Game interaction control method and device and electronic equipment

By providing a graphical user interface and aiming locking function in attack games, the problems of cumbersome operations and low hit rate are solved, and more convenient and efficient attack operations are achieved.

CN119701358AActive Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510012034.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-03
Publication Date
2025-03-28
Estimated Expiration
2045-01-03

AI Technical Summary

Technical Problem

In attack games, game characters controlled by players carry attack props, which are cumbersome to operate and have a low hit rate.

Method used

The terminal device provides a graphical user interface to display the game scene and the sight, and enter the aiming state in response to the first aiming command, meet the preset position conditions to aim and lock, and attack the sighting direction in response to the attack command, or attack the sighting direction when the lock is not completed.

Benefits of technology

It improves the convenience and hit rate of attack operations, reduces dependence on the star, and simplifies the attack process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the following steps: in response to a first aiming instruction, controlling to enter an aiming state; in the aiming state, responding to the condition that the relative position of the target role and the controlled role meets a preset position condition, and controlling aiming locking of the target role; and in response to the first attack instruction, controlling to attack the target role when the aiming locking is completed, or controlling to attack the aiming direction indicated by the front sight when the aiming locking is not completed. According to the mode, the attack operation convenience is improved, and the attack hit rate is increased.
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Description

Technical Field

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

[0002] In attack games, the game character controlled by the player carries an attack prop, and the crosshair corresponding to the attack prop is displayed in the center of the interface. The player needs to adjust the position or perspective of the game character, control the crosshair to aim at the enemy character, and then trigger the attack operation to attack the enemy character. This attack method is cumbersome to operate and has a low hit rate. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to improve the convenience of attack operation and improve the attack hit rate.

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays at least a portion of a game scene and a crosshair, the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character, the method comprising: in response to a first aiming instruction, controlling entry into an aiming state; in the aiming state, in response to the relative positions of the target character and the controlled character satisfying a preset position condition, controlling aiming and locking the target character; in response to a first attack instruction, controlling an attack on the target character when aiming and locking are completed, or controlling an attack in the aiming direction indicated by the crosshair when aiming and locking are not completed.

[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character. The device includes: a state control module, which is used to control entering an aiming state in response to a first aiming instruction; a locking module, which is used to control aiming and locking of a target character in response to the relative position of the target character and the controlled character satisfying a preset position condition in the aiming state; and an attack module, which is used to control an attack on the target character in response to a first attack instruction when aiming and locking is completed, or to control an attack in the aiming direction indicated by the crosshair when aiming and locking is not completed.

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

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

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

[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate the aiming direction of the controlled character. In response to a first aiming instruction, the control enters an aiming state; in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, the control aims and locks the target character; in response to a first attack instruction, when aiming and locking are completed, the control attacks the target character, or when aiming and locking are not completed, the control attacks in the aiming direction indicated by the crosshair.

[0010] In this method, in the aiming state, when the target character meets the position conditions, the target character is aimed and locked. After the attack command is issued, if the aiming is locked, the target character can be attacked directly; there is no need to aim at the target character through the crosshairs, thereby improving the convenience of the attack operation and the attack hit rate.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;

[0015] Figure 2A schematic diagram of a locking mark in an initial state provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of the changing state of the lock mark provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a lock mark when the lock progress reaches a preset progress threshold provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of a crosshair in a display state provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of a crosshair in another display state provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of a crosshair in a display format provided by an embodiment of the present invention;

[0021] Figure 8 A schematic diagram of a crosshair in another display format provided by an embodiment of the present invention;

[0022] Fig. 9 A schematic diagram of a crosshair in another display format provided by an embodiment of the present invention;

[0023] Fig.10 A schematic diagram of the attack direction range provided by an embodiment of the present invention;

[0024] Fig.11 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0025] Fig.12 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0026] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0027] Considering that in attack games, the attack method is cumbersome to operate and has a low hit rate, based on this, an interactive control method, device and electronic device for a game provided in an embodiment of the present invention can be applied to attack games or other games that require executing attack operations.

[0028] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0029] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] 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.

[0031] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.

[0032] The above-mentioned graphical user interface displays at least part of the game scene and the crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate the aiming direction of the controlled character. The scene area included in the scene screen displayed by the graphical user interface is the field of view of the controlled character; the scene position that is not within the field of view of the controlled character is not displayed in the scene screen. The scene screen is captured by the virtual camera associated with the controlled character. The shooting range of the virtual camera is the field of view of the controlled character. When the position or orientation of the controlled character changes, the field of view of the controlled character, that is, the shooting range of the virtual camera, will change, and thus the scene screen will change accordingly.

[0033] The crosshair is a mark displayed at a fixed position on the graphical user interface; for example, the crosshair is displayed at the center of the graphical user interface, or at a position above the center of the graphical user interface. As the target object moves, the controlled object moves, or the viewing angle of the controlled object changes, the aiming direction of the crosshair changes; the aiming direction of the crosshair may be the direction where the target object is located, or may be other directions.

[0034] like Figure 1 As shown, the interactive control method of the game includes the following steps:

[0035] Step S102, in response to the first aiming instruction, controlling the device to enter an aiming state;

[0036] The first aiming instruction may be generated by triggering a specified control or a specified shortcut key. For example, an attack control is provided in the graphical user interface, and an attack is directly executed by clicking the attack control, and the first aiming instruction is generated by long pressing the attack control to enter the aiming state.

[0037] For another example, long pressing the shortcut key F generates a first aiming instruction and enters the aiming state; after lifting the finger that long presses the shortcut key F, the shortcut key F is released, and the aiming state is still maintained. When the shortcut key is pressed again, the aiming state ends.

[0038] Step S104, in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, controlling the target character to be aimed and locked;

[0039] In this embodiment, in order to improve the convenience and hit rate of the attack operation, in the aiming state, the target character is first aimed and locked, and then the target character is attacked.

[0040] In order to aim and lock the target character, the target character should at least be within the field of view of the controlled character. When the target character is within the field of view, the target character is displayed on the scene screen. In one method, as long as the target character is within the field of view of the controlled character, that is, as long as the target character is displayed on the scene screen, the target character can be aimed and locked.

[0041] In another method, in addition to the target character being within the visual range of the controlled character, other conditions need to be met before the target character can be aimed and locked. For example, the distance between the target character and the controlled character meets the distance condition, or the direction in which the target character is equivalent to the controlled character meets the direction condition, etc. When all the preset position conditions are met, the target character can be aimed and locked.

[0042] Step S106, in response to the first attack instruction, when aiming lock is completed, control to attack the target character, or when aiming lock is not completed, control to attack in the aiming direction indicated by the crosshair.

[0043] For example, the first attack instruction is generated by clicking an attack control on a graphical user interface. If the attack control is long pressed in the aforementioned aiming state, the first attack instruction is generated by releasing the attack control; alternatively, the first attack instruction is generated by clicking the left button of the mouse, or by triggering a shortcut key for attack.

[0044] The controlled character can carry attack props, such as firearms, bows and arrows, etc. After the first attack command is generated, the target character is attacked. After the first attack command is generated, there are two situations. The first situation is that the aiming lock is completed. At this time, since the aiming locks the target character, the target character is attacked directly. If the target character is not blocked, or the target character always meets the aforementioned preset position conditions, the target character can be hit.

[0045] Another situation is that when the first attack command is generated, the aiming lock is not completed. At this time, the control is to attack in the aiming direction indicated by the crosshairs; if there is a target character in the aiming direction indicated by the crosshairs, the target character will be hit. If there is no target character in the aiming direction indicated by the crosshairs, the target character will not be hit.

[0046] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate the aiming direction of the controlled character. In response to a first aiming instruction, the control enters an aiming state; in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, the control aims and locks the target character; in response to a first attack instruction, when aiming and locking are completed, the control attacks the target character, or when aiming and locking are not completed, the control attacks in the aiming direction indicated by the crosshair.

[0047] In this method, in the aiming state, when the target character meets the position conditions, the target character is aimed and locked. After the attack command is issued, if the aiming is locked, the target character can be attacked directly; there is no need to aim at the target character through the crosshairs, thereby improving the convenience of the attack operation and the attack hit rate.

[0048] In a specific implementation, the preset position condition includes: the target character is within the field of vision of the controlled character; wherein, when the target character is within the field of vision of the controlled character, the target character is displayed on the graphical user interface. That is, as long as the target character is displayed on the graphical user interface, it can be understood that the target character meets the preset position condition, and the target character can be aimed and locked.

[0049] Alternatively, the preset position condition includes: the target character is within the field of view of the controlled character, and the distance between the target character and the controlled character is less than a preset distance threshold; that is, when the target character is displayed on the graphical user interface, it is also necessary to determine whether the distance between the target character and the controlled character is less than the preset distance threshold, for example 15 meters. When the distance between the target character and the controlled character is less than the preset distance threshold, it can be understood that the target character meets the preset position condition, and the target character can be aimed and locked.

[0050] If the target character is displayed in the graphical user interface, but the distance between the target character and the controlled character is greater than or equal to the preset distance threshold, that is, the target character is far away from the controlled character, in this case, even if the target character is displayed in the graphical user interface, the target character cannot be aimed and locked.

[0051] In response to the relative positions of the target character and the controlled character satisfying a preset position condition, the locking progress of controlling the target character increases from an initial progress; in response to the locking progress reaching a preset progress threshold, it is determined that aiming and locking are completed; wherein the aiming and locking progress takes at least a specified time from the initial progress to the preset progress threshold.

