Game interaction control method and device and electronic equipment
By introducing the movement and recycling mechanism of skill objects in the game, combined with the follow-up and influence mechanism of the target objects, the problem of single and inefficient prop interaction methods in the existing technology is solved, and a richer and more efficient interactive experience is achieved.
Patent Information
- Application Number
- CN202411659650.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-19
- Publication Date
- 2025-03-11
AI Technical Summary
The props in existing games have a single interaction method and low interaction efficiency, making it difficult to meet the personalized needs of players.
The terminal device provides a graphical user interface to display some game scenes. The player controls the first object to cast the skill object, and the skill object moves and recycles in the game scene, determines the target object based on the recycling path, and controls the target object to move with the skill object, affecting the game objects in different camps.
It enriches the prop interaction methods, improves the interaction efficiency, and meets the players' personalized prop interaction needs.
Smart Images

Figure CN119587964A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art
[0002] The game character can pick up props in the game scene. For example, when the game character moves near a prop and triggers the pick-up control or the prop itself, the prop can be picked up. The picked-up props are stored in the game character's backpack or warehouse. This prop interaction method is single and has low interaction efficiency, which makes it difficult to meet the player's prop interaction needs. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a game interactive control method, device and electronic device to improve the interaction efficiency and meet the players' personalized props interaction needs.
[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, wherein a graphical user interface is provided through a terminal device, wherein at least a portion of a game scene is displayed in the graphical user interface, and the game scene includes at least a first object controlled by the terminal device, and the method includes: in response to the first object casting a skill object into the game scene, controlling the skill object to move in the game scene; in response to the movement of the skill object satisfying a specified condition, controlling the skill object to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, determining a target object from the game scene, and controlling the target object to move with the skill object; in response to the target object moving and acting on a second object in the game scene, controlling the addition of a game influence corresponding to the target object to the second object, wherein the second object is a game object in a different camp from the first object.
[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes at least a first object controlled by the terminal device, and the device includes: a skill casting module, which is used to respond to the first object to cast a skill object into the game scene, and control the skill object to move in the game scene; an object recycling module, which is used to respond to the movement of the skill object satisfying a specified condition, and control the skill object to be recycled so that the skill object returns to the first object; an object control module, which is used to determine a target object from the game scene based on the recycling of the skill object in the game scene, and control the target object to move with the skill object; an object influence module, which is used to respond to the movement of the target object to act on a second object in the game scene, and control the addition of a game influence corresponding to the target object to the second object, wherein the second object is a game object in a different camp from the first object.
[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 computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and at least part of the game scene is displayed in the graphical user interface. The game scene at least includes a first object controlled by the terminal device. In response to the first object casting a skill object into the game scene, the skill object is controlled to move in the game scene; in response to the movement of the skill object meeting a specified condition, the skill object is controlled to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, a target object is determined from the game scene, and the target object is controlled to move with the skill object; in response to the target object moving and acting on a second object in the game scene, the game influence corresponding to the target object is controlled to be added to the second object, wherein the second object is a game object in a different camp from the first object.
[0010] In this method, the player controls the first object to cast a skill object. During the recovery process, the skill object controls the target object to follow the movement of the skill object, and produces a game impact on the second object through the target object. This method enriches the prop interaction method, and controls multiple target objects through skill objects, interacts with multiple target objects, improves the interaction efficiency, and meets the player's personalized prop interaction needs.
[0011] 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.
[0012] 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
[0013] 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.
[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a first object casting a skill object provided by an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of a first position and a starting point of a moving path provided in an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of a first object moving from a starting point provided by an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of a record identifier provided by an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of a target object following a skill object during a skill object recovery process provided by an embodiment of the present invention;
[0020] Figure 7 A schematic diagram of a target object passing through a second object provided by an embodiment of the present invention;
[0021] Figure 8 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;
[0022] Fig. 9 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0023] 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.
[0024] Considering that the prop interaction mode in the related art is single and the interaction efficiency is low, it is difficult to meet the prop interaction needs of players. The game interaction control method, device and electronic device provided by the embodiment of the present invention can be applied to various games, such as clearance games, stand-alone games, multi-player games, etc.
[0025] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0026] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. 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 interactive control method of the game 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.
[0027] 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.
[0028] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.
[0029] At least part of the game scene is displayed in the graphical user interface, and the game scene at least includes a first object controlled by the terminal device. For example, a player can issue a game start instruction by triggering a game start control, and the game scene corresponding to the game is displayed in the graphical user interface.
[0030] After the game starts, the first object controlled by the terminal device is located in the game scene, and the graphical user interface displays at least part of the game scene and can also display at least part of the first object; if the game scene includes multiple game objects, different game objects are controlled by different terminal devices. Each game object corresponds to a virtual camera, and the virtual camera of the first object moves and turns with the first object, and the scene image captured by the virtual camera is displayed in the aforementioned terminal device.
[0031] like Figure 1 As shown, the interactive control method of the game includes the following steps:
[0032] Step S102, in response to the first object casting a skill object into the game scene, controlling the skill object to move in the game scene;
[0033] For example, by triggering the object release control, the first object can be controlled to release the skill object into the game scene; the skill object can be released by launching, throwing, etc., and the skill object can have default parameters such as release direction and release force, or can be set by operating the object release control. The skill object can be a ball of yarn, a bouncy ball, a bullet, a small pet, etc.
[0034] The skill object can move along an arc or a straight line in the game scene. In one method, when the skill object touches the scene model in the game scene, such as the scene ground, obstacles, etc., the skill object will gradually stop moving and remain stationary at the final scene position. In another method, the skill object can always move in the game scene, for example, jumping, crawling, moving, etc. along the scene model.
[0035] Step S104, in response to the movement of the skill object satisfying a specified condition, controlling the skill object to be recycled so that the skill object returns to the first object;
[0036] The specified conditions may include that the moving distance reaches a preset distance threshold, or the moving time reaches a preset time threshold, or the length of time the skill object exists in the game scene from the time it is cast reaches a preset time threshold, or the distance between the skill object and the first object reaches a preset distance threshold, etc.
[0037] As can be seen from the above steps, the skill object is cast by the first object, and the skill object leaves the first object when cast. When the movement of the skill object meets the specified conditions, the skill object is controlled to retract, that is, the skill object is controlled to approach the first object until it returns to the first object.
[0038] In actual implementation, the skill object can return along the moving path after the skill object is cast, that is, return along the original path, or return along other moving paths.
[0039] After the skill object is cast, the first object may also move in the scene. Therefore, the skill object can be recovered along the movement path of the first object until it moves to the position of the first object, or moves to the position of the first object when the specified conditions are met.
[0040] Step S106, based on the recovery of the skill object in the game scene, determining a target object from the game scene, and controlling the target object to move with the skill object;
[0041] The target object may be a prop in the game scene, another skill object being cast, or a teammate object of the first object. When the skill object is recovered in the game scene, that is, when it moves in the game scene, the target object may be determined based on the moving position of the skill object; for example, based on the moving position of the skill object, a scene area is determined, and objects located in the scene area are determined as target objects.
[0042] When a skill object is recycled in a game scene, a recycling path is generated, and objects located on the recycling path are determined as target objects, or objects located within a specified range near the recycling path are determined as target objects.
[0043] After being determined as a target object, the target object moves with the skill object until it moves to the first object. In actual implementation, a target object quantity threshold may be set. When the number of target objects reaches the threshold during skill object recycling, no new target objects are added.
[0044] In one embodiment, the target object includes a game item of a specified type and / or a game character with a specified state. The target object may include both the game item of a specified type and the game character with a specified state, or the target object may only include the game item of a specified type or the game character with a specified state.
