Interactive control method, device and electronic equipment for a game

By introducing a designated status mechanism and an item interaction mechanism into the multi-faction battle game, the problem of insufficient interaction among players of the same faction has been solved, improving match results and interactive experience, and enhancing the game's social aspect.

CN119733239BActive Publication Date: 2025-12-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411621002.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-13
Publication Date
2025-12-05
Estimated Expiration
2044-11-13

AI Technical Summary

Technical Problem

In multi-faction battle games, the limited interaction methods among players of the same faction affect match results and the interactive experience.

Method used

By introducing a designated state mechanism in the game, teammates can acquire attack items to shorten the duration of the designated state, and the game score is updated based on the item hit result.

Benefits of technology

It increased the frequency and richness of interactions between players in the same faction, improved match results and interactive experience, and enhanced the game's social aspect.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game interactive control method and device and electronic equipment; the method comprises the following steps: in response to an enemy camp object hitting a first object by using a first attack prop, increasing an object parameter of the first object according to the first attack prop; in response to the object parameter of the first object reaching a first parameter threshold, controlling the first object to enter a specified state; in response to a prop acquisition instruction for the first object from a second terminal, controlling a second object to acquire a second attack prop from the first object and shortening the time length of the first object in the specified state; in response to the second object hitting the enemy camp object by using the second attack prop, increasing an object parameter of the enemy camp object according to the second attack prop, so that the enemy camp object enters the specified state when the object parameter of the enemy camp object reaches the first parameter threshold. This way makes the players in the same camp interact more frequently and richly, is conducive to improving the game result and interactive experience, and also improves the sociality of the game.
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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 multi-faction battle games, multiple players form a faction to participate in a match. Players in the same faction cooperate to attack the enemy faction, and can also perform actions such as healing each other. In this mode, the interaction methods among players in the same faction are limited, which is detrimental to match results and the overall user experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to enable more frequent and richer interaction among players in the same camp, improve game performance and interactive experience, and enhance the social nature of the game.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, the method comprising: providing a game scene in response to the start of a game; wherein the game scene includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, increasing the object parameter of the first object according to the first attack item; in response to the object parameter of the first object reaching a first parameter threshold, controlling the first object to enter a specified state; wherein, in the specified state, the first object does not respond to inputs from the first terminal. The system provides instructions from the terminal; in response to an item acquisition instruction from the second terminal for the first object, it controls the second object to acquire a second attack item from the first object and shortens the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, it increases the object parameter of the enemy object according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; and based on the hit results of the first attack item and / or the second attack item in the game, it controls the updating of the game scores of each game object in the game.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, the device comprising: a scene providing module, configured to provide a game scene for the game in response to the start of a game; wherein the game scene includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; an attack processing module, configured to increase the object parameters of the first object according to the first attack item in response to an enemy faction object hitting the first object with a first attack item; a first state control module, configured to control the first object to enter a specified state in response to the object parameters of the first object reaching a first parameter threshold; wherein, in the specified state, the first object does not respond to instructions from the first terminal; item acquisition... The module is configured to respond to an item acquisition command from the second terminal for the first object, control the second object to acquire a second attack item from the first object, and shorten the duration of the first object in the specified state, wherein the second attack item is at least one of the first attack items; the second state control module is configured to respond to the second object hitting the enemy object with the second attack item, increase the object parameter of the enemy object according to the second attack item, so that the enemy object enters the specified state when its object parameter reaches the first parameter threshold; the score update module is configured to control the update of the game score of each game object in the game according to the hit result of the first attack item and / or the second attack item in the game.

[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 game's interactive control method, device, and electronic device, in response to the initiation of a game match, provide a game match scenario; wherein, the game match scenario includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, the object parameters of the first object are increased according to the first attack item; in response to the object parameters of the first object reaching a first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal; In response to an item acquisition command from a second terminal for a first object, the system controls the second object to acquire a second attack item from the first object and shortens the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, the system increases the object parameter of the enemy object according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; and based on the hit results of the first attack item and / or the second attack item in the game, the system controls the updating of the game scores of each game object in the game.

[0010] In this method, when there are game objects in a specific state within the same game faction, items can be provided to teammates. Providing items to teammates can also shorten the duration of the specified state, helping the game to recover its state as quickly as possible. This method makes player interactions within the same faction more frequent and richer, which is beneficial for improving game performance and interactive experience, and also enhances the game's social aspect.

[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 2 A schematic diagram of a game scenario provided in an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of the game object and object parameters provided in an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a first object in a specified state provided in an embodiment of the present invention;

[0018] Figure 5 This is a schematic diagram illustrating how a second object moves to a designated position of a first object and provides a control for acquiring items, as provided in an embodiment of the present invention.

[0019] Figure 6 This is a schematic diagram illustrating the provision of a first release control after a second object acquires a second attack item, as provided in an embodiment of the present invention.

[0020] Figure 7 This is a schematic diagram illustrating the movement of a friendly faction object to the control area of ​​an item casting component, provided in an embodiment of the present invention.

[0021] Figure 8 A schematic diagram of the second release control provided in an embodiment of the present invention;

[0022] Figure 9 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention;

[0023] Figure 10 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0024] 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.

[0025] Considering that the limited interaction methods among players of the same faction are detrimental to game performance and interactive experience, this invention provides a game interaction control method, device, and electronic device that can be applied to various games, such as multi-faction battle games.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] In one possible implementation, this embodiment of the invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The terminal device involved in this embodiment includes a first terminal and a second terminal. Both the first terminal and the second terminal can be the aforementioned local terminal device, or they can be client devices in the aforementioned cloud interactive system.

[0030] like Figure 1 As shown, the interactive control method of this game includes the following steps:

[0031] Step S102: In response to the start of a game match, a game match scene is provided; wherein, the game match scene includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal;

[0032] Once the game starts, the game scene is determined, and the first and second players enter that scene; different players are controlled by different terminal devices. The game scene is displayed on the aforementioned first and second terminals.

[0033] Figure 2 This is an example of a game scenario. The game includes two factions, Faction 1 and Faction 2. Different factions are assigned different scene areas, which are divided by dotted lines. Each faction includes multiple game objects; the first and second objects mentioned above can belong to either Faction 1 or Faction 2.

[0034] The first terminal's graphical user interface displays scene footage captured by a virtual camera that follows the first object. The first terminal controls the first object to move, pick up, equip, and deploy items within the game scene. The second terminal's graphical user interface displays scene footage captured by a virtual camera that follows the second object. The second terminal controls the second object to move, pick up, equip, and deploy items within the game scene.

[0035] Game objects from different factions are hostile and attack each other during gameplay. For example, if a game object in faction 1 belongs to your faction and a game object in faction 2 belongs to the enemy faction, and a game object in faction 1 attacks a game object in faction 2, then the game object in faction 1 will gain an advantage in the game. Game objects within the same faction are teammates and do not attack each other.

[0036] Step S104: In response to an enemy faction object hitting a first target with a first attack item, increase the object parameters of the first target based on the first attack item.

[0037] Any game object within our faction can attack objects within the enemy faction under the control of its corresponding terminal device. Any game object within our faction may also be attacked by objects within the enemy faction.

[0038] For the first target, when an enemy faction target uses its first attack item and that item hits the first target, it can be understood that the first target has been attacked by the enemy faction. This first attack item can be a single item or multiple items, each with different attack capabilities.

[0039] In actual implementation, the method of increasing the object parameters of the first object can be determined based on the object part of the first object hit by the first attacking item, or the item type of the first attacking item.

[0040] For example, if the first attack item hits a specific part of the first object, the object's parameters increase significantly; if other parts of the first object are attacked, the object's parameters increase less. Similarly, if a first attack item with greater attack power hits the first object, the object's parameters increase significantly; if a first attack item with less attack power hits the first object, the object's parameters increase less. The parameter identifiers for the object's parameters can be displayed on the terminal device.

[0041] Step S106: In response to the first object's object parameter reaching the first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal;

[0042] In this embodiment, when the object parameter of the first object increases to the first parameter threshold, the first object enters a specified state, which may be a frozen state, a dizzy state, etc. In the specified state, the first object is not controlled by the first terminal, and the first terminal cannot control the first object to perform actions such as moving or releasing items.