[0052] After the relative positions of the target character and the controlled character meet the preset position conditions, the locking progress starts to increase from the initial progress; the initial progress can be 0%, or other progress values. The locking progress can start to increase at a preset speed. When the locking progress changes, the locking progress can be displayed on a graphical user interface, or the locking progress can be indicated by a change in the shape of the locking mark or a change in the display state, or a progress bar can be displayed, and the locking progress can be indicated by the length of the progress bar.

[0053] The preset progress threshold may be 100%, or other progress values. When the locking progress reaches the preset entry threshold, a prompt message indicating that the locking progress has reached the preset progress threshold may be displayed on the graphical user interface, for example, by displaying a lock mark in a display format, by text, by displaying a progress bar that is full, etc.

[0054] It should be noted that it takes at least a specified time, for example, 5 seconds, for the locking progress to reach the preset progress threshold from the initial progress. The locking progress can change at a preset speed. The difference between the preset progress threshold and the initial progress is divided by the preset speed to obtain the consumed time. After the locking mark locks the target character, the target character may move, or the controlled character may move. The locking progress will change only when the relative position of the target character and the controlled character always meets the above preset position conditions.

[0055] If after the locking mark locks the target character, the target character no longer meets the preset position condition during the lock progress change, the lock progress will stop changing, or the lock progress will start to decrease at the preset speed, or the lock progress will directly switch to the initial progress; when the target character meets the preset position condition again, the lock progress needs to continue to change. In this case, the time required for the lock progress to go from the initial progress to the preset progress threshold will be greater than the aforementioned specified time.

[0056] In response to the first attack instruction, if the locking progress does not reach the preset progress threshold, it is determined that the aiming lock is not completed. When the first attack instruction is generated, if the locking progress does not reach the preset progress threshold, the aiming lock on the target object is not completed, and at this time, the attack will be carried out in the aiming direction indicated by the crosshair.

[0057] Further, in response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets the preset position condition, and the target character is kept aiming and locked. After the target character is started to be aimed and locked, if the target character moves in the game scene, as long as the relative position of the target character and the controlled character meets the preset position condition, the target character is always guaranteed to be in the aiming and locked state, and the locking progress will continue to increase.

[0058] In response to the relative position of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to indicate that the target character is aimed and locked.

[0059] In this embodiment, in order to improve the convenience and hit rate of the attack operation, after the target character is aimed and locked, a locking mark is displayed. The locking mark can be a mark in the form of a graphic, a symbol, a text, etc.; the locking mark is displayed in association with the target character, which can be understood as that the locking mark can be displayed at a specified position of the target character, for example, displayed at a specified model part of the character model of the target character, such as the torso, the head, etc.; it can also be displayed at the top, the bottom, etc. of the character model of the target character.

[0060] When the target character is associated with a lock mark, the target character enters a locked state. When the lock mark locks the target character, if the target character moves within a certain scene range, the lock mark moves with the target character. During the movement, the relative position of the lock mark and the target character remains unchanged.

[0061] Further, in response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets the preset position condition, and the locking mark is controlled to move with the target character. The target character can be an NPC (Non-Player Character) character, or a character controlled by other terminal devices; the target character can move under the control of the movement control instruction.

[0062] When the target character moves, if the relative position of the target character and the controlled character always meets the preset position condition, the locking mark moves with the target character, that is, the locking mark always locks the target character. During the movement, the relative position of the locking mark and the target character remains unchanged.

[0063] In one implementation, the locking progress is indicated by the state of the locking mark. At the initial progress, the locking mark has an initial state; the initial state can specifically be the initial shape, initial size, initial color, etc. of the locking mark, and the locking mark associated with the target character is controlled to change from the initial state corresponding to the initial progress; in response to the locking progress reaching a preset progress threshold, the locking mark is controlled to change to a specified state corresponding to the preset progress threshold.

[0064] The designated state here may correspond to the aforementioned initial state, and the designated state may specifically be a designated shape, a designated size, a designated color, etc. The state of the lock mark may change from the initial state to the designated state at a preset speed, and the time consumed from the initial state to the designated state is the time taken for the lock progress to reach the preset progress threshold from the initial progress.

[0065] In response to the locking progress reaching a preset progress threshold, a progress prompt message is displayed; wherein the progress prompt message is used to indicate that the locking progress has reached the preset progress threshold. The progress prompt message can be displayed by a locking mark, for example, by flashing the locking mark, emitting light, etc.; the progress prompt message can also be in text form, indicating that the locking progress has reached the preset progress threshold through text.

[0066] In a specific way, see Figure 2 The locking mark includes a locking center sub-marker and a progress indication sub-marker; wherein the progress indication sub-markers are distributed with the locking center sub-marker as the center; in the initial state, the progress indication sub-marker has a first distance from the locking center sub-marker.

[0067] exist Figure 2 In the example, the lock center sub-icon is a black diamond, and the progress indicator sub-icon is an arc. Figure 2 The progress indicator sub-identifier includes multiple progress indicator sub-identifiers, which surround the locking center sub-identifier. In the initial state, the progress indicator sub-identifier and the locking center sub-identifier have a first distance, which can also be understood as the radius of the circle formed by the progress indicator sub-identifiers. The first distance is the maximum distance between the progress indicator sub-identifier and the locking center sub-identifier.

[0068] The control progress indication sub-identifier moves toward the locking center sub-identifier, and in response to the locking progress reaching a preset progress threshold, the distance between the control progress indication sub-identifier and the locking center sub-identifier is a second distance. Figure 3 In the figure, (a) is the locking mark in the initial state, (b) is the progress indicator sub-marker moving toward the locking center sub-marker, and the distance between the progress indicator sub-marker and the locking center sub-marker is less than the first distance; (c) is the distance between the progress indicator sub-marker and the locking center sub-marker reaching the second distance, and the second distance is the minimum distance between the progress indicator sub-marker and the locking center sub-marker.

[0069] When the distance between the progress indication sub-identifier and the locking center sub-identifier reaches a second distance, the locking progress reaches a preset progress threshold, such as Figure 4 , the progress indicator is displayed in bold, and at the same time, the lock center sub-icon can also flash, thereby prompting the player corresponding to the controlled character that the lock progress has reached the preset progress threshold.

[0070] In the above method, the change of locking progress is displayed by the state of the locking mark. When the locking progress reaches the preset progress threshold, the locking mark reaches the specified state, so that the player can know the changing state of the locking progress in real time, guide the player to judge the attack timing, and improve the attack efficiency and hit rate.

[0071] Furthermore, the above-mentioned lock center sub-identification is displayed on the designated character part of the target character; the lock center sub-identification is used to indicate: in response to the first attack instruction, when the aiming lock is completed, attack the designated character part. The designated character part of different target characters may be different. Figure 4 The target character, the locking center sub-identification is displayed at the heart position of the target character, that is, the heart position is the designated character part; the designated character part can also be the head, abdomen, etc. The designated character part is the character part of the target character that is hit after the first attack instruction is generated.

[0072] If the player triggers the first attack command and hits the target character, the part of the designated character is hit. In actual implementation, hitting the designated character part can obtain greater benefits than hitting other parts of the target character. For example, hitting the designated character part can reduce more health points of the target character, or control the target character to be unable to move for a longer time, etc. In this way, the hit rate of the attack operation can be further improved.

[0073] In a specific implementation, in response to the first attack instruction, when the aiming lock is completed, after the control attacks the target character, the designated character part locked by the lock mark displayed in association with the target character is determined, and the designated character part is attacked. In this case, the designated character part may be hit. Figure 4 Based on this, a first attack instruction is generated, and then an attack is directed to a designated part of the character, and the designated part of the character may be hit.

[0074] In another method, it is determined that the designated character part is locked by the lock mark displayed in association with the target character, and the target character is within the field of vision of the controlled character, and the designated character part is attacked. After the first attack instruction is generated, it is necessary to determine whether the target character is within the field of vision at this time. If the target character is within the field of vision, the designated character part is attacked; for example, if the target character is blocked by an obstacle or other game characters, the target character leaves the field of vision, and at this time, the designated character part cannot be attacked.

[0075] In response to hitting a designated character part, controlling a character attribute of a target character to increase a first attribute value; wherein the first attribute value is greater than a second attribute value of the target character's character attribute increased after hitting a character part other than the designated character part.

[0076] When in the aiming state and the locking progress reaches the preset progress threshold, the first attack command is triggered at this time, and the designated character part can be hit; or when not in the aiming state, the designated character part can be aimed at by the crosshair standard, triggering the second attack command, which can also hit the designated character part.

[0077] Hitting a designated character part can bring greater benefits; the increase in the target character's character attributes is greater than the increase in the character attributes after hitting other character parts. The character attributes can be bleeding attributes, combat power loss attributes, defense power loss attributes, etc.

[0078] In one example, after hitting a designated character part, the bleeding attribute of the target character is reduced by a first attribute value, such as 100; after hitting other character parts, the bleeding attribute of the target character is reduced by a second attribute value, such as 50.

[0079] When the lock progress does not reach the preset progress threshold, in response to the first attack instruction, the player attacks in the direction aimed at by the crosshair. Since it takes at least a specified time for the lock progress to reach the preset progress threshold from the initial progress, if the player performs an attack operation and generates the first attack instruction when the preset progress threshold is not reached, the player cannot attack the target object locked by the lock mark, but attacks in the direction aimed at by the crosshair.

[0080] It should be noted that the crosshair and the lock mark are different marks, wherein the lock mark is a mark that moves with the target object, and the crosshair is a mark displayed at a fixed position on the graphical user interface; therefore, as the target object moves, the controlled object moves, or the viewing angle of the controlled object changes, the direction in which the crosshair is aiming changes; when the preset progress threshold is not reached and the first attack command is generated, the direction in which the crosshair is aiming may be the direction in which the target object is located, or may be other directions.