[0045] The types of game props that can be used as target objects can be preset, such as throwing props, poison gas bombs, freezing props, etc. The game character in a specified state can be, for example, a teammate object in a weak state, and the weak state can be understood as the life value of the game character is lower than a first threshold, etc.
[0046] Step S108, in response to the target object moving and acting on a second object in the game scene, controlling to increase the game influence corresponding to the target object on the second object, wherein the second object is a game object of a different camp from the first object.
[0047] The target object moves and acts on the second object in the game scene. It can be understood that the target object passes by the second object while following the first object; or, a range of action is determined according to the position of the target object, and the second object is located in the range of action during the movement of the target object. The second object is a game object in a different camp from the first object. The first object determines the target object by controlling the skill object, and then affects the second object through the target object, thereby reducing the benefit of the second object and increasing the winning rate of the game camp where the first object is located.
[0048] According to the object attribute of the target object, the game influence corresponding to the target object is determined; the game influence may include deducting benefits, controlling the state of the second object, etc.
[0049] For example, if the target object is an attacking item, after the target object acts on the second object, it will cause a debuff to the second object, such as reducing its health. For another example, if the target object is a status control item, after the target object acts on the second object, it will control the status of the second object, such as preventing the second object from moving or casting skills.
[0050] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and at least part of the game scene is displayed in the graphical user interface. The game scene at least includes a first object controlled by the terminal device. In response to the first object casting a skill object into the game scene, the skill object is controlled to move in the game scene; in response to the movement of the skill object meeting a specified condition, the skill object is controlled to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, a target object is determined from the game scene, and the target object is controlled to move with the skill object; in response to the target object moving and acting on a second object in the game scene, the game influence corresponding to the target object is controlled to be added to the second object, wherein the second object is a game object in a different camp from the first object.
[0051] In this method, the player controls the first object to cast a skill object. During the recovery process, the skill object controls the target object to follow the movement of the skill object, and produces a game impact on the second object through the target object. This method enriches the prop interaction method, and controls multiple target objects through skill objects, interacts with multiple target objects, improves the interaction efficiency, and meets the player's personalized prop interaction needs.
[0052] In one implementation, a skill casting control is provided in a graphical user interface; in response to a first trigger operation on the skill casting control, a throwing direction is determined based on the first trigger operation; in response to the end of the first trigger operation, a first object is controlled to throw the skill object in the throwing direction.
[0053] The first trigger operation may be a click operation, in which case the throwing direction may be a preset default direction, for example, 45 degrees to the rear of the first object, etc. After the click operation is completed, the skill object is controlled to be thrown along the throwing direction.
[0054] The first trigger operation may also be a sliding operation, and the throwing direction is adjusted based on the operating contact point of the sliding operation, and a direction indicator mark of the throwing direction, such as a direction indicator line, is displayed in the game scene. When the sliding operation ends, the direction indicated by the direction indicator mark at the end of the sliding operation is determined as the final throwing direction, and the skill object is controlled to be thrown along the throwing direction.
[0055] After the skill object is thrown, it moves in an arc in the game scene. When the skill object hits the scene model, the scene model will block the moving path of the arc. The skill object may continue to move along the surface of the scene model, or bounce on the surface of the scene model, etc.
[0056] Specifically, after controlling the skill object to move in the game scene, a virtual line is extended from the skill object to connect the skill object and the first object through the virtual line; in response to the movement of the first object and / or the skill object, the virtual line is controlled to continue to extend so that the virtual line continues to connect the skill object and the first object.
[0057] refer to Figure 2 For example, the first object throws the skill object to the upper right direction, and a virtual line is generated between the skill object and the first object; for example, the skill object is a ball of yarn, and the first object fixes one end of the yarn in the ball of yarn. After the ball of yarn is thrown out, the yarn extends all the way, always connecting the first object and the skill object.
[0058] After the first object throws the skill object, both the first object and the skill object may move, or only the skill object may move. Figure 2 In the game, the skill object is in the state of being thrown out and is still moving in the air of the game scene; after the skill object is thrown out by the first object, the first object continues to move forward. Figure 3 , when the skill object stops moving, the position of the first object is shown in FIG. Before the skill object stops moving, the virtual line between the first object and the skill object extends as a straight line.
[0059] exist Figure 4In the example, after the skill object stops moving, the first object continues to move. At this time, the virtual line extends along the moving path of the first object. If the moving path of the first object is a curve, the virtual line of this part is a curve.
[0060] By displaying the virtual line, the moving path of the subsequent skill object when it is recovered can be indicated, that is, when the skill object is recovered, it is recovered along the path indicated by the virtual line until it moves to the first object.
[0061] In addition, the virtual line can also indicate which objects in the game scene are determined as target objects. For example, the object that the virtual line passes through is the target object. The player can select the target object by controlling the throwing direction of the skill object and the moving path of the first object, thereby controlling the target object to have a game effect on the subsequent second object. By displaying the virtual line, the player's skill casting and movement control operations can be guided, so that the player can interact with the desired target object, improving the efficiency of prop interaction.
[0062] In one method, in response to a skill object moving to a first position in a game scene and stopping moving, the position of the first object when the skill object moves to the first position is determined as the starting point of the movement path of the first object; in response to the movement of the first object, the movement path of the first object is recorded.
[0063] The first position may be located on the scene ground of the game scene, or on the surface of other scene models, such as furniture surface, building surface, etc.; after the first object casts the skill object, the first object may move under the control of the movement control operation, and of course, the first object may not move.
[0064] When the skill object moves to the first position and stops at the first position, the position of the first object at this time is the starting point of the moving path. In actual implementation, a path mark recording the moving path can be displayed in the game scene, for example, by indicating the moving path in the form of a virtual line; the moving path can also not be displayed, and only the moving path is recorded in the game system.
[0065] refer to Figure 3 and Figure 4 , after the skill object moves to the first position and stops, the position of the first object is the starting point of the moving path, and then the first object continues to move, and the virtual line starts from the starting point and continues to extend according to the movement of the first object. It can be understood that starting from the starting point of the moving path, the virtual line is the moving path of the first object.
[0066] In another manner, in response to the movement of the first object, the current position of the first object is determined every second preset time period; a record mark is generated at the current position to record the movement path of the first object through the record mark.
[0067] The second preset duration may be, for example, 1 second, 2 seconds, etc. Figure 5 In the example, three record marks are shown. In actual implementation, when the time reaches the second preset duration, the current position of the first object is recorded, and a record mark is displayed at the current position. The first object usually continues to move, and the virtual line continues to extend. When the next second preset duration is reached, the record mark is displayed again in the same way. Figure 5 In the example, the virtual line between two record marks is a curve. In addition, the virtual line between two record marks can also be a straight line.
[0068] Furthermore, in response to the skill object moving to a first position in the game scene and stopping moving, the duration for which the skill object is located at the first position is counted; in response to the duration reaching a first preset duration, the skill object is controlled to be recycled so that the skill object returns to the first object.
[0069] The first preset duration is used to control the time the skill object stays at the first position. For example, the first preset duration is 15 seconds, 30 seconds, etc. When the above duration reaches the first preset duration, the skill object leaves the first position and starts to move until it returns to the first object.
[0070] In one embodiment, in response to the duration reaching a first duration, a first prompt message is displayed; wherein the first duration is less than a first preset duration; and the first prompt message is used to indicate that the duration is about to reach the first preset duration.
[0071] This method can be understood as displaying the first prompt information a short time before the skill object starts to be recycled, to prompt the player that the skill object will start to be recycled. The first time length is less than the first preset time length, for example, the first preset time length is 30 seconds, the first time length is 25 seconds, etc.
