Game interactive control methods, devices and electronic devices

By using a graphical user interface and a crosshair aiming lock mechanism in attack games, the problems of cumbersome operation and low hit rate are solved, and a more convenient and accurate attack method is achieved.

CN119701358BActive Publication Date: 2025-11-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510012034.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-03
Publication Date
2025-11-14
Estimated Expiration
2045-01-03

AI Technical Summary

Technical Problem

In attack-based games, the attack methods of player-controlled game characters carrying attack items 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 crosshair. It enters the aiming state in response to aiming commands, locks onto the target when the preset position conditions are met, and attacks when the lock is complete or attacks in the direction indicated by the crosshair when the lock is not complete.

Benefits of technology

It improves the convenience and hit rate of attack operations, reduces the reliance on the crosshair, and enhances the accuracy of attacks.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides a game interactive control method, device, and electronic device. The method includes: responding to a first aiming command, controlling entry into an aiming state; in the aiming state, responding to a preset position condition where the relative positions of a target character and a controlled character satisfy an aiming lock on the target character; and responding to a first attack command, controlling an attack on the target character when aiming lock is complete, or controlling an attack in the aiming direction indicated by the crosshair when aiming lock is not complete. This method improves the ease of operation for attacks and increases the attack hit rate.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology

[0002] In attack-based games, the player-controlled character carries an attack item, and the crosshair corresponding to the attack item is displayed in the center of the interface. The player needs to adjust the position or view 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, the purpose of the present invention is to provide an interactive control method, device and electronic device for games, so as to improve the ease of operation of attacks and improve the hit rate of attacks.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion 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 method includes: in response to a first aiming command, controlling the entry into 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 aiming lock on the target character; in response to a first attack command, controlling the attack on the target character when the aiming lock is completed, or controlling the attack in the aiming direction indicated by the crosshair when the aiming lock is not completed.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion 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: a state control module, used to control the entry into an aiming state in response to a first aiming command; a locking module, used to control the aiming lock on the target character in the aiming state in response to the relative position of the target character and the controlled character satisfying a preset position condition; and an attack module, used to control the attack on the target character when the aiming lock is completed, or to control the attack in the aiming direction indicated by the crosshair in response to a first attack command.

[0006] Thirdly, embodiments of the present invention provide 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] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.

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

[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface through a terminal device. The graphical user interface displays at least a portion 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. In response to a first aiming command, 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 locks onto the target character. In response to a first attack command, when the aiming lock is completed, the control attacks the target character, or when the aiming lock is not completed, the control attacks in the aiming direction indicated by the crosshair.

[0010] In this method, when the target character meets the position conditions in the aiming state, the aiming lock is performed on the target character. After the attack command is issued, if the aiming lock is completed, the attack can be carried out directly on the target character; there is no need to aim at the target character through the crosshair, thereby improving the convenience of the attack operation and the attack hit rate.

[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0014] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;

[0015] Figure 2This is a schematic diagram of the locking indicator in the initial state provided in an embodiment of the present invention;

[0016] Figure 3 This is a schematic diagram illustrating the changing state of the locking identifier provided in an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a locking indicator when the locking progress reaches a preset progress threshold, provided in 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 the 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 in an embodiment of the present invention;

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

[0023] Figure 10 A schematic diagram illustrating the attack direction range provided in an embodiment of the present invention;

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

[0025] Figure 12 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0027] Considering that attack methods in attack-based games are cumbersome to operate and have a low hit rate, this invention provides an interactive control method, device, and electronic device for games that can be applied to attack-based games or other games that require attack operations.

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

[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. 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 capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0031] In one possible implementation, this invention provides a game interaction control method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0032] The graphical user interface (GUI) displays at least a portion of the game scene and a crosshair. The game scene includes the controlled character, and the crosshair indicates the controlled character's aiming direction. The scene area displayed in the GUI encompasses the controlled character's field of view; scene locations not within the controlled character's field of view are not displayed. This scene is captured by a virtual camera associated with the controlled character. The virtual camera's field of view is the controlled character's field of view. When the controlled character's position or orientation changes, the controlled character's field of view, i.e., the virtual camera's field of view, changes, and thus the scene changes accordingly.

[0033] The aforementioned crosshair is an indicator displayed in a fixed position on the graphical user interface; for example, the crosshair is displayed in the center of the graphical user interface, or slightly above the center of the graphical user interface. As the target object moves, the controlled object moves, or the viewpoint of the controlled object changes, the aiming direction of the crosshair changes; the aiming direction of the crosshair may be in the direction of the target object, or it may be in another direction.

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

[0035] Step S102: In response to the first aiming command, control enters the aiming state;

[0036] This first aiming command can be generated by triggering a specified control or a specified shortcut key. For example, a graphical user interface provides an attack control; clicking the attack control directly executes the attack, while long-pressing the attack control generates the aforementioned first aiming command and enters the aiming state.

[0037] For example, pressing and holding the shortcut key F generates the first aiming command and enters aiming mode; when you lift your finger from the F key, the F key is released, but you remain in aiming mode. Pressing the shortcut key again ends the aiming mode.

[0038] Step S104: In the aiming state, in response to the relative position of the target character and the controlled character satisfying the preset position conditions, control the aiming lock on the target character;

[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 lock onto a target character, the target character must be at least within the controlled character's field of vision. When the target character is within the field of vision, it is displayed on the scene screen. In one method, locking onto the target character can be performed as long as the target character is within the controlled character's field of vision, that is, as long as the target character is displayed on the scene screen.

[0041] In another approach, besides the target character being within the controlled character's field of vision, other conditions must be met before aiming and locking onto the target character. For example, the distance between the target character and the controlled character must meet a distance condition, or the direction in which the target character is equivalent to the controlled character must meet a direction condition. Only when all preset positional conditions are met can aiming and locking onto the target character be performed.

[0042] Step S106: In response to the first attack command, 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 command can be generated by clicking the attack control on the graphical user interface. If the attack control is pressed and held in the aforementioned aiming state, the first attack command can be generated by releasing the attack control. Alternatively, the first attack command can be generated by clicking the left mouse button, or by triggering a shortcut key for attack.

[0044] The controlled character can carry attack items, such as firearms and bows; after generating the first attack command, it attacks the target character. After generating the first attack command, there are two scenarios: First, aiming and locking onto the target character is complete; in this case, since the target character is locked, the attack is launched directly. If the target character is not obstructed, or if the target character consistently meets the aforementioned preset position conditions, the attack will hit.

[0045] In another scenario, when the first attack command is generated, the aiming lock is not yet complete. In this case, the control will attack in the aiming direction indicated by the crosshair. If there is a target character in the aiming direction indicated by the crosshair, the target character will be hit. If there is no target character in the aiming direction indicated by the crosshair, the target character will not be hit.

[0046] The interactive control method of the above game provides a graphical user interface through a terminal device. The graphical user interface displays at least part of the game scene and a crosshair. The game scene includes a controlled character. The crosshair is used to indicate the aiming direction of the controlled character. In response to a first aiming command, the control enters the 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 locks onto the target character. In response to a first attack command, when the aiming lock is completed, the control attacks the target character, or when the aiming lock is not completed, the control attacks in the aiming direction indicated by the crosshair.

[0047] In this method, when the target character meets the position conditions in the aiming state, the aiming lock is performed on the target character. After the attack command is issued, if the aiming lock is completed, the attack can be carried out directly on the target character; there is no need to aim at the target character through the crosshair, thereby improving the convenience of the attack operation and the attack hit rate.

[0048] In one specific implementation, the aforementioned preset position condition includes: the target character is within the field of view of the controlled character; wherein, when the target character is within the field of view of the controlled character, the target character is displayed in the graphical user interface. That is, as long as the target character is displayed in 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 conditions include: 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 in 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, such as 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 conditions, 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, then even if the target character is displayed in the graphical user interface, aiming and locking onto the target character is not possible.