[0081] If the direction in which the crosshairs are aimed is the direction in which the target object is located, then even if the preset progress threshold is not reached, the target object may be hit, for example, a designated object part of the target object or other object parts. If the direction in which the crosshairs are aimed is not the direction in which the target object is located, the target object cannot be hit.

[0082] In a specific implementation, in response to the relative position of the target character and the controlled character satisfying the preset position condition, the locking progress of the target character is controlled to increase from the initial progress at a preset speed. After the target character is locked and aimed, if the relative position of the target character and the controlled character always satisfies the preset position condition, the locking progress will increase by a preset progress threshold in the shortest time; for example, the difference between the preset progress threshold and the initial progress, and the ratio of the preset speed, that is, the specified time for the locking progress to reach the preset progress threshold.

[0083] In response to the relative position of the target character and the controlled character not meeting the preset position condition, the control lock progress is stopped from increasing, and the current value of the lock progress is saved. During the process of increasing the lock progress, the target character or the controlled character may move, resulting in an increase in the distance between the target character and the controlled character, or the target character is blocked and leaves the field of view of the controlled character. In this case, the lock progress is stopped from increasing. For example, when the lock progress increases to 40%, at this time, the relative position of the target character and the controlled character does not meet the preset position condition, the lock progress stays at 40%, and the current value, i.e., 40%, is saved.

[0084] After the locking progress is terminated, in response to the relative position of the target character and the controlled character satisfying the preset position condition, the control locking progress continues to increase from the current value. When the relative position of the target character and the controlled character meets the preset position condition again, the locking progress resumes to increase. For example, if the current value of the locking progress maintained above is 40%, it continues to increase on the basis of 40%. In addition, the effective duration of the current value can also be set. If the relative position of the target character and the controlled character still does not meet the preset position condition within the effective duration, the current value is cleared. If the relative position of the target character and the controlled character meets the preset position condition again, the locking progress starts to increase from the initial progress.

[0085] In another way, in response to the relative position of the target character and the controlled character not satisfying the preset position condition, the control lock progress starts to decrease, or the control lock progress switches to the initial progress. Wherein, in the case of controlling the lock progress to decrease, the decrease speed of the lock progress can be preset, and the decrease speed can be the same as the preset speed when the lock progress increases, or it can be different. The longer the relative position of the target character and the controlled character does not satisfy the preset position condition, the more the lock progress decreases, until the lock progress decreases to the initial progress.

[0086] When the control lock progress is switched to the initial progress, as long as the relative position of the target character and the controlled character does not meet the preset position conditions, no matter what the current lock progress is, it will switch to the initial progress. If the relative position of the target character and the controlled character meets the preset position conditions again, the lock progress will increase from the initial progress.

[0087] In the above method, after the target character is aimed and locked, the preset position condition is met, and the change of the locking progress is controlled. Compared with the attack operation through aiming through the crosshairs, it is relatively easier to control the satisfaction of the preset position condition, thereby making the attack operation convenient and the hit rate higher.

[0088] In actual implementation, the graphical user interface also displays a crosshair, which is displayed at a specified position of the graphical user interface; the crosshair is used to aim at and attack the target character when the aforementioned aiming state is not entered. The crosshair standard has multiple display formats and display states.

[0089] When the aiming state is not entered, in response to the crosshairs not aiming at the target character, the crosshairs are displayed in a third display format; it can be understood that the crosshairs are always displayed at a specified position of the graphical user interface, such as Figure 5 In the third display format, the crosshair is displayed in the upper middle portion of the graphical user interface. The third display format is used to indicate that the crosshair is not currently aiming at the target character.

[0090] In response to the crosshair aiming at the target character, the crosshair is displayed in a fourth display format; wherein the third display format is different from the fourth display format. Figure 5 Based on the above, the controlled character may move or the perspective may change, and the target character may also move, and then the crosshair is aimed at the target character, such as Figure 6 , then the crosshair changes its display format from Figure 5 The third display format shown is transformed into Figure 6 The fourth display format is shown.

[0091] exist Figure 5 and Figure 6 In the example, Figure 5 The crosshairs in the game are two horizontal lines. Figure 6 The crosshairs in the display include two horizontal lines and a dot between the two horizontal lines. Of course, the third display format and the fourth display format may also have other display format differences, such as different display colors, different display sizes, etc., as long as the third display format is different from the fourth display format.

[0092] exist Figure 6 Based on the above, in response to the second attack instruction, the target character is attacked. The second attack instruction and the aforementioned first attack instruction may be generated by triggering the same control or shortcut key, or by triggering different controls or shortcut keys. For example, an attack control is provided in the graphical user interface. When the aiming state is not entered, the attack control is triggered to generate the second attack instruction. When the aiming state is entered and the progress threshold reaches the preset progress threshold, the attack control is triggered to generate the first attack instruction.

[0093] If the second attack command is generated before entering the aiming state, the attack will be in the direction of the crosshair. If the crosshair is aimed at the target character, such as Figure 6 , then attack the target character, and the target character is hit. If the crosshair mark is not aimed at the target character, such as Figure 5 , it will attack in the direction of the crosshair, and will not be able to hit the target character.

[0094] In another embodiment, when the aiming state is not entered, the crosshairs are displayed in a first display state; the first display state is Figure 5 or Figure 6 In the first display state, the crosshair includes two horizontal lines, or the crosshair includes two horizontal lines and a dot. After entering the aiming state, the crosshair is displayed in the second display state; wherein the second display state is different from the first display state. The display state of the crosshair indicates whether the aiming state is currently entered; such as Figure 7 In the aiming state, the two horizontal lines in the crosshair are hidden and only the dot is displayed.

[0095] The second display state may be different from the first display state in other forms, such as a color change, a size change, a shape change, etc., as long as the second display state is different from the first display state.

[0096] Furthermore, in the aiming state, in response to the relative position of the target character and the controlled character satisfying the preset position condition, the crosshairs are displayed in a first display format; when the relative position of the target character and the controlled character satisfies the preset position condition, the target character will be associated with a display lock mark, and at the same time, the crosshairs standard is displayed in the first display format; the first display format is used to indicate that the target object is locked at this time.

[0097] In the aiming state, in response to the relative position of the target character and the controlled character not satisfying the preset position condition, the crosshair is displayed in the second display format; wherein the second display format is different from the second display format. In response to the relative position of the target character and the controlled character not satisfying the preset position condition, the target character will not be associated with the display of the lock mark, and the crosshair is displayed in the second display format, and the second display format is used to indicate that the target object is not locked at this time.

[0098] contrast Figure 7 and Figure 8 , Figure 7 When the relative positions of the target character and the controlled character meet a preset position condition, the crosshair is displayed in a first display format; Figure 8 In response to the relative position between the target character and the controlled character not satisfying the preset position condition, the crosshair is displayed in the second display format. Figure 7 and Figure 8 In the example, the first display format is to display the crosshairs with black fill, and the second display format is to display the crosshairs with gray fill; the first display format and the second display format may be different in format, and the edge lines, the logo shapes, etc. may be different, as long as the first display format and the second display format are different.

[0099] In the above method, the different display formats or display states of the crosshairs indicate whether the crosshairs are aiming at the target character, whether they are in the aiming state, whether they are locked on the target character, etc. The state changes or format changes of the crosshairs indicate the current operation state, thereby assisting the player in performing subsequent operations or decisions and improving the convenience and hit rate of attack operations.

[0100] In one implementation, in response to a character attribute of the target character reaching a preset attribute threshold, the target character is controlled to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

[0101] The above-mentioned preset attribute threshold can be preset, for example, 100, 200, etc.; after the target character is hit, the character attribute will increase; the target character may reach the preset attribute threshold after being hit once, or it may reach the preset attribute threshold after being hit multiple times. It can be seen from the above-mentioned embodiment that after the designated character part of the target character is hit, the character attribute increases to a greater extent, and the designated character part may reach the preset attribute threshold after being hit once. If the designated character part is not hit, it may be necessary to hit other parts of the target character multiple times before the character attribute reaches the preset attribute threshold.

[0102] When the character attribute reaches the preset attribute threshold, the target character enters the designated character state, which can be a dizzy state, a frozen state, etc. The designated character state can last for a certain state duration. After reaching the state duration, the designated character state ends and the target character returns to normal.

[0103] Under normal conditions, the target character can move in the game scene under the control of movement control instructions, and can also cast skills in the game scene under the control of skill casting instructions; in the specified character state, the target character does not respond to movement control instructions, that is, the target character stays at the scene position when entering the specified character state until the specified character state ends; in the specified character state, the target character also does not respond to skill casting instructions, that is, the target character cannot cast skills.

[0104] In actual implementation, in the specified character state, the target character can respond neither to movement control instructions nor to skill casting instructions; or the target character does not respond to movement control instructions but responds to skill casting instructions; or the target character responds to movement control instructions but does not respond to skill casting instructions. Therefore, by attacking the target character, the behavior of the target character can be restrained, the time for the target character to perform other tasks can be extended, and the target character's game performance can be improved.

[0105] In one method, in response to hitting a designated character part, the character attribute of the target character is controlled to increase to a preset attribute threshold; in response to the character attribute of the target character reaching the preset attribute threshold, the target character is controlled to enter a designated character state; wherein, in the designated character state, the target character does not respond to movement control instructions, and / or skill casting instructions.