[0072] The purpose of displaying the first prompt information is that since the skill object is recovered along the moving path of the first object until the skill object returns to the first object, after the first prompt information is displayed, it is helpful to guide the player to select a reasonable position for the first object to move and stay within the time difference between the first time length and the first preset time length, thereby controlling the recovery position of the skill object; and since the target object is determined based on the recovery path of the skill object, the player controls the movement and stay position of the first object, which may also affect the number and type of the target objects, and the target object may have a game impact on the second object, thereby also affecting the function of the second object.
[0073] In a specific display method, in response to the duration reaching a first duration, a virtual line connecting the skill object and the first object is displayed in a first display format. The first display format may be a flashing display, a highlight display, a colorful display, etc. The virtual line connecting the skill object and the first object is displayed in the first display format, thereby prompting the player that the skill object will be recycled, guiding the player to select a suitable position of the first object as soon as possible, so as to have the greatest possible impact on the second object, or to control the movement of as many target objects as possible.
[0074] The following embodiments provide a method for recycling skill objects.
[0075] In response to the movement of the skill object satisfying a specified condition, determining a first position where the skill object is currently located; controlling the skill object to move from the first position to a starting point of a moving path of the first object, and controlling the skill object to move from the starting point along the moving path of the first object until the skill object moves to the first object.
[0076] Typically, the path between the first position and the starting point of the moving path of the first object is a straight line path, and the skill object moves in a straight line to the starting point of the moving path; starting from the starting point of the moving path, it moves along the moving path of the first object recorded above; if the moving path of the first object is a straight line, the skill object moves along the straight line, and if the moving path of the first object is a curve, the skill object moves along the curve.
[0077] When the moving path of the first object is recorded by the recording mark, the skill object starts from the starting point and passes through each recording mark in turn, thereby controlling the skill object to move along the moving path of the first object. In actual implementation, when the skill object moves between two adjacent recording marks, it can move along a straight line or along the real moving path of the first object between the two recording marks. The skill object moves to the vicinity of the first object and stops moving.
[0078] During the recovery process of the skill object, the target object is determined from the game scene. The recovery path of the skill object is determined; wherein the recovery path includes: the path between the first position where the skill object is located and the starting point of the moving path of the first object, and the moving path of the first object; the starting point of the moving path of the first object includes: the position of the first object when the skill object moves to the first position; and the designated object on the recovery path is determined as the target object.
[0079] It can be seen from the above embodiments that the recovery path of the skill object includes two parts. The first part is the starting point of the moving path from the first position where the skill object stops to the first object, and the starting point of the moving path is the position where the first object is located when the skill object stops at the first position; the second part of the recovery path is the starting point of the moving path to the first object, that is, the path of the first object.
[0080] When the skill object is recovered, it first moves from the first position to the starting point of the movement path, and then moves from the starting point to the first object along the movement path of the first object.
[0081] On the recycling path, you may pass through a variety of game objects, and the aforementioned designated objects may be designated object types, designated object attributes, etc.; for example, the designated objects are game props of designated types, game characters with designated states, etc.; these designated objects on the recycling path are determined as target objects.
[0082] In addition, the maximum number of target objects can be set, and the preset number of designated objects closest to the first position on the recycling path can be determined as target objects. The preset number can be, for example, 3, 5, etc. The skill object starts to move from the first position, and on the recycling path, each time it passes a designated object, a target object is determined, and the current number of target objects is counted; when the target object reaches the preset number, the designated object will no longer be determined as a target object if it passes by it again.
[0083] It can be understood that along the recovery path, the closer the designated object is to the first position, the higher the order in which it is determined as the target object. When the target objects reach the preset number, the subsequent designated objects are no longer determined as target objects, and these designated objects will not move with the skill object.
[0084] Specifically, a virtual line extends on the recycling path; a scene area of a preset width is set in the game scene with the virtual line as the center; and a designated object located in the scene area is determined as a target object.
[0085] The recovery path of a skill object is usually a linear path. The virtual line extending on the recovery path is usually narrow. In order to facilitate player operation, the virtual line is used as the central axis to generate a scene area of preset width. The scene area includes the scene position passed by the recovery path and also includes a certain range of scene positions near the recovery path. In this way, a specified object located in the scene area may not be located on the recovery path, but it can also be determined as a target object.
[0086] The recovery path is determined by the first position of the skill object, the starting point of the first object and the moving path of the first object. Therefore, if the player wants to determine a specific game object in the game scene as the target object, it is necessary to control the game object to be between the first position and the starting point, or to be on the moving path. However, this method requires the player to accurately control the position of the skill object and the position or path of the first object, and the operation is difficult. Through the above method of this embodiment, a scene area is delineated by virtual lines, and designated objects in the scene area can be determined as target objects. The player only needs to make the desired specific game object located near the recovery path, and there is no need to accurately control the position of the skill object and the position or path of the first object, thereby improving the game operation efficiency.
[0087] In a specific implementation, the target object includes a game prop; in response to the game prop moving past a second object in the game scene, a prop effect corresponding to the game prop is cast on the second object.
[0088] refer to Figure 6 and Figure 7 , the target object and the second object are both located on the recycling path, the skill object starts to be recycled from the first position, the virtual line starts to shorten during the recycling process, and the virtual line always connects the skill object and the first object. The skill object moves to the target object, such as Figure 6 , the target object starts to move with the skill object, such as Figure 7 , the skill object and the target object move to the second object, at which time, the target object, that is, the item effect corresponding to the game item, is cast on the second object. It should be noted that the second object can be located on the recycling path or within a certain range near the recycling path.
[0089] The prop effect is determined according to the prop attribute of the game prop. For example, the prop effect of the attack prop is to attack the second object, and the prop effect of the treatment prop is to treat the second object.
[0090] Considering that the second object and the first object belong to different game camps, in response to the game prop moving past the second object in the game scene, the second object is controlled to be debuffed based on the prop attribute of the game prop. For example, if the prop attribute is an attack prop, the health value, attack ability or defense ability of the second object is reduced; for another example, if the prop attribute is a state control prop, the second object is controlled to be unable to move, unable to cast skills, etc.
[0091] When the target object moves to the second object, if there are multiple target objects, the multiple target objects can be controlled to cast prop effects on the second object, thereby improving the efficiency of prop interaction operations and increasing the winning rate of the game.
[0092] In addition, in response to the virtual line connecting the skill object and the first object acting on the second object in the game scene, the second object is controlled to be degraded. Wherein, if the second object passes through the virtual line or is within a specified range near the virtual line, it can be understood that the virtual line acts on the second object. In this case, the object attribute value of the second object can be controlled to decrease, for example, the health value, attack ability or defense ability can be reduced, and the second object can also be controlled to be unable to move or unable to cast skills.
[0093] Specifically, in response to the game props moving past a second object in the game scene, the prop quantity of the game props is determined; in response to the prop quantity being less than or equal to a second quantity threshold, the prop effects corresponding to all the game props are cast on the second object; wherein, after the prop effects are cast, the game props stop following the movement of the skill object.
[0094] The second quantity threshold is used to control the maximum number of game props that act on the second object at the same time. For example, the second quantity threshold is 2, 3, etc.
[0095] When the number of game props passing through the second object is less than the second number threshold, the prop effects corresponding to all game props are cast, and the object attributes or object states of the second object are updated. In addition, after the prop effect is cast, the game prop stops following the skill object and no longer affects other second objects that the subsequent skill object passes through. After the prop effect is cast, the game prop can stay at or near the position of the second object that casts the prop effect, or it can be deleted from the game scene.