[0043] Understandably, if the first target is attacked, the enemy faction target who uses the first attack item can increase their match score.

[0044] Step S108: In response to the item acquisition command from the second terminal for the first object, control the second object to acquire the second attack item from the first object and shorten the duration of the first object in the specified state; wherein, the second attack item is at least one of the first attack items;

[0045] The attack items used by our faction and the enemy faction are of the same type; for example, when the first attack item includes only one item, the second attack item is the same as the first attack item; when the first attack item includes multiple items, the second attack item is one of the first attack items, or the second attack item also includes multiple items, and these multiple items are the same as the multiple items included in the first attack item.

[0046] When the first object is in a specified state, a triggering operation, such as a click, can be performed on the first object via a second terminal to obtain a second attack item. Alternatively, the second object can be moved near the first object, and relevant controls can be triggered to control the first object to obtain the second attack item. This second attack item has the function of attacking game objects in the enemy camp; for example, the second attack item could be a snowball or a bomb.

[0047] In this embodiment, the duration for which the first object is in a specified state can be preset. When the first object is in the specified state for the specified duration, the first object exits the specified state and returns to the normal state. In the normal state, the first object responds to instructions from the first terminal.

[0048] Furthermore, after the second object obtains the second attack item from the first object, it can shorten the duration of the first object's state. For example, if the preset duration is 10 seconds, the duration will be shortened to 9 seconds after the second object obtains the second attack item from the first object.

[0049] In one approach, the more second attack items the second object acquires from the first object, the more time is shortened. For example, acquiring one second attack item shortens the time by 1 second, acquiring two second attack items shortens the time by 2 seconds, and so on.

[0050] Furthermore, a game faction may include three or more game objects. When the first object is in a designated state, the other game objects in that faction can act as the second object and obtain a second attack item from the first object.

[0051] Step S110: In response to the second object hitting the enemy faction object with the second attack item, the object parameter of the enemy faction object is increased according to the second attack item, so that the enemy faction object enters the specified state when its object parameter reaches the first parameter threshold.

[0052] Enemy faction objects may also enter a designated state when attacked by our faction objects.

[0053] Any game object in the enemy faction can attack friendly objects under the control of its corresponding terminal device. Any game object in the enemy faction can also be attacked by friendly objects.

[0054] When an enemy unit uses a second attack item and that item hits an enemy unit, it can be interpreted as the enemy unit being attacked by an enemy unit. This second attack item can be a single item or multiple items, each with different attack capabilities.

[0055] In practical implementation, the increase in the enemy's object parameters can be determined based on the target body part hit by the second attack item or the item type of the second attack item. For example, if the second attack item hits a specific part of the enemy's object, the increase in object parameters will be larger; if other parts of the enemy's object are attacked, the increase in object parameters will be smaller. Similarly, a second attack item with greater attack power will hit the enemy's object, resulting in a larger increase in object parameters, while a second attack item with less attack power will hit the enemy's object, resulting in a smaller increase in object parameters. The parameter identifiers of the object parameters can be displayed on the terminal device.

[0056] When the object parameter of an enemy faction object increases by the first threshold, the enemy faction object enters a specified state, which can be a frozen state, a stunned state, etc. In this specified state, the enemy faction object is not controlled by the corresponding terminal device; the terminal device cannot control the enemy faction object to perform actions such as movement or casting items. It is understandable that if an enemy faction object is attacked, a friendly faction object that casts an item attacking the enemy faction object can increase its match score.

[0057] After the second target obtains the second attack item, the second target carries the second attack item. By executing the item release operation through the second terminal, an item release command can be generated, such as an operation on the item release control or an operation on the second attack item.

[0058] The item release command can also include release parameters such as release direction and release force. These release parameters can be generated based on the operation parameters of the item release operation, such as the position of the operation contact point and the operation movement distance.

[0059] After the second target releases the second attack item, the second attack item leaves the second target and is thrown by the second target. The second attack item moves along a certain path, usually a parabola. If the second attack item hits an enemy target, the second target's score increases; if the second attack item misses an enemy target, the second target's score does not increase.

[0060] Step S112: Based on the hit results of the first and / or second attack items in the game, control and update the game scores of each game object in the game.

[0061] In actual implementation, the game scores of each game object can be controlled and updated based solely on the hit results of the first or second attack item, or simultaneously based on both the hit results of the first and second attack items.

[0062] Each game object within the same game faction has a corresponding match score, and a total score for that game faction can also be set. A game ends when a preset end condition is met; for example, the end condition could be that the game's duration reaches a preset duration, or that the match scores of a game faction or game object within the game reach a preset threshold.

[0063] For example, if the first attack item launched by an enemy faction hits an enemy faction member, the enemy faction member's match score increases, or the enemy faction's total score increases; similarly, if the second attack item launched by an enemy faction member hits an enemy faction member, the enemy faction member's match score increases, or the enemy faction's total score increases.

[0064] It should be noted that, in addition to obtaining the second attack item from the first target, it can also be obtained from other locations in the game scene. For example, the second target can pick up the second attack item from the ground or from an item container. Besides the second attack item, friendly targets can also use other types of attack items to attack enemy targets.

[0065] The aforementioned game's interactive control method, in response to the start of a game match, provides a game match scenario; wherein, the game match scenario includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, the object parameters of the first object are increased according to the first attack item; in response to the object parameters of the first object reaching a first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal; in response to instructions from the second terminal... The second terminal issues an item acquisition command to the first object, controlling the second object to acquire a second attack item from the first object and shortening the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, the object parameter of the enemy object is increased according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; based on the hit results of the first attack item and / or the second attack item in the game, the game scores of each game object in the game are updated.

[0066] In this method, when there are game objects in a specific state within the same game faction, items can be provided to teammates. Providing items to teammates can also shorten the duration of the specified state, helping the game to recover its state as quickly as possible. This method makes player interactions within the same faction more frequent and richer, which is beneficial for improving game performance and interactive experience, and also enhances the game's social aspect.

[0067] In one specific implementation, in response to a friendly faction object hitting an enemy faction object with a first attack item, the object parameters of the enemy faction object are increased based on the first attack item.

[0068] The first attack item includes the aforementioned second attack item. For example, if the second attack item is a small snowball, then the first attack item includes various items such as small snowballs, large snowballs, and snowball bombs. Different items have different attack capabilities.

[0069] Enemy faction objects can use a first attack item to attack friendly faction objects, and similarly, friendly faction objects can also use a first attack item to attack enemy faction objects. When a first attack item hits an enemy faction object, the increase in the object's parameters is determined based on the type of the first attack item, thereby increasing the enemy faction object's object parameters. When the enemy faction object's object parameters increase to a first parameter threshold, the enemy faction object enters a designated state. At this time, other game objects in the enemy faction's faction can obtain a second attack item from the enemy faction object to attack friendly faction objects.

[0070] Furthermore, obtain the hit position of the first attacking item when the first object is hit; based on the hit position, increase the object parameters of the first object.

[0071] The first attack item can be the same as the second attack item cast by our faction, or it can be an attack item cast by the enemy faction's item casting component. That is, different game factions can cast the same item at each other.

[0072] The hit location can be understood as the point of contact when the first attacking item makes contact with the first target. For example, the first attacking item might hit the target's head, chest, or legs; it can also be understood as the part of the target that is attacked. Based on this hit location, the target's parameters are increased. In one approach, different hit locations correspond to different increases in the target's parameters. For instance, when the first attacking item hits the target's head, the increase in the target's parameters is higher; when the first attacking item hits the target's legs, the increase in the target's parameters is lower, and so on.

[0073] Specifically, in response to the hit location being the top of the first object, the object parameter of the first object is increased to the first parameter threshold.

[0074] In practical implementation, the object model of the first object can be equipped with a collider. This collider typically wraps around the object model of the first object and has a specific shape, such as a cube or cylinder. The location where the first attacking item hits the first object is detected by the collider. For example, when the first attacking item contacts the top plane of the collider, it can be determined that the first attacking item hit the top of the first object.

[0075] The aforementioned first attack item could be cast by any game object in the enemy faction. When the first attack item hits the top of the first object's object, regardless of the current value of the first object's object parameters, it will increase to the first parameter threshold. This first parameter threshold is the object parameter that allows the first object to enter a specified state. Therefore, it can be understood that when the first attack item hits the top of the first object's object, it can control the first object to enter a specified state.