[0106] In this method, when the designated character part of the target character is hit once, the character attribute of the target character will reach the preset attribute threshold. The designated character state can specifically be a dizzy state, a frozen state, etc. The designated character state can last for a certain state duration. After reaching the state duration, the designated character state ends and the target character returns to normal state. In the designated character state, the target character may neither respond to movement control instructions nor to skill casting instructions; or, the target character does not respond to movement control instructions but responds to skill casting instructions; or, the target character responds to movement control instructions but does not respond to skill casting instructions.

[0107] In another way, in response to hitting the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase. It can be a designated character part of the target character, or it can be a hit on other character parts. After the target character is hit, the current behavior being performed by the target character is interrupted, and the current behavior can be a moving behavior, a prop casting behavior, a skill casting behavior, etc. After interrupting the current behavior of the target character, the target character can enter a designated character state within a certain period of time, such as not responding to movement control instructions, not responding to skill casting instructions, etc.

[0108] For example, after interrupting the current behavior of the target character, the target character pauses within 0.5 seconds. During the pause, the target character cannot be controlled to perform movement or other behaviors. After 0.5 seconds, the target character ends the aforementioned specified role state.

[0109] In addition, when the target character is hit, the character attribute of the target character increases. The character attribute can be directly increased to a preset attribute value, or directly increased by a preset increment; the character attribute can also be gradually increased at a certain speed. For example, if the character attribute is a bleeding attribute, after the target character is hit, the target character enters a bleeding state, and in this bleeding state, the bleeding attribute gradually increases.

[0110] In response to hitting a character part other than the designated character part of the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a second attribute value. For example, when the designated character part is the head, after hitting the head, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a first attribute value; if the character part other than the head is hit, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a second attribute value; the second attribute value is lower than the aforementioned first attribute value.

[0111] Further, in response to the movement of the target character, the character attribute value of the target character is increased on the basis of the second attribute value. That is, after the character part other than the designated character part of the target character is hit, and the target character ends the designated character state, the target character can also respond to the movement control instruction, and the target character will move. When the target character moves, the aforementioned character attribute value continues to increase on the basis of the second attribute value, and the character attribute of the target character will further increase to a value greater than the second attribute value. In response to the target character stopping moving, the character attribute value of the target character is reduced.

[0112] In one example, in the initial state, the attribute value of the character attribute is 0. After hitting a character part other than the designated character part of the target character, the second attribute value is increased, for example, 50. At this time, the character attribute value is 50. Then, the target character starts to move again, and at this time, the character attribute value increases by 10 to 60. Then, after the target character stops moving, the character attribute value decreases, for example, to 55.

[0113] Further, in response to the movement of the target character, the moving speed of the target character is determined; according to the moving speed, the character attribute value of the target character is increased based on the second attribute value, wherein the increased character attribute value is positively correlated with the moving speed. It can be understood that the faster the moving speed, the more the character attribute value is increased; when the character attribute is the bleeding attribute, the faster the moving speed of the target character, the greater the bleeding value corresponding to the bleeding attribute.

[0114] In the above method, after a character part other than the designated character part of the target character is hit and the target character ends the designated character state, the size of the increase in character attributes can be adjusted according to whether the target character moves. If the target character continues to chase the controlled character after being hit, the increase in character attributes will be greater. If the target character stops chasing the controlled character, the increase in character attributes will be less, thereby achieving a game between the target character and the controlled character and increasing the game attributes of the game.

[0115] In another implementation, in response to hitting a character part other than a designated character part of the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase at a first speed. The first speed can be understood as a default speed, for example, the first speed is that the character attribute increases by 1 per second. The state of the character attribute increase can be preset to a certain state duration, and during the state duration, the character attribute increases at the first speed.

[0116] In a specific implementation, in response to the relative positions of the target character and the controlled character satisfying a preset position condition, a lock mark is displayed in association with the target character; wherein the lock mark is used to: indicate a designated character part of the target character; in response to a first attack instruction, when aiming lock is not completed, determine that the aiming direction indicated by the crosshairs is toward the designated character part, and control the attack to the designated character part.

[0117] In this manner, the locking mark may provide a designated character part of the target character; for example, the locking mark and the designated character part are displayed overlapping, or the locking center sub-marker in the locking mark and the designated character part are displayed overlapping.

[0118] Since it takes a certain amount of time to complete the aiming and locking of the target object, in order to improve the operating efficiency, after the designated character part of the target character is exposed through the locking mark, the player can immediately perform the attack operation, thereby generating the aforementioned first attack instruction. Before executing the attack operation, it may be necessary to adjust the aiming direction indicated by the crosshairs so that the aiming direction is toward the designated character part of the target character. At this time, since the aiming and locking is not completed, the attack can be controlled to be directed toward the designated character part aimed by the crosshairs, thereby improving the attack efficiency.

[0119] In other implementations, the controlled character is also affected in the aiming state. In the aiming state, in response to the movement control instruction, the controlled character is controlled to move at a first movement speed, wherein the first movement speed is less than the movement speed of the controlled character when not in the aiming state.

[0120] The movement control instruction can be generated by triggering a movement control or by triggering a mouse button; in the aiming state, the movement speed of the controlled object will be reduced, for example, the first movement speed is 90% of the movement speed when not in the aiming state.

[0121] And / or, in the aiming state, in response to the view angle adjustment instruction, the orientation of the controlled character is controlled to change according to a first orientation change speed; wherein the first orientation change speed is less than the orientation change speed of the controlled character when not in the aiming state.

[0122] The view angle adjustment instruction can be generated by triggering the scene screen in the graphical user interface, for example, performing a sliding operation on the scene screen, or moving the mouse on the scene screen in a suspended state; through the view angle adjustment instruction, the direction of the controlled character changes, and the scene screen changes accordingly. In the aiming state, the direction change speed of the controlled object will also be reduced, for example, the first direction change speed is 80% of the direction change speed when not in the aiming state.

[0123] In the aiming state, both the movement speed and the direction change speed of the controlled character are reduced. Alternatively, only the movement speed may be reduced, or only the direction change speed may be reduced.

[0124] In the above method, by reducing the movement speed or direction change speed of the controlled character in the aiming state, it is beneficial for the locking mark to lock the target character more stably, reduce the locking progress due to the player's misoperation that does not reach the preset progress threshold, and thus improve the hit rate of the attack.

[0125] Furthermore, in the aiming state, the virtual camera controlling the controlled character moves toward the controlled character so that the graphical user interface zooms in and displays at least part of the game scene. When the virtual camera approaches the controlled character, the scene range of the game scene displayed by the graphical user interface is reduced, that is, a smaller scene range is zoomed in and displayed. Usually, the virtual camera is behind the head of the controlled character, and when the virtual camera moves toward the controlled character, the graphical user interface can zoom in and display the scene range in front of the controlled character.

[0126] In a specific implementation method, the virtual camera of the controlled character is located at: a first position relative to the head of the controlled character; when the virtual camera is located at the first position, the scene picture taken by the virtual camera includes the complete controlled character; the virtual camera is controlled to move from the first position toward the controlled character until it reaches a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is located at the second position, the scene picture taken by the virtual camera includes part of the controlled character.

[0127] The aforementioned first position can be above and behind the head part, for example, 2 meters away from the head part. When the scene screen is a third-person perspective, the virtual camera is usually located diagonally above the controlled character, and the virtual camera maintains a certain distance from the controlled character. The scene screen captured by the virtual camera includes the complete controlled character, for example, the complete back or side view of the controlled character. When entering the aiming state, the virtual camera approaches the controlled character, and the scene screen captured by the virtual camera after approaching includes part of the controlled character, for example, only the upper body of the controlled character, or only the arms and head of the controlled character, etc.

[0128] The second part can be above the left shoulder or right shoulder of the controlled character, for example, 20 centimeters from the left shoulder, or 20 centimeters from the right shoulder, etc. After the virtual camera moves toward the controlled character, it can be understood that the scene screen enlarges the scene area in front of the controlled character, which is beneficial for the player to observe the scene area in front in the aiming state, facilitates locking and attacking the target object, and improves the hit rate of the attack.

[0129] This embodiment also provides an attack method. In response to the first attack instruction or the second attack instruction, the attack prop is controlled to move toward the target character; in response to the attack prop not hitting the target character and the height of the attack prop in the game scene reaches a preset height threshold, the landing position of the attack prop in the game scene is determined; in response to the target character being within a specified range of the landing position, the attack prop is controlled to move toward the target character.

[0130] The above-mentioned attack props can be props such as arrows and bullets. After the above-mentioned first attack instruction or second attack instruction is generated, the attack props start to move from the controlled character to the target character. The moving trajectory of the attack props during the movement process can be a straight line trajectory or a parabola trajectory.

[0131] If the attack prop misses the target character, it can hit the target character by projectile. Specifically, when the height of the attack prop in the game scene reaches a preset height threshold, the preset height threshold can be a fixed height value or a height determined according to the moving state of the attack prop, for example, the preset height threshold is the maximum height that the attack prop can reach.

[0132] For example, when the attack prop moves in a parabolic trajectory, the attack prop will first reach a maximum height and then gradually decrease. In this embodiment, when the height of the attack prop in the game scene reaches a preset height threshold, the landing position of the attack prop in the game scene can be determined based on the prop position of the attack prop and the moving trajectory; then, it is determined whether there is a target character within the specified range of the landing position.

[0133] The designated range can be pre-set, for example, a circular range with a radius of 3 meters centered on the landing point range, or a fan-shaped area with a radius of 3 meters and an angle of 60 degrees with the landing point range as the vertex, or a square area with a side length of 3 meters centered on the landing point range, etc.

[0134] If there is a target character within the specified range, the movement path of the attack prop can be automatically adjusted to control the attack prop to move toward the target character and hit the target character.