[0096] In response to the number of props being greater than a second number threshold, the game props of the number of props corresponding to the second number threshold are controlled to cast prop effects on the second object, and the game props of the number of props exceeding the second number threshold are controlled to continue to move with the skill object.
[0097] For example, the number of props is 3, and the second number threshold is 2. At this time, two of the three game props are controlled to cast prop effects, and the other game prop does not cast a prop effect on the second object. In actual implementation, the number of game props corresponding to the second number threshold can be randomly determined from the game props, and the prop effects cast on the second object. The game props can also be determined in a preset order, for example, the order in which they are determined as target objects, or the order in which the game props should be cast to objects, etc.
[0098] In response to the number of props being greater than a second number threshold, based on the distance between the game props and the first position of the skill object, the prop effects of the game props corresponding to the second number threshold are controlled to be cast on the second object.
[0099] It can be seen from the above embodiments that the smaller the distance between the game prop and the first position of the skill object, the earlier the game prop is determined as the target object. In this method, the order in which the game prop is determined as the target object is used to determine whether it is a game prop with a prop effect; for example, the first two target objects are controlled to cast the prop effect toward the second one.
[0100] In addition, in response to the target object moving to the first object without passing through the second object, the second position of the first object is obtained when the movement of the skill object meets the specified condition; and the game prop is controlled to move to the second position.
[0101] When the skill object is recycled from the first position to the first object, if the target object does not pass through the second object, the target object will not be cast. In this case, the target object, i.e., the game prop, moves to the first object. In actual implementation, when the specified conditions are met, the skill object starts to be recycled. During the recycling process, the first object may still be moving. At this time, the second position where the first object is located when the specified conditions are met is recorded, and the game prop and skill object move to the second position. However, when the game prop and skill object move to the second position, the first object may have left the second position. Of course, the game prop and skill object can also be controlled to move to the current position of the first object.
[0102] Furthermore, the above-mentioned game props include progress props; the second position includes: a designated position corresponding to the progress props; and increasing the game progress of the current game.
[0103] In one example, the progress item is cheese, and the designated location is a mouse hole; when the game item follows the skill object to move to the designated location, it will no longer move, and at the same time increase the game progress of the current game; the game progress can be represented by a progress bar, percentage or decimal, for example, the game progress of the current game is 50%, and after the progress item moves to the designated location, the game progress increases to 60%; when the object progress increases to a preset threshold, such as 100%, the current game can be completed, thereby entering the next level of the game.
[0104] There is another way, in response to the progress prop being determined as the target object, and the target object is located at the designated position corresponding to the progress prop, when the skill object is recycled, the progress prop is controlled to remain at the designated position and the game progress of the current game is increased.
[0105] Before the skill object is recycled, the progress prop is already at the specified position. When the skill object is recycled, the progress prop no longer moves with the skill object but remains at the specified position. However, if the game progress prop is determined as the target object, the object progress can be increased without the progress prop moving.
[0106] In this way, by recycling skill objects, progress props can be controlled to move quickly to designated locations, thereby advancing the game progress, improving game efficiency and saving game resources.
[0107] In this embodiment, in addition to being able to cast skill objects, the first object also has a first object state. The first object state can be specifically manifested as a dizzy state, a semi-controlled state, etc. By triggering the state control control, the first object can be controlled to enter the first object state, or the first sub-object can be controlled to enter the first object state after a specified event is triggered. The specified event can be, for example, the first object being attacked by the second object, the first object picking up a specified item, etc.
[0108] In response to the first object entering the first object state and the first object being attacked, the first object is controlled to move according to preset movement parameters; wherein the first object state includes: when the first object is attacked, the first object moves according to the preset movement parameters.
[0109] The preset movement parameters may include a movement direction, a movement speed, a movement path, a movement distance, etc. In the first object state, if the first object is not attacked, the first object moves under the control of the movement control instruction generated by the terminal device; for example, the terminal device generates the movement control instruction in response to the movement control operation. If the first object is attacked, it no longer responds to the movement control instruction and moves according to the preset movement parameters.
[0110] The first object may be attacked by the second object, for example, the first object is hit by the second object, or may be attacked by a game prop, for example, the second object casts a game prop and the first object is attacked by the game prop.
[0111] The first object moves according to preset movement parameters, for example, moves a certain distance at a constant speed in a specific direction, or performs reciprocating motion for a certain time, etc. In one embodiment, after the first object is attacked, it slides along the attack direction for a distance and then stops moving. After stopping moving, the movement of the first object can be controlled by the aforementioned movement control instruction.
[0112] In another implementation, in response to a collision between a first object and a scene model in a game scene, the moving direction of the first object is updated, and the first object is controlled to move according to the updated moving direction; in response to the first object moving to a third object, the third object is controlled to be debuffed; wherein the third object is a game object of a different camp from the first object.
[0113] The scene model can be a wall, furniture, building, etc. The moving direction of the first object is updated according to the moving direction of the first object before the collision and the collision angle between the first object and the scene model; for example, the moving direction of the first object before the collision is to the right, and the collision angle is 90 degrees, then the updated moving direction is to the left; for another example, the moving direction of the first pair before the collision is to the lower right, and the collision angle is 45 degrees, then the updated moving direction is to the upper right.
[0114] When the first object moves again after updating its moving direction, if it passes through a third object, the third object may be debuffed, for example, its health, attack capability or defense capability may be reduced, or the third object may be controlled to be unable to move or cast skills.
[0115] In actual implementation, the first object moves to the third object, which can be understood as the first object passing through the location of the third object, or the first object passing through a specified range near the location of the third object.
[0116] Furthermore, in response to the first object being attacked, the object property parameters of the first object are reduced; based on the object property parameters of the first object, it is determined that the first object is in a specified state, and the first object is controlled to move back and forth; or, based on the object property parameters of the first object, it is determined that the first object is not in the specified state, and the first object is controlled to move along a preset direction.
[0117] The object attribute parameter may be a life value, blood volume, etc.; a parameter threshold corresponding to a specified state may be preset. When the first object is attacked, the object attribute parameter decreases. If the object attribute parameter belongs to the parameter threshold, it is determined that the first object is in the specified state. When the object attribute parameter does not belong to the parameter threshold, the first object is not in the specified state.
[0118] The first object is in a specified state, and the first object reciprocates. For example, the moving distance and moving speed of the reciprocating movement can be preset, and the first object reciprocates according to the moving distance and moving speed. During the reciprocating movement, the first object can also rotate. For example, the specified state can be specifically manifested as a deep dizziness state.
[0119] If the first object is not in the specified state, the first object moves along a preset direction, which may be a preset fixed direction or may be determined according to the direction from which the first object is attacked; for example, if the first object is attacked from the left, the first object moves to the right.
[0120] In another embodiment, when the first object performs reciprocating movement, in response to the first object moving to the third object, the third object is controlled to be degraded.
[0121] When the first object moves back and forth, if it passes through the third object, the third object may be degraded, for example, its health, attack capability, or defense capability may be reduced, or the third object may be controlled to be unable to move or cast skills. In actual implementation, the first object moves to the third object, which can be understood as the first object passing through the location of the third object, or the first object passing through a specified range near the location of the third object.
[0122] In one embodiment, in response to a first object entering a first object state and the first object being attacked, a state progress of the first object state is displayed; in response to the state progress reaching a preset progress, the first object is controlled to exit the first object state.
[0123] The status progress can be displayed in the form of a progress bar or a progress percentage. As can be seen from the aforementioned embodiments, the first object enters the first object state and is attacked, and the status progress of the first object state is displayed, and the status progress keeps changing. Before the status progress reaches a preset progress, the first object does not respond to movement control instructions and moves according to preset movement parameters. When the status progress reaches a preset progress, for example, 100% progress, the first object exits the first object state and begins to respond to movement control instructions.
