Game interaction control method and device and electronic equipment

By introducing multiple game characters, target props and force fields into the jump game, the problem of current card design is solved, and the enrichment of game elements and improvement of player experience is achieved.

CN119701357APending Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411975879.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-30
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

The current level card design is relatively single and lacks innovative elements, which makes it difficult for players to continue their gaming experience and interests.

Method used

A game interaction control method is provided. By configuring multiple game characters, target props and force fields in the game scene, the game characters are allowed to move based on the force field, and in response to player control operations and character interaction, adjust the number of props and character status.

Benefits of technology

It enriches the game elements, improves the playability and fun of the game, and brings players a continuous gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, and the method comprises the steps: configuring a target prop and a first force field for a plurality of game roles, and enabling the plurality of game roles to move in a first scene direction based on the first force field; in the process that the game roles move towards the first scene direction, responding to a first control operation for the game roles, and applying a second force field to the game roles, so that the game roles move towards a second scene direction opposite to the first scene direction; in response to interaction between a first role and a second role in the plurality of game roles, controlling and adjusting the number of target props of the first role and / or the second role; and if the number of the target props of the target role in the plurality of game roles is lower than a preset value, controlling to eliminate the target role from the game. According to the mode, by adding the prop elements in the game scene and an interaction mechanism among a plurality of game roles, the playability and interestingness of the game are improved, and continuous game experience can be brought to players.
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Description

Technical Field

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

[0002] In jumping games, the focus is usually on character control and level design, but the current level design is relatively simple and lacks new innovative elements, making it difficult to bring players sustained gaming experience and interest. Summary of the invention

[0003] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device to enrich the game play and enhance the player's gaming interest and experience.

[0004] In a first aspect, the present disclosure provides a game interaction control method, the method comprising: providing a game scene corresponding to a game match, wherein a plurality of game characters are configured in the game scene; configuring target props and a first force field for the plurality of game characters, so that the plurality of game characters move in a first scene direction in the game scene based on the first force field; in the process of the plurality of game characters moving in the first scene direction, in response to a first control operation for the plurality of game characters, applying a second force field to the plurality of game characters, so that the plurality of game characters move in a second scene direction set relative to the first scene direction; in response to an interaction between a first character and a second character among the plurality of game characters, controlling the adjustment of the number of target props owned by the first character and / or the second character; in response to the number of target props of a target character among the plurality of game characters being lower than a preset value, controlling the elimination of the target character from the game match.

[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: a scene providing module, which is used to provide a game scene corresponding to a game game, wherein a plurality of game characters are configured in the game scene; a prop providing module, which is used to configure target props and a first force field for the plurality of game characters, so that the plurality of game characters move in a first scene direction in the game scene based on the first force field; a field force applying module, which is used to apply a second force field to the plurality of game characters in response to a first control operation for the plurality of game characters during the movement of the plurality of game characters in the first scene direction, so that the plurality of game characters move in a second scene direction set relative to the first scene direction; a quantity adjustment module, which is used to control and adjust the number of target props owned by the first character and / or the second character in response to an interaction between the first character and the second character among the plurality of game characters; and a character elimination module, which is used to control the elimination of the target character from the game game in response to the number of target props of the target character among the plurality of game characters being lower than a preset value.

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

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing 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 above-mentioned game interaction control method.

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

[0009] The present disclosure provides a game interaction control method, device and electronic device, first providing a game scene corresponding to a game match, wherein a plurality of game characters are configured in the game scene; then configuring target props and a first force field for the plurality of game characters, so that the plurality of game characters move in the direction of a first scene in the game scene based on the first force field; in the process of the plurality of game characters moving in the direction of the first scene, in response to a first control operation for the plurality of game characters, applying a second force field to the plurality of game characters, so that the plurality of game characters move in the direction of a second scene set relative to the direction of the first scene; then in response to an interaction between the first character and the second character among the plurality of game characters, controlling and adjusting the number of target props owned by the first character and / or the second character; and then in response to the number of target props of the target character among the plurality of game characters being lower than a preset value, controlling the elimination of the target character from the game match. This method enriches the game elements by increasing the prop elements in the game scene and the interaction mechanism between the plurality of game characters, improves the playability and fun of the game, and also helps to bring players a continuous game experience.

[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

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

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

[0014] Figure 2 A schematic diagram of displaying a boundary connectivity mark provided in an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of the launch paths corresponding to multiple game characters provided in an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of displaying a launch countdown mark provided in an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of displaying a first prompt information provided by an embodiment of the present disclosure;

[0018] Figure 6 A display schematic diagram of a third control provided in an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of a first character interacting with a second character provided in an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;

[0022] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.

[0024] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0025] In one embodiment of the present disclosure, the game interaction control method can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0026] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[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, the present disclosure provides a game interaction control method, such as Figure 1 As shown, the method comprises the following specific steps:

[0029] Step S102, providing a game scene corresponding to the game game, wherein a plurality of game characters are configured in the game scene.

[0030] In specific implementation, the game scene corresponding to the above game match is usually provided at the beginning of the game match. In one way, the game match runs for a specified time length in the game system. Within the specified time length, all game characters can enter the game scene of the game match, that is, the game characters in the game match can enter the game scene of the game match at different times. In another way, multiple game characters in the game match can enter the game scene at the same time. For example, when the number of game characters waiting to participate in the game match reaches a specified number, all game characters waiting to participate in the game match are controlled to enter the game scene corresponding to the game match at the same time.

[0031] Step S104, configuring target props and a first force field for the multiple game characters, so that the multiple game characters move toward the first scene direction in the game scene based on the first force field.

[0032] In a specific implementation, the above-mentioned multiple game characters may be some of the game characters participating in the game match, or may be all of the game characters participating in the game. The prop function and prop style corresponding to the above-mentioned target props may be determined according to the research and development requirements. For example, the target props may be balloon props, ball props, or stone props. The game system may configure one or more target props for each of the multiple game characters, and the number of target props initially configured for each game character is the same. For example, the game system initially configures two target props for each of the multiple game characters.

[0033] The first force field direction corresponding to the above-mentioned first force field can be determined according to the game rules. For example, the first field force can be a vertically upward force field, so that multiple game characters are controlled to move in the vertically upward direction according to the first force field; the first force field can also be a vertically downward gravity field, so that multiple game characters are controlled to move in the vertically downward direction according to the gravity field, that is, multiple game characters are controlled to produce a downward falling movement effect.

[0034] Step S106, in response to the first control operation on the multiple game characters, a second force field is applied to the multiple game characters during the movement of the multiple game characters toward the first scene direction, so that the multiple game characters move toward a second scene direction opposite to the first scene direction.

[0035] In specific implementation, the specific operation corresponding to the above-mentioned first control operation can be determined according to research and development requirements. For example, the first control operation can be a trigger operation on a certain jump control displayed in the game interface, or a pressing operation on a designated key in a keyboard or game controller, etc. Specifically, multiple game characters are controlled by multiple players. Usually, one player controls one game character. When the player performs the first control operation on the game character controlled by the player, a second force field will be applied to the game character, so that the game character will move toward a second scene direction set relative to the first scene direction.

[0036] In a specific embodiment, the first scene direction and the second scene direction are opposite directions. For example, if the first scene direction is a vertical downward direction, then the second scene direction is a vertical upward direction; if the first scene direction is a vertical upward direction, then the second scene direction is a vertical downward direction.

[0037] Step S108, in response to an interaction between a first character and a second character among the plurality of game characters, controlling and adjusting the number of target props owned by the first character and / or the second character.

[0038] In a specific implementation, the first character and the second character are different game characters, and the first character and the second character are any two game characters among a plurality of game characters. The corresponding interaction event when the first character and the second character interact can be determined according to the research and development requirements. For example, the interaction event can be a collision between the first character and the second character, a collision between the first character and the target prop configured by the second character, a collision between the second character and the target prop configured by the first character, or a collision between the first character and the target prop configured by the first character. It can also be that the first character and the second character perform a preset game behavior, etc. The preset game behavior can be a handshake or attack between the first character and the second character, etc.

[0039] When the first character and the second character interact, it is possible to adjust only the number of target items owned by the first character, or only the number of target items owned by the second character, or both. Adjusting the number of target items here can be to increase the number of target items or to reduce the number of target items, which can be determined according to R&D needs.

[0040] Step S110, in response to the target prop quantity of the target character among the multiple game characters being lower than a preset value, controlling the elimination of the target character from the game match.

[0041] In specific implementation, the specific value corresponding to the preset value can be determined according to the game rules, for example, the preset value can be 0 or 1. The target character can be any one of multiple game characters. If the number of target props owned by the target character is lower than the preset value during the game, the target character is eliminated from the game, which can also be understood as the target character ending the game.

[0042] A game interaction control method provided by an embodiment of the present invention enriches game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements in the game scene and an interaction mechanism between multiple game characters.

[0043] The following embodiment is used for the role transfer method.

[0044] Specifically, before the target character is eliminated from the game match, in response to the target character moving to a first position in the game scene, the target character is controlled to be transferred from the first position to a second position in the game scene, wherein the first position is arranged relative to the second position.

[0045] In a specific implementation, the first position and the second position are different positions in the game scene, and the first position and the second position can be any position in the game scene, and the first position and the second position can be determined according to the research and development requirements. In addition, the first position and the second position have an associated relationship, that is, when the target character moves to the first position, the target character will move from the first position to the second position; when the target character moves to the second position, the target character will move from the second position to the first position.

[0046] In a specific embodiment, a boundary connection mark is set in the game scene. When the target character moves to a certain boundary position, it will be transferred to another corresponding boundary position. The boundary position here is also the first position and the second position mentioned above. Figure 2 FIG. 1 is a schematic diagram showing a display of a boundary connectivity mark provided by an embodiment of the present invention. Figure 2 The square striped border in the figure is a boundary connectivity mark. The character model represented by the dotted line on the right side of the boundary connectivity mark is the target character moving to the right boundary of the scene boundary (equivalent to the first position mentioned above), and the character model represented by the solid line on the left side of the boundary connectivity mark is the target character transferred to the left boundary of the scene boundary. That is, when the target character moves to the right scene boundary, it will appear from the left scene boundary, and vice versa.

[0047] In an optional embodiment, after the target character is transferred from a first position to a second position in the game scene, a preset transition animation will be played. The specific animation of the preset transition animation can be determined according to research and development requirements, so that the player can clearly understand that the game character controlled by the player has been transferred from one position to another.

[0048] The following embodiments are used to describe the manner in which the game character interacts with the first prop.

[0049] Specifically, a first prop is provided in the game scene; in response to a plurality of game characters completing a first interaction with the first prop, the plurality of game characters are controlled to be launched toward a specified direction in the game scene, so that the plurality of game characters move in the game scene.

[0050] In specific implementation, the display style and display position of the above-mentioned first prop can be determined according to research and development requirements. For example, one or a first prop can be provided in the game scene, and different first props are placed in different positions in the game scene. The first prop can be a cannon prop, a tank prop, or a rocket prop, etc. The specific interaction method corresponding to the above-mentioned first interaction can be determined according to research and development requirements. For example, the first interaction can be multiple game characters entering the first prop, or multiple game characters touching the first prop, or the distance between multiple game characters and the first prop is less than a preset distance value, etc.