[0051] In response to the target character and the controlled character's relative position satisfying a preset position condition, the target character's locking progress increases from the initial progress; in response to the locking progress reaching a preset progress threshold, the aiming lock is determined to be complete; wherein, the aiming lock progress from the initial progress to the preset progress threshold requires at least a specified time.

[0052] Once the relative positions of the target character and the controlled character meet the preset position conditions, the locking progress begins to increase from the initial progress; this initial progress can be 0%, or other progress values. The locking progress can begin to increase at a preset speed. When the locking progress changes, it can be displayed in the graphical user interface, indicated by changes in the shape or display status of the locking icon, or by displaying a progress bar whose length indicates the locking progress.

[0053] The preset progress threshold can be 100% or other progress values. When the lock progress reaches the preset entry threshold, a prompt message can be displayed in the graphical user interface indicating that the lock progress has reached the preset progress threshold. For example, the prompt can be displayed through a lock icon, text, or a progress bar indicating that the progress is full.

[0054] It should be noted that for the lock progress to reach the preset progress threshold from the initial progress, it takes at least a specified time, for example, 5 seconds. The lock progress can change at a preset speed. The time taken is obtained by dividing the difference between the preset progress threshold and the initial progress by the preset speed. After the lock indicator locks the target character, the target character or the controlled character may move. The lock progress will only change when the relative positions of the target character and the controlled character consistently meet the aforementioned preset position conditions.

[0055] If, after the lock flag locks the target role, the target role no longer meets the preset position condition during the lock progress change, the lock progress will stop changing, or the lock progress will start decreasing at a preset speed, or the lock progress will directly switch to the initial progress. When the target role meets the preset position condition again, the lock progress needs to continue changing. 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 command, if the lock-on progress has not reached the preset progress threshold, it is determined that the aiming lock is not complete. When the first attack command is generated, if the lock-on progress has not reached the preset progress threshold, the aiming lock on the target object is not complete. In this case, an attack will be launched in the aiming direction indicated by the crosshair.

[0057] Furthermore, in response to the movement of the target character, the system determines that the relative positions of the target character and the controlled character meet preset position conditions, and maintains the target character's aiming lock. Once aiming lock begins, if the target character moves within the game scene, as long as the relative positions of the target character and the controlled character meet the preset position conditions, the target character will always maintain the aiming lock state, and the lock progress will continue to increase.

[0058] In response to the relative positions of the target character and the controlled character meeting preset position conditions, a lock icon is displayed associated with the target character; wherein, the lock icon is used to indicate that the target character is being targeted and locked.

[0059] In this embodiment, to improve the convenience and hit rate of the attack operation, a lock-on indicator is displayed after aiming and locking onto the target character. The lock-on indicator can be in the form of a graphic, symbol, or text. The lock-on indicator is displayed in association with the target character, which can be understood as the lock-on indicator being displayed at a specified location on the target character, for example, on a specified model part of the target character's character model, such as the torso or head; it can also be displayed at the top or bottom of the target character's character model.

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

[0061] Furthermore, in response to the movement of the target character, the system determines that the relative position between the target character and the controlled character meets preset position conditions, and the control lock flag follows the target character's movement. 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 movement control commands.

[0062] When the target character moves, if the relative position between the target character and the controlled character always meets the preset position conditions, the locking indicator will follow the target character's movement, meaning the locking indicator will always lock the target character. During the movement, the relative position between the locking indicator and the target character remains unchanged.

[0063] In one implementation, the locking progress is indicated by the state of the locking identifier. At the initial progress stage, the locking identifier has an initial state. The initial state can be the initial shape, initial size, initial color, etc. of the locking identifier. The locking identifier associated with the target role 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 identifier is controlled to change to the specified state corresponding to the preset progress threshold.

[0064] The specified state here can correspond to the aforementioned initial state. Specifically, the specified state can be a specified shape, a specified size, a specified color, etc. The state of the lock icon can change from the initial state to the specified state at a preset speed. The time taken for the initial state to change to the specified 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 indicator message is displayed. This progress indicator message indicates that the locking progress has reached the preset progress threshold. The progress indicator message can be displayed via a locking icon, such as by flashing the locking icon or by illuminating the locking icon; the progress indicator message can also be in text form, indicating that the locking progress has reached the preset progress threshold.

[0066] In one specific manner, see Figure 2 The locking identifier includes a locking center sub-identifier and a progress indicator sub-identifier; wherein, the progress indicator sub-identifier is distributed around the locking center sub-identifier; in the initial state, the progress indicator sub-identifier and the locking center sub-identifier have a first distance.

[0067] exist Figure 2 In the example, the lock center sub-identifier is a black diamond, and the progress indicator sub-identifier is an arc. Figure 2 It 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, and this first distance is the maximum distance between the progress indicator sub-identifier and the locking center sub-identifier.

[0068] The control progress indicator sub-identifier moves towards the locking center sub-identifier. In response to the locking progress reaching a preset progress threshold, the distance between the control progress indicator sub-identifier and the locking center sub-identifier is set as a second distance. For example... Figure 3 In the diagram, (a) is the lock identifier in the initial state, (b) is the progress indicator sub-identifier moving towards the lock center sub-identifier, and the distance between the progress indicator sub-identifier and the lock center sub-identifier is less than the first distance; (c) is the progress indicator sub-identifier and the lock center sub-identifier reaching the second distance, and the second distance is the minimum distance between the progress indicator sub-identifier and the lock center sub-identifier.

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

[0070] In the above method, the status of the lock indicator shows the change in the lock progress. When the lock progress reaches the preset progress threshold, the lock indicator reaches the specified state, so that players can know the change in the lock progress in real time, guide players to judge the attack time, and improve attack efficiency and hit rate.

[0071] Furthermore, the aforementioned lock-on center sub-identifier is displayed on the designated character part of the target character; the lock-on center sub-identifier is used to indicate that, in response to the first attack command, an attack is launched on the designated character part upon completion of aiming and locking. The designated character part may differ for different target characters. Figure 4 The target character is locked, and the center sub-identifier is displayed at the target character's heart location, meaning that the heart location is the designated body part; the designated body part can also be the head, abdomen, etc. This designated body part is the part of the target character that is hit after the first attack command is generated.

[0072] If a player triggers the first attack command and hits the target character, the hit is on the designated character part. In practice, hitting a designated character part yields greater benefits than hitting other parts of the target character. For example, hitting a designated part can reduce the target character's health by more or immobilize the target character for a longer period. This method can further improve the hit rate of attack operations.

[0073] In one specific implementation, in response to the first attack command, after aiming and locking are completed, the system controls the attack on the target character, determines the designated character part locked by the lock-on indicator associated with the target character, and attacks the designated character part. In this case, the designated character part may be hit. Figure 4 Based on this, a first attack command is generated, which then attacks the specified character part, and that specified character part may be hit.

[0074] In another approach, the target character is identified by a lock-on indicator, and the target character is within the controlled character's field of vision. An attack is then launched at the designated target character's part. After generating the first attack command, it's necessary to determine if the target character is currently within the field of vision. If the target character is within the field of vision, the attack proceeds to the designated target character's part. For example, if the target character is obscured by an obstacle or another game character, the target character is out of the field of vision, and in this case, the attack cannot be launched at the designated target character's part.

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

[0076] When aiming and the lock-on progress reaches a preset threshold, the first attack command is triggered, which can hit the specified character part; alternatively, when not in aiming mode, the second attack command is triggered by aiming at the specified character part using the crosshair standard, which can also hit the specified character part.

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

[0078] In one example, after hitting a specific character part, the target character's bleeding attribute decreases by the first attribute value, such as 100. After hitting other character parts, the target character's bleeding attribute decreases by the second attribute value, such as 50.