[0124] In another way, in the first object state, the first object responds to the skill casting operation to cast the skill object into the game scene. In the first object state, the first object can still cast the skill object; when the first object in the first object state is attacked, the first object moves according to the preset movement parameters, usually the movement speed is faster, and the movement path generated by the first object is longer.
[0125] In addition, in response to the first object and the second object satisfying a specified position relationship and the second object being in a second object state, an object attribute parameter of the first object is added.
[0126] The specified position relationship may include relative distance, relative direction, relative orientation, etc.; for example, the specified position relationship is that the distance between the first object and the second object is less than a preset distance threshold, and the first object is facing the second object, and the second object is facing the first object; the state of the second object may be a weak state, a normal state, etc., and the state of the second object can be determined according to the specified object attributes of the second object, for example, according to the health value or blood volume of the second object.
[0127] When the first object and the second object satisfy the specified position relationship and the second object is in the second object state, the object attribute parameters of the first object can be increased, for example, the health value or blood volume can be increased. Specifically, the object attribute parameters can be increased to the maximum value, or only the preset variables can be increased, for example, the blood volume is increased by 50.
[0128] In the above method, when the first object is in the first object state, it can obtain more abundant movement methods, thereby increasing the impact on the enemy object and improving the winning rate of the game; the first object can also cast a skill object in the first object state. Since the first object has more abundant movement methods in the first object state, the first object can move faster after casting the skill object, thereby increasing the range of action of the skill object and the target object, and interacting with more or larger target objects in a larger range, further improving the interaction efficiency.
[0129] Corresponding to the above method embodiment, see Figure 8 The interactive control device of a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene at least includes a first object controlled by the terminal device. The device includes:
[0130] A skill casting module 80, for casting a skill object into the game scene in response to the first object, and controlling the skill object to move in the game scene;
[0131] An object recycling module 82, for controlling the skill object to be recycled in response to the movement of the skill object satisfying a specified condition, so that the skill object returns to the first object;
[0132] An object control module 84, for determining a target object from the game scene based on the recovery of the skill object in the game scene, and controlling the target object to move with the skill object;
[0133] The object influence module 86 is used to control the addition of a game influence corresponding to the target object to the second object in the game scene in response to the target object moving, wherein the second object is a game object of a different camp from the first object.
[0134] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, and at least part of the game scene is displayed in the graphical user interface. The game scene at least includes a first object controlled by the terminal device. In response to the first object casting a skill object into the game scene, the skill object is controlled to move in the game scene; in response to the movement of the skill object meeting a specified condition, the skill object is controlled to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, a target object is determined from the game scene, and the target object is controlled to move with the skill object; in response to the target object moving and acting on a second object in the game scene, the game influence corresponding to the target object is controlled to be added to the second object, wherein the second object is a game object in a different camp from the first object.
[0135] In this method, the player controls the first object to cast a skill object. During the recovery process, the skill object controls the target object to follow the movement of the skill object, and produces a game impact on the second object through the target object. This method enriches the prop interaction method, and controls multiple target objects through skill objects, interacts with multiple target objects, improves the interaction efficiency, and meets the player's personalized prop interaction needs.
[0136] The object recycling module is used to: in response to the skill object moving to the first position in the game scene and stopping moving, count the duration of the skill object being at the first position; in response to the duration reaching a first preset duration, control the skill object to be recycled so that the skill object returns to the first object.
[0137] The object recovery module is used to: determine the first position where the skill object is currently located in response to the movement of the skill object satisfying specified conditions; control the skill object to move from the first position to the starting point of the moving path of the first object, and control the skill object to move along the moving path of the first object from the starting point until the skill object moves to the first object.
[0138] The above-mentioned device also includes a path recording module, which is used to: in response to the skill object moving to the first position in the game scene and stopping moving, determine the position of the first object when the skill object moves to the first position as the starting point of the movement path of the first object; in response to the movement of the first object, record the movement path of the first object.
[0139] The path recording module is used to: determine the current position of the first object every second preset time period in response to the movement of the first object; generate a recording mark at the current position to record the movement path of the first object through the recording mark.
[0140] The above-mentioned device also includes a line generation module, which is used to: extend a virtual line from the skill object to connect the skill object and the first object through the virtual line; in response to the movement of the first object and / or the skill object, control the virtual line to continue to extend so that the virtual line continues to connect the skill object and the first object.
[0141] The above-mentioned object control module is used to: determine the recovery path of the skill object; wherein the recovery path includes: the path between the first position where the skill object is located and the starting point of the moving path of the first object, and the moving path of the first object; the starting point of the moving path of the first object includes: the position where the first object is located when the skill object moves to the first position; and determine the designated object on the recovery path as the target object.
[0142] The object control module is used to determine a preset number of designated objects on the recycling path that are closest to the first position as target objects.
[0143] The object control module is used to: set a scene area of preset width in the game scene with the virtual line as the center; and determine a designated object located in the scene area as a target object.
[0144] The target objects include: game props of a specified type, and / or game characters with a specified status.
[0145] The above device also includes a prompt module, which is used to: display a first prompt message in response to the duration reaching a first duration; wherein the first duration is less than a preset duration; and the first prompt message is used to: indicate that the duration is about to reach a preset duration.
[0146] The prompt module is used to: in response to the duration reaching a first duration, display a virtual line connecting the skill object and the first object in a first display format.
[0147] The target object includes a game prop; the object impact module is used for: in response to the game prop moving past a second object in the game scene, applying a prop effect corresponding to the game prop to the second object.
[0148] The object influence module is used to: in response to the game prop moving past the second object in the game scene, control the debuff of the second object based on the prop attribute of the game prop.
[0149] The object influence module is used to: determine the number of game props in response to the game props moving past a second object in the game scene; in response to the number of props being less than or equal to a second number threshold, cast prop effects corresponding to all game props on the second object; wherein, after casting the prop effect, the game props stop following the movement of the skill object.
[0150] The above-mentioned device also includes a movement control module, which is used to: in response to the number of props being greater than a second number threshold, control the prop effects of the game props corresponding to the second number threshold to be cast on the second object, and control the game props exceeding the number of props corresponding to the second number threshold to continue to move with the skill object.
[0151] The mobile control module is used to: in response to the number of props being greater than a second number threshold, control the prop effects of the game props corresponding to the second number threshold to be cast on the second object based on the distance between the game props and the first position of the skill object.
[0152] The target object includes a game prop; the device also includes a prop control module, which is used to: in response to the target object moving to the first object without passing through the second object, obtain the second position of the first object when the movement of the skill object meets the specified conditions; control the game prop to move to the second position.
[0153] The above-mentioned game props include progress props; the second position includes: a designated position corresponding to the progress props; the above-mentioned device also includes a first game update module, which is used to: increase the game progress of the current game.
[0154] The above-mentioned device also includes a second game update module, which is used to: in response to the progress prop being determined as the target object, and the target object is located at the designated position corresponding to the progress prop, when the skill object is recycled, control the progress prop to remain at the designated position and increase the game progress of the current game.
[0155] The above-mentioned device also includes a debuff module, which is used to: in response to the virtual line connecting the skill object and the first object acting on the second object in the game scene, control the debuff of the second object.
[0156] The above-mentioned device also includes a state control module, which is used to: in response to the first object entering the first object state and the first object being attacked, control the first object to move according to preset movement parameters; wherein the first object state includes: when the first object is attacked, the first object moves according to the preset movement parameters.