[0051] When multiple game characters complete the first interaction with the first prop, the multiple game characters will be launched in the specified direction in the game scene, so that the multiple game characters will move away from the first prop to move in the game scene. The specific direction corresponding to the above-mentioned specified direction can be determined according to research and development requirements. For example, the specified direction can be the above-mentioned second scene direction, or any scene direction different from both the first scene direction and the second scene direction.

[0052] In a specific embodiment, the above-mentioned specified direction is the second scene direction, that is, when multiple game characters complete the first interaction with the first prop, the multiple game characters are launched in the second scene direction, so that the multiple game characters will move in the second scene direction or in a direction biased towards the second scene direction in the game scene.

[0053] In an optional embodiment, the specific process of controlling the launch of multiple game characters in a specified direction in a game scene may include: randomly offsetting the launch paths of the multiple game characters to obtain launch paths corresponding to the multiple game characters; wherein the launch paths between the multiple game characters do not overlap; and launching the multiple game characters into the game scene according to the launch paths corresponding to the multiple game characters.

[0054] In a specific implementation, when multiple game characters are launched in a specified direction in a game scene, it is necessary to randomly offset the launch path of each of the multiple game characters based on the specified direction to obtain the launch path corresponding to each game character, thereby controlling each game character to move according to its corresponding launch path after launch. Figure 3 FIG. 1 is a schematic diagram of the launch paths corresponding to the multiple game characters provided in an embodiment of the present invention. Figure 3 The four mouse avatars in the game correspond to four game characters. Figure 3 The straight arrows in the figure indicate the above-specified directions, and the curved arrows pointing to the mouse avatars are the launch paths corresponding to the four game characters. Figure 3 The cannon model in the video is the first prop mentioned above.

[0055] Furthermore, the above-mentioned game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in the terminal devices corresponding to the multiple game characters; based on this, in response to launching the multiple game characters in the specified direction in the game scene, the camera parameters of the virtual camera are controlled to adjust so that the game scene range in the scene picture displayed in the terminal devices corresponding to the multiple game characters is larger than the game scene range before launching.

[0056] In a specific implementation, the graphical user interface provided by the terminal device corresponding to each game character is used to display the scene screen obtained by shooting the game scene with a virtual camera. The scene screen displayed in the graphical user interface corresponding to each game character can be the same or different. When the scene screen displayed in the graphical user interface corresponding to each game character is different, the virtual camera shooting the scene screen is different, and different game characters correspond to different virtual cameras in the game scene. The virtual camera corresponding to each game character is used to follow the corresponding game character to shoot, thereby obtaining the scene screen displayed in the graphical user interface of the corresponding game character.

[0057] When multiple game characters are launched in a specified direction in the game scene, the camera parameters of the virtual camera will be adjusted, which can also be understood as adjusting the virtual camera to shoot with a high-altitude lens, so that the game scene range in the scene screen displayed in the terminal device corresponding to the multiple game characters becomes larger, so that the player can see more of the game scene range, which helps the player to view the surrounding environment and obtain game props, etc. Among them, adjusting the camera parameters of the virtual camera can be adjusting the shooting angle of the virtual camera, or raising the position of the virtual camera, etc.

[0058] The following embodiment is used to describe the interaction method after the game character enters the first prop.

[0059] Specifically, when multiple game characters complete the first interaction with the first prop, the multiple game characters are launched in a specified direction in the game scene; wherein the first interaction may include multiple game characters entering the first prop, so that in the game performance, the first prop launches the multiple game characters that enter the first prop in the specified direction in the game scene.

[0060] Based on the above description, in response to a third character among multiple game characters entering the first prop, timing starts; in response to the timing duration reaching a first preset duration, the game character entering the first prop is controlled to be launched in a specified direction.

[0061] In a specific implementation, the third character can be any one of a plurality of game characters, and the specific game character of the third character can be determined according to the research and development requirements. The third character is the first game character to enter the first prop before the first prop is launched, that is, when a game character enters the first prop, the timing starts, thereby starting the countdown of the first preset time length, and at the end of the countdown, all the game characters entering the first prop are launched in a specified direction. The specific duration corresponding to the first preset time length can be determined according to the research and development requirements, for example, the first preset time length can be 20 seconds or 15 seconds, etc.

[0062] Further, in response to the timing duration not reaching the first preset duration and the number of game characters entering the first prop reaching the preset number threshold, the game characters entering the first prop are controlled to be launched in a specified direction. The specific value corresponding to the preset number threshold can be determined according to research and development requirements, for example, the preset number threshold can be 4 or 5 winds.

[0063] In the specific implementation, if the launch countdown has not ended, that is, the countdown has not reached the first preset time length, but the number of game characters entering the first prop reaches the preset threshold, the game characters entering the first prop will be directly launched in the specified direction, that is, after the last game character entering the first prop enters the first prop, all game characters entering the first game prop will be directly launched in the specified direction.

[0064] Furthermore, when the timing starts, the launch countdown mark is controlled to be displayed in the game scene; wherein the countdown duration of the launch countdown mark is the first preset duration. The display style of the launch countdown mark can be determined according to the research and development requirements. For example, the launch countdown mark can be a number displayed near the first prop, and the number is used to indicate the remaining time of the launch; the launch countdown mark can also be an hourglass mark, and the amount of sand remaining in the hourglass mark is used to indicate the remaining time.

[0065] like Figure 4FIG. 1 is a schematic diagram showing a display of a launch countdown mark provided by an embodiment of the present invention. Figure 4 The cannon model in the figure is the first prop. The digital mark displayed in the upper left corner of the first prop is the launch countdown mark. The remaining countdown time indicated by the current launch countdown mark is 3 seconds.

[0066] Furthermore, the specific process of controlling the display of the launch countdown logo in the game scene may include: in response to the remaining time indicated by the launch countdown logo being greater than a preset time threshold, controlling the display of the launch countdown logo in the game scene in a first display mode; in response to the remaining time indicated by the launch countdown logo being less than or equal to the preset time threshold, controlling the display of the launch countdown logo in the game scene in a second display mode.

[0067] In a specific implementation, the first display mode and the second display mode are different display modes. The specific display modes corresponding to the first display mode and the second display mode can be determined according to research and development requirements. For example, the first display mode can be to display the launch countdown mark in a first color and / or a specified shape, and the second display mode can be to display the launch countdown mark in a second color and / or in bold. The specific duration corresponding to the preset duration threshold can be determined according to research and development requirements. For example, the preset duration threshold can be 5 seconds or 3 seconds.

[0068] In a specific embodiment, when the launch countdown only has a preset duration threshold left, the launch duration countdown logo displays an enhanced performance, which is equivalent to the above-mentioned second display method. For example, the enhanced performance can be that the launch countdown logo as a whole turns red, and the digital text in the launch countdown logo is enlarged and zoomed in and out (zoom in and out) with animation effects.

[0069] In an optional embodiment, in response to all game characters entering the first prop leaving the first prop, the timing is stopped and reset to zero; in response to a fourth character among the multiple game characters entering the first prop, the timing is restarted.

[0070] In a specific implementation, the fourth character can be any one of a plurality of game characters. When there is a game character in the first prop, the first prop starts timing, and when the launch countdown corresponding to the first prop has not ended and the number of game characters entering the first prop has not reached a preset number threshold, the game characters can enter and exit the first prop at any time, and when all game characters entering the first prop leave the first prop, the timing will end, and if a game character enters the first prop again, the timing will start from zero.

[0071] In an optional embodiment, the above-mentioned provision of the first prop in the game scene includes: providing a first prop with a launch direction in a preset direction in the game scene; the specific direction corresponding to the preset direction can be determined according to research and development requirements, for example, the preset direction can be a direction with an angle of 45 degrees or 60 degrees with the horizontal plane. Specifically, the first prop with a launch direction in the game scene here is the preset direction, only the placement position and placement angle of the first prop make it look that the launch direction of the first prop is the preset direction, but the actual launch direction of the first prop is the above-mentioned specified direction. Based on this, in response to the timing duration reaching the first preset duration, the control adjusts the launch direction of the first prop from the first preset direction to the specified direction, so as to launch the game character entering the first prop in the specified direction.

[0072] In an optional embodiment, the specific process of a third character among the above-mentioned multiple game characters entering the first prop may include: in response to the third character moving to the position of the first prop, controlling the display of a first control in a terminal device corresponding to the third character; in response to a trigger instruction for the first control, determining whether the character type of the third character is the target character type, and if so, controlling the third character to enter the first prop.

[0073] In specific implementation, the specific role type corresponding to the above target role type can be determined according to research and development requirements. For example, the target role type can be a mouse role, a cat role, an attacking role, etc. Specifically, when the third role moves to the position of the first prop in the game scene, the first control will be displayed at a specified position in the graphical user interface provided by the terminal device corresponding to the third role. The specific position corresponding to the specified position can be determined according to research and development requirements. When the player triggers the first control, the role type of the third role will be obtained first, and it will be determined whether the role type is the target role type. If the role type of the third role is the target role type, the third role will enter the first prop.

[0074] Further, if the character type of the third character is not the target character type, control is performed to display a first prompt message in a terminal device corresponding to the third character; wherein the first prompt message is used to indicate that the third character cannot enter the first item.

[0075] In the specific implementation, only the game character of the target character type can enter the first prop. Therefore, if the character type of the game character controlled by the player who currently triggers the first control is not the target character type, a first prompt message will be displayed in the graphical user interface provided by the terminal device corresponding to the game character. The first prompt message is used to indicate that the game character cannot enter the first prop.

[0076] In an optional embodiment, the first prompt information includes: indicating the reason why the third character cannot enter the first prop, and indicating that the third character can enter the first prop after switching to the target character type.

[0077] For example, if the target character type is a mouse character, when the player controlling the cat character triggers the first control, the first prompt information will be displayed in the graphical user interface corresponding to the cat character, such as Figure 5 The figure is a schematic diagram of displaying a first prompt information provided by an embodiment of the present invention. When the player triggers Figure 5 After you press the first control in the dialog box, a dialog box prompt will appear on the cannon prop, and a prompt message will also pop up in the interface. The dialog box prompt "You are too fat! Only the mouse character can ride the cannon" and the prompt message "Change to the mouse character to ride the cannon" are the first prompt messages mentioned above. Figure 5 The cannon prop in the game is the first prop mentioned above.

[0078] In an optional embodiment, in response to a trigger instruction of a role switching control displayed in a terminal device corresponding to a third role, a role list is controlled to be displayed in a terminal device corresponding to the third role; wherein the role list includes multiple roles corresponding to multiple role types respectively; in response to a selection instruction for a target role in the role list, the role type of the third character is switched to the role type corresponding to the target role, and the role model of the third character is switched to the role model of the target role.