[0076] In another approach, in response to the hit location being the top of the first object and the first object having a vertical moving speed, the object parameter of the first object is controlled to increase to a first parameter threshold.

[0077] When the first attack item hits the top of an object, and the object has a vertical movement velocity (meaning it moves vertically while jumping, climbing, or moving uphill / downhill), then the first attack item hits the top of the object. It should be noted that when the first attack item hits the top of an object, the object's movement direction can be vertically upward or downward, or diagonally downward or upward, for example, moving to the lower left, lower right, or upper right. When the movement direction is diagonally downward or upward, the object has a vertical movement velocity component.

[0078] When the first object has no vertical movement speed, it can be understood that the first object is moving horizontally or stationary. In this case, when the first attack item hits the top of the first object, the object parameters of the first object will not increase.

[0079] Furthermore, in response to a hit location on an object part other than the top of the first object, the object parameters of the first object are increased by a preset parameter increment.

[0080] The object's body parts other than the top, such as the chest, hands, and legs, are considered. When the first attack item hits these body parts, the object's parameters increase by a preset parameter increment, for example, by 1. The object's parameters continuously increase, and when the object's parameters reach a first parameter threshold, the first object enters a specified state.

[0081] The threshold for the first parameter can be, for example, 5. When the object parameter of the first object is 2, when the first attack item hits the top of the first object, the object parameter increases directly to 5. When the first attack item hits the leg of the first object, the object parameter increases to 3.

[0082] refer to Figure 3 and Figure 4 Example, Figure 3 In the code, both the first and second objects display the identifiers of their corresponding object parameters. For example, the object parameter of the first object is 2, and the object parameter of the second object is 1. Figure 3 In the process, both the first and second objects are in normal condition and respond to the commands of the corresponding control terminals.

[0083] exist Figure 4 In the process, when the object parameter of the first object reaches the aforementioned first parameter threshold, such as when the object parameter reaches 5, it enters a specified state. In the specified state, the display state of the first object changes, for example, switching from a human figure to a snowman figure, a geometric figure, etc.

[0084] In the above method, when the first object is attacked, the object parameters gradually increase. When the increase reaches the first parameter threshold, it enters the specified state. When the top of the first object is hit by the attack, it directly enters the specified state. This method enriches the changes in the object state when the game object is attacked in the battle game and improves the interactivity between objects and props.

[0085] Once the first object enters the specified state, the object parameters of the first object are gradually reduced at a preset speed; in response to the object parameters of the first object decreasing to the second parameter threshold, the first object is controlled to exit the specified state so that the first object can respond to instructions from the first terminal.

[0086] The preset speed can be understood as the object parameter decreasing by a certain amount at regular time intervals, for example, decreasing by 1 every 10 seconds. Since the first object enters a specified state when its object parameter reaches a first parameter threshold, the object parameter decreases from the first parameter threshold in the specified state. When the preset speed and the second parameter threshold are determined, the duration of the first object in the specified state is determined. For example, if the first parameter threshold is 5, the object parameter decreases by 1 every 10 seconds, and the second parameter threshold is 0, then the duration of the first object in the specified state is 50 seconds.

[0087] When the first object is in the specified state, it does not respond to the instructions of the first terminal, and the first terminal cannot control the first object to move, release items, etc. When the first object exits the specified state, it can be understood that the first object returns to the normal state from the specified state. In the normal state, the first object responds to the instructions of the first terminal.

[0088] As can be seen from the foregoing embodiments, when the second object obtains the second attack item from the first object, the duration of the first object in the specified state can be shortened. In actual implementation, the number of items the second object obtains from the first object is determined; based on the number of items, the parameter variable of the object parameter is determined; and based on the current value of the object parameter, the parameter value of the parameter variable is reduced.

[0089] For example, the correspondence between the quantity of items and parameter variables can be preset. For instance, one item corresponds to one parameter variable, and the more items there are, the more parameter variables there are.

[0090] When the second object does not obtain the second attack item from the first object, the object parameter of the first object gradually decreases at a preset speed. When the second object obtains the second attack item from the first object, the object parameter of the first object further decreases the value of the aforementioned parameter variable on the basis of decreasing at a preset speed.

[0091] For example, if the first parameter threshold is 10 and the second parameter threshold is 0, and the object parameter decreases by 1 every 10 seconds, then the specified state of the first object needs to last for 100 seconds. When the object parameter of the first object decreases to 9, and the second object obtains 1 second attack item from the first object, the object parameter immediately decreases to 8 without waiting for another 10 seconds; if the second object obtains 2 second attack items from the first object, the object parameter immediately decreases to 7 without waiting for another 10 seconds.

[0092] When the first object is in a specified state, the second object can obtain the second attack item from the first object multiple times. Each time the second attack item is obtained, the parameter variable of the object parameter can be determined based on the aforementioned number of items. The parameter variable value is reduced based on the current value of the object parameter. That is, the more second attack items are obtained, the faster the object parameter decreases, and the shorter the duration of the first object in the specified state.

[0093] When the second object obtains the second attack item from the first object, the aforementioned preset speed can be increased. For example, the initial preset speed is that the object parameter decreases by 1 every 10 seconds. After the second object obtains the second attack item from the first object, the preset speed is that the object parameter decreases by 1 every 5 seconds, thereby increasing the speed at which the object parameter decreases and shortening the duration of the first object in the specified state.

[0094] In other ways, the more second attack items the second object obtains from the first object, the faster the object parameters decrease, and the shorter the duration of the first object in the specified state; or, the second object can be understood as the first object's teammate object, so the more objects the second object obtains from the first object, the faster the object parameters decrease, and the shorter the duration of the first object in the specified state.

[0095] It should be noted that the system responds to the first attack item coming into contact with the collider of the first object in the specified state, controls the first attack item to produce a collision effect, and controls the first attack item not to affect the object parameters of the first object.

[0096] Under normal conditions, when the first object is hit by the first attack item from an enemy faction, the object's collider and the first attack item's collider collide, resulting in a collision effect, and the object's parameters increase. However, under a specific condition, when the first object is hit by the first attack item, the object's collider and the first attack item's collider collide, resulting in a collision effect, but the first attack item does not affect the first object's object parameters. Even if the first object is attacked by the first attack item, its object parameters no longer increase; that is, under the specific condition, the first object's object parameters only continuously decrease.

[0097] In the above method, when the first target enters the designated state, it can provide a second attack item to the teammate. After the teammate obtains the second attack item, it can shorten the duration of the first target's state, promote cooperation among players in the same camp, make the interaction between players in the same camp more frequent and rich, which is conducive to improving the game results and interactive experience, and also enhances the social nature of the game.

[0098] The following embodiments provide a specific implementation method for obtaining a second attack tool.

[0099] In response to a movement control command from the second terminal, the second object is controlled to move to the designated location of the first object; in response to an item acquisition command from the second terminal, and with the first object in a designated state, the second object is controlled to acquire a second attack item from the first object.

[0100] The designated location can be understood as the vicinity of the first object, for example, a scene location where the distance to the first object is less than a preset distance threshold. When the second object moves to the designated location, the second terminal generates an item acquisition command, and the second object can then acquire a second attack item from the first object.

[0101] In a game scene, besides the first object in a specified state, the second object can usually obtain the second attack item from other locations, such as the scene ground or item storage devices placed in the scene; by the movement position of the second object, the source of the second attack item obtained by the second object can be determined.

[0102] For example, if the second object moves to the designated location of the first object, the second terminal generates an item acquisition command and acquires the second attack item from the first object; or if the second object moves to the vicinity of the aforementioned item holding device, the second terminal generates an item acquisition command and acquires the second attack item from the item holding device.

[0103] refer to Figure 5 After the second object moves to the vicinity of the first object, the graphical user interface of the second terminal provides an item acquisition control. By triggering the item acquisition control, the aforementioned item acquisition command can be generated, and the second object can acquire the second attack item from the first object. In actual implementation, each time an item acquisition command is generated, the second object can be controlled to acquire a specified number of second attack items from the first object, such as acquiring 1 second attack item or acquiring 2 second attack items, etc.