[0079] If the lock-on progress has not reached the preset progress threshold, the player will respond to the first attack command and attack in the direction the crosshair is aiming. Since it takes at least a specified amount of time for the lock-on progress to reach the preset progress threshold from the initial progress, if the player performs an attack operation and generates the first attack command before reaching the preset progress threshold, the player will not be able to attack the target object locked by the lock-on marker, but will instead attack in the direction the crosshair is aiming.

[0080] It should be noted that the crosshair and the lock-on indicator are different. The lock-on indicator follows the movement of the target object, while the crosshair is an indicator displayed in a fixed position on the graphical user interface. Therefore, as the target object moves, the controlled object moves, or the controlled object's viewpoint changes, the direction the crosshair is aiming at changes. When the preset progress threshold is not reached and the first attack command is generated, the direction the crosshair is aiming at may be the direction where the target object is located, or it may be another direction.

[0081] If the crosshair is aimed in the direction of the target object, it may hit the target object even before the preset progress threshold is reached, for example, hitting a specific part of the target object or another part of the target object. If the crosshair is not aimed in the direction of the target object, the target object will not be hit.

[0082] In one specific implementation, in response to the relative positions 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 the initial progress at a preset speed. After the target character locks on and aims, if the relative positions of the target character and the controlled character always satisfy the preset position condition, the locking progress will increase to a preset progress threshold in the shortest possible time; for example, the ratio of the difference between the preset progress threshold and the initial progress to the preset speed is the specified time for the locking progress to reach the preset progress threshold.

[0083] In response to a situation where the relative positions of the target character and the controlled character do not meet the preset position conditions, the locking progress is halted, and the current value of the locking progress is saved. During the locking progress increase, either the target character or the controlled character may move, causing the distance between them to increase, or the target character may be obscured and move out of the controlled character's field of vision. In such cases, the locking progress is halted. For example, when the locking progress reaches 40%, if the relative positions of the target character and the controlled character no longer meet the preset position conditions, the locking progress will remain at 40%, and the current value of 40% will be saved.

[0084] After the locking progress is halted, in response to the target character and the controlled character's relative positions meeting preset position conditions, the locking progress continues to increase from its current value. When the relative positions of the target character and the controlled character again meet the preset position conditions, the locking progress resumes increasing. For example, if the currently maintained locking progress value is 40%, it will continue to increase from 40%. Additionally, a duration for which the current value is effective can be set. If the relative positions of the target character and the controlled character still do not meet the preset position conditions within the effective duration, the current value is cleared. If the relative positions of the target character and the controlled character again meet the preset position conditions, the locking progress increases from its initial value.

[0085] In another approach, in response to the target character and the controlled character's relative positions not meeting preset position conditions, the locking progress is either reduced or switched back to the initial progress. When reducing the locking progress, the reduction rate can be preset; this rate can be the same as or different from the preset rate used for increasing the locking progress. The longer the relative positions of the target character and the controlled character do not meet the preset position conditions, the more the locking progress decreases, until it returns to the initial progress.

[0086] When the 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, the lock progress will be switched to the initial progress regardless of the current lock 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 conditions are met, and the change in the locking progress is controlled. Compared with the attack operation of aiming with a crosshair, controlling the satisfaction of the preset position conditions is relatively easier to operate, thus making the attack operation more convenient and the hit rate higher.

[0088] In actual implementation, the graphical user interface also displays a crosshair, which is shown at a designated location within the interface. This crosshair is used to aim at and attack a target character when not in the aforementioned aiming state. The crosshair has various display formats and states.

[0089] When not in aiming mode, in response to the crosshair not being aimed at a target, the crosshair is displayed in a third display format; understandably, the crosshair is always displayed in a designated location on the graphical user interface, such as... Figure 5 In the center, the crosshair is displayed in the upper center of the graphical user interface. This third display format is used to indicate that the current crosshair is not aimed at a target.

[0090] In response to the crosshair aiming at a target, the crosshair is displayed in a fourth display format; the third display format differs from the fourth display format. Figure 5 Based on this, the controlled character may move or the viewpoint may change, and the target character may also move. Then the crosshair is aimed at the target character, such as... Figure 6 At this time, the crosshair display format changes from... Figure 5 The third display format shown has been transformed into Figure 6 The fourth display format shown.

[0091] exist Figure 5 and Figure 6 In the example, Figure 5 The crosshair in the center is two horizontal lines. Figure 6 The crosshair consists of two horizontal lines and a dot between them. Of course, the third and fourth display formats can also differ in other ways, such as display color or display size, as long as the third and fourth display formats are different.

[0092] exist Figure 6 Based on the first attack command, an attack is launched in response to a second attack command. This second attack command and the aforementioned first attack command can be generated by triggering the same control or shortcut key, or they can be generated by triggering different controls or shortcut keys. For example, an attack control is provided in the graphical user interface. When not in aiming mode, triggering this attack control generates the second attack command. When aiming mode is entered and the progress threshold reaches a preset progress threshold, triggering this attack control generates the first attack command.

[0093] If a second attack command is generated before entering aiming mode, the attack will be directed in the direction the crosshair is aiming. If the crosshair is aimed at the target character, such as... Figure 6 If the crosshair is not aimed at the target character, then the attack will proceed, and the target character will be hit. Figure 5 If you attack in the direction the crosshair is aimed at, you will be unable to hit the target character.

[0094] In another method, when not in aiming mode, the crosshair is displayed in a first display state; this first display state is... Figure 5 or Figure 6 The display states are as follows: 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, which differs from the first display state. The display state of the crosshair indicates whether the aiming state has been entered; for example... Figure 7 In the aiming mode, the two horizontal lines in the crosshair are hidden, and only the dot is displayed.

[0095] The difference between the second display state and the first display state can also be in other forms, such as color change, size change, shape change, etc., as long as the second display state is different from the first display state.

[0096] Furthermore, in aiming mode, in response to the relative position of the target character and the controlled character satisfying the preset position conditions, the crosshair is displayed in the first display format; when the relative position of the target character and the controlled character satisfies the preset position conditions, the target character will display a lock indicator, and at the same time, the crosshair 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 aiming mode, in response to the relative position of the target character and the controlled character not meeting the preset position conditions, the crosshair is displayed in a second display format; wherein, the second display format is different from the second display format. When in response to the relative position of the target character and the controlled character not meeting the preset position conditions, the target character will not be associated with the lock indicator, and at the same time, the crosshair is displayed in the second display format, which is used to indicate that the target object is not locked at this time.

[0098] contrast Figure 7 and Figure 8 , Figure 7 If the relative positions of the target character and the controlled character meet the preset position conditions, the crosshair is displayed in the first display format; Figure 8 In response to situations where the relative positions of the target character and the controlled character do not meet the preset position conditions, the crosshair is displayed in a second display format. Figure 7 and Figure 8 In the example, the first display format is a black fill for the crosshair, and the second display format is a gray fill for the crosshair. The first display format and the second display format can be different, or the edge lines, the shape of the marks, etc., as long as the first display format and the second display format are different.

[0099] In the above method, different display formats or states of the crosshair indicate whether the crosshair is aimed at the target character, whether it has entered the aiming state, and whether it has locked onto the target character. Changes in the state or format of the crosshair indicate the current operation state, assisting players in performing subsequent operations or decisions, and improving the convenience and hit rate of attack operations.

[0100] In one implementation, in response to the target character's attribute 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 commands and / or skill casting commands.

[0101] The aforementioned preset attribute thresholds can be pre-set, for example, 100, 200, etc. After a target character is hit, the character's attributes will increase. The target character may reach the preset attribute threshold after being hit once, or it may take multiple hits before the character's attributes reach the preset attribute threshold. As can be seen from the aforementioned embodiments, when a specific part of the target character is hit, the increase in character attributes is significant; it is possible that the target character's attributes will reach the preset attribute threshold after being hit only once in the specified part. If the specified part is not hit, it may be necessary to hit other parts of the target character multiple times before the character's attributes reach the preset attribute threshold.