[0079] In specific implementation, the display position and display style of the above-mentioned role switching control can be determined according to research and development requirements. When the player triggers the role switching control, a role list will be displayed in the graphical user interface provided by the terminal device. The role list includes multiple role types and one or more roles corresponding to each role type. The player can select any role corresponding to any role type to play a game. When the player selects the target role in the role list, the third role will be switched to the target role. If the role type of the target role is the target role type, then the target role can enter the first prop.

[0080] In an optional embodiment, in response to the third character entering the first prop, the first control is controlled to switch to the second control; in response to the trigger instruction for the second control, the third character is controlled to leave the first prop. Specifically, the second control is used to control the third character to leave the first prop, that is, to switch from the state of entering the first prop to the state of standing in the game scene.

[0081] In an optional embodiment, in response to the third character entering the first prop, the character identifier corresponding to the third character is controlled to be displayed at the preset position of the first prop to prompt the third character to enter the first prop. Specifically, the preset position may be any position near the first prop, for example, the preset position may be above or to the upper right of the first prop, and the character identifier may be a character portrait, a character number, or a character name. Figure 4 The mouse head that appears at the muzzle of the cannon prop is the character logo of the third character.

[0082] In another optional embodiment, the character logo corresponding to the third character displayed at the preset position of the first prop is displayed in a jumping manner according to a preset frequency. This method can effectively remind the player that the third character has entered the first prop. The specific frequency corresponding to the above preset frequency can be determined according to research and development requirements. For example, the preset frequency can be jumped every 5 seconds or 3 seconds.

[0083] In an optional embodiment, in response to the third character entering the first prop, the control cancels the authority of the third character to perform the target game behavior in the game scene.

[0084] In a specific implementation, after the player controls the third character to enter the first prop through the terminal device, the third character's permission to perform the target game behavior in the game scene will be cancelled, that is, the player cannot control the third character to perform the target game behavior in the game scene, thereby increasing the difficulty of the player's game and helping to improve the player's interest in the game. The above-mentioned target game behavior may include at least the following game behaviors: controlling the third character to move, jump, change the character type, watch the game, and view the tutorial.

[0085] In a specific embodiment, after the third character enters the first prop, the player cannot control the third character to run left and right, cannot jump, cannot change the character type, cannot watch the game, and cannot view the tutorial.

[0086] Further, in response to the third character leaving the first prop or entering the first prop and launching in a specified direction, the third character's authority to perform the target game behavior in the game scene is controlled to be restored, so that the player can control the third character to perform the target game behavior in the game scene.

[0087] In an optional embodiment, before the third character enters the first prop, a designated control is displayed in the terminal device corresponding to the third character, and the designated control is used to control the third character to perform the target game behavior; based on this, the specific process of the above-mentioned control to cancel the third character's authority to perform the target game behavior in the game scene may include: controlling the cancellation of the display of the designated control in the terminal device corresponding to the third character, or setting the designated control to an unavailable state.

[0088] In specific implementation, the display position and display style of the above-mentioned designated controls can be determined according to R&D requirements, wherein the above-mentioned designated controls may include but are not limited to movement controls, jump controls, character switching controls, spectator controls and tutorial viewing controls. Among them, the movement control is used to control the game character to move left and right in the game scene, the jump control is used to control the game character to jump in the game scene (that is, to control the game character to move towards the second scene), the character switching control is used to switch the role type and role category of the participating game characters, the spectator control is used to control the game character to enter the spectator mode, and the tutorial viewing control is used to control the display of the game tutorial in the graphical user interface.

[0089] When the player controls the third character to enter the first prop, the third character's permission to perform the target game behavior will be cancelled, that is, the designated control displayed in the graphical user interface corresponding to the third character will be cancelled or the designated control displayed in the graphical user interface will be set to an unavailable state. Among them, if the designated control is cancelled in the graphical user interface, the player cannot control the third character to perform the target game behavior in the game scene through the designated control because the designated control is not displayed in the graphical user interface; if the designated control in the graphical user interface is set to an unavailable state, when the player triggers the designated control in the unavailable state, the designated control will not make any response or pop up a prompt message in the graphical user interface, so that the player cannot control the third character to perform the target game behavior in the game scene through the designated control.

[0090] In an optional embodiment, the above-mentioned designated controls include spectator controls; based on this, in response to a trigger instruction for the spectator control, the third character is controlled to enter the spectator mode, and the camera parameters of the virtual camera in the game scene are adjusted so that the game scene range in the scene picture displayed in the terminal device corresponding to the third character is larger than the game scene range before entering the spectator mode; wherein the virtual camera is used to follow the third character to shoot the game scene to obtain the scene picture displayed in the terminal device corresponding to the third character; a perspective movement control is displayed in the terminal device corresponding to the third character, and in response to the mobile control operation of the perspective movement control, the scene picture displayed in the terminal device corresponding to the third character is adjusted based on the mobile control; wherein, when adjusting the scene picture displayed in the terminal device corresponding to the third character, the position of the third character in the game scene remains unchanged.

[0091] In a specific implementation, when the player controlling the third character triggers the spectator control, the third character enters the spectator mode and displays the perspective movement control in the graphical user interface provided by the terminal device corresponding to the third character, so that the scene screen can be displayed with a wide-angle field of view in the graphical user interface corresponding to the third character, so that the player can view more game battle areas corresponding to the scene range. At the same time, the player can adjust the scene screen currently displayed in the graphical user interface by triggering the perspective movement control, but while adjusting the scene screen, the position of the third character in the game scene remains unchanged, that is, the virtual camera is not bound to the third character, and when the perspective movement control is triggered, only the position of the virtual camera is moved, and the position of the third character in the game scene is not moved.

[0092] In an optional embodiment, during the novice tutorial, the player needs to be informed that the perspective can be moved by triggering the perspective movement control. When the player opens the spectator mode for the first time, the novice tutorial is displayed. The tutorial is closed after the player triggers the perspective movement control. If the player does not operate, the tutorial is automatically closed after being displayed for 3 seconds. In a specific embodiment, when the player triggers the spectator control, the spectator control will switch to the exit control, and the player can end the spectator mode by triggering the exit control.

[0093] In an optional embodiment, the above-mentioned designated control includes a tutorial viewing control; based on this, the game tutorial automatically pops up when the player enters the main gameplay interface for the first time, and will not pop up automatically thereafter. The player can open the game tutorial by triggering the tutorial viewing control. In addition to the game tutorial that automatically pops up for the first time, a close control will be displayed in the upper right corner of the interface corresponding to the game tutorial displayed by the player triggering the tutorial viewing control, and the player can close the game tutorial at any time by triggering the close control. The game tutorial includes game rules descriptions and game precautions, etc.

[0094] Based on the above description, the specific process of configuring target props for multiple game characters may include: in response to launching multiple game characters in a specified direction in the game scene, controlling the display of a third control in the terminal device corresponding to the multiple game characters; in response to a trigger instruction for the third control or the launch duration of multiple game characters reaching a second preset duration, controlling the configuration of target props for multiple game characters. The specific duration corresponding to the second preset duration may be determined according to research and development requirements, for example, the second preset duration may be 10 seconds or 5 seconds, etc.

[0095] In a specific implementation, when multiple game characters are launched in a specified direction in a game scene, a third control will be displayed at a specified position in a graphical user interface provided by a terminal device corresponding to each of the multiple game characters. The display style of the third control can be determined according to research and development requirements. The specified position can be any position in the graphical user interface, which can be determined specifically according to research and development requirements. For example, the specified position can be the right or left side of the graphical user interface. When the player triggers the third control or the launch duration of multiple game characters reaches a second preset duration, a specified number of target props will be configured for each of the multiple game characters. The specified number can be determined according to research and development requirements. For example, the specified number can be 2 or 3.

[0096] like Figure 6 FIG. 1 is a display schematic diagram of a third control provided by an embodiment of the present invention. Figure 6 The 4 character models shown are 4 game characters. Figure 6 What is displayed is the graphical user interface corresponding to the game character with a black avatar. When the player triggers the third control displayed in the graphical user interface, a specified number of target props will be configured for the game character with a black avatar.

[0097] In a specific embodiment, before the game character enters the first prop, a jump control is displayed in the graphical user interface corresponding to the game character, and the jump control is used to control the game character to move toward the second scene. When the game character is launched in the specified direction, the jump control is switched to a third control. When the player does not trigger the third control, the third control will always display a click animation prompt.

[0098] In an optional embodiment, before target props are configured for multiple game characters, multiple game characters are restricted from executing target game behaviors in the game scene, and after target props are configured for multiple game characters, the restriction on multiple game characters executing target game behaviors in the game scene is cancelled.

[0099] After configuring target props for multiple game characters, players can use the mobile controls to control the corresponding game characters to move left and right in the game scene, or use the jump controls to control the game characters to move toward the second scene. Among them, the mobile controls are more sensitive and have greater inertia. The game characters continue to fall under the influence of gravity (equivalent to moving toward the first scene), and clicking the jump controls can produce a small upward displacement.

[0100] In an optional embodiment, in response to configuring target props for multiple game characters, the multiple game characters are controlled to be in a non-interactive state; wherein, when the multiple game characters are in the non-interactive state, the multiple game characters interact with each other, and the number of target props owned by the multiple game characters will not be adjusted; in response to the multiple game characters being in the non-interactive state for a third preset time, the multiple game characters are controlled to release the non-interactive state. The specific time corresponding to the third preset time can be determined according to research and development requirements, for example, the third preset time can be 3 seconds or 5 seconds, etc.

[0101] In specific implementation, when the game character initially obtains the target prop, the game character will be configured to a non-interactive state of the third preset duration, which means that when other game characters interact with the game character, the number of target props owned by the game character will not be reduced. The non-interactive state here can also be understood as the game character obtaining a short shield. This method can prevent the game character from directly being eliminated when the game character has just obtained the target prop and interacts with other game characters without understanding the battle situation.

[0102] The following embodiments are used to describe the manner in which the first character and the second character interact.

[0103] Specifically, the specific process of controlling the adjustment of the number of target props owned by the first character and / or the second character in response to an interaction between the first character and the second character among multiple game characters may include: in response to a collision between the target props owned by the first character and the second character, controlling the reduction of the number of target props owned by the second character; or, in response to a collision between the second character and the target props owned by the first character, controlling the reduction of the number of target props owned by the first character.

[0104] In specific implementation, the target props owned by the game character are bound to the character model of the game character, for example, the target props are located above the head of the game character, or the target props are located at the bottom of the game character's feet, etc. When one of the multiple game characters touches a target prop owned by another game character, the number of target props owned by the other game character will be reduced by one. That is, the game character can destroy the target prop by touching the target prop of other game characters, thereby reducing the number of target props of the game character whose target prop is destroyed.

[0105] In an optional embodiment, in response to a collision between the first character and the target item owned by the second character, the second force field is controlled to be applied to the first character, and / or the game score of the first character is increased. Specifically, when the first character collides with the target item owned by the second character, the second force field may be applied only to the first character, the game score of the first character may be increased only, or both the second force field and the game score of the first character may be applied.