[0104] Furthermore, after the second object obtains the second attack item, and carries the second attack item, a first release control is provided on the second terminal, such as... Figure 6 As shown, the first release control can be triggered by clicking or sliding; when clicked, the second object releases the second attack item it carries, which is released along the default release direction.

[0105] The second attack item that the second target can carry can have a quantity display. For example, the second target can carry a maximum of one second attack item at a time. After the second attack item is deployed, it can acquire and carry another second attack item.

[0106] In another approach, in response to a sliding touch operation triggered by a second terminal acting on a first release control, a first release direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation of the second terminal, the second object is controlled to release a second attack item along the first release direction.

[0107] When performing a swipe touch operation, a direction indicator for the first release direction can be displayed in the scene, such as a direction indicator line; when the position of the touch point of the swipe touch operation changes, the first release direction indicated by the direction indicator changes accordingly; when the swipe touch operation ends, the first release direction indicated by the direction indicator at the end of the swipe touch operation is determined as the final first release direction of the second attack item, and the second attack item is released along this first release direction.

[0108] After the second attack item is released, it moves in an arc within the game scene. If the second attack item comes into contact with an enemy faction object, the enemy faction object is hit by the second attack item. If the second attack item does not come into contact with an enemy faction object before landing on the ground, the second attack item misses.

[0109] Specifically, in response to the first attack item hitting a friendly faction target, the enemy faction target who used the first attack item gains an increase in their match score; in response to the second attack item hitting an enemy faction target, the friendly faction target who used the second attack item gains an increase in their match score. This score can be in the form of points, medals, etc. When the second attack item hits an enemy faction target, it means that the second attack item used by the first target successfully hit the enemy faction target, and the first target's match score increases. The more times the first target hits the enemy, the higher their match score.

[0110] Similarly, when the first attack item hits an enemy team member, it means that the enemy team member's first attack item successfully hits an enemy team member. The enemy team member's score increases, and the more times the enemy team member hits an enemy team member, the higher their score.

[0111] In one specific implementation, in addition to the game object releasing the second attack item, an item release component is provided in the game scene. This component can be, for example, a turret, a lever, etc., and is placed at a designated location in the game scene. For example, each game faction has a corresponding item release component, and game objects within that faction can control this component to release items. For instance, our faction's characters are configured with one item release component, and the enemy faction's characters are configured with one item release component.

[0112] Specifically, in response to an enemy using an item casting component to cast an attack item, it is determined that the item casting component is equipped with a second attack item. The item casting component is controlled to consume a first number of second attack items and cast a third attack item corresponding to the second attack item. The third attack item is one of the first attack items. The attack power of the third attack item is greater than that of the second attack item.

[0113] The ability to increase attack power can be enhanced by using the item casting component. This attack power may include the ability to cast a larger number of second attack items at once, or the ability of the third attack item cast by the item casting component to have a significant impact on the object parameters of the enemy faction.

[0114] In one example, the aforementioned first attack item includes small snowballs and large snowballs, the second attack item is a small snowball, and the third attack item is a large snowball. When a small snowball hits an enemy object, the object's parameters can be increased by a preset parameter increment. When a large snowball hits an enemy object, the object's parameters can be directly increased to the first parameter threshold.

[0115] In actual implementation, the third attack item includes a second number of second attack items, the second number being greater than the first number; relative to the aforementioned embodiment, when the second object releases the second attack item, if the second object carries one second attack item, then the second object can only release one second attack item at a time; and for the item release control, after the item release control is equipped with the first number of second attack items, it generates an item release command, and the item release control can release the second number of second attack items.

[0116] For example, if a second attack item is equipped in the item casting component, after generating the item casting command, two or three second attack items will be cast at once; that is, the number of second attack items included in the attack items cast by the item casting component is greater than the number of second attack items equipped in the item casting component.

[0117] Specifically, when the item release control releases multiple secondary attack items at once, the release direction of each secondary attack item can be determined randomly, or it can be determined based on the orientation of the item release component. Taking two secondary attack items as an example, if the orientation of the item release component is 30 degrees to the upper right, then the release direction of one secondary attack item is 20 degrees to the upper right, and the release direction of the other secondary attack item is 40 degrees to the upper right.

[0118] In another approach, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to the first parameter threshold. In the aforementioned embodiment, when the enemy faction object releases the first attack item and hits the first object, the object parameter increases to the first parameter threshold when the top of the first object is hit. However, for the third attack item released by the item release component, as long as it hits an enemy faction object, the object parameter of that enemy faction object increases to the first parameter threshold, regardless of the hit position of the enemy faction object. Therefore, the attack power of the third attack item released by the item release component is greater than the attack power of the second attack item.

[0119] Before deploying an attack item, the item deployment component needs to equip a second attack item. Specifically, in response to movement control commands from the target terminal, it controls friendly faction objects to move to the control area of ​​the item deployment component; the friendly faction objects that move to the control area have control over the item deployment component; when the target terminal is the first terminal, the friendly faction object is the first object; when the target terminal is the second terminal, the friendly faction object is the second object; it determines that the friendly faction object is carrying a second attack item and provides an item deployment control on the target terminal; in response to a trigger operation from the target terminal acting on the item deployment control, it controls the friendly faction object to equip the second attack item to the item deployment component.

[0120] It should be noted that for an item-casting component of a game faction, any game object within that faction can equip the component with a second attack item, or also cast an attack item. Therefore, the aforementioned target terminal can be either a first terminal or a second terminal, and our faction's object is the game object controlled by the target terminal.

[0121] The control area of ​​an item placement component can be determined based on its location. For example, a specified area around the item placement component can be defined as the control area. Alternatively, the item placement component can be placed on a scene model in the game scene, such as a watchtower model or a high platform model. The control area of ​​the item placement component is the top plane area of ​​that scene model. If a friendly faction object moves to the top plane area of ​​that scene model, it can be understood that the friendly faction object has entered the control area of ​​the item placement component.

[0122] The maximum number of allied objects that can exist simultaneously within the controlled area can be preset, for example, to one. In this case, other allied objects can only enter the controlled area after an allied object within the controlled area leaves. That is, only one allied object has control over the item casting component at a time. This control includes equipping the item casting component with a second attack item or controlling the casting of an attack item.

[0123] refer to Figure 7 In the example, if a friendly faction object moves to the control area of ​​the item placement component and is carrying a second attack item, the target terminal will display the item assembly control; the friendly faction object can pick up the second attack item from the scene ground or obtain the second attack item from the item container.

[0124] By triggering the item assembly control, a player character equips the second attack item they are carrying to the item casting component. This player character can then cast the item casting component, or it can be cast by another player character from the same faction.

[0125] Specifically, in response to a movement control command from the target terminal, the system controls a friendly faction object to move to the control area of ​​the item-casting component; wherein, the friendly faction object that moves to the control area has control over the item-casting component; when the target terminal is the first terminal, the friendly faction object is the first object; when the target terminal is the second terminal, the friendly faction object is the second object; it determines that the item-casting component is equipped with a second attack item, and provides a second casting control on the target terminal controlling the friendly faction object; in response to a trigger operation triggered by the target terminal acting on the second casting control, it controls the item-casting component to consume a first number of second attack items and cast a third attack item.

[0126] refer to Figure 8 It should be noted that the player character who uses the third attack item and the player character who equips the second attack item can be the same player character or different players characters within the same player faction.

[0127] When an enemy of our faction moves into the control area of ​​an item casting component, and the item casting component is equipped with a second attack item, a second casting control is provided. By triggering the second casting control, the attack item is cast, and at the same time, the first number of second attack items equipped in the item casting component are consumed.

[0128] In one example, the item casting component is equipped with two second attack items. After triggering the second casting control once, the item casting component casts the attack item, and at the same time, the number of second attack items equipped in the item casting component decreases by one.

[0129] Furthermore, the direction of attack item release can be adjusted. In response to a sliding touch operation triggered by the target terminal on the second release control, the second release direction is determined based on the position of the touch point during the sliding touch operation. Upon the end of the sliding touch operation on the target terminal, the item release component is controlled to consume a first number of second attack items and release the corresponding attack item along the second release direction.

