

[0084] When the ambient brightness of the scene area where the first character is located is adjusted to the target scene brightness by displaying the first object near the first character, it is necessary to cancel the display of the first object near the first character.

[0085] When the second object is displayed near the first character so that other virtual characters around the first character can hear the preset audio played by the second object to identify the position of the first character, it is necessary to control the second object to cancel the playing audio, or cancel the second object.

[0086] If the scene area where the first character is located is the target scene brightness, the method of continuously updating the specified attribute parameters of the first character is adopted. When the scene area where the first character is located is restored to the default scene brightness, it is necessary to stop updating the specified attribute parameters of the first character, or to reversely update the specified attribute parameters of the first character. For example, when the scene area where the first character is located is the target brightness, the health of the first character is reduced at a first rate, and when the scene area where the first character is located is restored to the default scene brightness, the health of the first character can be increased at a second rate within a specified time, or the specified health of the first character can be increased at one time.

[0087] In a specific embodiment, a virtual prop may be pre-set in the game scene corresponding to the game match. When the first character triggers the virtual prop, the game prop may produce a light effect or play a preset audio, making the location of the first character easier to be discovered by other virtual characters. This situation can also encourage the player to actively control the first character to move away from the location of the game prop, promote the progress of the game match, and save game system resources.

[0088] For the above method embodiments, see Figure 6 The embodiment of the present invention shown provides a game interaction control device, the device comprising:

[0089] The game start module 602 is used to control the first character to enter the game scene of the game in response to the game start instruction; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is in an invisible state compared to other virtual characters;

[0090] The first brightness adjustment module 604 is used to adjust the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying the first preset condition, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: the movement speed of the first character within a first specified time period is less than or equal to a preset first speed threshold, and the movement distance of the first character within a second specified time period is less than or equal to a preset first distance threshold.

[0091] The above-mentioned game interaction control device controls the first character to enter the game scene of the game in response to the game match start instruction; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene meeting the first preset condition, the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; the first preset condition includes at least one of the following: the movement speed of the first character within the first specified time is less than or equal to the preset first speed threshold, and the movement distance of the first character within the second specified time is less than or equal to the preset first distance threshold. This method encourages players to actively control the characters to explore in the game scene, improves the game experience of players in the game, speeds up the progress of the game to a certain extent, saves game running resources, reduces the working frequency of the terminal device, and saves power consumption.

[0092] The first brightness adjustment module is also used to: display a first object near the first character and control the first object to move with the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located so that the first character is visible compared to other virtual characters.

[0093] The first brightness adjustment module is further used to control the first character to produce a luminous effect.

[0094] The above-mentioned first brightness adjustment module is also used to: start timing in response to the movement of the first character in the game scene satisfying the first preset condition; determine the current scene brightness of the scene area where the first character is located based on the timing duration, and adjust the ambient brightness of the scene area where the first character is located to the current scene brightness; the current scene brightness is positively correlated with the timing duration.

[0095] The above-mentioned device also includes: an area range determination module, which is used to determine the area range of the scene area where the first character is located based on the timing duration; the area range is positively correlated with the timing duration; and a second brightness adjustment module, which is used to adjust the scene area where the first character is located to the target scene brightness.

[0096] The above-mentioned device also includes: a third brightness adjustment module, which is used to control the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness in response to the movement of the first character in the game scene satisfying the second preset condition; the second preset condition includes at least one of the following: the movement speed of the first character within the third specified time period is greater than the preset second speed threshold, and the movement distance of the first character within the fourth specified time period is greater than the preset second distance threshold.

[0097] A first object is displayed near the first character. The first object is used to adjust the ambient brightness of the scene area where the first character is located to the target scene brightness. The third brightness adjustment module is also used to cancel the display of the first object near the first character.

[0098] The first preset condition includes: the moving speed of the first character is 0 within the first specified time period; the second preset condition includes: the moving speed of the first character is greater than 0 within the third specified time period.

[0099] The above-mentioned third brightness adjustment module is also used for: in response to the first character's moving speed being greater than 0, starting timing and controlling the reduction of the ambient brightness of the scene area where the first character is located; in response to the first character's moving speed being greater than 0 during the process of the timing duration increasing from 0 to the third specified duration, controlling the reduction of the ambient brightness of the scene area where the first character is located to the default scene brightness.