[0102] When a character's attributes reach a preset threshold, the target character enters a designated character state, which can be a stunned state, a frozen state, or similar conditions. This designated character state can last for a certain duration; after the duration is reached, the designated character state ends, and the target character returns to its normal state.

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

[0104] In practice, under a given character state, the target character may neither respond to movement control commands nor skill casting commands; or, the target character may not respond to movement control commands but respond to skill casting commands; or, the target character may respond to movement control commands but not skill casting commands. Therefore, by attacking the target character, their behavior can be restricted, extending the time the target character has to perform other tasks and improving their performance in the game.

[0105] In one approach, in response to hitting a designated character part, the target character's character attributes are increased to a preset attribute threshold; in response to the target character's character attributes 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 commands and / or skill casting commands.

[0106] In this method, once a designated part of the target character is hit, the target character's attribute will reach a preset attribute threshold. This designated character state can be a stunned state, a frozen state, etc. This designated character state can last for a certain duration; after the duration is reached, the designated character state ends, and the target character returns to its normal state. While in the designated character state, the target character may neither respond to movement control commands nor skill casting commands; or, the target character may not respond to movement control commands but respond to skill casting commands; or, the target character may respond to movement control commands but not skill casting commands.

[0107] In another approach, upon hitting a target character, the target character's current action is interrupted, and the target character's attributes are increased. This can be done by hitting a specific part of the target character's body or another part. After being hit, the target character's current action is interrupted, which can be movement, item casting, skill casting, etc. After the target character's current action is interrupted, the target character can enter a specified character state for a certain period of time, such as not responding to movement control commands or skill casting commands.

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

[0109] Additionally, when a target character is hit, their character attributes increase. These attributes can increase directly to a preset value or by a preset increment; alternatively, they can increase gradually at a certain rate. For example, if the character's attribute is Bleeding, after being hit, the target character enters a Bleeding state, and the Bleeding attribute gradually increases during this state.

[0110] In response to hitting a character part other than the designated character part, the current action being performed by the target character is interrupted, and the target character's character attribute is increased by a second attribute value. For example, if the designated character part is the head, hitting the head interrupts the current action being performed by the target character, and the target character's character attribute is increased by a first attribute value; if hitting a character part other than the head, the current action being performed by the target character is interrupted, and the target character's character attribute is increased by a second attribute value; this second attribute value is lower than the aforementioned first attribute value.

[0111] Furthermore, in response to the target character's movement, the target character's attribute value is increased based on the second attribute value. That is, if a part of the target character other than the designated part is hit, and the target character ends the designated character state, the target character can still respond to movement control commands, at which point the target character will move. While the target character moves, the aforementioned attribute value continues to increase based on the second attribute value, and the target character's attribute value will further increase to a value greater than the second attribute value. In response to the target character stopping movement, the target character's attribute value is decreased.

[0112] In one example, initially, the character's attribute value is 0. After hitting a part of the target character other than a designated part, a second attribute value is added, for example, to 50, so the character's attribute value is now 50. Then, the target character starts moving again, and the character's attribute value increases by another 10, reaching 60. Then, after the target character stops moving, the character's attribute value decreases, for example, to 55.

[0113] Furthermore, in response to the target character's movement, the target character's movement speed is determined. Based on the movement speed, the target character's attribute value is increased on top of the second attribute value, where the increased attribute value is positively correlated with the movement speed. It can be understood that the faster the movement speed, the greater the increase in attribute value; when the attribute is bleeding, the faster the target character's movement speed, the greater the bleeding value corresponding to the bleeding attribute.

[0114] In the above method, after the target character's body part other than the designated body part is hit and the target character ends the designated body part state, the amount 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 smaller. This realizes the game between the target character and the controlled character and increases the game's strategic attributes.

[0115] In another implementation, in response to hitting a character part other than a designated character part, the target character's current action is interrupted, and the target character's attributes are increased according to a first speed. This first speed can be understood as a default speed, for example, the first speed is an increase of 1 character attribute per second. The state of increasing character attributes can be preset for a certain duration, during which the character attributes increase according to the first speed.

[0116] In one specific implementation, in response to the relative positions of the target character and the controlled character satisfying preset position conditions, a lock icon is displayed associated with the target character; wherein, the lock icon is used to: indicate a designated part of the target character; in response to the first attack command, when aiming lock is not completed, the aiming direction indicated by the crosshair is determined to be towards the designated part of the character, and the attack is controlled to be carried out towards the designated part of the character.

[0117] In this method, the lock icon can provide a specified part of the target character; for example, the lock icon overlaps with the specified part of the character, or the lock center sub-icon in the lock icon overlaps with the specified part of the character.

[0118] Since it takes a certain amount of time to lock onto the target, in order to improve operational efficiency, once the target character's designated body part is exposed through the lock-on marker, the player can immediately execute the attack operation, thereby generating the aforementioned first attack command. Before executing the attack operation, it may be necessary to adjust the aiming direction of the crosshair indicator so that the aiming direction is towards the target character's designated body part. At this time, since the aiming lock is not yet complete, the player can control the attack to target the designated body part aimed at by the crosshair, thereby improving attack efficiency.

[0119] In other implementations, the controlled character is also affected while in aiming mode. While aiming mode, in response to movement control commands, the controlled character is moved at a first movement speed, which is less than the movement speed of the controlled character when not in aiming mode.

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

[0121] And / or, in aiming mode, in response to a view adjustment command, control the orientation of the controlled character to change according to a first orientation change rate; wherein the first orientation change rate is less than the orientation change rate of the controlled character when not in aiming mode.

[0122] View adjustment commands can be generated by triggering actions on the scene in the graphical user interface, such as sliding on the scene or moving the mouse over the scene while it is hovering. These commands change the orientation of the controlled character, and the scene changes accordingly. When aiming, the rate of orientation change for the controlled object is reduced; for example, the initial orientation change rate is 80% of the rate when not aiming.

[0123] While aiming, the controlled character's movement speed and orientation change rate are both reduced, or only the movement speed or only the orientation change rate is reduced.

[0124] In the above method, by reducing the movement speed or orientation change speed of the controlled character in the aiming state, it is beneficial for the lock mark to lock onto the target character more stably, reducing the chance of the lock progress not reaching the preset progress threshold due to player misoperation, thereby improving the hit rate of the attack.

[0125] Furthermore, in aiming mode, the virtual camera controlling the controlled character moves towards the character, causing the graphical user interface to zoom in on at least a portion of the game scene. As the virtual camera approaches the controlled character, the area of ​​the game scene displayed on the graphical user interface shrinks, effectively zooming in on a smaller area of ​​the scene. Typically, the virtual camera is behind the controlled character's head; when the virtual camera moves towards the controlled character, the graphical user interface can zoom in on the area of ​​the scene in front of the controlled character.

[0126] In one specific implementation, 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 at the first position, the scene captured 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 at the second position, the scene captured by the virtual camera includes part of the controlled character.

[0127] The aforementioned first position can be above and behind the head, for example, 2 meters away from the head. When the scene is in third-person view, 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 captured by the virtual camera includes the complete controlled character, for example, the complete back view or side view of the controlled character. When entering aiming mode, the virtual camera moves closer to the controlled character, and the scene captured by the virtual camera after moving closer 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.

[0128] The aforementioned second location could be above the left or right shoulder of the controlled character, for example, 20 centimeters away from the left shoulder or 20 centimeters away from the right shoulder. When the virtual camera moves towards the controlled character, it can be understood as the scene view magnifying the area in front of the controlled character, which helps the player observe the scene area in front while aiming, facilitating target locking and attack, and increasing the hit rate of attacks.

[0129] This embodiment also provides an attack method. In response to a first attack command or a second attack command, the attack prop is controlled to move towards the target character; in response to the attack prop missing the target character and the height of the attack prop in the game scene reaching 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 towards the target character.