[0130] When performing a swipe touch operation, a direction indicator for the second release direction can be displayed in the scene, such as a direction indicator line; when the position of the touch point of the swipe touch operation changes, the second release direction indicated by the direction indicator changes accordingly; when the swipe touch operation ends, the second release direction indicated by the direction indicator at the end of the swipe touch operation is determined as the final first release direction of the second attack item, and the second attack item is released along the second release direction.

[0131] Another method involves adjusting the orientation of the item release component during the swipe touch operation, with different orientations corresponding to different release directions; when the swipe touch operation ends, the release direction of the attack item is determined based on the orientation of the item release component at the end of the swipe touch operation.

[0132] When the second release control is triggered, it is determined that the number of second attack items equipped by the item release component has not reached the preset quantity threshold. The item release component is then controlled to consume the first quantity of second attack items and release the second quantity of second attack items; wherein the second quantity is greater than the first quantity.

[0133] In one example, when the second attack item is a small snowball, the third attack item is a large snowball; the preset quantity threshold can be set in advance, for example, 10. In actual implementation, the number of second attack items equipped by the item casting component can be displayed on the terminal device corresponding to the game object in that game faction, or the number can be hidden.

[0134] When the number of second attack items equipped by the item deployment component does not reach the preset threshold, the item deployment component cannot deploy an attack item that directly increases the target parameter to the first parameter threshold; it can only deploy the second number of second attack items. For example, the item deployment component consumes 1 second attack item and deploys 2 second attack items; or, the item deployment component consumes 2 second attack items and deploys 3 second attack items, etc.

[0135] When the second release control is triggered, it is determined that the number of second attack items equipped by the item release component has reached a preset quantity threshold. The item release component is then controlled to consume the preset quantity threshold of second attack items and release the third attack item. When the third attack item hits an enemy faction object, the object parameter of the enemy faction object is increased to the first parameter threshold.

[0136] Game objects within the same faction can equip item casting components. When the number of equipped second attack items reaches a preset threshold, triggering the second casting control will release the attack item. Enemy faction objects attacked by this item will immediately enter the designated state.

[0137] In response to the third attack item failing to hit an enemy faction target and landing on the scene ground, a third number of second attack items are generated and deployed.

[0138] The third attack item lands on the ground and can be controlled to disappear, generating multiple second attack items. These second attack items, once deployed, can attack enemy targets. For example, when the third attack item is a large snowball, it explodes upon landing, generating multiple smaller snowballs, which are the second attack items. These smaller snowballs are deployed randomly and can attack enemy targets in various directions.

[0139] This method can further enhance the attack power of attack items against enemy game objects, guide players in the same faction to cooperate in assembling item release components, and thus release the attack item, improving the interactivity of players in the same faction, which is conducive to improving game performance and interactive experience, and also enhances the social aspect of the game.

[0140] In other implementations, when an enemy faction object attacks a friendly faction object, if the first attack item includes a second attack item; in response to the enemy faction object casting the second attack item, or the enemy faction object controlling the item casting component to cast the second attack item, and the second attack item hits the first object, the object parameters of the first object are increased according to the second attack item.

[0141] The second attack item can be cast by an enemy faction object. In this case, an enemy faction object can cast a second attack item if it is carrying one. Alternatively, the second attack item can be cast by an enemy faction object controlling the item casting component. In this case, if the number of second attack items equipped on the enemy faction object's item casting component does not reach the preset threshold, the item casting component will cast the second attack item. For specific casting methods, please refer to the method of our faction object casting the second attack item using the item casting component.

[0142] Additionally, when the first attack item includes a third attack item; in response to the enemy faction object control item casting component casting the third attack item, and the third attack item hits the first object, the object parameter controlling the first object increases to the first parameter threshold.

[0143] When the enemy faction's object control item casting component casts a third attack item, it is determined that the number of second attack items equipped by the item casting component has reached a preset threshold. The control item casting component consumes the preset threshold of second attack items and casts the third attack item. When the third attack item hits the first object, the object parameter of the first object increases to the first parameter threshold.

[0144] The specific way enemy faction targets use their third attack item can be found by referring to how friendly faction targets use their item casting components to use their third attack item.

[0145] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 9 The diagram shows an interactive control device for a game, the device comprising:

[0146] Scene providing module 90 is used to provide a game scene in response to the start of a game match; wherein, the game scene includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal;

[0147] Attack processing module 91 is used to respond to an enemy faction object hitting a first object with a first attack item, and to increase the object parameters of the first object according to the first attack item;

[0148] The first state control module 92 is used to control the first object to enter a specified state in response to the object parameter of the first object reaching the first parameter threshold; wherein, in the specified state, the first object does not respond to instructions from the first terminal;

[0149] The prop acquisition module 93 is used to respond to the prop acquisition command for the first object from the second terminal, control the second object to acquire the second attack prop from the first object, and shorten the duration of the first object in the specified state, wherein the second attack prop is at least one of the first attack props;

[0150] The second state control module 94 is used to respond to the second object hitting the enemy camp object with the second attack item, and to increase the object parameter of the enemy camp object according to the second attack item, so that the enemy camp object enters the specified state when its object parameter reaches the first parameter threshold.

[0151] The score update module 95 is used to control and update the game scores of each game object in the game based on the hit results of the first and / or second attack items in the game.

[0152] The interactive control device of the aforementioned game, in response to the start of a game match, provides a game scene; wherein the game scene includes at least a first object and a second object belonging to our faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, the object parameters of the first object are increased according to the first attack item; in response to the object parameters of the first object reaching a first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal; in response to instructions from the second terminal... The second terminal issues an item acquisition command to the first object, controlling the second object to acquire a second attack item from the first object and shortening the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, the object parameter of the enemy object is increased according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; based on the hit results of the first attack item and / or the second attack item in the game, the game scores of each game object in the game are updated.

[0153] In this method, when there are game objects in a specific state within the same game faction, items can be provided to teammates. Providing items to teammates can also shorten the duration of the specified state, helping the game to recover its state as quickly as possible. This method makes player interactions within the same faction more frequent and richer, which is beneficial for improving game performance and interactive experience, and also enhances the game's social aspect.

[0154] The aforementioned device also includes an enemy parameter enhancement module, used to increase the enemy's object parameters based on the first attack item when a friendly object hits an enemy object with a first attack item.

[0155] The attack processing module described above is used to: obtain the hit position of the first attack item when the first object is hit by the first attack item; and increase the object parameters of the first object based on the hit position.

[0156] The attack processing module described above is used to: in response to the hit location being the top of the first object, control the object parameter of the first object to increase to the first parameter threshold.

[0157] The attack processing module described above is used to: in response to the hit location being the top of the first object and the first object having a vertical moving speed, control the object parameter of the first object to increase to the first parameter threshold.

[0158] The attack processing module described above is used to: in response to a hit location on a part of the first object other than the top of the object, control the object parameters of the first object to increase by a preset parameter increment.

[0159] The aforementioned device further includes a state exit module, used to: control the object parameters of the first object to gradually decrease at a preset speed; and in response to the object parameters of the first object decreasing to a second parameter threshold, control the first object to exit a specified state so that the first object responds to instructions from the first terminal.

[0160] The aforementioned item acquisition module is used to: determine the number of second attack items that the second object acquires from the first object; determine the parameter variable of the object parameter based on the number of items; and reduce the parameter value of the parameter variable based on the current value of the object parameter.

[0161] The aforementioned device also includes a parameter holding module, used to: respond to the first attack tool coming into contact with the collider of the first object in a specified state, control the first attack tool to produce a collision effect, and control the first attack tool not to affect the object parameters of the first object.

[0162] The aforementioned item acquisition module is used to: respond to a movement control command from the second terminal and control the second object to move to the specified location of the first object; respond to an item acquisition command from the second terminal, and when the first object is in the specified state, control the second object to acquire the second attack item from the first object.

[0163] The aforementioned performance update module is used to: provide a first release control on the second terminal; respond to a sliding touch operation triggered by the second terminal on the first release control, and determine a first release direction based on the operation touch point position of the sliding touch operation; and respond to the end of the sliding touch operation on the second terminal, control the second object to release a second attack item along the first release direction.

[0164] The aforementioned performance update module is used to: increase the match score of the enemy team that used the first attack item when the first attack item hits an enemy team member; and increase the match score of the friendly team that used the second attack item when the second attack item hits an enemy team member.