[0135] In this method, when the attack prop does not hit the target character and reaches the preset height threshold, if there is a target character around the landing position of the attack prop, the movement path of the attack prop can be adjusted to move towards the target character, further improving the hit rate of the attack operation.

[0136] Furthermore, the graphical user interface also displays a crosshair, which is displayed at a specified position of the graphical user interface; in response to hitting the target character, the crosshair is displayed in a specified display format; wherein the specified display format is used to: indicate that the target character is hit.

[0137] The specified display format may include specified graphics, specified colors, flashing, luminous, etc. Fig. 9 In the example, the target character is hit, the crosshair displays four lines and a dot, and the four lines are displayed in bold, indicating that the target character is hit, thereby providing instant feedback of the hit information to the player, improving the player's gaming experience.

[0138] In addition, if a designated character part of the target character is hit, the crosshair display format can also indicate that the designated character part is hit. For example, when other character parts of the target character are hit, the crosshair is white, and when a designated character part is hit, the crosshair is red.

[0139] In other methods, in response to the third attack instruction, it is determined that the target character is within the attack direction range of the controlled character, and the target character is attacked and hit; wherein the attack direction range includes the character orientation of the controlled character and at least one direction related to the character orientation.

[0140] The third attack instruction may be triggered differently from the first attack instruction or the second attack instruction. For example, the first attack instruction or the second attack instruction may be implemented by triggering a long arrow attack control, and the third attack instruction may be implemented by triggering a short gun attack control.

[0141] Alternatively, the third attack instruction can be triggered in the same way as the first attack instruction or the second attack instruction, for example, triggered by the same attack control, or both are generated by triggering the left mouse button, but when the attack control is triggered, the attack props carried by the controlled character are different; for example, when the controlled character carries a long arrow prop and the attack control is triggered, the first attack instruction or the second attack instruction is generated; when the controlled character carries a pistol prop and the attack control is triggered, the third attack instruction is generated.

[0142] After the third attack instruction is generated, as long as the target character is within the attack direction range of the controlled character, the target character can be hit without aiming at the target character. The attack direction range includes multiple directions, specifically including the character orientation of the controlled character, and at least one direction related to the character orientation, for example, the at least one direction can be another direction adjacent to the character orientation; for example, if the character orientation is 45 degrees east by north, the at least one direction related to the character orientation can be 40-45 degrees east by north, or 45-50 degrees east by north, etc.

[0143] Specifically, the above attack direction range constitutes a preset direction angle, and the center direction of the attack direction range is the character's direction. Fig.10 The center direction of the attack direction range is the character's direction. With the character's direction as the center, it extends to the left and right by a certain angle to form the aforementioned preset direction angle; the preset direction angle can be 30 degrees, 60 degrees, etc.

[0144] After attacking and hitting the target character, the controlled character is controlled to move a preset distance in the opposite direction of the character. The preset distance can be 5 meters, 3 meters, etc.; the movement mode of the controlled character can be walking, running, jumping, etc. For example, after hitting the target character, the controlled character jumps back a preset distance. This method can make the controlled character stay away from the target character after the controlled character attacks the target character, prevent the controlled character from being hit back by the target character, and protect the hit character.

[0145] In the above method, as long as the target character is located in a certain direction range in front of the controlled character, the controlled character can hit the target character without aiming at the target character, further improving the convenience and hit rate of the attack operation.

[0146] Corresponding to the above method embodiment, see Fig.11 The interactive control device of a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and a crosshair, the game scene includes a controlled character, and the crosshair is used to indicate the aiming direction of the controlled character. The device includes:

[0147] The state control module 1100 is used for controlling entering into the aiming state in response to the first aiming instruction;

[0148] The locking module 1102 is used to control the aiming and locking of the target character in response to the relative position of the target character and the controlled character satisfying a preset position condition in the aiming state;

[0149] The attack module 1104 is used to control the attack to the target character in response to the first attack instruction when the aiming lock is completed, or to control the attack to the aiming direction indicated by the crosshair when the aiming lock is not completed.

[0150] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate the aiming direction of the controlled character. In response to a first aiming instruction, the control enters an aiming state; in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, the control aims and locks the target character; in response to a first attack instruction, when aiming and locking are completed, the control attacks the target character, or when aiming and locking are not completed, the control attacks in the aiming direction indicated by the crosshair.

[0151] In this method, in the aiming state, when the target character meets the position conditions, the target character is aimed and locked. After the attack command is issued, if the aiming is locked, the target character can be attacked directly; there is no need to aim at the target character through the crosshairs, thereby improving the convenience of the attack operation and the attack hit rate.

[0152] The above-mentioned preset position conditions include: the target character is within the field of vision of the controlled character; or, the preset position conditions include: the target character is within the field of vision of the controlled character, and the distance between the target character and the controlled character is less than a preset distance threshold; wherein, when the target character is within the field of vision of the controlled character, the target character is displayed on the graphical user interface.

[0153] The above-mentioned locking module is used to: in response to the relative position of the target character and the controlled character satisfying the preset position condition, control the locking progress of the target character to increase from the initial progress; in response to the locking progress reaching the preset progress threshold, determine that the aiming and locking are completed; wherein, the aiming and locking progress needs to consume at least a specified time from the initial progress to the preset progress threshold.

[0154] The above-mentioned device also includes a progress control module, which is used to: in response to the first attack instruction, if the locking progress does not reach a preset progress threshold, determine that the aiming and locking are not completed.

[0155] The above device also includes a locking and holding module, which is used to: in response to the movement of the target character, determine that the relative position of the target character and the controlled character meets the preset position condition, and keep the target character to continue aiming and locking.

[0156] The above-mentioned device also includes an identification display module, which is used to: in response to the relative position of the target character and the controlled character meeting the preset position condition, display a locking identification associated with the target character; wherein the locking identification is used to: indicate that the target character is aimed and locked.

[0157] The locking control module is used to: in response to the movement of the target character, determine that the relative position of the target character and the controlled character meets a preset position condition, and control the locking mark to follow the movement of the target character.

[0158] The above device also includes a state change module, which is used to: control the lock mark displayed in association with the target character to change from an initial state corresponding to the initial progress; in response to the lock progress reaching a preset progress threshold, control the lock mark to change to a specified state corresponding to the preset progress threshold.

[0159] The above-mentioned device also includes an information display module, which is used to: display progress prompt information in response to the locking progress reaching a preset progress threshold; wherein the progress prompt information is used to: indicate that the locking progress has reached the preset progress threshold.

[0160] The above-mentioned locking mark includes a locking center sub-marker and a progress indication sub-marker; wherein the progress indication sub-markers are distributed with the locking center sub-marker as the center; in the initial state, the progress indication sub-marker and the locking center sub-marker have a first distance; the above-mentioned state change module is used to: control the progress indication sub-marker to move toward the locking center sub-marker; the above-mentioned device also includes a distance control module, which is used to control the distance between the progress indication sub-marker and the locking center sub-marker to be a second distance in response to the locking progress reaching a preset progress threshold.

[0161] The above-mentioned locking center sub-identification is displayed on the designated character part of the target character; the locking center sub-identification is used to indicate: in response to the first attack instruction, when the aiming lock is completed, attack the designated character part.

[0162] The above device also includes a speed increasing module, which is used to: in response to the relative position of the target character and the controlled character satisfying a preset position condition, control the locking progress of the target character to increase from the initial progress at a preset speed.

[0163] The above device also includes a progress suspension module, which is used to: in response to the relative position of the target character and the controlled character not satisfying the preset position condition, control the locking progress to stop increasing and save the current value of the locking progress.

[0164] The above-mentioned device also includes a progress recovery module, which is used to: in response to the relative position of the target character and the controlled character satisfying a preset position condition, control the locking progress to continue to increase from the current value.

[0165] The above-mentioned device also includes a progress reduction module, which is used to: in response to the relative position of the target character and the controlled character not satisfying the preset position condition, control the locking progress to start reducing, or control the locking progress to switch to the initial progress.

[0166] The above device also includes a first crosshair display module, which is used to display the crosshair in a first display state; the above device also includes a second crosshair display module, which is used to display the crosshair in a second display state; wherein the second display state is different from the first display state.

[0167] The above-mentioned device also includes: a crosshair format control module, which is used to display the crosshair in a first display format in response to the relative position of the target character and the controlled character satisfying a preset position condition in the aiming state; in response to the relative position of the target character and the controlled character not satisfying the preset position condition in the aiming state, display the crosshair in a second display format; wherein the first display format is different from the second display format.

[0168] The attack module is used to: determine the designated character part locked by the lock mark displayed in association with the target character, and attack the designated character part.

[0169] The attack module is used to: determine that the designated character part is locked by the lock mark displayed in association with the target character, and the target character is within the field of vision of the controlled character, and attack the designated character part.

[0170] The above-mentioned device also includes an attribute reduction module, which is used to: in response to hitting a designated character part, control the character attribute of the target character to increase a first attribute value; wherein the first attribute value is greater than a second attribute value of the character attribute of the target character increased after hitting a character part other than the designated character part.

[0171] The above-mentioned device also includes a state entry module, which is used to: in response to the character attribute of the target character reaching a preset attribute threshold, control the target character to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

[0172] The above-mentioned device also includes a second state control module, which is used to: in response to hitting a designated character part, control the character attribute of the target character to increase to a preset attribute threshold; in response to the character attribute of the target character reaching the preset attribute threshold, control the target character to enter a designated character state; wherein, in the designated character state, the target character does not respond to movement control instructions, and / or skill casting instructions.

[0173] The above-mentioned device also includes an attribute increase control module, which is used to: in response to hitting the target character, interrupt the current behavior being performed by the target character and control the increase of the character attribute of the target character.