[0130] The aforementioned attack items can be arrows, bullets, or similar items. After generating the first or second attack command, the attack item moves from the controlled character towards the target character. The trajectory of the attack item during its movement can be a straight line or a parabolic trajectory.

[0131] If the attack item misses the target character, it can be hit by throwing it. Specifically, when the height of the attack item in the game scene reaches a preset height threshold, this preset height threshold can be a fixed height value or a height determined based on the movement state of the attack item. For example, the preset height threshold is the maximum height the attack item can reach.

[0132] For example, when an attack prop moves along a parabolic trajectory, it will first reach its 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's position and movement trajectory; then, it can be determined whether a target character exists within a specified range of the landing point.

[0133] The specified range can be preset, 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 a 60-degree angle 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 a target character exists within the specified range, the movement path of the attack item can be automatically adjusted to control the attack item to move towards and hit the target character.

[0135] In this method, if the attack item misses the target character and reaches a preset height threshold, and there is a target character around the landing location of the attack item, the movement path of the attack item can be adjusted to move towards the target character, thereby further improving the hit rate of the attack operation.

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

[0137] The specified display format can include specifying graphics, specifying colors, blinking, glowing, etc. Figure 9 In the example, when a target character is hit, the crosshair displays four lines and a dot, with the four lines highlighted in bold to indicate that the target character has been hit. This provides immediate feedback to the player, enhancing their gaming experience.

[0138] Additionally, if a target character's specific body part is hit, the crosshair display format can indicate that the target body part has been hit. For example, when other body parts of the target character are hit, the crosshair is white, and when a specific body part is hit, the crosshair is red.

[0139] In other methods, in response to a third attack command, the target character is determined to be within the attack direction range of the controlled character, and an attack is launched at the target character and hits the target character; wherein, the attack direction range includes the controlled character's orientation and at least one direction related to the character's orientation.

[0140] The third attack command may be triggered differently from the aforementioned first or second attack command. For example, the aforementioned first or second attack command may be triggered by the long arrow attack control, while the third attack command may be triggered by the short gun attack control.

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

[0142] After generating the third attack command, as long as the target character is within the attack direction range of the controlled character, the attack will hit the target character without aiming at the target character. This attack direction range includes multiple directions, specifically the controlled character's facing direction, and at least one direction related to the character's facing direction. For example, the at least one direction can be another direction adjacent to the character's facing direction; for example, if the character's facing direction is 45 degrees east of north, the at least one direction related to the character's facing direction can be 40-45 degrees east of north, or 45-50 degrees east of north, etc.

[0143] Specifically, the aforementioned attack direction range forms a preset directional angle, with the center of the attack direction range pointing towards the character's facing direction. (Reference) Figure 10 The center direction of the attack direction range is the character's facing direction. Extending to the left and right at certain angles from the character's facing direction, the aforementioned preset directional angle is formed. The preset directional angle can be 30 degrees, 60 degrees, etc.

[0144] After attacking and hitting the target character, the controlled character moves a preset distance in the opposite direction of the target character's facing. This preset distance can be 5 meters, 3 meters, etc.; the controlled character can move by walking, running, jumping, etc. For example, after hitting the target character, the controlled character jumps backward a preset distance. This method allows the controlled character to move away from the target character after attacking, preventing the controlled character from being attacked by the target character's counterattack and protecting the attacked character.

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

[0146] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 11 The illustrated interactive control device for a game provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion 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 status control module 1100 is used to control the entry into the aiming state in response to the first aiming command;

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

[0149] The attack module 1104 is used to respond to the first attack command by controlling an attack on the target character when aiming lock is completed, or controlling an attack in the aiming direction indicated by the crosshair when aiming lock is not completed.

[0150] The interactive control device of the aforementioned game provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion 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. In response to a first aiming command, the device controls the entry into 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 device controls the aiming lock on the target character. In response to a first attack command, when the aiming lock is completed, the device controls the attack on the target character, or when the aiming lock is not completed, the device controls the attack in the aiming direction indicated by the crosshair.

[0151] In this method, when the target character meets the position conditions in the aiming state, the aiming lock is performed on the target character. After the attack command is issued, if the aiming lock is completed, the attack can be carried out directly on the target character; there is no need to aim at the target character through the crosshair, thereby improving the convenience of the attack operation and the attack hit rate.

[0152] The aforementioned preset location conditions include: the target character is within the field of vision of the controlled character; or, the preset location 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 in the graphical user interface.

[0153] The aforementioned locking module is used to: control 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 the preset position conditions; and determine that aiming and locking is completed in response to the locking progress reaching the preset progress threshold; wherein the aiming and locking progress from the initial progress to the preset progress threshold requires at least a specified time.

[0154] The aforementioned device also includes a progress control module, used to: in response to a first attack command, determine that aiming and locking are not complete if the locking progress has not reached a preset progress threshold.

[0155] The aforementioned device also includes a lock-holding module, used to: in response to the movement of the target character, determine that the relative position between the target character and the controlled character meets a preset position condition, and maintain the target character to continue aiming and locking.

[0156] The aforementioned device further includes an identification display module, used to: display a locking identifier associated with the target character in response to the relative position of the target character and the controlled character satisfying a preset position condition; wherein the locking identifier is used to: indicate aiming and locking onto the target character.

[0157] The aforementioned locking control module is used to: respond to the movement of the target character, determine that the relative position between the target character and the controlled character meets the preset position conditions, and control the locking flag to follow the target character's movement.

[0158] The aforementioned device also includes a state change module, used to: control the lock indicator displayed associated with the target role to change from the initial state corresponding to the initial progress; and control the lock indicator to change to the specified state corresponding to the preset progress threshold in response to the lock progress reaching a preset progress threshold.

[0159] The aforementioned device further includes an information display module, 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 aforementioned locking identifier includes a locking center sub-identifier and a progress indicator sub-identifier; wherein, the progress indicator sub-identifiers are distributed around the locking center sub-identifier; in the initial state, the progress indicator sub-identifiers and the locking center sub-identifiers have a first distance; the aforementioned state change module is used to: control the progress indicator sub-identifiers to move toward the locking center sub-identifier; the aforementioned device further includes a distance control module, used to control the distance between the progress indicator sub-identifiers and the locking center sub-identifiers to a second distance in response to the locking progress reaching a preset progress threshold.

[0161] The aforementioned lock-on center sub-identifier is displayed on the designated character part of the target character; the lock-on center sub-identifier is used to indicate: in response to the first attack command, when aiming and locking are completed, an attack is carried out on the designated character part.

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

[0163] The aforementioned device also includes a progress abort module, used to: in response to the relative position of the target character and the controlled character not meeting the preset position conditions, control the locking progress abort to increase, and save the current value of the locking progress.

[0164] The aforementioned device also includes a progress recovery module, used to: in response to the relative positions of the target character and the controlled character satisfying preset position conditions, control the locking progress to continue increasing from the current value.

[0165] The aforementioned device also includes a progress reduction module, used to: control the locking progress to begin decreasing in response to the relative position of the target character and the controlled character not meeting the preset position conditions, or control the locking progress to switch back to the initial progress.

[0166] The aforementioned device further includes a first reticle display module, used to: display the reticle in a first display state; the aforementioned device further includes a second reticle display module, used to: display the reticle in a second display state; wherein the second display state is different from the first display state.

[0167] The aforementioned device further includes: a crosshair format control module, used to display the crosshair in a first display format when the relative positions of the target character and the controlled character meet preset position conditions in the aiming state; and to display the crosshair in a second display format when the relative positions of the target character and the controlled character do not meet preset position conditions in the aiming state; wherein the second display format is different from the first display format.

[0168] The aforementioned attack module is used to: determine the specified character part locked by the lock icon associated with the target character, and then attack the specified character part.

[0169] The aforementioned attack module is used to: determine the specified character part locked by the lock icon associated with the target character, and when the target character is within the field of vision of the controlled character, to attack the specified character part.