[0106] In a specific implementation, when the second force field is applied to the first character, the first character can obtain a short force in the direction of the second scene, thereby controlling the first character to move in the direction of the second scene for a short period of time. The above-mentioned rule for increasing the game points of the first character can be determined according to the game rules.

[0107] In a specific embodiment, a score mark indicating the game points accumulated by the first character within a preset time period is displayed near the first character. The above-mentioned nearby position may be above the head of the first character, or may be the sole of the first character's feet, etc. The specific event segment corresponding to the above-mentioned preset time period may be determined according to research and development requirements, for example, the preset time period may be a week, or a day, etc. The specific display style corresponding to the above-mentioned score mark may be determined according to research and development requirements, for example, the score mark may be a digital mark of a specified color, or a progress bar mark, etc.

[0108] In an optional embodiment, the game points corresponding to the first character are refreshed every preset time. The specific time corresponding to the preset time here matches the time corresponding to the preset time period. For example, the position near the first character shows the game points accumulated by the first character in a week, and the game points corresponding to the first character are refreshed every week, that is, cleared.

[0109] In an optional embodiment, the specific process of increasing the game points of the first character may include: determining the point increase value of the first character according to the cumulative number of target props collided by the first character in the game; and increasing the game points of the first character based on the point increase value.

[0110] In one specific embodiment, the more the cumulative number of target props that the first character collides with in the game, the higher the score increase value of the first character. In another specific embodiment, the more the cumulative number of target props that the first character collides with in the game, the score increase value of the first character will increase in a step-by-step manner. For example, when the first character collides with the first target prop in the game, the score increase value of the first character is 1; when the first character collides with the second target prop, the score increase value of the first character is 1; when the first character collides with the third target prop, the score increase value of the first character is 1; when the first character collides with the fourth target prop, the score increase value of the first character is 2; when the first character collides with the sixth target prop, the score increase value of the first character is 2; when the first character collides with the seventh target prop, the score increase value of the first character is 2; when the first character collides with the eighth and ninth target props, the score increase value of the first character is 2; when the first character collides with the tenth or more target props, the score increase value of the first character is 3.

[0111] In an optional embodiment, in response to a collision between the first character and the target prop owned by the second character, the second character is controlled to be in a non-interactive state; wherein, when the second character is in a non-interactive state, other game characters in the game scene collide with the target prop owned by the second character, and the number of target props owned by the second character will not be adjusted; in response to the second character being in a non-interactive state for a fourth preset duration, the second character is controlled to release the non-interactive state. The specific duration corresponding to the fourth preset duration can be determined according to research and development requirements. For example, the fourth preset duration can be 3 seconds or 5 seconds. This method can temporarily protect the target prop of the second character from being touched by other game characters, or the target prop will not be destroyed when touched, thereby not reducing the number of target props owned by the second character.

[0112] Furthermore, in response to a collision between the target props owned by the first character and the second character, a preset performance effect is controlled to be displayed on the target prop of the second character that is collided, and the display of the collided target prop is canceled. The specific effect corresponding to the above preset performance effect can be determined according to research and development requirements, for example, the preset performance effect can be a fireworks effect or an explosion effect.

[0113] like Figure 7 FIG. 1 is a schematic diagram of a first role interacting with a second role provided by an embodiment of the present invention. Figure 7 There are 8 mouse characters included, among which the 4 mouse characters at the top are the 4 first characters corresponding to different moments in the game; the 4 mouse characters at the bottom are the 4 second characters corresponding to different moments in the game. Figure 7The two balloons on the mouse character's head are two target props, and the numbers above the two target props are the score marks of the game points. The first character and the second character in the first pair are in a state of free movement in the game scene. The first character in the second pair touches a target prop owned by the second character. The third pair indicates that when the first character touches a target prop owned by the second character, the first character moves upward for a period of time, and a fireworks effect appears on the target prop of the second character; the fourth pair indicates that the first character's movement falls back, and the second character is in a non-interactive state after the target prop is destroyed, that is, it obtains a shield. When all the target props owned by the second character are destroyed, the second character is eliminated.

[0114] In an optional embodiment, in response to the target character being eliminated from the game match, the target character is controlled to move toward the first scene, and during the movement of the target character toward the first scene, no interaction occurs with the game characters in the game scene.

[0115] For example, if the direction of the first scene is vertically downward, then after the target character is eliminated, the target character will fall, and will not collide with other game characters and target props during the falling process, that is, will not destroy the target props of other game characters. Based on this, the game goal provided by the present disclosure is to destroy the target props owned by other game characters and prevent the target props owned by the game character controlled by oneself from being destroyed by other game characters, in order to pursue higher game points.

[0116] In an optional embodiment, the specific process of not interacting with the game characters in the game scene while the target character moves toward the first scene may include: while the target character moves toward the first scene, canceling the collision volume of the target character so that the target character cannot collide or interact with the game characters in the game scene.

[0117] In a specific implementation, each game character in the game has a collision volume, and the size of the collision volume matches the size of the role model corresponding to the game character. Therefore, a game character can destroy the target props owned by another game character by colliding with the target props owned by another game character, thereby reducing the target props owned by the other game character. When the number of target props owned by a certain game character is zero, the game character is eliminated, and the target character is controlled to fall in the game scene and the collision volume of the game character is cancelled, so that the game character does not collide with other game characters during the falling process, so as not to destroy the target props owned by any game character.

[0118] The following embodiments are used to describe the method of triggering the prop effect.

[0119] Specifically, a plurality of game props are also arranged in the game scene, and the plurality of game props are respectively configured with corresponding prop trigger effects; wherein, game props of different prop types correspond to different prop trigger effects. Specifically, the prop trigger effect corresponding to each game prop is pre-set, and the plurality of game props in the game scene can be automatically refreshed in the game scene, and can be automatically used after the game props are picked up by the game character. Among them, the plurality of game props configured in the game scene include the above-mentioned target props.

[0120] In an optional embodiment, in response to a target character among multiple game characters colliding with a target game prop among multiple game props, the target character is controlled to obtain the target game prop, and a target prop trigger effect corresponding to the target game prop is triggered.

[0121] In a specific implementation, the target game prop can be any game prop in the game scene. When a game character in the game scene touches the target game prop, the game character automatically obtains the target prop and triggers the target prop trigger effect corresponding to the target game prop in the game scene.

[0122] Specifically, the target prop trigger effect corresponding to the above target game prop includes the following:

[0123] The first method is to control the target character to be in a non-interactive state within the fifth preset time period; wherein the specific time period corresponding to the fifth preset time period can be determined according to research and development requirements, for example, the fifth preset time period can be 10 seconds or 5 seconds, etc. This method helps the target props owned by the target character not to be destroyed by other game characters.

[0124] The second method is to move the game character within the preset range corresponding to the target game prop toward the target character; wherein the specific range corresponding to the preset range can be determined according to research and development requirements, for example, the preset range can be a circular range with the target character as a circle and a preset length as a radius. This method helps the target character to destroy the target prop of the game character moving toward the target character.

[0125] The third method is to control and increase the number of target game props held by the target character; wherein the target game props here are the above-mentioned target props. Since the target character will be eliminated when the number of target props held by the target character is lower than the preset number, increasing the number of target props held by the target character increases the health value of the target character, thereby helping the target character to obtain more game points and win the game in the end.

[0126] The fourth method is to control the target character to remain still at the current position for a sixth preset time. The specific time corresponding to the sixth preset time can be determined according to research and development requirements. For example, the sixth preset time can be 10 seconds or 5 seconds. This method is not conducive to the target character avoiding other game characters from breaking the target props owned by the target character.

[0127] In an optional embodiment, when a target prop trigger effect corresponding to a target game prop is triggered, an effect trigger animation corresponding to the target game prop will be played in the graphical user interface.

[0128] In another embodiment, when the target prop trigger effect corresponding to the target game prop is triggered, a corresponding performance effect will be added to the character model of the target character. For example, the performance effect corresponding to the first target prop trigger effect is to display a shield performance on the character model of the target character; the performance effect corresponding to the second target prop trigger effect is to display an effective range mark around the character model of the target character; the performance effect corresponding to the third target prop trigger effect is to display the added target game prop on the character model of the target character with a specified color or a specified style; the performance effect corresponding to the fourth target prop trigger effect is to display the character model of the target character with a preset color. Among them, the specific colors corresponding to the preset color and the specified color can be determined according to research and development requirements.

[0129] In an optional embodiment, a status bar is displayed in the terminal device corresponding to the target character, and the status bar is used to display the prop icon corresponding to the target game prop acquired by the target character; wherein the prop icon is used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop.

[0130] In specific implementation, the display position of the above-mentioned status bar can be determined according to research and development requirements. For example, the status bar can be displayed below or above the graphical user interface. The status bar displays the prop icon corresponding to the target game prop acquired by the target character. When the target prop trigger effect corresponding to the target game prop expires, the prop icon corresponding to the target game prop is cancelled in the status bar. Among them, the display style of the prop icon corresponding to each game prop is pre-set, and the display style of the prop icon in the status bar can be changed according to the remaining effective time of the target prop trigger effect. Among them, the prop icon is also used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop. The influence of the prop trigger effect here includes negative impact, positive impact and neutral impact, etc.

[0131] like Figure 8 FIG. 1 is a schematic diagram showing a display of a graphical user interface provided by an embodiment of the present invention. Figure 8The two arrow controls corresponding to the 0 position in the figure are movement controls, which are used to control the left and right movement of the game character controlled by the player. The jump control displayed in the lower right corner can control the game character to produce an upward position with an effective amplitude when the jump control is triggered; the 1 position corresponds to the game character operated by the player, and the game character includes the role model of the game character, the target props owned, and the score mark of the accumulated game points. The 2 position corresponds to the game props set in the game scene, and the 3 position corresponds to the status bar, which displays the prop icons corresponding to the three existing game props, wherein the base color corresponding to each prop icon is the same, but the prop trigger effect corresponding to each game prop is different. The progress bar of the countdown of the effective state of the prop trigger effect is gradually increasing from the bottom of the base upward, and the progress bar corresponding to the prop trigger effect with different effects has different colors, for example, red is used to indicate negative effects, green is used to indicate positive effects, and yellow is used to indicate neutral effects. The shape displayed in the prop icon is used to indicate different types of game props, and the shape displayed in the prop icon matches the prop style of the game props set in the game scene.

[0132] In the above method, players can increase the fun and playability of the game by obtaining game props set in the game scene, thereby helping to improve the player's gaming experience.

[0133] Corresponding to the above method embodiment, the embodiment of the present invention provides a game interaction control device, such as Fig. 9 As shown, the device comprises:

[0134] The scene providing module 90 is used to provide a game scene corresponding to the game game, wherein a plurality of game characters are configured in the game scene.

[0135] The prop providing module 91 is used to configure target props and a first force field for multiple game characters, so that the multiple game characters move towards the first scene direction in the game scene based on the first force field.

[0136] The field force applying module 92 is used to respond to the first control operation on the multiple game characters during the movement of the multiple game characters in the first scene direction, and apply a second force field to the multiple game characters to make the multiple game characters move in the second scene direction opposite to the first scene direction.