[0174] The attribute increase control module is used to: in response to hitting a character part other than a designated character part of the target character, interrupt the current behavior being performed by the target character, and control the character attribute of the target character to increase a second attribute value.

[0175] The above-mentioned device also includes an attribute value increasing module, which is used to: in response to the movement of the target character, increase the character attribute value of the target character based on the second attribute value.

[0176] The above-mentioned device also includes an attribute value reducing module, which is used to: in response to the target character stopping moving, reduce the character attribute value of the target character.

[0177] The above device also includes a speed control module, which is used to: determine the moving speed of the target character in response to the movement of the target character; and increase the character attribute value of the target character based on the second attribute value according to the moving speed, wherein the increased character attribute value is positively correlated with the moving speed.

[0178] The above-mentioned device also includes a second attack module, which is used to: in response to the relative position of the target character and the controlled character satisfying a preset position condition, display a locking mark in association with the target character; wherein the locking mark is used to: indicate a designated character part of the target character; in response to the first attack instruction, when the aiming lock is not completed, determine that the aiming direction indicated by the crosshairs is toward the designated character part, and control the attack on the designated character part.

[0179] The above-mentioned device also includes a second crosshair format control module, which is used to: in response to the crosshair not aiming at the target character, display the crosshair in a third display format; in response to the crosshair aiming at the target character, display the crosshair in a fourth display format; wherein the third display format is different from the fourth display format.

[0180] The above-mentioned device also includes a character control module, which is used to: in the aiming state, respond to the movement control instruction, control the controlled character to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character when not in the aiming state; and / or, in the aiming state, respond to the perspective adjustment instruction, control the direction of the controlled character to change at a first direction change speed; wherein the first direction change speed is less than the direction change speed of the controlled character when not in the aiming state.

[0181] The above device also includes a picture control module for controlling the virtual camera of the controlled character to move toward the controlled character in the aiming state, so that the graphical user interface can enlarge and display at least part of the game scene.

[0182] The virtual camera of the controlled character is located at a first position relative to the head of the controlled character; when the virtual camera is located at the first position, the scene image captured by the virtual camera includes the complete controlled character; the image control module is used to control the virtual camera to move from the first position toward the controlled character until it reaches a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is located at the second position, the scene image captured by the virtual camera includes part of the controlled character.

[0183] The above-mentioned device also includes a projection control module, which is used to: control the attack prop to move toward the target character in response to the first attack instruction or the second attack instruction; determine the landing position of the attack prop in the game scene in response to the attack prop not hitting the target character and the height of the attack prop in the game scene reaches a preset height threshold; and control the attack prop to move toward the target character in response to the presence of a target character within a specified range of the landing position.

[0184] The graphical user interface also displays a crosshair, which is displayed at a specified position of the graphical user interface; the device also includes a hit indication module, which is used to: display the crosshair in a specified display format in response to hitting the target character; wherein the specified display format is used to: indicate that the target character is hit.

[0185] The above-mentioned device also includes a fourth attack module, which is used to: respond to the third attack instruction, determine that the target character is within the attack direction range of the controlled character, attack the target character and hit the target character; wherein the attack direction range includes the character orientation of the controlled character, and at least one direction related to the character orientation.

[0186] The above attack direction range constitutes a preset direction angle, and the center direction of the attack direction range is the character's direction.

[0187] The above device also includes a movement control module, which is used to control the controlled character to move a preset distance in the opposite direction of the character's direction.

[0188] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.

[0189] See also Fig.12 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0190] Further, Fig.12 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0191] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.12 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.

[0192] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0193] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0194] A method for interactively controlling a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character, and in response to a first aiming instruction, controlling the player to enter an aiming state; in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, controlling the player to aim and lock the target character; in response to a first attack instruction, when aiming and locking is completed, controlling the player to attack the target character, or when aiming and locking is not completed, controlling the player to attack in the aiming direction indicated by the crosshair.

[0195] The preset position condition includes: the target character is within the field of vision of the controlled character; or, the preset position condition includes: the target character is within the field of vision of the controlled character, and the distance between the target character and the controlled character is less than a preset distance threshold; wherein, when the target character is within the field of vision of the controlled character, the target character is displayed on the graphical user interface.

[0196] In response to the relative positions of the target character and the controlled character satisfying a preset position condition, the locking progress of controlling the target character increases from an initial progress; in response to the locking progress reaching a preset progress threshold, it is determined that aiming and locking are completed; wherein the aiming and locking progress takes at least a specified time from the initial progress to the preset progress threshold.

[0197] In response to the first attack instruction, if the locking progress does not reach a preset progress threshold, it is determined that the aiming locking is not completed.

[0198] In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets a preset position condition, and the target character is kept continuously aimed and locked.

[0199] In response to the relative position of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to indicate that the target character is aimed and locked.

[0200] In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets a preset position condition, and the locking mark is controlled to move with the target character.

[0201] The lock mark associated with the target role is controlled to change from an initial state corresponding to the initial progress; in response to the lock progress reaching a preset progress threshold, the lock mark is controlled to change to a specified state corresponding to the preset progress threshold.

[0202] In response to the locking progress reaching a preset progress threshold, progress prompt information is displayed; wherein the progress prompt information is used to indicate that the locking progress reaches the preset progress threshold.

[0203] The locking mark includes a locking center sub-marker and a progress indication sub-marker; wherein the progress indication sub-markers are distributed with the locking center sub-marker as the center; in an initial state, the progress indication sub-marker and the locking center sub-marker have a first distance; the step of controlling the locking mark associated with the target character to change from an initial state corresponding to the initial progress includes: controlling the progress indication sub-marker to move toward the locking center sub-marker; in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indication sub-marker and the locking center sub-marker to be a second distance.

[0204] The lock center sub-identification is displayed on the designated character part of the target character; the lock center sub-identification is used to indicate: in response to the first attack instruction, when the aiming lock is completed, attack the designated character part.

[0205] In response to the relative position of the target character and the controlled character satisfying a preset position condition, the locking progress of the target character is controlled to increase from an initial progress at a preset speed.

[0206] In response to the relative position between the target character and the controlled character not satisfying the preset position condition, the locking progress is controlled to stop increasing and the current value of the locking progress is saved.

[0207] In response to the relative position of the target character and the controlled character satisfying a preset position condition, the control lock progress continues to increase from the current value.

[0208] In response to the relative position of the target character and the controlled character not satisfying the preset position condition, the control lock progress starts to decrease, or the control lock progress switches to the initial progress.

[0209] The crosshair is displayed in a first display state; the crosshair is displayed in a second display state; wherein the second display state is different from the first display state.

[0210] In the aiming state, in response to the relative position of the target character and the controlled character satisfying the preset position condition, the crosshair is displayed in a first display format; in the aiming state, in response to the relative position of the target character and the controlled character not satisfying the preset position condition, the crosshair is displayed in a second display format; wherein the first display format is different from the second display format.

[0211] Determine the designated character part that is locked by the lock mark displayed in association with the target character, and attack the designated character part.

[0212] Confirm that the designated character part is locked by the lock mark displayed in association with the target character, and the target character is within the field of vision of the controlled character, and attack the designated character part.

[0213] In response to hitting a designated character part, controlling a character attribute of a target character to increase a first attribute value; wherein the first attribute value is greater than a second attribute value of the target character's character attribute increased after hitting a character part other than the designated character part.

[0214] In response to a character attribute of the target character reaching a preset attribute threshold, the target character is controlled to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

[0215] In response to hitting a designated character part, controlling the character attribute of the target character to increase to a preset attribute threshold; in response to the character attribute of the target character reaching the preset attribute threshold, controlling the target character to enter a designated character state; wherein, in the designated character state, the target character does not respond to movement control instructions, and / or skill casting instructions.

[0216] In response to hitting the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase.

[0217] In response to hitting a character part other than a designated character part of the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a second attribute value.

[0218] In response to the movement of the target character, the character attribute value of the target character is increased based on the second attribute value.

[0219] In response to the target character stopping moving, the character attribute value of the target character is reduced.

[0220] In response to the movement of the target character, the moving speed of the target character is determined; and according to the moving speed, on the basis of the second attribute value, the character attribute value of the target character is increased, wherein the increased character attribute value is positively correlated with the moving speed.

[0221] In response to the relative positions of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to: indicate a designated character part of the target character; in response to a first attack instruction, when aiming lock is not completed, determine that the aiming direction indicated by the crosshairs is toward the designated character part, and control an attack on the designated character part.

[0222] In response to the crosshairs not being aimed at the target character, the crosshairs are displayed in a third display format; in response to the crosshairs being aimed at the target character, the crosshairs are displayed in a fourth display format; wherein the third display format is different from the fourth display format.

[0223] In the aiming state, in response to a movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character when not in the aiming state; and / or, in the aiming state, in response to a perspective adjustment instruction, the direction of the controlled character is controlled to change at a first direction change speed; wherein the first direction change speed is less than the direction change speed of the controlled character when not in the aiming state.

[0224] In the aiming state, the virtual camera of the controlled character is controlled to move toward the controlled character, so that the graphical user interface zooms in to display at least a portion of the game scene.

[0225] The virtual camera of the controlled character is located at: a first position relative to the head of the controlled character; when the virtual camera is located at the first position, the scene picture taken by the virtual camera includes the complete controlled character; the virtual camera is controlled to move from the first position toward the controlled character until it reaches a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is located at the second position, the scene picture taken by the virtual camera includes part of the controlled character.