[0170] The aforementioned device further includes an attribute reduction module, used to: in response to hitting a designated character part, control the target character's character attribute to increase a first attribute value; wherein the first attribute value is greater than a second attribute value that the target character's character attribute increases after hitting a character part other than the designated character part.

[0171] The aforementioned device also includes a state entry module, used to: control the target character to enter a specified character state in response to the target character's character attributes reaching a preset attribute threshold; wherein, in the specified character state, the target character does not respond to movement control commands and / or skill casting commands.

[0172] The aforementioned device further includes a second state control module, used for: in response to hitting a designated character part, controlling the target character's character attributes to increase to a preset attribute threshold; in response to the target character's character attributes 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 commands and / or skill casting commands.

[0173] The aforementioned device also includes an attribute increase control module, used to: in response to hitting a target character, interrupt the current behavior being performed by the target character, and control the increase of the target character's attribute.

[0174] The above attributes are added with a control module, which is used to: interrupt the current behavior of the target character in response to hitting a character part other than the specified character part, and control the target character's character attribute to increase the second attribute value.

[0175] The aforementioned device also includes an attribute value increment module, used to: in response to the movement of the target character, increase the target character's attribute value based on the second attribute value.

[0176] The aforementioned device also includes an attribute value reduction module, used to: reduce the target character's attribute value in response to the target character stopping moving.

[0177] The aforementioned device also includes a speed control module for: determining the movement speed of the target character in response to its movement; and, based on the movement speed, increasing the target character's attribute value on top of a second attribute value, wherein the increased attribute value is positively correlated with the movement speed.

[0178] The aforementioned device further includes a second attack module, used to: display a lock-on indicator associated with the target character in response to the relative positions of the target character and the controlled character satisfying preset position conditions; wherein the lock-on indicator is used to: indicate a designated part of the target character; and in response to a first attack command, when aiming lock is not completed, determine that the aiming direction indicated by the crosshair is toward the designated part of the target character, and control the attack to be carried out on the designated part of the target character.

[0179] The aforementioned device further includes a second crosshair format control module, used for: displaying the crosshair in a third display format in response to the crosshair not being aimed at a target character; and displaying the crosshair in a fourth display format in response to the crosshair being aimed at a target character; wherein the third display format and the fourth display format are different.

[0180] The aforementioned device further includes a character control module, configured to: in aiming mode, in response to a movement control command, 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 aiming mode; and / or, in aiming mode, in response to a view adjustment command, control the orientation of the controlled character 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 aiming mode.

[0181] The aforementioned device also includes a screen control module for: in aiming mode, controlling the virtual camera of the controlled character to move toward the controlled character, so that the graphical user interface can be enlarged to display at least a portion 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 at the first position, the scene captured by the virtual camera includes the complete controlled character; the screen 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 at the second position, the scene captured by the virtual camera includes part of the controlled character.

[0183] The aforementioned device also includes a projectile control module, used to: control the attack prop to move toward the target character in response to a first attack command or a second attack command; determine the landing position of the attack prop in the game scene in response to the attack prop missing the target character and the height of the attack prop in the game scene reaching 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 aforementioned graphical user interface also displays a crosshair, which is displayed at a designated location within the graphical user interface; the aforementioned device further includes a hit indication module, used to: display the crosshair in a specified display format in response to hitting a target character; wherein, the specified display format is used to: indicate that the target character has been hit.

[0185] The aforementioned device further includes a fourth attack module, configured to: in response to a third attack command, 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 aforementioned attack direction range forms a preset directional angle, with the center direction of the attack direction range being the character's facing direction.

[0187] The aforementioned device also includes a movement control module for controlling the controlled character to move a preset distance in the opposite direction of the character's orientation.

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

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

[0190] Furthermore, Figure 12 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0191] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 12 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0192] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information in memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0193] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game:

[0194] A game interaction control method provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes a controlled character, and the crosshair indicates the aiming direction of the controlled character. In response to a first aiming command, 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 locks onto the target character. In response to a first attack command, when the aiming lock is complete, the control attacks the target character, or when the aiming lock is not complete, the control attacks in the aiming direction indicated by the crosshair.

[0195] The preset location conditions include: the target character is within the field of vision of the controlled character; or, the preset location 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 in the graphical user interface.

[0196] In response to the target character and the controlled character's relative position satisfying a preset position condition, the target character's locking progress increases from the initial progress; in response to the locking progress reaching a preset progress threshold, the aiming lock is determined to be complete; wherein, the aiming lock progress from the initial progress to the preset progress threshold requires at least a specified time.

[0197] In response to the first attack command, if the lock-on progress has not reached the preset progress threshold, it is determined that the aiming lock-on is not complete.

[0198] In response to the movement of the target character, determine that the relative position between the target character and the controlled character meets the preset position conditions, and keep the target character aiming and locking on.

[0199] In response to the relative positions of the target character and the controlled character meeting preset position conditions, a lock icon is displayed associated with the target character; wherein, the lock icon is used to indicate that the target character is being targeted and locked.

[0200] In response to the movement of the target character, the relative position between the target character and the controlled character is determined to meet the preset position conditions, and the control lock flag follows the movement of the target character.

[0201] The lock indicator associated with the target role changes from the initial state corresponding to the initial progress; in response to the lock progress reaching a preset progress threshold, the lock indicator changes to the specified state corresponding to the preset progress threshold.

[0202] 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.

[0203] The locking identifier includes a locking center sub-identifier and a progress indicator sub-identifier; wherein, the progress indicator sub-identifiers are distributed around the locking center sub-identifier; in the initial state, the progress indicator sub-identifiers and the locking center sub-identifiers have a first distance; the step of controlling the lock identifiers associated with the target role to change from the initial state corresponding to the initial progress includes: controlling the progress indicator sub-identifiers to move towards the locking center sub-identifiers; in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indicator sub-identifiers and the locking center sub-identifiers to be a second distance.

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

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

[0206] In response to the fact that the relative positions of the target character and the controlled character do not meet the preset position conditions, the control locking progress is stopped from increasing and the current value of the locking progress is saved.

[0207] In response to the target character and the controlled character's relative positions meeting preset position conditions, the control locking progress continues to increase from the current value.

[0208] In response to the target character and the controlled character's relative position not meeting the preset position conditions, the control lock progress begins to decrease, or the control lock progress switches back 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 aiming mode, the crosshair is displayed in a first display format in response to the relative positions of the target character and the controlled character satisfying the preset position conditions; in aiming mode, the crosshair is displayed in a second display format in response to the relative positions of the target character and the controlled character not satisfying the preset position conditions; wherein, the second display format is different from the first display format.

[0211] Identify the target character's associated lock icon and lock the specified character's body part, then launch an attack on the specified character's body part.

[0212] If the target character is identified by the lock icon and the target character is within the controlled character's field of vision, then attack the designated character part.

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

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

[0215] In response to hitting a designated character part, control the target character's character attributes to increase to a preset attribute threshold; in response to the target character's character attributes 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 commands and / or skill casting commands.

[0216] In response to hitting a target character, interrupt the target character's current action and increase the target character's attributes.

[0217] In response to hitting a character part other than the specified character part, interrupt the target character's current action and increase the target character's second attribute value.

[0218] In response to the target character's movement, increase the target character's attribute value on top of the second attribute value.

[0219] In response to the target character stopping moving, reduce the target character's attribute values.

[0220] In response to the target character's movement, determine the target character's movement speed; based on the movement speed, increase the target character's attribute value on top of the second attribute value, where the increased attribute value is positively correlated with the movement speed.

[0221] In response to the relative positions of the target character and the controlled character satisfying preset position conditions, a lock-on indicator is displayed in association with the target character; wherein, the lock-on indicator is used to: indicate a specific part of the target character; in response to the first attack command, when aiming lock is not completed, the aiming direction of the crosshair indicator is determined to be towards the specified part of the target character, and the attack is controlled to be carried out towards the specified part of the target character.