[0165] The aforementioned game scenario provides an item casting component; the aforementioned device further includes: a component attack module, used to respond to a friendly faction object using the item casting component to cast an attack item, determine that the item casting component is equipped with a second attack item, control the item casting component to consume a first number of second attack items, and cast a third attack item corresponding to the second attack item; wherein, the third attack item is one of the first attack items; the attack power of the third attack item is greater than the attack power of the second attack item.

[0166] The aforementioned third attack item includes a second number of second attack items, the second number being greater than the first number; or, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to the first parameter threshold.

[0167] The aforementioned component attack module is used to: determine that the number of second attack items assembled by the item release component reaches a preset quantity threshold, control the item release component to consume the preset quantity threshold of second attack items, and release a third attack item; wherein, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to a first parameter threshold.

[0168] The aforementioned device also includes an item generation module for: generating and releasing a third number of second attack items in response to the third attack item failing to hit an enemy faction object and landing on the scene ground of the game scene.

[0169] The aforementioned component attack module is used to: determine that the number of second attack items assembled by the item release component has not reached a preset number threshold, control the item release component to consume a first number of second attack items, and release a second number of second attack items; wherein the second number is greater than the first number.

[0170] The aforementioned component attack module is used to: respond to a movement control command from the target terminal, control a friendly faction object to move to the control area of ​​the item-casting component; wherein, the friendly faction object that moves to the control area has control authority over the item-casting component; when the target terminal is a first terminal, the friendly faction object is the first object; when the target terminal is a second terminal, the friendly faction object is the second object; determine that the item-casting component is equipped with a second attack item, and provide a second casting control on the target terminal controlling the friendly faction object; respond to a trigger operation triggered by the target terminal acting on the second casting control, control the item-casting component to consume a first number of second attack items, and cast a third attack item.

[0171] The aforementioned component attack module is used to: respond to a sliding touch operation triggered by the target terminal and applied to the second release control, determine the second release direction based on the operation touch point position of the sliding touch operation; and respond to the end of the sliding touch operation of the target terminal, control the item release component to consume a first number of second attack items and release a third attack item along the second release direction.

[0172] The aforementioned device further includes an assembly module, configured to: respond to a movement control command from a target terminal, control a friendly faction object to move to the control area of ​​an item placement component; wherein the friendly faction object moving to the control area has control over the item placement component; when the target terminal is a first terminal, the friendly faction object is the first object; when the target terminal is a second terminal, the friendly faction object is the second object; determine that the friendly faction object is carrying a second attack item, and provide an item assembly control on the target terminal; respond to a trigger operation from the target terminal acting on the item assembly control, and control the friendly faction object to assemble the second attack item into the item placement component.

[0173] The first attack item includes a second attack item; the attack processing module is used to: respond to an enemy faction object releasing a second attack item, or an enemy faction object controlling an item release component releasing a second attack item, and the second attack item hitting the first object, increase the object parameters of the first object according to the second attack item.

[0174] The first attack item includes a third attack item; the aforementioned attack processing module is used to: respond to the enemy faction object control item casting component casting the third attack item, and when the third attack item hits the first object, control the object parameter of the first object to increase to the first parameter threshold.

[0175] 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.

[0176] See Figure 10 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.

[0177] Furthermore, Figure 10 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.

[0178] 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 10 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.

[0179] 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 readily available 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 from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0180] 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:

[0181] A game interaction control method, in response to the start of a game match, provides a game match scene; wherein the game match scene includes at least a first object and a second object belonging to the player's faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, the object parameters of the first object are increased according to the first attack item; in response to the object parameters of the first object reaching a first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal; the response from the second terminal... The second terminal issues an item acquisition command to the first object, controlling the second object to acquire a second attack item from the first object and shortening the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, the object parameter of the enemy object is increased according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; based on the hit results of the first attack item and / or the second attack item in the game, the game scores of each game object in the game are updated.

[0182] In response to a friendly faction object hitting an enemy faction object with its first attack item, increase the enemy faction object's object parameters based on the first attack item.

[0183] Get the hit position of the first attacking item when the first object is hit; increase the object parameter of the first object based on the hit position.

[0184] In response to a hit location being the top of the first object, control the object parameter of the first object to increase to the first parameter threshold.

[0185] In response to the hit location being the top of the first object, and the first object having a vertical movement speed, the object parameter of the first object is increased to the first parameter threshold.

[0186] In response to a hit location on an object other than the top of the first object, the object parameters of the first object are increased by a preset parameter increment.

[0187] The object parameters of the first object are gradually reduced at a preset speed; in response to the object parameters of the first object decreasing to a second parameter threshold, the first object is controlled to exit a specified state so that the first object responds to instructions from the first terminal.

[0188] Determine the number of second attack items that the second object obtains from the first object; based on the number of items, determine the parameter variable of the object parameter; reduce the parameter value of the parameter variable based on the current value of the object parameter.

[0189] In response to the first attack item coming into contact with the collider of the first object in the specified state, control the first attack item to produce a collision effect, and control the first attack item not to affect the object parameters of the first object.

[0190] In response to a movement control command from the second terminal, the second object is controlled to move to the designated location of the first object; in response to an item acquisition command from the second terminal, and with the first object in a designated state, the second object is controlled to acquire a second attack item from the first object.

[0191] A first release control is provided on the second terminal; in response to a sliding touch operation triggered by the second terminal on the first release control, a first release direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation on the second terminal, the second object is controlled to release a second attack item along the first release direction.

[0192] In response to the first attack item hitting an allied target, increase the match score of the enemy target who used the first attack item; in response to the second attack item hitting an enemy target, increase the match score of the allied target who used the second attack item.

[0193] In the game scenario, an item casting component is provided; in response to a friendly faction object using the item casting component to cast an attack item, it is determined that the item casting component is equipped with a second attack item, the item casting component is controlled to consume a first number of second attack items, and a third attack item corresponding to the second attack item is cast; wherein, the third attack item is one of the first attack items; the attack power of the third attack item is greater than the attack power of the second attack item.

[0194] The third attack item includes a second number of second attack items, the second number being greater than the first number; or, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to the first parameter threshold.

[0195] If the number of second attack items equipped by the item release component reaches a preset threshold, control the item release component to consume the preset threshold number of second attack items and release a third attack item; wherein, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to a first parameter threshold.

[0196] In response to the third attack item failing to hit an enemy faction target and landing on the scene ground, a third number of second attack items are generated and deployed.

[0197] If the number of second attack items equipped by the item release component does not reach a preset threshold, the item release component is controlled to consume a first number of second attack items and release a second number of second attack items; wherein the second number is greater than the first number.

[0198] In response to a movement control command from the target terminal, the system controls a friendly faction object to move to the control area of ​​the item-casting component; wherein, the friendly faction object that moves to the control area has control over the item-casting component; when the target terminal is the first terminal, the friendly faction object is the first object; when the target terminal is the second terminal, the friendly faction object is the second object; the system determines that the item-casting component is equipped with a second attack item, and provides a second casting control on the target terminal controlling the friendly faction object; in response to a trigger operation triggered by the target terminal acting on the second casting control, the system controls the item-casting component to consume a first quantity of the second attack item and cast a third attack item.

[0199] In response to a sliding touch operation triggered by the target terminal on the second release control, the second release direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation on the target terminal, the control item release component consumes a first number of second attack items and releases a third attack item along the second release direction.

[0200] In response to a movement control command from the target terminal, the system controls an allied faction object to move to the control area of ​​the item placement component; wherein, the allied faction object that moves to the control area has control over the item placement component; when the target terminal is the first terminal, the allied faction object is the first object; when the target terminal is the second terminal, the allied faction object is the second object; if the allied faction object is determined to be carrying a second attack item, an item assembly control is provided on the target terminal; in response to a trigger operation from the target terminal acting on the item assembly control, the system controls the allied faction object to assemble the second attack item into the item placement component.

[0201] The first attack item includes a second attack item; in response to an enemy faction object casting a second attack item, or an enemy faction object controlling an item casting component casting a second attack item, and the second attack item hitting the first object, the object parameters of the first object are increased according to the second attack item.