[0226] In response to the first attack instruction or the second attack instruction, the attack prop is controlled to move toward the target character; in response to the attack prop not hitting the target character and the height of the attack prop in the game scene reaches a preset height threshold, the landing position of the attack prop in the game scene is determined; in response to the presence of a target character within a specified range of the landing position, the attack prop is controlled to move toward the target character.

[0227] In response to hitting the target character, a crosshair is displayed in a specified display format; wherein the specified display format is used to indicate that the target character is hit.

[0228] In response to the third attack instruction, it is determined that the target character is within the attack direction range of the controlled character, and the target character is attacked and hit; wherein the attack direction range includes the character orientation of the controlled character and at least one direction related to the character orientation.

[0229] The attack direction range constitutes a preset direction angle, and the center direction of the attack direction range is the character's direction.

[0230] Controls the controlled character to move a preset distance in the opposite direction of the character's direction.

[0231] In this method, in the aiming state, when the target character meets the position conditions, the target character is aimed and locked. After the attack command is issued, if the aiming is locked, the target character can be attacked directly; there is no need to aim at the target character through the crosshairs, thereby improving the convenience of the attack operation and the attack hit rate.

[0232] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0233] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:

[0234] A method for interactively controlling a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character, and in response to a first aiming instruction, controlling the player to enter an aiming state; in the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, controlling the player to aim and lock the target character; in response to a first attack instruction, when aiming and locking is completed, controlling the player to attack the target character, or when aiming and locking is not completed, controlling the player to attack in the aiming direction indicated by the crosshair.

[0235] The preset position condition includes: the target character is within the field of vision of the controlled character; or, the preset position condition includes: the target character is within the field of vision of the controlled character, and the distance between the target character and the controlled character is less than a preset distance threshold; wherein, when the target character is within the field of vision of the controlled character, the target character is displayed on the graphical user interface.

[0236] In response to the relative positions of the target character and the controlled character satisfying a preset position condition, the locking progress of controlling the target character increases from an initial progress; in response to the locking progress reaching a preset progress threshold, it is determined that aiming and locking are completed; wherein the aiming and locking progress takes at least a specified time from the initial progress to the preset progress threshold.

[0237] In response to the first attack instruction, if the locking progress does not reach a preset progress threshold, it is determined that the aiming locking is not completed.

[0238] In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets a preset position condition, and the target character is kept continuously aimed and locked.

[0239] In response to the relative position of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to indicate that the target character is aimed and locked.

[0240] In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets a preset position condition, and the locking mark is controlled to move with the target character.

[0241] The lock mark associated with the target role is controlled to change from an initial state corresponding to the initial progress; in response to the lock progress reaching a preset progress threshold, the lock mark is controlled to change to a specified state corresponding to the preset progress threshold.

[0242] In response to the locking progress reaching a preset progress threshold, progress prompt information is displayed; wherein the progress prompt information is used to indicate that the locking progress reaches the preset progress threshold.

[0243] The locking mark includes a locking center sub-marker and a progress indication sub-marker; wherein the progress indication sub-markers are distributed with the locking center sub-marker as the center; in an initial state, the progress indication sub-marker and the locking center sub-marker have a first distance; the step of controlling the locking mark associated with the target character to change from an initial state corresponding to the initial progress includes: controlling the progress indication sub-marker to move toward the locking center sub-marker; in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indication sub-marker and the locking center sub-marker to be a second distance.

[0244] The lock center sub-identification is displayed on the designated character part of the target character; the lock center sub-identification is used to indicate: in response to the first attack instruction, when the aiming lock is completed, attack the designated character part.

[0245] In response to the relative position of the target character and the controlled character satisfying a preset position condition, the locking progress of the target character is controlled to increase from an initial progress at a preset speed.

[0246] In response to the relative position between the target character and the controlled character not satisfying the preset position condition, the locking progress is controlled to stop increasing and the current value of the locking progress is saved.

[0247] In response to the relative position of the target character and the controlled character satisfying a preset position condition, the control lock progress continues to increase from the current value.

[0248] In response to the relative position of the target character and the controlled character not satisfying the preset position condition, the control lock progress starts to decrease, or the control lock progress switches to the initial progress.

[0249] The crosshair is displayed in a first display state; the crosshair is displayed in a second display state; wherein the second display state is different from the first display state.

[0250] In the aiming state, in response to the relative position of the target character and the controlled character satisfying the preset position condition, the crosshair is displayed in a first display format; in the aiming state, in response to the relative position of the target character and the controlled character not satisfying the preset position condition, the crosshair is displayed in a second display format; wherein the first display format is different from the second display format.

[0251] Determine the designated character part that is locked by the lock mark displayed in association with the target character, and attack the designated character part.

[0252] Confirm that the designated character part is locked by the lock mark displayed in association with the target character, and the target character is within the field of vision of the controlled character, and attack the designated character part.

[0253] In response to hitting a designated character part, controlling a character attribute of a target character to increase a first attribute value; wherein the first attribute value is greater than a second attribute value of the target character's character attribute increased after hitting a character part other than the designated character part.

[0254] In response to a character attribute of the target character reaching a preset attribute threshold, the target character is controlled to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

[0255] In response to hitting a designated character part, controlling the character attribute of the target character to increase to a preset attribute threshold; in response to the character attribute of the target character reaching the preset attribute threshold, controlling the target character to enter a designated character state; wherein, in the designated character state, the target character does not respond to movement control instructions, and / or skill casting instructions.

[0256] In response to hitting the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase.

[0257] In response to hitting a character part other than a designated character part of the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a second attribute value.

[0258] In response to the movement of the target character, the character attribute value of the target character is increased based on the second attribute value.

[0259] In response to the target character stopping moving, the character attribute value of the target character is reduced.

[0260] In response to the movement of the target character, the moving speed of the target character is determined; and according to the moving speed, on the basis of the second attribute value, the character attribute value of the target character is increased, wherein the increased character attribute value is positively correlated with the moving speed.

[0261] In response to the relative positions of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to: indicate a designated character part of the target character; in response to a first attack instruction, when aiming lock is not completed, determine that the aiming direction indicated by the crosshairs is toward the designated character part, and control an attack on the designated character part.

[0262] In response to the crosshairs not being aimed at the target character, the crosshairs are displayed in a third display format; in response to the crosshairs being aimed at the target character, the crosshairs are displayed in a fourth display format; wherein the third display format is different from the fourth display format.

[0263] In the aiming state, in response to a movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character when not in the aiming state; and / or, in the aiming state, in response to a perspective adjustment instruction, the direction of the controlled character is controlled to change at a first direction change speed; wherein the first direction change speed is less than the direction change speed of the controlled character when not in the aiming state.

[0264] In the aiming state, the virtual camera of the controlled character is controlled to move toward the controlled character, so that the graphical user interface zooms in to display at least a portion of the game scene.

[0265] The virtual camera of the controlled character is located at: a first position relative to the head of the controlled character; when the virtual camera is located at the first position, the scene picture taken by the virtual camera includes the complete controlled character; the virtual camera is controlled to move from the first position toward the controlled character until it reaches a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is located at the second position, the scene picture taken by the virtual camera includes part of the controlled character.

[0266] In response to the first attack instruction or the second attack instruction, the attack prop is controlled to move toward the target character; in response to the attack prop not hitting the target character and the height of the attack prop in the game scene reaches a preset height threshold, the landing position of the attack prop in the game scene is determined; in response to the presence of a target character within a specified range of the landing position, the attack prop is controlled to move toward the target character.

[0267] In response to hitting the target character, a crosshair is displayed in a specified display format; wherein the specified display format is used to indicate that the target character is hit.

[0268] In response to the third attack instruction, it is determined that the target character is within the attack direction range of the controlled character, and the target character is attacked and hit; wherein the attack direction range includes the character orientation of the controlled character and at least one direction related to the character orientation.

[0269] The attack direction range constitutes a preset direction angle, and the center direction of the attack direction range is the character's direction.

[0270] Controls the controlled character to move a preset distance in the opposite direction of the character's direction.

[0271] In this method, in the aiming state, when the target character meets the position conditions, the target character is aimed and locked. After the attack command is issued, if the aiming is locked, the target character can be attacked directly; there is no need to aim at the target character through the crosshairs, thereby improving the convenience of the attack operation and the attack hit rate.

[0272] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0273] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0274] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0275] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0276] 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.

[0277] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character, and the method includes: In response to the first aiming instruction, controlling entering an aiming state; In the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, controlling the target character to be aimed and locked; In response to the first attack instruction, when the aiming lock is completed, control is performed to attack the target character, or when the aiming lock is not completed, control is performed to attack in the aiming direction indicated by the crosshair.

2. The method according to claim 1, characterized in that The preset position condition includes: the target character is located within the field of vision of the controlled character; Alternatively, the preset position condition includes: the target character is located within the field of vision of the controlled character, and the distance between the target character and the controlled character is less than a preset distance threshold; Wherein, when the target character is within the field of view of the controlled character, the target character is displayed on the graphical user interface.

3. The method according to claim 1, characterized in that In response to the relative position of the target character and the controlled character satisfying a preset position condition, the step of controlling the target character to be aimed and locked comprises: In response to the relative position of the target character and the controlled character satisfying a preset position condition, controlling the locking progress of the target character to increase from an initial progress; In response to the locking progress reaching a preset progress threshold, it is determined that the aiming and locking is completed; wherein the aiming and locking progress needs to consume at least a specified time from the initial progress to the preset progress threshold.

4. The method according to claim 3, characterized in that The method further comprises: In response to the first attack instruction, if the locking progress does not reach a preset progress threshold, it is determined that the aiming locking is not completed.

5. The method according to claim 1, characterized in that The method further comprises: In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets the preset position condition, and the target character is kept to continue aiming and locking.