[0137] The quantity adjustment module 93 is used to control and adjust the quantity of target props owned by the first character and / or the second character in response to an interaction between the first character and the second character among the multiple game characters.

[0138] The character elimination module 94 is used to control the elimination of a target character from the game in response to the target prop quantity of the target character among the multiple game characters being lower than a preset value.

[0139] The above-mentioned game interactive control device enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements in the game scene and the interaction mechanism between multiple game characters.

[0140] Furthermore, before eliminating the target character from the game, the above-mentioned device also includes a character transfer module, which is used to: in response to the target character moving to a first position in the game scene, control the transfer of the target character from the first position to a second position in the game scene, wherein the first position and the second position are arranged relative to each other.

[0141] Furthermore, the above-mentioned device also includes a character launching module, which is used to: provide a first prop in the game scene; in response to multiple game characters completing a first interaction with the first prop, control the launching of multiple game characters to a specified direction in the game scene, so that the multiple game characters move in the game scene.

[0142] In a specific implementation, the above-mentioned specified direction is the second scene direction.

[0143] Furthermore, the above-mentioned character launch module is used to: obtain launch paths corresponding to multiple game characters respectively; wherein the launch paths between multiple game characters do not overlap; and launch multiple game characters into the game scene according to the launch paths corresponding to the multiple game characters respectively.

[0144] In a specific implementation, the first interaction includes multiple game characters entering a first prop.

[0145] Furthermore, the above-mentioned device also includes a countdown display module, which is used to: start timing in response to a third character among multiple game characters entering the first prop; in response to the timing duration reaching a first preset duration, control the game character that will enter the first prop to be launched in a specified direction.

[0146] Furthermore, the above-mentioned device also includes a launch trigger module, which is used to: in response to the timing duration not reaching the first preset duration and the number of game characters entering the first prop reaching a preset number threshold, control the game character entering the first prop to be launched in a specified direction.

[0147] Furthermore, when the timing starts, a launch countdown mark is controlled to be displayed in the game scene; wherein, the countdown duration of the launch countdown mark is a first preset duration.

[0148] Furthermore, the above-mentioned device also includes an identification display module, which is used to: in response to the remaining time indicated by the launch countdown identification being greater than a preset time threshold, control the launch countdown identification to be displayed in a first display mode in the game scene; in response to the remaining time indicated by the launch countdown identification being less than or equal to the preset time threshold, control the launch countdown identification to be displayed in a second display mode in the game scene.

[0149] Furthermore, the above device also includes a timing adjustment module, which is used to: stop the timing and reset the timing in response to the game characters that enter the first prop leaving the first prop; and restart the timing in response to the fourth character among the multiple game characters entering the first prop.

[0150] Furthermore, the above-mentioned prop providing module 91 is used to: provide a first prop with a launch direction in a preset direction in the game scene; based on this, the above-mentioned device also includes a direction adjustment module, which is used to: in response to the timing duration reaching the first preset duration, control the launch direction of the first prop to be adjusted from the first preset direction to the specified direction.

[0151] Furthermore, the above-mentioned device also includes a character entry module, which is used to: in response to the third character moving to the position of the first prop, control the display of the first control in the terminal device corresponding to the third character; in response to the trigger instruction for the first control, determine whether the character type of the third character is the target character type, and if so, control the third character to enter the first prop.

[0152] Further, if the character type of the third character is not the target character type, control is performed to display a first prompt message in a terminal device corresponding to the third character; wherein the first prompt message is used to indicate that the third character cannot enter the first item.

[0153] In a specific implementation, the first prompt information includes: indicating the reason why the third character cannot enter the first item, and indicating that the third character can enter the first item after switching to the target character type.

[0154] Furthermore, the above-mentioned device also includes a spectator switching module, which is used to: respond to a trigger instruction of a role switching control displayed in a terminal device corresponding to the third role, and control the display of a role list in the terminal device corresponding to the third role; wherein the role list includes multiple roles corresponding to multiple role types; respond to a selection instruction for a target role in the role list, switch the role type of the third character to the role type corresponding to the target role, and switch the role model of the third character to the role model of the target role.

[0155] Furthermore, the above-mentioned device also includes a character leaving module, which is used to: in response to the third character entering the first prop, control the first control to switch to the second control; in response to the trigger instruction for the second control, control the third character to leave the first prop.

[0156] Furthermore, the above-mentioned device also includes an information prompt module, which is used to: in response to the third character entering the first prop, control the display of a character logo corresponding to the third character at a preset position of the first prop to prompt the third character to enter the first prop.

[0157] In a specific implementation, the character identifier corresponding to the third character displayed at the preset position of the first prop is displayed in a jumping manner according to a preset frequency.

[0158] Furthermore, the above-mentioned device also includes a permission restriction module, which is used to: in response to the third character entering the first prop, control the cancellation of the third character's permission to execute the target game behavior in the game scene.

[0159] Furthermore, the above-mentioned device also includes a permission recovery module, which is used to: in response to the third character leaving the first prop or the third character entering the first prop launching in a specified direction, control the recovery of the third character's permission to perform the target game behavior in the game scene.

[0160] Furthermore, the above-mentioned device also includes a control display module, which is used to: display a specified control in the terminal device corresponding to the third character before the third character enters the first prop, and the specified control is used to control the third character to perform the target game behavior; wherein the target game behavior includes at least one of the following: controlling the third character to move, jump, change the character type, watch the game and view the tutorial; based on this, the above-mentioned permission restriction module is also used to: control the cancellation of the display of the specified control in the terminal device corresponding to the third character, or set the specified control to an unavailable state.

[0161] Furthermore, the above-mentioned designated controls include spectator controls; based on this, the above-mentioned device also includes a field of view adjustment module, which is used to: respond to a trigger instruction for the spectator control, control the third character to enter the spectator mode, and adjust the camera parameters of the virtual camera in the game scene, so that the game scene range in the scene picture displayed in the terminal device corresponding to the third character is larger than the game scene range before entering the spectator mode; wherein the virtual camera is used to follow the third character to shoot the game scene to obtain the scene picture displayed in the terminal device corresponding to the third character; display the perspective movement control in the terminal device corresponding to the third character, respond to the mobile control operation of the perspective movement control, and adjust the scene picture displayed in the terminal device corresponding to the third character based on the mobile control operation; wherein, when adjusting the scene picture displayed in the terminal device corresponding to the third character, the position of the third character in the game scene remains unchanged.

[0162] Furthermore, the game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in the terminal devices corresponding to the multiple game characters; based on this, the above-mentioned field of view adjustment module is also used to: in response to launching the multiple game characters in the specified direction of the game scene, control and adjust the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the terminal devices corresponding to the multiple game characters is larger than the game scene range before launching.

[0163] Furthermore, the above-mentioned character launching module is also used to: in response to launching multiple game characters to a specified direction in the game scene, control the display of a third control in the terminal devices corresponding to the multiple game characters; in response to a trigger instruction for the third control or the launch duration of multiple game characters reaching a second preset duration, control the configuration of target props to the multiple game characters.

[0164] Furthermore, the above-mentioned device also includes a state switching module, which is used to: in response to configuring target props for multiple game characters, control the multiple game characters to be in a non-interactive state; wherein, when the multiple game characters are in the non-interactive state, interaction occurs between the multiple game characters, and the number of target props owned by the multiple game characters will not be adjusted; in response to the multiple game characters being in the non-interactive state for a third preset time period, control the multiple game characters to release the non-interactive state.

[0165] Furthermore, the above-mentioned character elimination module 94 is also used to: in response to eliminating the target character from the game game, control the target character to move towards the first scene, and not interact with the game characters in the game scene during the target character's movement towards the first scene.

[0166] Furthermore, the above-mentioned character elimination module 94 is also used to: cancel the collision volume of the target character when the target character moves toward the first scene, so that the target character cannot collide and interact with the game characters in the game scene.

[0167] Furthermore, the quantity adjustment module 93 is used to: in response to a collision between the target props owned by the first character and the second character, control the reduction of the quantity of the target props owned by the second character; or, in response to a collision between the target props owned by the second character and the first character, control the reduction of the quantity of the target props owned by the first character.

[0168] Furthermore, the above-mentioned device also includes a prop collision module, which is used to: in response to a collision between the first character and the target prop owned by the second character, control the application of a second force field to the first character, and / or increase the game points of the first character.

[0169] In a specific implementation, a score mark indicating the game points accumulated by the first character within a preset time period is displayed near the first character.

[0170] In a specific implementation, the game points corresponding to the first character are refreshed every preset time period.

[0171] Furthermore, the above-mentioned prop collision module is also used to: determine the point increase value of the first character according to the cumulative number of target props collided by the first character in the game; and increase the game points of the first character based on the point increase value.

[0172] Furthermore, the above-mentioned device also includes a character state switching module, which is used to: in response to a collision between the first character and the target props owned by the second character, control the second character to be in a non-interactive state; wherein, when the second character is in the non-interactive state, other game characters in the game scene collide with the target props owned by the second character, and the number of target props owned by the second character will not be adjusted; in response to the second character being in the non-interactive state for a fourth preset time period, control the second character to release the non-interactive state.

[0173] Furthermore, the above-mentioned device also includes a prop cancellation module, which is used to: in response to a collision between the target props owned by the first character and the second character, control the display of a preset performance effect on the target prop of the second character that was collided, and cancel the display of the collided target prop.

[0174] In a specific implementation, a plurality of game props are further provided in the above-mentioned game scene, and the plurality of game props are respectively configured with corresponding prop trigger effects; wherein, game props of different prop types correspond to different prop trigger effects.

[0175] Furthermore, the above-mentioned device also includes an effect triggering module, which is used to: in response to a collision between a target character among multiple game characters and a target game prop among multiple game props, control the target character to obtain the target game prop, and trigger the target prop triggering effect corresponding to the target game prop.

[0176] In a specific implementation, the target prop trigger effect corresponding to the above-mentioned target game prop includes one of the following: controlling the target character to be in a non-interactive state within the fifth preset time length; moving the game characters within the preset range corresponding to the target game prop toward the target character; controlling the increase in the number of target game props held by the target character; controlling the target character to remain stationary at the current position for the sixth preset time length.

[0177] Furthermore, a status bar is displayed in the terminal device corresponding to the above-mentioned target character, and the status bar is used to display the prop icon corresponding to the target game prop obtained by the target character; wherein the prop icon is used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop.

[0178] The game interaction control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0179] The embodiment of the present invention further provides an electronic device, such as Fig.10 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.

[0180] Specifically, the above-mentioned game interaction control method includes: providing a game scene corresponding to a game match, wherein a plurality of game characters are configured in the game scene; configuring target props and a first force field for the plurality of game characters, so that the plurality of game characters move in the direction of a first scene in the game scene based on the first force field; in the process of the plurality of game characters moving in the direction of the first scene, in response to a first control operation for the plurality of game characters, applying a second force field to the plurality of game characters, so that the plurality of game characters move in the direction of a second scene set relative to the direction of the first scene; in response to an interaction between a first character and a second character among the plurality of game characters, controlling the adjustment of the number of target props owned by the first character and / or the second character; in response to the number of target props of a target character among the plurality of game characters being lower than a preset value, controlling the elimination of the target character from the game match.