[0157] The above-mentioned device also includes a collision control module, which is used to: in response to a collision between the first object and the scene model in the game scene, update the moving direction of the first object, and control the first object to move according to the updated moving direction; in response to the first object moving to the third object, control the third object to be debuffed; wherein the third object is a game object of a different camp from the first object.
[0158] The above-mentioned collision control module is used to: in response to the first object being attacked, reduce the object attribute parameters of the first object; based on the object attribute parameters of the first object, determine that the first object is in a specified state, and control the first object to move back and forth; or, based on the object attribute parameters of the first object, determine that the first object is not in the specified state, and control the first object to move along a preset direction.
[0159] The above device also includes a reciprocating movement control module, which is used to: when the first object reciprocates, in response to the first object moving to the third object, control the third object to reduce the gain.
[0160] The above device also includes a state exit module, which is used to: in response to the first object entering the first object state and the first object being attacked, display the state progress of the first object state; in response to the state progress reaching a preset progress, control the first object to exit the first object state.
[0161] The above-mentioned device also includes a second casting module, which is used for: in the first object state, the first object responds to the skill casting operation to cast the skill object into the game scene.
[0162] The above device also includes an attribute adding module, which is used to: in response to the first object and the second object satisfying a specified position relationship and the second object being in a second object state, add an object attribute parameter of the first object.
[0163] The above-mentioned device also includes a casting control module, which is used to: provide a skill casting control in a graphical user interface; respond to a first trigger operation on the skill casting control, determine a throwing direction based on the first trigger operation; and respond to the end of the first trigger operation, control the first object to throw the skill object according to the throwing direction.
[0164] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.
[0165] See also Fig. 9 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.
[0166] Further, Fig. 9 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 .
[0167] 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, Fig. 9 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.
[0168] 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.
[0169] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:
[0170] A method for interactive control of a game, providing a graphical user interface through a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, wherein the game scene at least includes a first object controlled by the terminal device, in response to the first object casting a skill object into the game scene, the skill object is controlled to move in the game scene; in response to the movement of the skill object satisfying a specified condition, the skill object is controlled to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, a target object is determined from the game scene, and the target object is controlled to move following the skill object; in response to the target object moving and acting on a second object in the game scene, the game influence corresponding to the target object is controlled to be added to the second object, wherein the second object is a game object of a different camp from the first object.
[0171] In response to the skill object moving to a first position in the game scene and stopping moving, the duration of the skill object being at the first position is counted; in response to the duration reaching a first preset duration, the skill object is controlled to be recycled so that the skill object returns to the first object.
[0172] In response to the movement of the skill object satisfying a specified condition, determining a first position where the skill object is currently located; controlling the skill object to move from the first position to a starting point of a moving path of the first object, and controlling the skill object to move from the starting point along the moving path of the first object until the skill object moves to the first object.
[0173] In response to the skill object moving to a first position in the game scene and stopping moving, the position of the first object when the skill object moves to the first position is determined as the starting point of the movement path of the first object; in response to the movement of the first object, the movement path of the first object is recorded.
[0174] In response to the movement of the first object, the current position of the first object is determined every second preset time period; and a record mark is generated at the current position to record the movement path of the first object through the record mark.
[0175] A virtual line is extended from the skill object to connect the skill object and the first object through the virtual line; in response to the movement of the first object and / or the skill object, the virtual line is controlled to continue to extend so that the virtual line continues to connect the skill object and the first object.
[0176] Determine a recovery path for the skill object; wherein the recovery path includes: a path from a first position where the skill object is located to a starting point of a moving path for the first object, and a moving path for the first object; the starting point of the moving path for the first object includes: a position where the first object is located when the skill object moves to the first position; and determine a designated object on the recovery path as a target object.
[0177] A preset number of designated objects on the recycling path that are closest to the first position are determined as target objects.
[0178] A scene area of preset width is set in the game scene with the virtual line as the center; and a designated object located in the scene area is determined as a target object.
[0179] The target objects include: game props of a specified type, and / or game characters with a specified status.
[0180] In response to the duration reaching a first duration, a first prompt message is displayed; wherein the first duration is less than a preset duration; and the first prompt message is used to indicate that the duration is about to reach the preset duration.
[0181] In response to the duration reaching a first duration, a virtual line connecting the skill object and the first object is displayed in a first display format.
[0182] The target object includes a game prop; in response to the game prop moving past a second object in the game scene, a prop effect corresponding to the game prop is cast on the second object.
[0183] In response to the game prop moving past a second object in the game scene, the second object is controlled to be debuffed based on a prop attribute of the game prop.
[0184] In response to the game props moving past a second object in the game scene, determining the prop quantity of the game props; in response to the prop quantity being less than or equal to a second quantity threshold, casting prop effects corresponding to all the game props to the second object; wherein, after casting the prop effects, the game props stop following the movement of the skill object.
[0185] In response to the number of props being greater than a second number threshold, the game props of the number of props corresponding to the second number threshold are controlled to cast prop effects on the second object, and the game props of the number of props exceeding the second number threshold are controlled to continue to move with the skill object.
[0186] In response to the number of props being greater than a second number threshold, based on the distance between the game props and the first position of the skill object, the prop effects of the game props corresponding to the second number threshold are controlled to be cast on the second object.
[0187] The target object includes a game prop; in response to the target object moving to the first object without passing through the second object, obtaining a second position of the first object when the movement of the skill object meets a specified condition; and controlling the game prop to move to the second position.
[0188] The game props include progress props; the second position includes: a designated position corresponding to the progress props; and increasing the game progress of the current game.
[0189] In response to the progress prop being determined as the target object, and the target object being located at a designated position corresponding to the progress prop, when the skill object is recycled, the progress prop is controlled to remain at the designated position, and the game progress of the current game is increased.
[0190] In response to the virtual line connecting the skill object and the first object acting on the second object in the game scene, the second object is controlled to be debuffed.
[0191] In response to the first object entering the first object state and the first object being attacked, the first object is controlled to move according to preset movement parameters; wherein the first object state includes: when the first object is attacked, the first object moves according to the preset movement parameters.
[0192] In response to a collision between the first object and a scene model in the game scene, the moving direction of the first object is updated, and the first object is controlled to move according to the updated moving direction; in response to the first object moving to the third object, the third object is controlled to be debuffed; wherein the third object is a game object of a different camp from the first object.
[0193] In response to the first object being attacked, the object property parameters of the first object are reduced; based on the object property parameters of the first object, it is determined that the first object is in a specified state, and the first object is controlled to move back and forth; or, based on the object property parameters of the first object, it is determined that the first object is not in the specified state, and the first object is controlled to move along a preset direction.
[0194] When the first object performs the reciprocating movement, in response to the first object moving to the third object, the third object is controlled to be degraded.
[0195] In response to the first object entering the first object state and the first object being attacked, the state progress of the first object state is displayed; in response to the state progress reaching a preset progress, the first object is controlled to exit the first object state.
[0196] In the first object state, the first object responds to a skill casting operation to cast a skill object into the game scene.
[0197] In response to the first object and the second object satisfying a specified position relationship and the second object being in a second object state, an object attribute parameter of the first object is added.
[0198] A skill casting control is provided in a graphical user interface; in response to a first trigger operation on the skill casting control, a throwing direction is determined based on the first trigger operation; in response to the end of the first trigger operation, a first object is controlled to throw the skill object according to the throwing direction.
[0199] In this method, the player controls the first object to cast a skill object. During the recovery process, the skill object controls the target object to follow the movement of the skill object, and produces a game impact on the second object through the target object. This method enriches the prop interaction method, and controls multiple target objects through skill objects, interacts with multiple target objects, improves the interaction efficiency, and meets the player's personalized prop interaction needs.
[0200] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.