[0202] The first attack item includes a third attack item; in response to the enemy faction object control item casting component casting the third attack item, and the third attack item hits the first object, the object parameter controlling the first object increases to the first parameter threshold.

[0203] In this method, when there are game objects in a specific state within the same game faction, items can be provided to teammates. Providing items to teammates can also shorten the duration of the specified state, helping the game to recover its state as quickly as possible. This method makes player interactions within the same faction more frequent and richer, which is beneficial for improving game performance and interactive experience, and also enhances the game's social aspect.

[0204] 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.

[0205] 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:

[0206] A game interaction control method, in response to the start of a game match, provides a game match scene; wherein the game match scene includes at least a first object and a second object belonging to the player's faction; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to an enemy faction object hitting the first object with a first attack item, the object parameters of the first object are increased according to the first attack item; in response to the object parameters of the first object reaching a first parameter threshold, the first object is controlled to enter a specified state; wherein, in the specified state, the first object does not respond to instructions from the first terminal; the response from the second terminal... The second terminal issues an item acquisition command to the first object, controlling the second object to acquire a second attack item from the first object and shortening the duration of the first object in a specified state, wherein the second attack item is at least one of the first attack items; in response to the second object hitting an enemy object with the second attack item, the object parameter of the enemy object is increased according to the second attack item, so that the enemy object enters a specified state when its object parameter reaches a first parameter threshold; based on the hit results of the first attack item and / or the second attack item in the game, the game scores of each game object in the game are updated.

[0207] In response to a friendly faction object hitting an enemy faction object with its first attack item, increase the enemy faction object's object parameters based on the first attack item.

[0208] Get the hit position of the first attacking item when the first object is hit; increase the object parameter of the first object based on the hit position.

[0209] In response to a hit location being the top of the first object, control the object parameter of the first object to increase to the first parameter threshold.

[0210] In response to the hit location being the top of the first object, and the first object having a vertical movement speed, the object parameter of the first object is increased to the first parameter threshold.

[0211] In response to a hit location on an object other than the top of the first object, the object parameters of the first object are increased by a preset parameter increment.

[0212] The object parameters of the first object are gradually reduced at a preset speed; in response to the object parameters of the first object decreasing to a second parameter threshold, the first object is controlled to exit a specified state so that the first object responds to instructions from the first terminal.

[0213] Determine the number of second attack items that the second object obtains from the first object; based on the number of items, determine the parameter variable of the object parameter; reduce the parameter value of the parameter variable based on the current value of the object parameter.

[0214] In response to the first attack item coming into contact with the collider of the first object in the specified state, control the first attack item to produce a collision effect, and control the first attack item not to affect the object parameters of the first object.

[0215] In response to a movement control command from the second terminal, the second object is controlled to move to the designated location of the first object; in response to an item acquisition command from the second terminal, and with the first object in a designated state, the second object is controlled to acquire a second attack item from the first object.

[0216] A first release control is provided on the second terminal; in response to a sliding touch operation triggered by the second terminal on the first release control, a first release direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation on the second terminal, the second object is controlled to release a second attack item along the first release direction.

[0217] In response to the first attack item hitting an allied target, increase the match score of the enemy target who used the first attack item; in response to the second attack item hitting an enemy target, increase the match score of the allied target who used the second attack item.

[0218] In the game scenario, an item casting component is provided; in response to a friendly faction object using the item casting component to cast an attack item, it is determined that the item casting component is equipped with a second attack item, the item casting component is controlled to consume a first number of second attack items, and a third attack item corresponding to the second attack item is cast; wherein, the third attack item is one of the first attack items; the attack power of the third attack item is greater than the attack power of the second attack item.

[0219] The third attack item includes a second number of second attack items, the second number being greater than the first number; or, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to the first parameter threshold.

[0220] If the number of second attack items equipped by the item release component reaches a preset threshold, control the item release component to consume the preset threshold number of second attack items and release a third attack item; wherein, when the third attack item hits an enemy faction object, the object parameter of the enemy faction object increases to a first parameter threshold.

[0221] In response to the third attack item failing to hit an enemy faction target and landing on the scene ground, a third number of second attack items are generated and deployed.

[0222] If the number of second attack items equipped by the item release component does not reach a preset threshold, the item release component is controlled to consume a first number of second attack items and release a second number of second attack items; wherein the second number is greater than the first number.

[0223] In response to a movement control command from the target terminal, the system controls a friendly faction object to move to the control area of ​​the item-casting component; wherein, the friendly faction object that moves to the control area has control over the item-casting component; when the target terminal is the first terminal, the friendly faction object is the first object; when the target terminal is the second terminal, the friendly faction object is the second object; the system determines that the item-casting component is equipped with a second attack item, and provides a second casting control on the target terminal controlling the friendly faction object; in response to a trigger operation triggered by the target terminal acting on the second casting control, the system controls the item-casting component to consume a first quantity of the second attack item and cast a third attack item.

[0224] In response to a sliding touch operation triggered by the target terminal on the second release control, the second release direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation on the target terminal, the control item release component consumes a first number of second attack items and releases a third attack item along the second release direction.

[0225] In response to a movement control command from the target terminal, the system controls an allied faction object to move to the control area of ​​the item placement component; wherein, the allied faction object that moves to the control area has control over the item placement component; when the target terminal is the first terminal, the allied faction object is the first object; when the target terminal is the second terminal, the allied faction object is the second object; if the allied faction object is determined to be carrying a second attack item, an item assembly control is provided on the target terminal; in response to a trigger operation from the target terminal acting on the item assembly control, the system controls the allied faction object to assemble the second attack item into the item placement component.

[0226] The first attack item includes a second attack item; in response to an enemy faction object casting a second attack item, or an enemy faction object controlling an item casting component casting a second attack item, and the second attack item hitting the first object, the object parameters of the first object are increased according to the second attack item.

[0227] The first attack item includes a third attack item; in response to the enemy faction object control item casting component casting the third attack item, and the third attack item hits the first object, the object parameter controlling the first object increases to the first parameter threshold.

[0228] In this method, when there are game objects in a specific state within the same game faction, items can be provided to teammates. Providing items to teammates can also shorten the duration of the specified state, helping the game to recover its state as quickly as possible. This method makes player interactions within the same faction more frequent and richer, which is beneficial for improving game performance and interactive experience, and also enhances the game's social aspect.

[0229] 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.

[0230] 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.

[0231] 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.

[0232] 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.

[0233] 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.

[0234] 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. An interactive control method of a game, characterized by, The method comprises: in response to the start of a game session, providing a session scene of the game session; wherein the session scene comprises at least a first object and a second object belonging to a friendly camp object; the first object is controlled by a first terminal; the second object is controlled by a second terminal; in response to the first object being hit by a first attack prop used by an enemy camp object, increasing the object parameter of the first object according to the first attack prop; in response to the object parameter of the first object reaching a first parameter threshold, controlling the first object to enter a specified state; wherein in the specified state, the first object does not respond to instructions from the first terminal; in response to a prop acquisition instruction for the first object from the second terminal, controlling the second object to acquire a second attack prop from the first object, and shortening the duration of the first object in the specified state, wherein the second attack prop is at least one of the first attack prop; in response to the second object hitting the enemy camp object using the second attack prop, increasing the object parameter of the enemy camp object according to the second attack prop, so that the enemy camp object enters the specified state when its object parameter reaches the first parameter threshold; according to the hit result of the first attack prop and / or the second attack prop in the game session, controlling to update the session score of each game object in the game session.

2. The method of claim 1, wherein, The method further comprises: in response to the first object hitting the enemy camp object using the first attack prop, increasing the object parameter of the enemy camp object according to the first attack prop.

3. The method of claim 1, wherein, The step of increasing the object parameter of the first object according to the first attack prop comprises: acquiring the hit position corresponding to the first attack prop when the first object is hit by the first attack prop; increasing the object parameter of the first object according to the hit position.

4. The method of claim 3, wherein, The step of increasing the object parameter of the first object according to the hit position comprises: in response to the hit position being the top of the object of the first object, controlling the object parameter of the first object to increase to the first parameter threshold.

5. The method of claim 4, wherein, The step of controlling the object parameter of the first object to increase to the first parameter threshold in response to the hit position being the top of the object of the first object comprises: in response to the hit position being the top of the object of the first object, and the first object having a vertical movement speed, controlling the object parameter of the first object to increase to the first parameter threshold.