[0181] The above-mentioned game interaction control method enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements in the game scene and the interaction mechanism between multiple game characters.

[0182] In an optional embodiment, before the target character is eliminated from the game, the method further includes: in response to the target character moving to a first position in the game scene, controlling the target character to be transferred from the first position to a second position in the game scene, wherein the first position and the second position are arranged relative to each other.

[0183] In an optional embodiment, the method further includes: providing a first prop in the game scene; in response to multiple game characters completing a first interaction with the first prop, controlling the multiple game characters to be launched in a specified direction in the game scene so that the multiple game characters move in the game scene.

[0184] In an optional embodiment, the above-mentioned specified direction is the second scene direction.

[0185] In an optional embodiment, the above-mentioned control launches multiple game characters in a specified direction in a game scene, including: obtaining launch paths corresponding to the multiple game characters respectively; wherein the launch paths between the multiple game characters do not overlap; and launching the multiple game characters into the game scene according to the launch paths corresponding to the multiple game characters respectively.

[0186] In an optional embodiment, the first interaction includes multiple game characters entering the first prop.

[0187] In an optional embodiment, the method further includes: in response to a third character among the multiple game characters entering the first prop, starting timing; in response to the timing duration reaching a first preset duration, controlling the game character that will enter the first prop to be launched in a specified direction.

[0188] In an optional embodiment, the method further includes: in response to the timing duration not reaching a first preset duration and the number of game characters entering the first prop reaching a preset number threshold, controlling the game character entering the first prop to be launched in a specified direction.

[0189] In an optional embodiment, the above method also includes: while starting the timing, controlling the display of a launch countdown mark in the game scene; wherein the countdown duration of the launch countdown mark is a first preset duration.

[0190] In an optional embodiment, the above-mentioned step of controlling the display of a launch countdown logo in a game scene includes: in response to the remaining time indicated by the launch countdown logo being greater than a preset time threshold, controlling the display of the launch countdown logo in a first display mode in the game scene; in response to the remaining time indicated by the launch countdown logo being less than or equal to the preset time threshold, controlling the display of the launch countdown logo in a second display mode in the game scene.

[0191] In an optional embodiment, the method further includes: in response to all game characters that have entered the first prop leaving the first prop, stopping the timing and resetting the timing to zero; in response to a fourth character among the multiple game characters entering the first prop, restarting the timing.

[0192] In an optional embodiment, the above-mentioned providing of the first prop in the game scene includes: providing a first prop with a launch direction in a preset direction in the game scene; based on this, the above-mentioned method also includes: in response to the timing duration reaching the first preset duration, controlling the launch direction of the first prop to be adjusted from the first preset direction to the specified direction.

[0193] In an optional embodiment, a third character among the above-mentioned multiple game characters enters the first prop, including: in response to the third character moving to the position of the first prop, controlling the display of a first control in a terminal device corresponding to the third character; in response to a trigger instruction for the first control, determining whether the character type of the third character is the target character type, and if so, controlling the third character to enter the first prop.

[0194] In an optional embodiment, the above method also includes: if the character type of the third character is not the target character type, controlling the display of a first prompt message in a terminal device corresponding to the third character; wherein the first prompt message is used to indicate that the third character cannot enter the first prop.

[0195] In an optional embodiment, the first prompt information includes: indicating the reason why the third character cannot enter the first prop, and indicating that the third character can enter the first prop after switching to the target character type.

[0196] In an optional embodiment, the above method also includes: responding to a trigger instruction of a role switching control displayed in a terminal device corresponding to the third role, controlling the display of a role list in the terminal device corresponding to the third role; wherein the role list includes multiple roles corresponding to multiple role types respectively; responding to a selection instruction for a target role in the role list, switching the role type of the third character to the role type corresponding to the target role, and switching the role model of the third character to the role model of the target role.

[0197] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the first control to switch to the second control; in response to a trigger instruction for the second control, controlling the third character to leave the first prop.

[0198] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the display of a character identifier corresponding to the third character at a preset position of the first prop to prompt the third character to enter the first prop.

[0199] In an optional embodiment, the character identification corresponding to the third character displayed at the preset position of the first prop is displayed in a jumping manner according to a preset frequency.

[0200] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the cancellation of the third character's authority to execute the target game behavior in the game scene.

[0201] In an optional embodiment, the method further includes: in response to the third character leaving the first prop or entering the first prop and launching in a specified direction, controlling the restoration of the third character's authority to execute the target game behavior in the game scene.

[0202] In an optional embodiment, the above method also includes: before the third character enters the first prop, displaying a designated control in the terminal device corresponding to the third character, and the designated control is used to control the third character to perform the target game behavior; wherein the target game behavior includes at least one of the following: controlling the third character to move, jump, change character type, watch the game and view tutorials; the step of controlling the cancellation of the third character's authority to perform the target game behavior in the game scene includes: controlling the cancellation of the display of the designated control in the terminal device corresponding to the third character, or setting the designated control to an unavailable state.

[0203] In an optional embodiment, the above-mentioned designated control includes a spectator control; the above-mentioned method also includes: responding to a trigger instruction for the spectator control, controlling the third character to enter the spectator mode, and adjusting the camera parameters of the virtual camera in the game scene, so that the game scene range in the scene picture displayed in the terminal device corresponding to the third character is larger than the game scene range before entering the spectator mode; wherein the virtual camera is used to follow the third character to shoot the game scene to obtain the scene picture displayed in the terminal device corresponding to the third character; displaying a perspective movement control in the terminal device corresponding to the third character, responding to the mobile control operation of the perspective movement control, and adjusting the scene picture displayed in the terminal device corresponding to the third character based on the mobile control operation; wherein, when adjusting the scene picture displayed in the terminal device corresponding to the third character, the position of the third character in the game scene remains unchanged.

[0204] In an optional embodiment, the game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in the terminal devices corresponding to the multiple game characters; the above method also includes: in response to launching the multiple game characters in a specified direction in the game scene, controlling and adjusting the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the terminal devices corresponding to the multiple game characters is larger than the game scene range before launching.

[0205] In an optional embodiment, the above-mentioned configuration of target props to multiple game characters includes: in response to launching multiple game characters in a specified direction in a game scene, controlling the display of a third control in terminal devices corresponding to the multiple game characters; in response to a trigger instruction for the third control or the launch duration of multiple game characters reaching a second preset duration, controlling the configuration of target props to multiple game characters.

[0206] In an optional embodiment, the above method also includes: in response to configuring target props to multiple game characters, controlling the multiple game characters to be in a non-interactive state; wherein, when the multiple game characters are in the non-interactive state, interaction between the multiple game characters will not adjust the number of target props owned by the multiple game characters; in response to the multiple game characters being in the non-interactive state for a third preset time period, controlling the multiple game characters to release the non-interactive state.

[0207] In an optional embodiment, the method further includes: in response to eliminating the target character from the game match, controlling the target character to move toward the first scene, and not interacting with game characters in the game scene during the target character's movement toward the first scene.

[0208] In an optional embodiment, the above-mentioned process of not interacting with game characters in the game scene during the target character's movement toward the first scene includes: during the target character's movement toward the first scene, canceling the collision volume of the target character so that the target character cannot collide and interact with the game characters in the game scene.

[0209] In an optional embodiment, the step of controlling the adjustment of the number of target props owned by the first character and / or the second character in response to an interaction between a first character and a second character among multiple game characters includes: controlling the reduction of the number of target props owned by the second character in response to a collision between the first character and the target props owned by the second character; or controlling the reduction of the number of target props owned by the first character in response to a collision between the second character and the target props owned by the first character.

[0210] In an optional embodiment, the method further includes: in response to a collision between the first character and a target prop owned by the second character, controlling application of a second force field to the first character, and / or increasing the game points of the first character.

[0211] In an optional embodiment, a score mark indicating the game points accumulated by the first character within a preset time period is displayed near the first character.

[0212] In an optional embodiment, the game points corresponding to the first character are refreshed every preset time period.

[0213] In an optional embodiment, the step of increasing the game points of the first character includes: determining the point increase value of the first character according to the cumulative number of target props collided by the first character in the game; and increasing the game points of the first character based on the point increase value.

[0214] In an optional embodiment, the above method also includes: in response to a collision between the first character and the target prop owned by the second character, controlling the second character to be in a non-interactive state; wherein, when the second character is in the non-interactive state, other game characters in the game scene collide with the target prop owned by the second character, and the number of target props owned by the second character will not be adjusted; in response to the second character being in the non-interactive state for a fourth preset time period, controlling the second character to release the non-interactive state.

[0215] In an optional embodiment, the method further includes: in response to a collision between the first character and the target prop owned by the second character, controlling the second character to display a preset performance effect on the collided target prop and canceling the display of the collided target prop.

[0216] In an optional embodiment, a plurality of game props are further provided in the above-mentioned game scene, and the plurality of game props are respectively configured with corresponding prop trigger effects; wherein, game props of different prop types correspond to different prop trigger effects.

[0217] In an optional embodiment, the method further includes: in response to a target character among multiple game characters colliding with a target game prop among multiple game props, controlling the target character to obtain the target game prop, and triggering a target prop trigger effect corresponding to the target game prop.

[0218] In an optional embodiment, the target prop trigger effect corresponding to the above-mentioned target game prop includes one of the following: controlling the target character to be in a non-interactive state within a fifth preset time length; moving the game characters within the preset range corresponding to the target game prop toward the target character; controlling the increase in the number of target game props held by the target character; controlling the target character to stay still at the current position for a sixth preset time length.

[0219] In an optional embodiment, a status bar is displayed in the terminal device corresponding to the above-mentioned target character, and the status bar is used to display the prop icon corresponding to the target game prop acquired by the target character; wherein the prop icon is used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop.

[0220] Further, Fig.10 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0221] The memory 100 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.10 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.

[0222] The processor 101 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 in the processor 101 or the instruction in the form of software. The above processor 101 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 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.

[0223] An embodiment of the present invention further 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 above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0224] Specifically, the above-mentioned game interaction control method includes: providing a game scene corresponding to a game match, wherein a plurality of game characters are configured in the game scene; configuring target props and a first force field for the plurality of game characters, so that the plurality of game characters move in the direction of a first scene in the game scene based on the first force field; in the process of the plurality of game characters moving in the direction of the first scene, in response to a first control operation for the plurality of game characters, applying a second force field to the plurality of game characters, so that the plurality of game characters move in the direction of a second scene set relative to the direction of the first scene; in response to an interaction between a first character and a second character among the plurality of game characters, controlling the adjustment of the number of target props owned by the first character and / or the second character; in response to the number of target props of a target character among the plurality of game characters being lower than a preset value, controlling the elimination of the target character from the game match.

[0225] The above-mentioned game interaction control method enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements in the game scene and the interaction mechanism between multiple game characters.