[0201] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:
[0202] A method for interactive control of a game, providing a graphical user interface through a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, wherein the game scene at least includes a first object controlled by the terminal device, in response to the first object casting a skill object into the game scene, the skill object is controlled to move in the game scene; in response to the movement of the skill object satisfying a specified condition, the skill object is controlled to be recycled so that the skill object returns to the first object; based on the recycling of the skill object in the game scene, a target object is determined from the game scene, and the target object is controlled to move following the skill object; in response to the target object moving and acting on a second object in the game scene, the game influence corresponding to the target object is controlled to be added to the second object, wherein the second object is a game object of a different camp from the first object.
[0203] In response to the skill object moving to a first position in the game scene and stopping moving, the duration of the skill object being at the first position is counted; in response to the duration reaching a first preset duration, the skill object is controlled to be recycled so that the skill object returns to the first object.
[0204] In response to the movement of the skill object satisfying a specified condition, determining a first position where the skill object is currently located; controlling the skill object to move from the first position to a starting point of a moving path of the first object, and controlling the skill object to move from the starting point along the moving path of the first object until the skill object moves to the first object.
[0205] In response to the skill object moving to a first position in the game scene and stopping moving, the position of the first object when the skill object moves to the first position is determined as the starting point of the movement path of the first object; in response to the movement of the first object, the movement path of the first object is recorded.
[0206] In response to the movement of the first object, the current position of the first object is determined every second preset time period; and a record mark is generated at the current position to record the movement path of the first object through the record mark.
[0207] A virtual line is extended from the skill object to connect the skill object and the first object through the virtual line; in response to the movement of the first object and / or the skill object, the virtual line is controlled to continue to extend so that the virtual line continues to connect the skill object and the first object.
[0208] Determine a recovery path for the skill object; wherein the recovery path includes: a path from a first position where the skill object is located to a starting point of a moving path for the first object, and a moving path for the first object; the starting point of the moving path for the first object includes: a position where the first object is located when the skill object moves to the first position; and determine a designated object on the recovery path as a target object.
[0209] A preset number of designated objects on the recycling path that are closest to the first position are determined as target objects.
[0210] A scene area of preset width is set in the game scene with the virtual line as the center; and a designated object located in the scene area is determined as a target object.
[0211] The target objects include: game props of a specified type, and / or game characters with a specified status.
[0212] In response to the duration reaching a first duration, a first prompt message is displayed; wherein the first duration is less than a preset duration; and the first prompt message is used to indicate that the duration is about to reach the preset duration.
[0213] In response to the duration reaching a first duration, a virtual line connecting the skill object and the first object is displayed in a first display format.
[0214] The target object includes a game prop; in response to the game prop moving past a second object in the game scene, a prop effect corresponding to the game prop is cast on the second object.
[0215] In response to the game prop moving past a second object in the game scene, the second object is controlled to be debuffed based on a prop attribute of the game prop.
[0216] In response to the game props moving past a second object in the game scene, determining the prop quantity of the game props; in response to the prop quantity being less than or equal to a second quantity threshold, casting prop effects corresponding to all the game props to the second object; wherein, after casting the prop effects, the game props stop following the movement of the skill object.
[0217] In response to the number of props being greater than a second number threshold, the game props of the number of props corresponding to the second number threshold are controlled to cast prop effects on the second object, and the game props of the number of props exceeding the second number threshold are controlled to continue to move with the skill object.
[0218] In response to the number of props being greater than a second number threshold, based on the distance between the game props and the first position of the skill object, the prop effects of the game props corresponding to the second number threshold are controlled to be cast on the second object.
[0219] The target object includes a game prop; in response to the target object moving to the first object without passing through the second object, obtaining a second position of the first object when the movement of the skill object meets a specified condition; and controlling the game prop to move to the second position.
[0220] The game props include progress props; the second position includes: a designated position corresponding to the progress props; and increasing the game progress of the current game.
[0221] In response to the progress prop being determined as the target object, and the target object being located at a designated position corresponding to the progress prop, when the skill object is recycled, the progress prop is controlled to remain at the designated position, and the game progress of the current game is increased.
[0222] In response to the virtual line connecting the skill object and the first object acting on the second object in the game scene, the second object is controlled to be debuffed.
[0223] In response to the first object entering the first object state and the first object being attacked, the first object is controlled to move according to preset movement parameters; wherein the first object state includes: when the first object is attacked, the first object moves according to the preset movement parameters.
[0224] In response to a collision between the first object and a scene model in the game scene, the moving direction of the first object is updated, and the first object is controlled to move according to the updated moving direction; in response to the first object moving to the third object, the third object is controlled to be debuffed; wherein the third object is a game object of a different camp from the first object.
[0225] In response to the first object being attacked, the object property parameters of the first object are reduced; based on the object property parameters of the first object, it is determined that the first object is in a specified state, and the first object is controlled to move back and forth; or, based on the object property parameters of the first object, it is determined that the first object is not in the specified state, and the first object is controlled to move along a preset direction.
[0226] When the first object performs the reciprocating movement, in response to the first object moving to the third object, the third object is controlled to be degraded.
[0227] In response to the first object entering the first object state and the first object being attacked, the state progress of the first object state is displayed; in response to the state progress reaching a preset progress, the first object is controlled to exit the first object state.
[0228] In the first object state, the first object responds to a skill casting operation to cast a skill object into the game scene.
[0229] In response to the first object and the second object satisfying a specified position relationship and the second object being in a second object state, an object attribute parameter of the first object is added.
[0230] A skill casting control is provided in a graphical user interface; in response to a first trigger operation on the skill casting control, a throwing direction is determined based on the first trigger operation; in response to the end of the first trigger operation, a first object is controlled to throw the skill object according to the throwing direction.
[0231] In this method, the player controls the first object to cast a skill object. During the recovery process, the skill object controls the target object to follow the movement of the skill object, and produces a game impact on the second object through the target object. This method enriches the prop interaction method, and controls multiple target objects through skill objects, interacts with multiple target objects, improves the interaction efficiency, and meets the player's personalized prop interaction needs.
[0232] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0233] 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.
[0234] 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.
[0235] 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 enabling 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.
[0236] 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.
[0237] 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 method for interactive control of a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes at least a first object controlled by the terminal device, and the method includes: In response to the first object casting a skill object into the game scene, controlling the skill object to move in the game scene; In response to the movement of the skill object satisfying a specified condition, controlling the skill object to be recycled so that the skill object returns to the first object; Based on the recovery of the skill object in the game scene, determining a target object from the game scene, and controlling the target object to move following the skill object; In response to the target object moving and acting on a second object in the game scene, controlling the second object to increase a game influence corresponding to the target object, wherein the second object is a game object of a different camp from the first object.
2. The method according to claim 1, characterized in that In response to the movement of the skill object satisfying a specified condition, the step of controlling the skill object to be recycled so that the skill object returns to the first object comprises: In response to the skill object moving to a first position in the game scene and stopping moving, counting a duration for which the skill object is located at the first position; In response to the duration reaching a first preset duration, the skill object is controlled to be recycled so that the skill object returns to the first object.
3. The method according to claim 1, characterized in that In response to the movement of the skill object satisfying a specified condition, the step of controlling the skill object to be recycled so that the skill object returns to the first object comprises: In response to the movement of the skill object satisfying a specified condition, determining a first position where the skill object is currently located; The skill object is controlled to move from the first position to a starting point of a moving path of the first object, and the skill object is controlled to move from the starting point along the moving path of the first object until the skill object moves to the first object.