6. The method according to claim 1, characterized in that The method further comprises: In response to the relative position of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to indicate that the target character is to be aimed and locked.

7. The method according to claim 5, characterized in that After the step of displaying a locking mark in association with the target character, the method further includes: In response to the movement of the target character, it is determined that the relative position of the target character and the controlled character meets the preset position condition, and the locking mark is controlled to follow the movement of the target character.

8. The method according to claim 3, characterized in that After the step of controlling the locking progress of the target character to increase from the initial progress, the method further includes: Controlling the lock mark associated with the target character to change from an initial state corresponding to the initial progress; In response to the locking progress reaching a preset progress threshold, the locking mark is controlled to change to a specified state corresponding to the preset progress threshold.

9. The method according to claim 3, characterized in that: The method further comprises: In response to the locking progress reaching a preset progress threshold, progress prompt information is displayed; wherein the progress prompt information is used to indicate that the locking progress reaches the preset progress threshold.

10. The method according to claim 8, characterized in that The locking mark includes a locking center sub-mark and a progress indication sub-mark; wherein the progress indication sub-mark is distributed with the locking center sub-mark as the center; in the initial state, the progress indication sub-mark has a first distance from the locking center sub-mark; The step of controlling the lock mark associated with the target character to change from the initial state corresponding to the initial progress includes: controlling the progress indication sub-marker to move toward the lock center sub-marker; The method further includes: in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indication sub-identity and the locking center sub-identity to be a second distance.

11. The method according to claim 10, characterized in that The locking center sub-identification is displayed on the designated character part of the target character; the locking center sub-identification is used to indicate: in response to the first attack instruction, when the aiming lock is completed, an attack is made to the designated character part.

12. The method according to claim 3, characterized in that After the step of controlling the locking progress of the target character to increase from the initial progress in response to the relative position of the target character and the controlled character satisfying a preset position condition, the method further includes: In response to the relative position of the target character and the controlled character satisfying the preset position condition, the locking progress of the target character is controlled to increase from an initial progress at a preset speed.

13. The method according to claim 3, characterized in that After the step of controlling the locking progress of the target character to increase from the initial progress in response to the relative position of the target character and the controlled character satisfying a preset position condition, the method further includes: In response to the relative position between the target character and the controlled character not satisfying the preset position condition, the locking progress is controlled to stop increasing and the current value of the locking progress is saved.

14. The method according to claim 13, characterized in that In response to the relative position of the target character and the controlled character not satisfying the preset position condition, controlling the locking progress to stop increasing, and after the step of saving the current value of the locking progress, the method further includes: In response to the relative position of the target character and the controlled character satisfying the preset position condition, the locking progress is controlled to continue to increase from the current value.

15. The method according to claim 3, characterized in that After the step of controlling the locking progress of the target character to increase from the initial progress, the method further includes: In response to the relative position between the target character and the controlled character not satisfying the preset position condition, the locking progress is controlled to start decreasing, or the locking progress is controlled to switch to the initial progress.

16. The method according to claim 1, characterized in that Before controlling the step of entering the aiming state in response to the first aiming instruction, the method further includes: displaying the crosshair in a first display state; After the step of controlling entering into the aiming state in response to the first aiming instruction, the method further includes: displaying the crosshair in a second display state; wherein the second display state is different from the first display state.

17. The method according to claim 1, characterized in that The method further comprises: In the aiming state, in response to the relative position of the target character and the controlled character satisfying a preset position condition, displaying the crosshair in a first display format; In the aiming state, in response to the relative position of the target character and the controlled character not satisfying a preset position condition, the crosshair is displayed in a second display format; wherein the second display format is different from the second display format.

18. The method according to claim 1, characterized in that The step of controlling the attack on the target character comprises: Determine the designated character part locked by the locking mark displayed in association with the target character, and attack the designated character part.

19. The method according to claim 18, characterized in that The step of determining a designated character part locked by a lock mark displayed in association with the target character and attacking the designated character part comprises: Determine that the designated character part is locked by the locking mark displayed in association with the target character, and that the target character is located within the field of vision of the controlled character, and attack the designated character part.

20. The method according to claim 18, characterized in that After the step of attacking the designated character part, the method further comprises: In response to hitting the designated character part, controlling the character attribute of the target character to increase a first attribute value; wherein the first attribute value is greater than a second attribute value of the character attribute of the target character increased after hitting a character part other than the designated character part.

21. The method according to claim 20, characterized in that The method further comprises: In response to a character attribute of the target character reaching a preset attribute threshold, the target character is controlled to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

22. The method according to claim 18, characterized in that After the step of hitting the designated character part, the method further comprises: In response to hitting the designated character part, controlling the character attribute of the target character to increase to a preset attribute threshold; In response to a character attribute of the target character reaching a preset attribute threshold, the target character is controlled to enter a specified character state; wherein, in the specified character state, the target character does not respond to movement control instructions and / or skill casting instructions.

23. The method according to claim 1, characterized in that The method further comprises: In response to hitting the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase.

24. The method according to claim 23, characterized in that In response to hitting the target character, interrupting the current behavior being performed by the target character, and controlling the increase of the character attribute of the target character, comprises: In response to hitting a character part other than a designated character part of the target character, the current behavior being performed by the target character is interrupted, and the character attribute of the target character is controlled to increase a second attribute value.

25. The method according to claim 24, characterized in that The method further comprises: In response to the movement of the target character, the character attribute value of the target character is increased based on the second attribute value.

26. The method according to claim 25, characterized in that After the step of increasing the character attribute value of the target character based on the second attribute value in response to the movement of the target character, the method further comprises: In response to the target character stopping moving, the character attribute value of the target character is reduced.

27. The method according to claim 25, characterized in that In response to the movement of the target character, the step of increasing the character attribute value of the target character on the basis of the second attribute value comprises: In response to the movement of the target character, determining a movement speed of the target character; According to the moving speed, the character attribute value of the target character is increased on the basis of the second attribute value, wherein the increased character attribute value is positively correlated with the moving speed.

28. The method according to claim 1, characterized in that The method further comprises: In response to the relative position of the target character and the controlled character satisfying a preset position condition, a locking mark is displayed in association with the target character; wherein the locking mark is used to: indicate a designated character part of the target character; The step of controlling the attack in the aiming direction indicated by the crosshair in response to the first attack instruction when the aiming lock is not completed comprises: In response to the first attack instruction, when the aiming lock is not completed, it is determined that the aiming direction indicated by the crosshair is toward the designated character part, and the attack is controlled to be performed on the designated character part.

29. The method according to claim 1, characterized in that Before controlling the step of entering the aiming state in response to the first aiming instruction, the method further includes: In response to the crosshair not being aimed at the target character, displaying the crosshair in a third display format; In response to the crosshair aiming at the target character, the crosshair is displayed in a fourth display format; wherein the third display format is different from the fourth display format.

30. The method according to claim 1, characterized in that The method further comprises: In the aiming state, in response to a movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character when not in the aiming state; And / or, in the aiming state, in response to a view angle adjustment instruction, the orientation of the controlled character is controlled to change at a first orientation change speed; wherein the first orientation change speed is less than the orientation change speed of the controlled character when not in the aiming state.

31. The method according to claim 1, characterized in that The method further comprises: In the aiming state, the virtual camera of the controlled character is controlled to move toward the controlled character, so that the graphical user interface zooms in to display at least a portion of the game scene.

32. The method according to claim 31, characterized in that The virtual camera of the controlled character is located at: a first position relative to the head of the controlled character; when the virtual camera is located at the first position, the scene image captured by the virtual camera includes the complete controlled character; The step of controlling the virtual camera of the controlled character to move toward the controlled character comprises: The virtual camera is controlled to move from the first position toward the controlled character until it reaches a second position relative to a shoulder of the controlled character; wherein when the virtual camera is located at the second position, a scene image captured by the virtual camera includes a portion of the controlled character.

33. The method according to claim 1, characterized in that The method further comprises: In response to the first attack instruction or the second attack instruction, controlling the attack prop to move toward the target character; In response to the attack prop not hitting the target character and the height of the attack prop in the game scene reaching a preset height threshold, determining a landing position of the attack prop in the game scene; In response to the target character being within the specified range of the landing position, the attack prop is controlled to move toward the target character.

34. The method according to claim 1, characterized in that The method further comprises: In response to hitting the target character, the crosshair is displayed in a specified display format; wherein the specified display format is used to indicate that the target character is hit.

35. The method according to claim 1, characterized in that The method further comprises: In response to a third attack instruction, determining that the target character is within the attack direction range of the controlled character, attacking the target character and hitting the target character; The attack direction range includes the character orientation of the controlled character and at least one direction related to the character orientation.

36. The method according to claim 35, characterized in that The attack direction range constitutes a preset direction angle, and the center direction of the attack direction range is the character orientation.

37. The method according to claim 36, characterized in that After the step of attacking and hitting the target character, the method further comprises: The controlled character is controlled to move a preset distance in the opposite direction of the direction the character is facing.

38. An interactive control device for a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene and a crosshair, wherein the game scene includes a controlled character, and the crosshair is used to indicate an aiming direction of the controlled character, and the device includes: A state control module, used for controlling entering into a aiming state in response to a first aiming instruction; A locking module, configured to control aiming and locking of the target character in response to the relative position of the target character and the controlled character satisfying a preset position condition in the aiming state; The attack module is used to control the attack to the target character in response to the first attack instruction when the aiming lock is completed, or to control the attack to the aiming direction indicated by the crosshair when the aiming lock is not completed.

39. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-37.

40. 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 interactive control method of the game described in any one of claims 1-37.

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