[0226] In an optional embodiment, before the target character is eliminated from the game, the method further includes: in response to the target character moving to a first position in the game scene, controlling the target character to be transferred from the first position to a second position in the game scene, wherein the first position and the second position are arranged relative to each other.

[0227] In an optional embodiment, the method further includes: providing a first prop in the game scene; in response to multiple game characters completing a first interaction with the first prop, controlling the multiple game characters to be launched in a specified direction in the game scene so that the multiple game characters move in the game scene.

[0228] In an optional embodiment, the above-mentioned specified direction is the second scene direction.

[0229] In an optional embodiment, the above-mentioned control launches multiple game characters in a specified direction in a game scene, including: obtaining launch paths corresponding to the multiple game characters respectively; wherein the launch paths between the multiple game characters do not overlap; and launching the multiple game characters into the game scene according to the launch paths corresponding to the multiple game characters respectively.

[0230] In an optional embodiment, the first interaction includes multiple game characters entering the first prop.

[0231] In an optional embodiment, the method further includes: in response to a third character among the multiple game characters entering the first prop, starting timing; in response to the timing duration reaching a first preset duration, controlling the game character that will enter the first prop to be launched in a specified direction.

[0232] In an optional embodiment, the method further includes: in response to the timing duration not reaching a first preset duration and the number of game characters entering the first prop reaching a preset number threshold, controlling the game character entering the first prop to be launched in a specified direction.

[0233] In an optional embodiment, the above method also includes: while starting the timing, controlling the display of a launch countdown mark in the game scene; wherein the countdown duration of the launch countdown mark is a first preset duration.

[0234] In an optional embodiment, the above-mentioned step of controlling the display of a launch countdown logo in a game scene includes: in response to the remaining time indicated by the launch countdown logo being greater than a preset time threshold, controlling the display of the launch countdown logo in a first display mode in the game scene; in response to the remaining time indicated by the launch countdown logo being less than or equal to the preset time threshold, controlling the display of the launch countdown logo in a second display mode in the game scene.

[0235] In an optional embodiment, the method further includes: in response to all game characters that have entered the first prop leaving the first prop, stopping the timing and resetting the timing to zero; in response to a fourth character among the multiple game characters entering the first prop, restarting the timing.

[0236] In an optional embodiment, the above-mentioned providing of the first prop in the game scene includes: providing a first prop with a launch direction in a preset direction in the game scene; based on this, the above-mentioned method also includes: in response to the timing duration reaching the first preset duration, controlling the launch direction of the first prop to be adjusted from the first preset direction to the specified direction.

[0237] In an optional embodiment, a third character among the above-mentioned multiple game characters enters the first prop, including: in response to the third character moving to the position of the first prop, controlling the display of a first control in a terminal device corresponding to the third character; in response to a trigger instruction for the first control, determining whether the character type of the third character is the target character type, and if so, controlling the third character to enter the first prop.

[0238] In an optional embodiment, the above method also includes: if the character type of the third character is not the target character type, controlling the display of a first prompt message in a terminal device corresponding to the third character; wherein the first prompt message is used to indicate that the third character cannot enter the first prop.

[0239] In an optional embodiment, the first prompt information includes: indicating the reason why the third character cannot enter the first prop, and indicating that the third character can enter the first prop after switching to the target character type.

[0240] In an optional embodiment, the above method also includes: responding to a trigger instruction of a role switching control displayed in a terminal device corresponding to the third role, controlling the display of a role list in the terminal device corresponding to the third role; wherein the role list includes multiple roles corresponding to multiple role types respectively; responding to a selection instruction for a target role in the role list, switching the role type of the third character to the role type corresponding to the target role, and switching the role model of the third character to the role model of the target role.

[0241] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the first control to switch to the second control; in response to a trigger instruction for the second control, controlling the third character to leave the first prop.

[0242] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the display of a character identifier corresponding to the third character at a preset position of the first prop to prompt the third character to enter the first prop.

[0243] In an optional embodiment, the character identification corresponding to the third character displayed at the preset position of the first prop is displayed in a jumping manner according to a preset frequency.

[0244] In an optional embodiment, the method further includes: in response to the third character entering the first prop, controlling the cancellation of the third character's authority to execute the target game behavior in the game scene.

[0245] In an optional embodiment, the method further includes: in response to the third character leaving the first prop or entering the first prop and launching in a specified direction, controlling the restoration of the third character's authority to execute the target game behavior in the game scene.

[0246] In an optional embodiment, the above method also includes: before the third character enters the first prop, displaying a designated control in the terminal device corresponding to the third character, and the designated control is used to control the third character to perform the target game behavior; wherein the target game behavior includes at least one of the following: controlling the third character to move, jump, change character type, watch the game and view tutorials; the step of controlling the cancellation of the third character's authority to perform the target game behavior in the game scene includes: controlling the cancellation of the display of the designated control in the terminal device corresponding to the third character, or setting the designated control to an unavailable state.

[0247] In an optional embodiment, the above-mentioned designated control includes a spectator control; the above-mentioned method also includes: responding to a trigger instruction for the spectator control, controlling the third character to enter the spectator mode, and adjusting the camera parameters of the virtual camera in the game scene, so that the game scene range in the scene picture displayed in the terminal device corresponding to the third character is larger than the game scene range before entering the spectator mode; wherein the virtual camera is used to follow the third character to shoot the game scene to obtain the scene picture displayed in the terminal device corresponding to the third character; displaying a perspective movement control in the terminal device corresponding to the third character, responding to the mobile control operation of the perspective movement control, and adjusting the scene picture displayed in the terminal device corresponding to the third character based on the mobile control operation; wherein, when adjusting the scene picture displayed in the terminal device corresponding to the third character, the position of the third character in the game scene remains unchanged.

[0248] In an optional embodiment, the game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in the terminal devices corresponding to the multiple game characters; the above method also includes: in response to launching the multiple game characters in a specified direction in the game scene, controlling and adjusting the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the terminal devices corresponding to the multiple game characters is larger than the game scene range before launching.

[0249] In an optional embodiment, the above-mentioned configuration of target props to multiple game characters includes: in response to launching multiple game characters in a specified direction in a game scene, controlling the display of a third control in terminal devices corresponding to the multiple game characters; in response to a trigger instruction for the third control or the launch duration of multiple game characters reaching a second preset duration, controlling the configuration of target props to multiple game characters.

[0250] In an optional embodiment, the above method also includes: in response to configuring target props to multiple game characters, controlling the multiple game characters to be in a non-interactive state; wherein, when the multiple game characters are in the non-interactive state, interaction between the multiple game characters will not adjust the number of target props owned by the multiple game characters; in response to the multiple game characters being in the non-interactive state for a third preset time period, controlling the multiple game characters to release the non-interactive state.

[0251] In an optional embodiment, the method further includes: in response to eliminating the target character from the game match, controlling the target character to move toward the first scene, and not interacting with game characters in the game scene during the target character's movement toward the first scene.

[0252] In an optional embodiment, the above-mentioned process of not interacting with game characters in the game scene during the target character's movement toward the first scene includes: during the target character's movement toward the first scene, canceling the collision volume of the target character so that the target character cannot collide and interact with the game characters in the game scene.

[0253] In an optional embodiment, the step of controlling the adjustment of the number of target props owned by the first character and / or the second character in response to an interaction between a first character and a second character among multiple game characters includes: controlling the reduction of the number of target props owned by the second character in response to a collision between the first character and the target props owned by the second character; or controlling the reduction of the number of target props owned by the first character in response to a collision between the second character and the target props owned by the first character.

[0254] In an optional embodiment, the method further includes: in response to a collision between the first character and a target prop owned by the second character, controlling application of a second force field to the first character, and / or increasing the game points of the first character.

[0255] In an optional embodiment, a score mark indicating the game points accumulated by the first character within a preset time period is displayed near the first character.

[0256] In an optional embodiment, the game points corresponding to the first character are refreshed every preset time period.

[0257] In an optional embodiment, the step of increasing the game points of the first character includes: determining the point increase value of the first character according to the cumulative number of target props collided by the first character in the game; and increasing the game points of the first character based on the point increase value.

[0258] In an optional embodiment, the above method also includes: in response to a collision between the first character and the target prop owned by the second character, controlling the second character to be in a non-interactive state; wherein, when the second character is in the non-interactive state, other game characters in the game scene collide with the target prop owned by the second character, and the number of target props owned by the second character will not be adjusted; in response to the second character being in the non-interactive state for a fourth preset time period, controlling the second character to release the non-interactive state.

[0259] In an optional embodiment, the method further includes: in response to a collision between the first character and the target prop owned by the second character, controlling the second character to display a preset performance effect on the collided target prop and canceling the display of the collided target prop.

[0260] In an optional embodiment, a plurality of game props are further provided in the above-mentioned game scene, and the plurality of game props are respectively configured with corresponding prop trigger effects; wherein, game props of different prop types correspond to different prop trigger effects.

[0261] In an optional embodiment, the method further includes: in response to a target character among multiple game characters colliding with a target game prop among multiple game props, controlling the target character to obtain the target game prop, and triggering a target prop trigger effect corresponding to the target game prop.

[0262] In an optional embodiment, the target prop trigger effect corresponding to the above-mentioned target game prop includes one of the following: controlling the target character to be in a non-interactive state within a fifth preset time length; moving the game characters within the preset range corresponding to the target game prop toward the target character; controlling the increase in the number of target game props held by the target character; controlling the target character to stay still at the current position for a sixth preset time length.

[0263] In an optional embodiment, a status bar is displayed in the terminal device corresponding to the above-mentioned target character, and the status bar is used to display the prop icon corresponding to the target game prop acquired by the target character; wherein the prop icon is used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop.

[0264] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.

[0265] 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.

[0266] Finally, it should be noted that the above-described 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-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described 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 subject to the protection scope of the claims.

Claims

1. A game interactive control method, characterized in that: The method comprises: Providing a game scene corresponding to the game match, wherein the game scene is configured with a plurality of game characters; configuring target props and a first force field for the plurality of game characters, so that the plurality of game characters move toward a first scene direction in the game scene based on the first force field; In the process of the plurality of game characters moving toward the first scene direction, in response to a first control operation on the plurality of game characters, a second force field is applied to the plurality of game characters so that the plurality of game characters move toward a second scene direction opposite to the first scene direction; In response to an interaction between a first character and a second character among the plurality of game characters, controlling to adjust the quantity of target props possessed by the first character and / or the second character; In response to the target prop quantity of a target character among the multiple game characters being lower than a preset value, control is performed to eliminate the target character from the game match.

2. The method according to claim 1, characterized in that Before eliminating the target character from the game match, the method further includes: In response to the target character moving to a first position in the game scene, the target character is controlled to be transferred from the first position to a second position in the game scene, wherein the first position is arranged relative to the second position.

3. The method according to claim 1, characterized in that The method further comprises: Providing a first prop in the game scene; In response to the multiple game characters completing the first interaction with the first prop, the multiple game characters are controlled to be launched toward a specified direction in the game scene, so that the multiple game characters move in the game scene.