[0100] The above-mentioned device also includes: an audio playback module, which is used to control the display of a second object near the first character in response to the movement of the first character in the game scene meeting a first preset condition, and control the second object to play a preset audio so that the virtual character within a preset range from the second object in the game scene can hear the preset audio.

[0101] The above-mentioned device provides a graphical user interface through a terminal device; the terminal device is used to control a second character; the second character is any virtual character in the game scene except the first character; the above-mentioned device also includes: a first character display module, which is used to display the first character in the graphical user interface in response to the first character being within the field of vision of the second character and the first character being visible compared to other virtual characters.

[0102] The above-mentioned device also includes: an attribute parameter updating module, which is used to update the designated attribute parameters of the first character in response to the scene area where the first character is located being adjusted from the default scene brightness to the target scene brightness; the designated attribute parameters include one or more of the following: health value parameters, skill effect parameters, movement speed parameters and defense parameters.

[0103] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interactive control method. The details are as follows:

[0104] In response to a game match start instruction, a first character is controlled to enter a game scene of the game match; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene satisfying a first preset condition, the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: within a first specified time period, the movement speed of the first character is less than or equal to a preset first speed threshold, and within a second specified time period, the movement distance of the first character is less than or equal to a preset first distance threshold.

[0105] The above method encourages players to actively control characters to explore the game scene, improves the gaming experience of players in the game, speeds up the progress of the game to a certain extent, saves game running resources, reduces the operating frequency of terminal devices, and saves power consumption.

[0106] Optionally, the above-mentioned step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness includes: displaying a first object near the first character, and controlling the first object to move with the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located, so that the first character is visible compared to other virtual characters.

[0107] Optionally, the above step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness includes: controlling the first character to produce a luminous effect.

[0108] Optionally, the above-mentioned step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying the first preset condition includes: starting timing in response to the movement of the first character in the game scene satisfying the first preset condition; determining the current scene brightness of the scene area where the first character is located based on the timing duration, and adjusting the ambient brightness of the scene area where the first character is located to the current scene brightness; the current scene brightness is positively correlated with the timing duration.

[0109] Optionally, the above method also includes: determining the area range of the scene area where the first character is located based on the timing duration; the area range is positively correlated with the timing duration, and adjusting the scene area where the first character is located to the target scene brightness.

[0110] Optionally, the above method also includes: in response to the movement of the first character in the game scene satisfying a second preset condition, controlling the ambient brightness of the scene area where the first character is located to be adjusted to a default scene brightness; the second preset condition includes at least one of the following: within a third specified time period, the movement speed of the first character is greater than a preset second speed threshold, and within a fourth specified time period, the movement distance of the first character is greater than a preset second distance threshold.

[0111] Optionally, a first object is displayed near the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located to the target scene brightness; the step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness includes: canceling the display of the first object near the first character.

[0112] Optionally, the first preset condition includes: the movement speed of the first character is 0 within a first specified time period; and the second preset condition includes: the movement speed of the first character is greater than 0 within a third specified time period.

[0113] Optionally, the above-mentioned step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness in response to the movement of the first character in the game scene satisfying the second preset condition includes: in response to the movement speed of the first character being greater than 0, starting the timing, and controlling the reduction of the ambient brightness of the scene area where the first character is located; in response to the movement speed of the first character being greater than 0 during the process of the timing duration increasing from 0 to a third specified duration, controlling the reduction of the ambient brightness of the scene area where the first character is located to the default scene brightness.

[0114] Optionally, the above method also includes: in response to the movement of the first character in the game scene satisfying a first preset condition, controlling the display of a second object near the first character, and controlling the second object to play preset audio, so that the virtual characters within a preset range from the second object in the game scene can hear the preset audio.

[0115] Optionally, the above method provides a graphical user interface through a terminal device; the terminal device is used to control a second character; the second character is any virtual character in the game scene except the first character; the above method also includes: in response to the first character being within the field of vision of the second character and the first character being visible compared to other virtual characters, displaying the first character on the graphical user interface.