6. The method of claim 3, wherein, The step of increasing the object parameter of the first object according to the hit position comprises: in response to the hit position being a part of the object of the first object other than the top of the object, controlling the object parameter of the first object to increase by a preset parameter increment.

7. The method of claim 1, wherein, After the step of controlling the first object to enter a specified state in response to the object parameter of the first object reaching a first parameter threshold, the method further comprises: controlling the object parameter of the first object to gradually decrease at a preset speed; In response to the object parameter of the first object decreasing to a second parameter threshold, the first object is controlled to exit the specified state in response to an instruction from the first terminal.

8. The method of claim 7, wherein, The step of shortening the duration of the first object in the specified state comprises: determining a number of second attack props obtained by the second object from the first object; based on the number of props, determining a parameter variable of the object parameter; decreasing the parameter value of the parameter variable based on the current value of the object parameter.

9. The method of claim 1, wherein, After the step of controlling the first object to enter the specified state in response to the object parameter of the first object reaching a first parameter threshold, the method further comprises: in response to the first attack prop contacting the collision body of the first object in the specified state, the first attack prop is controlled to generate a collision effect, and the first attack prop is controlled not to affect the object parameter of the first object.

10. The method of claim 1, wherein, In response to the prop obtaining instruction from the second terminal for the first object, the step of controlling the second object to obtain the second attack prop from the first object comprises: in response to the movement control instruction from the second terminal, the second object is controlled to move to a specified position of the first object; in response to the prop obtaining instruction from the second terminal and the first object being in the specified state, the second object is controlled to obtain the second attack prop from the first object.

11. The method of claim 1, wherein, After the step of controlling the second object to obtain the second attack prop from the first object in response to the prop obtaining instruction from the second terminal for the first object, and shortening the duration of the first object in the specified state, the method further comprises: providing a first casting control on the second terminal; in response to the sliding touch operation of the second terminal acting on the first casting control being triggered, a first casting direction is determined based on the position of the operation touch point of the sliding touch operation; in response to the end of the sliding touch operation of the second terminal, the second object is controlled to cast the second attack prop along the first casting direction.

12. The method of claim 1, wherein, The step of controlling the update of the game session score of each game object in the game session based on the hit result of the first attack prop in the game session comprises: in response to the first attack prop hitting the friendly camp object, increasing the game session score of the enemy camp object using the first attack prop; The step of controlling the update of the game session score of each game object in the game session based on the hit result of the second attack prop in the game session comprises: in response to the second attack prop hitting the enemy camp object, increasing the game session score of the friendly camp object using the second attack prop.

13. The method of claim 1, wherein, The game session scene provides a prop casting component; the method further comprises: in response to the friendly camp object casting an attack prop using the prop casting component, it is determined that the prop casting component is equipped with the second attack prop, the prop casting component is controlled to consume a first number of the second attack prop, and a third attack prop corresponding to the second attack prop is casted. The third attack prop is one of the first attack props, and the attack capability of the third attack prop is greater than the attack capability of the second attack prop.

14. The method of claim 13, wherein, The third attack prop includes a second number of the second attack props, and the second number is greater than the first number. Alternatively, when the third attack prop hits the enemy camp object, an object parameter of the enemy camp object is increased to a first parameter threshold.

15. The method of claim 13, wherein, The step of determining that the prop launching component is equipped with the second attack prop, controlling the prop launching component to consume a first number of the second attack props, and launching a third attack prop corresponding to the second attack prop includes: The step of determining that the prop launching component is equipped with the second attack prop, controlling the prop launching component to consume a first number of the second attack props, and launching a third attack prop corresponding to the second attack prop includes: The third attack prop hits the enemy camp object, and an object parameter of the enemy camp object is increased to a first parameter threshold.

16. The method of claim 15, wherein, The method further includes: In response to the third attack prop not hitting the enemy camp object and landing on a scene ground of the game scene, a third number of the second attack props are generated and launched.

17. The method of claim 13, wherein, The step of determining that the prop launching component is equipped with the second attack prop, controlling the prop launching component to consume a first number of the second attack props, and launching a third attack prop corresponding to the second attack prop includes: The step of determining that the prop launching component is equipped with the second attack prop, controlling the prop launching component to consume a first number of the second attack props, and launching a third attack prop corresponding to the second attack prop includes:

18. The method of claim 13, wherein, In response to the target terminal using the prop launching component to launch a prop, the step of determining that the prop launching component is equipped with the second attack prop, controlling the prop launching component to consume a first number of the second attack props, and launching a third attack prop corresponding to the second attack prop includes: In response to a movement control instruction from a target terminal, the first object is controlled to move to a control area of the prop launching component; the first object has control authority over the prop launching component when the first object is in the control area; when the target terminal is the first terminal, the first object is the first object; when the target terminal is the second terminal, the first object is the second object. The step of determining that the prop launching component is equipped with the second attack prop includes: In response to the target terminal triggering a trigger operation on the second launching control, the prop launching component is controlled to consume a first number of the second attack props, and the third attack prop is launched.

19. The method of claim 18, wherein, In response to the target terminal triggering a trigger operation on the second control, the prop control component is controlled to consume a first number of the second attack props and to launch the third attack prop, including: In response to the target terminal triggering a sliding touch operation on the second control, a second launch direction is determined based on a position of an operation touch point of the sliding touch operation; In response to the end of the sliding touch operation of the target terminal, the prop control component is controlled to consume a first number of the second attack props and to launch the third attack prop along the second launch direction.

20. The method of claim 13, wherein, The method further includes: In response to a movement control instruction from the target terminal, the object of the own camp is controlled to move to a control area of the prop control component; the object of the own camp has control authority over the prop control component when moving to the control area; the object of the own camp is the first object when the target terminal is the first terminal; the object of the own camp is the second object when the target terminal is the second terminal; It is determined that the object of the own camp carries the second attack prop, and a prop assembly control is provided by the target terminal; In response to a trigger operation on the prop assembly control from the target terminal, the object of the own camp is controlled to assemble the second attack prop to the prop control component.

21. The method of claim 1, wherein, The first attack prop includes the second attack prop; in response to an object of the enemy camp using the first attack prop to hit the first object, the object parameter of the first object is increased according to the first attack prop, including: In response to the object of the enemy camp launching the second attack prop, or the object of the enemy camp controlling the prop control component to launch the second attack prop, and the second attack prop hitting the first object, the object parameter of the first object is increased according to the second attack prop.

22. The method of claim 1, wherein, The first attack prop includes a third attack prop; In response to the object of the enemy camp using the first attack prop to hit the first object, the object parameter of the first object is increased according to the first attack prop, including: In response to the object of the enemy camp controlling the prop control component to launch the third attack prop, and the third attack prop hitting the first object, the object parameter of the first object is increased to the first parameter threshold.

23. An interactive control device for a game, characterized by The device includes: A scene providing module is configured to provide a game session scene of a game session in response to the start of the game session; the game session scene includes at least a first object and a second object belonging to an object of an own camp; the first object is controlled by a first terminal; the second object is controlled by a second terminal; An attack processing module is configured to increase an object parameter of the first object according to a first attack prop in response to an object of an enemy camp using the first attack prop to hit the first object. The first state control module is configured to control the first object to enter a specified state in response to an object parameter of the first object reaching a first parameter threshold; wherein in the specified state, the first object does not respond to an instruction from the first terminal; The prop obtaining module is configured to control the second object to obtain a second attack prop from the first object in response to a prop obtaining instruction for the first object from the second terminal, and shorten a time length during which the first object is in the specified state, wherein the second attack prop is at least one of the first attack props; The second state control module is configured to increase an object parameter of the enemy camp object according to the second attack prop in response to the second object hitting the enemy camp object with the second attack prop, so that the enemy camp object enters the specified state when the object parameter of the enemy camp object reaches the first parameter threshold; The score updating module is configured to control to update a game session score of each game object in the game session according to a hitting result of the first attack prop and / or the second attack prop in the game session.

24. An electronic device, comprising: The computer readable storage medium stores computer executable instructions, and the computer executable instructions, 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 1-22.

25. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, 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 1-22.

Citation Information

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