4. The method according to claim 3, characterized in that The specified direction is the second scene direction.

5. The method according to claim 4, characterized in that The controlling the launching of the plurality of game characters toward a specified direction in the game scene includes: Randomly shifting the emission paths of the multiple game characters to obtain emission paths corresponding to the multiple game characters respectively; wherein the emission paths of the multiple game characters do not overlap; The multiple game characters are launched into the game scene according to the launch paths respectively corresponding to the multiple game characters.

6. The method according to claim 3, characterized in that The first interaction includes the multiple game characters entering the first prop.

7. The method according to claim 6, characterized in that The method further comprises: In response to a third character among the plurality of game characters entering the first prop, starting a timer; In response to the timing reaching a first preset duration, the game character entering the first prop is controlled to be launched toward the designated direction.

8. The method according to claim 7, characterized in that The method further comprises: In response to the timing duration not reaching the first preset duration and the number of game characters entering the first prop reaching a preset number threshold, the game characters entering the first prop are controlled to be launched toward the designated direction.

9. The method according to claim 7, characterized in that: The method further comprises: When the timing starts, a launch countdown mark is controlled to be displayed in the game scene; wherein the countdown duration of the launch countdown mark is the first preset duration.

10. The method according to claim 9, characterized in that The step of controlling the display of a launch countdown mark in the game scene comprises: In response to the remaining time indicated by the launch countdown mark being greater than a preset time threshold, controlling the launch countdown mark to be displayed in the game scene in a first display mode; In response to the remaining time indicated by the launch countdown identifier being less than or equal to the preset time threshold, the launch countdown identifier is controlled to be displayed in the game scene in a second display mode.

11. The method according to claim 7, characterized in that The method further comprises: In response to all the game characters that have entered the first prop leaving the first prop, stopping the timing and resetting the timing to zero; In response to a fourth game character among the plurality of game characters entering the first prop, the timing is restarted.

12. The method according to claim 7, characterized in that Providing a first prop in the game scene includes: providing a first prop with a launch direction in a preset direction in the game scene; The method further includes: in response to the timing duration reaching a first preset duration, controlling the launch direction of the first prop to be adjusted from the first preset direction to the designated direction.

13. The method according to claim 7, characterized in that The third character among the plurality of game characters enters the first prop, comprising: In response to the third character moving to the position where the first prop is located, controlling the display of a first control in a terminal device corresponding to the third character; In response to a trigger instruction for the first control, it is determined whether the role type of the third role is the target role type, and if so, the third role is controlled to enter the first prop.

14. The method according to claim 13, characterized in that The method further comprises: If the character type of the third character is not the target character type, control the display of a first prompt message in a terminal device corresponding to the third character; wherein the first prompt message is used to indicate that the third character cannot enter the first prop.

15. The method according to claim 14, characterized in that The first prompt information includes: indicating the reason why the third character cannot enter the first prop, and indicating that the third character can enter the first prop by switching to the target character type.

16. The method according to claim 15, characterized in that The method further comprises: In response to a trigger instruction of a role switching control displayed in a terminal device corresponding to the third role, a role list is displayed in the terminal device corresponding to the third role; wherein the role list includes a plurality of roles corresponding to a plurality of role types respectively; In response to a selection instruction for a target role in the role list, the role type of the third role is switched to the role type corresponding to the target role, and the role model of the third role is switched to the role model of the target role.

17. The method according to claim 13, characterized in that The method further comprises: In response to the third character entering the first prop, controlling the first control to be switched to a second control; In response to the trigger instruction for the second control, the third character is controlled to leave the first prop.

18. The method according to claim 7, characterized in that The method further comprises: In response to the third character entering the first prop, a character identifier corresponding to the third character is controlled to be displayed at a preset position of the first prop to prompt the third character to enter the first prop.

19. The method according to claim 18, characterized in that The character identifier corresponding to the third character displayed at the preset position of the first prop is displayed in a jumping manner according to a preset frequency.

20. The method according to claim 7, characterized in that The method further comprises: In response to the third character entering the first prop, control is performed to cancel the authority of the third character to perform the target game behavior in the game scene.

21. The method according to claim 20, characterized in that The method further comprises: In response to the third character leaving the first prop or the third character entering the first prop launching in the designated direction, control is performed to restore the authority of the third character to execute the target game behavior in the game scene.

22. The method according to claim 20, characterized in that The method further comprises: Before the third character enters the first prop, a designated control is displayed in the terminal device corresponding to the third character, and the designated control is used to control the third character to perform the target game behavior; wherein the target game behavior includes at least one of the following: controlling the third character to move, jump, change the character type, watch the game, and view the tutorial; The step of controlling the cancellation of the third character's authority to execute the target game behavior in the game scene includes: controlling the cancellation of display of the designated control in the terminal device corresponding to the third character, or setting the designated control to an unavailable state.

23. The method according to claim 22, characterized in that The designated control includes a spectator control; the method further includes: In response to a trigger instruction for the spectator control, the third character is controlled to enter the spectator mode, and the camera parameters of the virtual camera in the game scene are adjusted so that the game scene range in the scene picture displayed in the terminal device corresponding to the third character is larger than the game scene range before the third character enters the spectator mode; wherein the virtual camera is used to follow the third character to shoot the game scene to obtain the scene picture displayed in the terminal device corresponding to the third character; Display a perspective movement control in the terminal device corresponding to the third character, respond to a movement control operation on the perspective movement control, and adjust the scene picture displayed in the terminal device corresponding to the third character based on the movement control operation; wherein, when adjusting the scene picture displayed in the terminal device corresponding to the third character, the position of the third character in the game scene remains unchanged.

24. The method according to claim 3, characterized in that The game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in the terminal devices corresponding to the multiple game characters; the method also includes: In response to launching the multiple game characters toward a specified direction in the game scene, the camera parameters of the virtual camera are controlled to adjust so that the game scene range in the scene screen displayed in the terminal device corresponding to the multiple game characters is larger than the game scene range before launching.

25. The method according to claim 3, characterized in that The configuring target props to the multiple game characters comprises: In response to transmitting the multiple game characters toward a specified direction in the game scene, controlling the display of a third control in the terminal devices corresponding to the multiple game characters; In response to a trigger instruction for the third control or the launch duration of the multiple game characters reaching a second preset duration, control is performed to configure target props for the multiple game characters.

26. The method according to claim 25, characterized in that The method further comprises: In response to configuring target props for the multiple game characters, controlling the multiple game characters to be in a non-interactive state; wherein, when the multiple game characters are in the non-interactive state, interactions between the multiple game characters will not adjust the number of target props owned by the multiple game characters; In response to the plurality of game characters being in the non-interactive state for a third preset time period, the plurality of game characters are controlled to release the non-interactive state.

27. The method according to claim 1, characterized in that The method further comprises: In response to the target character being eliminated from the game match, the target character is controlled to move toward the first scene, and during the movement of the target character toward the first scene, the target character does not interact with game characters in the game scene.

28. The method according to claim 27, characterized in that The step of not interacting with a game character in the game scene during the target character's movement toward the first scene includes: When the target character moves toward the first scene, the collision volume of the target character is cancelled so that the target character cannot collide or interact with the game characters in the game scene.

29. The method according to claim 1, characterized in that The step of controlling and adjusting the number of target props owned by the first character and / or the second character in response to an interaction between the first character and the second character among the plurality of game characters comprises: In response to a collision between the first character and the target item owned by the second character, controlling to reduce the number of the target item owned by the second character; or, In response to the second character colliding with the target item owned by the first character, controlling to reduce the number of the target item owned by the first character.

30. The method according to claim 29, characterized in that The method further comprises: In response to the first character colliding with the target prop owned by the second character, controlling the second force field to be applied to the first character, and / or increasing the game points of the first character.

31. The method according to claim 30, characterized in that A score mark indicating the game points accumulated by the first character within a preset time period is displayed near the first character.

32. The method according to claim 31, characterized in that The game points corresponding to the first character are refreshed every preset time period.

33. The method according to claim 31, characterized in that The step of increasing the game points of the first character comprises: Determining a point increase value of the first character according to a cumulative number of the target props collided by the first character in the game; The first role game points are increased based on the points increase value.

34. The method according to claim 29, characterized in that The method further comprises: In response to a collision between the first character and the target prop owned by the second character, the second character is controlled to be in a non-interactive state; wherein, when the second character is in the non-interactive state, if other game characters in the game scene collide with the target prop owned by the second character, the number of the target prop owned by the second character will not be adjusted; In response to the second character being in the non-interactive state for a fourth preset time period, controlling the second character to release the non-interactive state.

35. The method according to claim 29, characterized in that The method further comprises: In response to a collision between the first character and the target prop owned by the second character, a preset performance effect is displayed on the target prop collided with the second character, and the display of the collided target prop is canceled.

36. The method according to claim 1, characterized in that The game scene is also provided with a plurality of game props, and the plurality of game props are respectively configured with corresponding prop trigger effects; wherein, game props of different prop types correspond to different prop trigger effects.

37. The method according to claim 36, characterized in that Before eliminating the target character from the game match, the method further includes: In response to a collision between the target character and a target game prop among the multiple game props, the target character is controlled to acquire the target game prop, and a target prop trigger effect corresponding to the target game prop is triggered.

38. The method according to claim 37, characterized in that The target prop trigger effect corresponding to the target game prop includes the following: Controlling the target character to be in a non-interactive state within a fifth preset time period; Move a game character within a preset range corresponding to the target game prop toward the target character; Controlling to increase the number of the target game props held by the target character; The target character is controlled to remain stationary at the current position for a sixth preset time period.

39. The method according to claim 37, characterized in that A status bar is displayed in the terminal device corresponding to the target character, and the status bar is used to display the prop icon corresponding to the target game prop acquired by the target character; wherein the prop icon is used to indicate: the influence of the prop trigger effect corresponding to the target game prop, and the expiration time of the target prop trigger effect corresponding to the target game prop.

40. A game interactive control device, characterized in that: The device comprises: A scene providing module, used to provide a game scene corresponding to the game game, wherein the game scene is configured with a plurality of game characters; A prop providing module, configured to configure target props and a first force field for the plurality of game characters, so that the plurality of game characters move toward a first scene direction in the game scene based on the first force field; a field force applying module, configured to, in response to a first control operation on the multiple game characters during the movement of the multiple game characters toward the first scene direction, apply a second force field to the multiple game characters so as to make the multiple game characters move toward a second scene direction opposite to the first scene direction; A quantity adjustment module, configured to control and adjust the quantity of target props possessed by a first character and / or a second character in response to an interaction between the first character and the second character among the plurality of game characters; The role elimination module is used to control the elimination of the target character from the game game in response to the target prop quantity of the target character among the multiple game characters being lower than a preset value.

41. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method described in any one of claims 1 to 39.

42. 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 the processor, the computer-executable instructions prompt the processor to implement the game interaction control method described in any one of claims 1 to 39.

Citation Information

Patent Citations

  • Game prop using method and device, electronic equipment and storage medium

    CN116785711A