[0116] Optionally, the above method also includes: in response to the scene area where the first character is located being adjusted from the default scene brightness to the target scene brightness, updating the designated attribute parameters of the first character; the designated attribute parameters include one or more of the following: health value parameters, skill effect parameters, movement speed parameters and defense parameters.

[0117] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game interaction control method.

[0118] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0119] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0120] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0121] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game interaction control method.

[0122] The game interactive control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the above method embodiments. Specifically:

[0123] In response to a game match start instruction, a first character is controlled to enter a game scene of the game match; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible compared to other virtual characters; in response to the movement of the first character in the game scene satisfying a first preset condition, the scene area where the first character is located is adjusted from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; wherein the first preset condition includes at least one of the following: within a first specified time period, the movement speed of the first character is less than or equal to a preset first speed threshold, and within a second specified time period, the movement distance of the first character is less than or equal to a preset first distance threshold.

[0124] The above method encourages players to actively control characters to explore the game scene, improves the gaming experience of players in the game, speeds up the progress of the game to a certain extent, saves game running resources, reduces the operating frequency of terminal devices, and saves power consumption.

[0125] Optionally, the above-mentioned step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness includes: displaying a first object near the first character, and controlling the first object to move with the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located, so that the first character is visible compared to other virtual characters.

[0126] Optionally, the above step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness includes: controlling the first character to produce a luminous effect.

[0127] Optionally, the above-mentioned step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying the first preset condition includes: starting timing in response to the movement of the first character in the game scene satisfying the first preset condition; determining the current scene brightness of the scene area where the first character is located based on the timing duration, and adjusting the ambient brightness of the scene area where the first character is located to the current scene brightness; the current scene brightness is positively correlated with the timing duration.

[0128] Optionally, the above method also includes: determining the area range of the scene area where the first character is located based on the timing duration; the area range is positively correlated with the timing duration, and adjusting the scene area where the first character is located to the target scene brightness.

[0129] Optionally, the above method also includes: in response to the movement of the first character in the game scene satisfying a second preset condition, controlling the ambient brightness of the scene area where the first character is located to be adjusted to a default scene brightness; the second preset condition includes at least one of the following: within a third specified time period, the movement speed of the first character is greater than a preset second speed threshold, and within a fourth specified time period, the movement distance of the first character is greater than a preset second distance threshold.

[0130] Optionally, a first object is displayed near the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located to the target scene brightness; the step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness includes: canceling the display of the first object near the first character.

[0131] Optionally, the first preset condition includes: the movement speed of the first character is 0 within a first specified time period; and the second preset condition includes: the movement speed of the first character is greater than 0 within a third specified time period.

[0132] Optionally, the above-mentioned step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness in response to the movement of the first character in the game scene satisfying the second preset condition includes: in response to the movement speed of the first character being greater than 0, starting the timing, and controlling the reduction of the ambient brightness of the scene area where the first character is located; in response to the movement speed of the first character being greater than 0 during the process of the timing duration increasing from 0 to a third specified duration, controlling the reduction of the ambient brightness of the scene area where the first character is located to the default scene brightness.

[0133] Optionally, the above method also includes: in response to the movement of the first character in the game scene satisfying a first preset condition, controlling the display of a second object near the first character, and controlling the second object to play preset audio, so that the virtual characters within a preset range from the second object in the game scene can hear the preset audio.

[0134] Optionally, the above method provides a graphical user interface through a terminal device; the terminal device is used to control a second character; the second character is any virtual character in the game scene except the first character; the above method also includes: in response to the first character being within the field of vision of the second character and the first character being visible compared to other virtual characters, displaying the first character on the graphical user interface.

[0135] Optionally, the above method also includes: in response to the scene area where the first character is located being adjusted from the default scene brightness to the target scene brightness, updating the designated attribute parameters of the first character; the designated attribute parameters include one or more of the following: health value parameters, skill effect parameters, movement speed parameters and defense parameters.

[0136] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game interaction control method.