[0222] When the crosshair is not aimed at a target, it is displayed in a third display format; when the crosshair is aimed at a target, it is displayed in a fourth display format; the third display format and the fourth display format are different.

[0223] In aiming mode, in response to a movement control command, 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 aiming mode; and / or, in aiming mode, in response to a view adjustment command, 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 aiming mode.

[0224] In aiming mode, the virtual camera controlling the controlled character moves toward the controlled character to zoom in on at least a portion of the game scene in the graphical user interface.

[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 at the first position, the scene captured 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 a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is at the second position, the scene captured by the virtual camera includes part of the controlled character.

[0226] In response to a first attack command or a second attack command, control the attack item to move towards the target character; in response to the attack item missing the target character and the attack item's height in the game scene reaching a preset height threshold, determine the landing position of the attack item in the game scene; in response to the presence of a target character within a specified range of the landing position, control the attack item to move towards the target character.

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

[0228] In response to a third attack command, the target character is determined to be within the attack direction range of the controlled character, and an attack is launched at the target character and hits the target character; wherein, the attack direction range includes the controlled character's orientation and at least one direction related to the character's orientation.

[0229] The attack direction range forms a preset directional angle, with the center direction of the attack direction range being the character's facing direction.

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

[0231] In this method, when the target character meets the position conditions in the aiming state, the aiming lock is performed on the target character. After the attack command is issued, if the aiming lock is completed, the attack can be carried out directly on the target character; there is no need to aim at the target character through the crosshair, thereby improving the convenience of the attack operation and the attack hit rate.

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

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

[0234] A game interaction control method provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes a controlled character, and the crosshair indicates the aiming direction of the controlled character. In response to a first aiming command, 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 locks onto the target character. In response to a first attack command, when the aiming lock is complete, the control attacks the target character, or when the aiming lock is not complete, the control attacks in the aiming direction indicated by the crosshair.

[0235] The preset location conditions include: the target character is within the field of vision of the controlled character; or, the preset location 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 in the graphical user interface.

[0236] In response to the target character and the controlled character's relative position satisfying a preset position condition, the target character's locking progress increases from the initial progress; in response to the locking progress reaching a preset progress threshold, the aiming lock is determined to be complete; wherein, the aiming lock progress from the initial progress to the preset progress threshold requires at least a specified time.

[0237] In response to the first attack command, if the lock-on progress has not reached the preset progress threshold, it is determined that the aiming lock-on is not complete.

[0238] In response to the movement of the target character, determine that the relative position between the target character and the controlled character meets the preset position conditions, and keep the target character aiming and locking on.

[0239] In response to the relative positions of the target character and the controlled character meeting preset position conditions, a lock icon is displayed associated with the target character; wherein, the lock icon is used to indicate that the target character is being targeted and locked.

[0240] In response to the movement of the target character, the relative position between the target character and the controlled character is determined to meet the preset position conditions, and the control lock flag follows the movement of the target character.

[0241] The lock indicator associated with the target role changes from the initial state corresponding to the initial progress; in response to the lock progress reaching a preset progress threshold, the lock indicator changes to the specified state corresponding to the preset progress threshold.

[0242] 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.

[0243] The locking identifier includes a locking center sub-identifier and a progress indicator sub-identifier; wherein, the progress indicator sub-identifiers are distributed around the locking center sub-identifier; in the initial state, the progress indicator sub-identifiers and the locking center sub-identifiers have a first distance; the step of controlling the lock identifiers associated with the target role to change from the initial state corresponding to the initial progress includes: controlling the progress indicator sub-identifiers to move towards the locking center sub-identifiers; in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indicator sub-identifiers and the locking center sub-identifiers to be a second distance.

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

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

[0246] In response to the fact that the relative positions of the target character and the controlled character do not meet the preset position conditions, the control locking progress is stopped from increasing and the current value of the locking progress is saved.

[0247] In response to the target character and the controlled character's relative positions meeting preset position conditions, the control locking progress continues to increase from the current value.

[0248] In response to the target character and the controlled character's relative position not meeting the preset position conditions, the control lock progress begins to decrease, or the control lock progress switches back 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 aiming mode, the crosshair is displayed in a first display format in response to the relative positions of the target character and the controlled character satisfying the preset position conditions; in aiming mode, the crosshair is displayed in a second display format in response to the relative positions of the target character and the controlled character not satisfying the preset position conditions; wherein, the second display format is different from the first display format.

[0251] Identify the target character's associated lock icon and lock the specified character's body part, then launch an attack on the specified character's body part.

[0252] If the target character is identified by the lock icon and the target character is within the controlled character's field of vision, then attack the designated character part.

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

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

[0255] In response to hitting a designated character part, control the target character's character attributes to increase to a preset attribute threshold; in response to the target character's character attributes 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 commands and / or skill casting commands.

[0256] In response to hitting a target character, interrupt the target character's current action and increase the target character's attributes.

[0257] In response to hitting a character part other than the specified character part, interrupt the target character's current action and increase the target character's second attribute value.

[0258] In response to the target character's movement, increase the target character's attribute value on top of the second attribute value.

[0259] In response to the target character stopping moving, reduce the target character's attribute values.

[0260] In response to the target character's movement, determine the target character's movement speed; based on the movement speed, increase the target character's attribute value on top of the second attribute value, where the increased attribute value is positively correlated with the movement speed.

[0261] In response to the relative positions of the target character and the controlled character satisfying preset position conditions, a lock-on indicator is displayed in association with the target character; wherein, the lock-on indicator is used to: indicate a designated part of the target character; in response to the first attack command, when aiming lock is not completed, the aiming direction of the crosshair is determined to be towards the designated part of the target character, and the attack is controlled to be carried out on the designated part of the target character.

[0262] When the crosshair is not aimed at a target, it is displayed in a third display format; when the crosshair is aimed at a target, it is displayed in a fourth display format; the third display format and the fourth display format are different.

[0263] In aiming mode, in response to a movement control command, 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 aiming mode; and / or, in aiming mode, in response to a view adjustment command, 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 aiming mode.

[0264] In aiming mode, the virtual camera controlling the controlled character moves toward the controlled character to zoom in on at least a portion of the game scene in the graphical user interface.

[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 at the first position, the scene captured 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 a second position relative to the shoulder of the controlled character; wherein, when the virtual camera is at the second position, the scene captured by the virtual camera includes part of the controlled character.

[0266] In response to a first attack command or a second attack command, control the attack item to move towards the target character; in response to the attack item missing the target character and the attack item's height in the game scene reaching a preset height threshold, determine the landing position of the attack item in the game scene; in response to the presence of a target character within a specified range of the landing position, control the attack item to move towards the target character.

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

[0268] In response to a third attack command, the target character is determined to be within the attack direction range of the controlled character, and an attack is launched at the target character and hits the target character; wherein, the attack direction range includes the controlled character's orientation and at least one direction related to the character's orientation.

[0269] The attack direction range forms a preset directional angle, with the center direction of the attack direction range being the character's facing direction.

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

[0271] In this method, when the target character meets the position conditions in the aiming state, the aiming lock is performed on the target character. After the attack command is issued, if the aiming lock is completed, the attack can be carried out directly on the target character; there is no need to aim at the target character through the crosshair, thereby improving the convenience of the attack operation and the attack hit rate.

[0272] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0273] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0274] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0275] If the aforementioned functions are implemented as 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 a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0276] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0277] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair, the game scene including a controlled character, the crosshair used to indicate the aiming direction of the controlled character, the method comprising: In response to the first aiming command, control enters the 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 aiming lock is performed on the target character; If the target character is locked by the locking indicator, and the target character does not meet the preset position condition during the locking progress change, the locking progress stops changing, or the locking progress starts to decrease at a preset speed, or the locking progress switches to the initial progress; when the target character meets the preset position condition, the locking progress continues to change. In response to the first attack command, when the aiming lock is completed, control to attack the target character, or when the aiming lock is not completed, control to attack in the aiming direction indicated by the crosshair.