4. The method according to claim 3, characterized in that After the step of controlling the skill object to move in the game scene in response to the first object casting the skill object into the game scene, the method further includes: In response to the skill object moving to a first position in the game scene and stopping moving, determining the position of the first object when the skill object moves to the first position as the starting point of the movement path of the first object; In response to the movement of the first object, a movement path of the first object is recorded.
5. The method according to claim 4, characterized in that In response to the movement of the first object, the step of recording the movement path of the first object comprises: In response to the movement of the first object, determining a current position of the first object at every second preset time period; A record mark is generated at the current position to record the moving path of the first object through the record mark.
6. The method according to claim 1, characterized in that After the step of controlling the skill object to move in the game scene in response to the first object casting the skill object into the game scene, the method further includes: extending a virtual line from the skill object to connect the skill object and the first object through the virtual line; In response to the movement of the first object and / or the skill object, the virtual line is controlled to continue to extend so that the virtual line continues to connect the skill object and the first object.
7. The method according to claim 1, characterized in that The step of determining a target object from the game scene based on the recycling of the skill object in the game scene comprises: Determine a recovery path for the skill object; wherein the recovery path includes: a path from a first position where the skill object is located to a starting point of a moving path for the first object, and a moving path for the first object; the starting point of the moving path for the first object includes: a position where the first object is located when the skill object moves to the first position; A designated object on the recycling path is determined as a target object.
8. The method according to claim 7, characterized in that The step of determining the designated object on the recycling path as the target object comprises: A preset number of designated objects on the recycling path that are closest to the first position are determined as target objects.
9. The method according to claim 7, characterized in that: A virtual line extends on the recycling path; the step of determining the designated object on the recycling path as the target object comprises: Taking the virtual line as the center, setting a scene area of a preset width in the game scene; A designated object located in the scene area is determined as a target object.
10. The method according to claim 1, characterized in that The target object includes: a game prop of a specified type, and / or a game character with a specified status.
11. The method according to claim 2, characterized in that The method further comprises: In response to the duration reaching a first duration, a first prompt message is displayed; wherein the first duration is less than the preset duration; and the first prompt message is used to indicate that the duration is about to reach the preset duration.
12. The method according to claim 11, characterized in that In response to the duration reaching a first duration, the step of displaying a first prompt message comprises: In response to the duration reaching a first duration, a virtual line connecting the skill object and the first object is displayed in a first display format.
13. The method according to claim 1, characterized in that The target object includes a game prop; the step of controlling the second object to increase the game effect corresponding to the target object in response to the target object moving and acting on the second object in the game scene comprises: In response to the game prop moving past a second object in the game scene, a prop effect corresponding to the game prop is cast on the second object.
14. The method according to claim 13, characterized in that In response to the game prop moving past a second object in the game scene, the step of applying a prop effect corresponding to the game prop to the second object comprises: In response to the game prop moving past a second object in the game scene, the second object is controlled to be debuffed based on a prop attribute of the game prop.
15. The method according to claim 13, characterized in that In response to the game prop moving past a second object in the game scene, the step of applying a prop effect corresponding to the game prop to the second object comprises: In response to the game prop moving past a second object in the game scene, determining a prop quantity of the game prop; In response to the number of props being less than or equal to a second number threshold, projecting prop effects corresponding to all the game props to the second object; wherein, after projecting the prop effects, the game props stop following the movement of the skill object.
16. The method according to claim 15, characterized in that The method further comprises: In response to the number of props being greater than a second quantity threshold, the game props of the number of props corresponding to the second quantity threshold are controlled to cast prop effects on the second object, and the game props of the number of props exceeding the second quantity threshold are controlled to continue to move with the skill object.
17. The method according to claim 16, characterized in that In response to the number of props being greater than a second number threshold, the step of controlling the game props of the number of props corresponding to the second number threshold to cast prop effects on the second object, and controlling the game props of the number of props exceeding the second number threshold to continue to move with the skill object, includes: In response to the number of props being greater than a second number threshold, based on the distance between the game props and the first position of the skill object, the prop effects of the game props corresponding to the second number threshold are controlled to be cast on the second object.
18. The method according to claim 1, characterized in that The target object includes a game prop; the method further includes: In response to the target object not passing through the second object when moving to the first object, acquiring a second position of the first object when the movement of the skill object satisfies the specified condition; Control the game prop to move to the second position.
19. The method according to claim 18, characterized in that The game props include progress props; the second position includes: a designated position corresponding to the progress props; after the step of controlling the target object to move to the second position, the method further includes: increasing the game progress of the current game.
20. The method according to claim 1, characterized in that The method further comprises: In response to a progress item being determined as a target object, and the target object being located at a designated position corresponding to the progress item, when the skill object is recovered, the progress item is controlled to remain at the designated position, and the game progress of the current game is increased.
21. The method according to claim 1, characterized in that The method further comprises: In response to the virtual line connecting the skill object and the first object acting on a second object in the game scene, the second object is controlled to be deducted.
22. The method according to claim 1, characterized in that The method further comprises: In response to the first object entering a first object state and the first object being attacked, the first object is controlled to move according to preset movement parameters; wherein the first object state includes: when the first object is attacked, the first object moves according to the preset movement parameters.
23. The method according to claim 22, characterized in that In response to the first object entering the first object state and the first object being attacked, after the step of controlling the first object to move according to the preset movement parameters, the method further includes: In response to a collision between the first object and a scene model in the game scene, updating a moving direction of the first object, and controlling the first object to move according to the updated moving direction; In response to the first object moving to the third object, the third object is controlled to be deducted; wherein the third object is a game object of a different camp from the first object.
24. The method according to claim 22, characterized in that In response to the first object entering the first object state and the first object being attacked, the step of controlling the first object to move according to the preset movement parameters includes: In response to the first object being attacked, reducing an object attribute parameter of the first object; Based on the object attribute parameters of the first object, determining that the first object is in a specified state, and controlling the first object to move back and forth; Alternatively, based on the object attribute parameters of the first object, it is determined that the first object is not in a specified state, and the first object is controlled to move along a preset direction.
25. The method according to claim 24, characterized in that The method further comprises: When the first object performs the reciprocating movement, in response to the first object moving to the third object, the third object is controlled to be degraded.
26. The method according to claim 22, characterized in that The method further comprises: In response to the first object entering a first object state and the first object being attacked, displaying a state progress of the first object state; In response to the state progress reaching a preset progress, controlling the first object to exit the first object state.
27. The method according to claim 22, characterized in that The method further comprises: In the first object state, the first object responds to a skill casting operation to cast a skill object into the game scene.
28. The method according to claim 1, characterized in that The method further comprises: In response to the first object and the second object satisfying a specified position relationship and the second object being in a second object state, an object attribute parameter of the first object is added.
29. The method according to claim 1, characterized in that In response to the first object casting a skill object into the game scene, before the step of controlling the skill object to move in the game scene, the method further includes: providing skill casting controls in the graphical user interface; In response to a first trigger operation on the skill-casting control, determining a throwing direction based on the first trigger operation; In response to the completion of the first trigger operation, the first object is controlled to throw the skill object in the throwing direction.
30. An interactive control device for a game, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first object controlled by the terminal device, and the apparatus includes: a skill casting module, configured to control the skill object to move in the game scene in response to the first object casting a skill object into the game scene; an object recycling module, for controlling the skill object to be recycled in response to the movement of the skill object satisfying a specified condition, so that the skill object returns to the first object; An object control module, for determining a target object from the game scene based on the recovery of the skill object in the game scene, and controlling the target object to move following the skill object; An object influence module is used to control the increase of the game influence corresponding to the target object on the second object in response to the target object moving and acting on the second object in the game scene, wherein the second object is a game object of a different camp from the first object.
31. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-29.
32. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-29.