[0137] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0138] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0139] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0140] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0141] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A game interactive control method, characterized in that: The method comprises: In response to a game match start instruction, control the first character to enter a game scene of the game match; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is in an invisible state compared to other virtual characters; In response to the movement of the first character in the game scene satisfying a first preset condition, adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness, so that the first character is visible compared to other virtual characters; Among them, the first preset condition includes at least one of the following: the moving speed of the first character within a first specified time period is less than or equal to a preset first speed threshold, and the moving distance of the first character within a second specified time period is less than or equal to a preset first distance threshold.

2. The method according to claim 1, characterized in that: The step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness comprises: A first object is displayed near the first character, and the first object is controlled to move with the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located, so that the first character is visible compared to other virtual characters.

3. The method according to claim 1, characterized in that The step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness comprises: The first character is controlled to produce a luminous effect.

4. The method according to claim 1, characterized in that In response to the movement of the first character in the game scene satisfying a first preset condition, the step of adjusting the scene area where the first character is located from the default scene brightness to the target scene brightness comprises: In response to the movement of the first character in the game scene satisfying a first preset condition, starting a timer; Based on the timing duration, the current scene brightness of the scene area where the first character is located is determined, and the ambient brightness of the scene area where the first character is located is adjusted to the current scene brightness; the current scene brightness is positively correlated with the timing duration.

5. The method according to claim 4, characterized in that The method further comprises: Based on the timing duration, the area range of the scene area where the first character is located is determined; the area range is positively correlated with the timing duration, and the scene area where the first character is located is adjusted to the target scene brightness.

6. The method according to claim 1, characterized in that The method further comprises: In response to the movement of the first character in the game scene satisfying a second preset condition, controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness; The second preset condition includes at least one of the following: a moving speed of the first character within a third specified time period is greater than a preset second speed threshold, and a moving distance of the first character within a fourth specified time period is greater than a preset second distance threshold.

7. The method according to claim 1, characterized in that A first object is displayed near the first character; wherein the first object is used to adjust the ambient brightness of the scene area where the first character is located to the target scene brightness; The step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness comprises: The first object is canceled from being displayed at a location near the first character.

8. The method according to claim 6, characterized in that The first preset condition includes: the movement speed of the first character is 0 within a first specified time period; the second preset condition includes: the movement speed of the first character is greater than 0 within a third specified time period.

9. The method according to claim 8, characterized in that In response to the movement of the first character in the game scene satisfying a second preset condition, the step of controlling the ambient brightness of the scene area where the first character is located to be adjusted to the default scene brightness includes: In response to the moving speed of the first character being greater than 0, starting timing, and controlling to reduce the ambient brightness of the scene area where the first character is located; In response to the moving speed of the first character being greater than 0 during the process of the timing duration increasing from 0 to the third specified duration, the ambient brightness of the scene area where the first character is located is controlled to be reduced to the default scene brightness.

10. The method according to claim 1, characterized in that The method further comprises: In response to the movement of the first character in the game scene satisfying a first preset condition, a second object is controlled to be displayed near the first character, and the second object is controlled to play a preset audio so that a virtual character in the game scene within a preset range from the second object can hear the preset audio.

11. The method according to claim 1, characterized in that: Providing a graphical user interface through a terminal device; the terminal device is used to control the second character; The second character is any virtual character in the game scene except the first character; The method further comprises: In response to the first character being within the field of view of the second character and the first character being visible compared to other virtual characters, the first character is displayed on the graphical user interface.

12. The method according to claim 1, characterized in that The method further comprises: In response to the scene area where the first character is located being adjusted from the default scene brightness to the target scene brightness, the designated attribute parameters of the first character are updated; the designated attribute parameters include one or more of the following: health value parameters, skill effect parameters, movement speed parameters and defense parameters.

13. A game interactive control device, characterized in that: The device comprises: A game start module, configured to control the first character to enter a game scene of the game in response to a game start instruction; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is in an invisible state compared to other virtual characters; A first brightness adjustment module, configured to adjust the scene area where the first character is located from the default scene brightness to the target scene brightness in response to the movement of the first character in the game scene satisfying a first preset condition, so that the first character is visible compared to other virtual characters; Among them, the first preset condition includes at least one of the following: the moving speed of the first character within a first specified time period is less than or equal to a preset first speed threshold, and the moving distance of the first character within a second specified time period is less than or equal to a preset first distance threshold.

14. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method according to any one of claims 1-12.

15. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 12.