2. The method according to claim 1, characterized in that, The preset location conditions include: the target character is within the field of vision of the controlled character; Alternatively, the preset location 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; When the target character is within the field of view of the controlled character, the target character is displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, The step of controlling the aiming and locking onto the target character in response to the relative position of the target character and the controlled character satisfying a preset position condition includes: 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 the initial progress. In response to the locking progress reaching a preset progress threshold, the aiming lock is determined to be complete; wherein the aiming lock progress from the initial progress to the preset progress threshold requires at least a specified time.

4. The method according to claim 3, characterized in that, The method further includes: In response to the first attack command, if the locking progress has not reached a preset progress threshold, it is determined that the aiming lock has not been completed.

5. The method according to claim 1, characterized in that, The method further includes: In response to the movement of the target character, the relative position between the target character and the controlled character is determined to meet the preset position condition, and the target character continues to aim and lock on.

6. The method according to claim 1, characterized in that, The method further includes: In response to the relative position of the target character and the controlled character satisfying a preset position condition, a lock icon is displayed in association with the target character; wherein, the lock icon is used to indicate aiming and locking onto the target character.

7. The method according to claim 5, characterized in that, After the step of associating a lock icon with the target role, the method further includes: In response to the movement of the target character, if the relative position between the target character and the controlled character satisfies the preset position condition, the locking flag is controlled to follow the target character's movement.

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

9. The method according to claim 3, characterized in that, The method further includes: 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.

10. The method according to claim 8, characterized in that, The locking identifier includes a locking center sub-identifier and a progress indicator sub-identifier; wherein, the progress indicator sub-identifiers are distributed around the locking center sub-identifier; in the initial state, the progress indicator sub-identifiers and the locking center sub-identifier have a first distance; The step of controlling the lock indicator associated with the target role to change from the initial state corresponding to the initial progress includes: controlling the progress indicator sub-indicator to move towards the lock center sub-indicator; The method further includes: in response to the locking progress reaching a preset progress threshold, controlling the distance between the progress indicator sub-identifier and the locking center sub-identifier to be a second distance.

11. The method according to claim 10, characterized in that, The lock center sub-identifier is displayed on a designated part of the target character; the lock center sub-identifier is used to indicate that, in response to the first attack command, an attack is launched on the designated part of the target character when the aiming lock is completed.

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 target character and the controlled character satisfying the preset position condition, the locking progress of the target character is controlled to increase at a preset speed starting from the initial progress.

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 fact that the relative position between the target character and the controlled character does not meet the preset position condition, the locking progress is stopped from increasing, and the current value of the locking progress is saved.

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

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

16. The method according to claim 1, characterized in that, Before the step of controlling entry into the aiming state in response to the first aiming command, the method further includes: displaying the crosshair in a first display state; After the step of responding to the first aiming command and controlling the entry into the aiming state, 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 includes: In the aiming state, in response to the relative positions of the target character and the controlled character satisfying preset position conditions, 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 meeting the preset position conditions, 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 steps for controlling the attack on the target character include: Identify the specific character part locked by the lock icon associated with the target character, and launch an attack on the specified character part.

19. The method according to claim 18, characterized in that, The step of determining the specified character part locked by the lock icon associated with the target character and attacking the specified character part includes: If the target character is identified as being locked by a lock icon and the target character is within the field of vision of the controlled character, then an attack is launched on 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 includes: In response to hitting the specified character part, the target character's character attribute is increased by a first attribute value; wherein the first attribute value is greater than the second attribute value that the target character's character attribute increases after hitting a character part other than the specified character part.

21. The method according to claim 20, characterized in that, The method further includes: In response to the target character's attribute 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 commands and / or skill casting commands.

22. The method according to claim 18, characterized in that, After the step of hitting the specified character part, the method further includes: In response to hitting the specified character part, control the target character's character attributes to increase to a preset attribute threshold; In response to the target character's attribute 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 commands and / or skill casting commands.

23. The method according to claim 1, characterized in that, The method further includes: In response to hitting the target character, interrupt the current behavior being performed by the target character and control the target character's character attributes to increase.

24. The method according to claim 23, characterized in that, In response to hitting the target character, the steps of interrupting the current behavior being performed by the target character and controlling the increase of the target character's character attributes include: In response to hitting a character part other than the specified character part of the target character, interrupt the current behavior being performed by the target character and control the target character's character attribute to increase the second attribute value.

25. The method according to claim 24, characterized in that, The method further includes: 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, Following the step of increasing the target character's attribute value based on the second attribute value in response to the target character's movement, the method further includes: In response to the target character stopping movement, reduce the target character's attribute value.

27. The method according to claim 25, characterized in that, The step of increasing the target character's attribute value based on the second attribute value in response to the target character's movement includes: In response to the movement of the target character, determine the movement speed of the target character; Based on the movement speed, the target character's attribute value is increased on top of the second attribute value, wherein the increased attribute value is positively correlated with the movement speed.

28. The method according to claim 1, characterized in that, The method further includes: In response to the relative position of the target character and the controlled character satisfying a preset position condition, a lock icon is displayed in association with the target character; wherein, the lock icon is used to: indicate a specific part of the target character; The step of controlling an attack in the aiming direction indicated by the crosshair in response to a first attack command, while the aiming lock is not complete, includes: In response to the first attack command, if the aiming lock is not completed, determine that the aiming direction indicated by the crosshair is toward the designated character part, and control the attack to be carried out toward the designated character part.

29. The method according to claim 1, characterized in that, Prior to the step of controlling entry into the aiming state in response to the first aiming command, the method further includes: In response to the crosshair not being aimed at the target character, the crosshair is displayed 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 includes: In the aiming state, in response to a movement control command, 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 it is not in the aiming state; And / or, in the aiming state, in response to a viewpoint adjustment command, the orientation of the controlled character is controlled to change according to a first orientation change rate; wherein the first orientation change rate is less than the orientation change rate of the controlled character when it is not in the aiming state.

31. The method according to claim 1, characterized in that, The method further includes: In the aiming state, the virtual camera controlling the controlled character moves 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 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 includes: 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 in the second position, the scene 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 includes: In response to a first attack command or a second attack command, control the attack tool to move toward the target character; In response to the attack item failing to hit the target character and the attack item reaching a preset height threshold in the game scene, the landing position of the attack item in the game scene is determined; In response to the presence of the target character within a specified range of the landing location, the attack item is controlled to move towards the target character.

34. The method according to claim 1, characterized in that, The method further includes: 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 has been hit.

35. The method according to claim 1, characterized in that, The method further includes: In response to the third attack command, the target character is determined to be within the attack direction range of the controlled character, and an attack is launched at the target character and hits the target character; The attack direction range includes the controlled character's orientation and at least one direction related to the character's orientation.

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

37. The method according to claim 36, characterized in that, After the step of attacking and hitting the target character, the method further includes: Control the controlled character to move a preset distance in the opposite direction of the character's orientation.

38. An interactive control device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair, the game scene including a controlled character, the crosshair used to indicate the aiming direction of the controlled character, the device comprising: The status control module is used to control the entry into the aiming state in response to the first aiming command; A locking module is configured to, in the aiming state, control aiming and locking onto the target character in response to the relative position of the target character and the controlled character satisfying a preset position condition; if the target character does not satisfy the preset position condition during the locking progress change after the locking indicator locks onto the target character, the locking progress stops changing, or the locking progress starts to decrease at a preset speed, or the locking progress switches to the initial progress; when the target character satisfies the preset position condition, the locking progress continues to change; An attack module is configured to respond to a first attack command by controlling an attack on the target character when the aiming lock is completed, or by controlling an attack in the aiming direction indicated by the crosshair when the aiming lock is not completed.

39. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-37.

40. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game according to any one of claims 1-37.

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