Interaction control method and device in game and electronic equipment

By realizing the functions of automatically selecting virtual characters and generating target protection objects in the game, the problem of shield generation in the prior art requiring precise targeting of designated positions is solved, which simplifies operations and improves the game experience.

CN119818937APending Publication Date: 2025-04-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510039773.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-09
Publication Date
2025-04-15

AI Technical Summary

Technical Problem

Shield generation in existing games requires precise targeting of designated positions, which is cumbersome to operate and affects the player's gaming experience.

Method used

By automatically selecting virtual characters as target guard objects in the game, the sight does not need to accurately target the character. It can automatically select the character by meeting the specified conditions and generate target guard objects in the game scene.

Benefits of technology

It simplifies game operations and improves the player's gaming experience. It can generate protective objects without precise aiming. It is simple and effective in operation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an interaction control method and device in a game and electronic equipment, and the method comprises the steps: controlling and adjusting the aiming direction of a front sight in a game scene in response to a view adjustment operation for a first virtual character; in response to the condition that the aiming direction and a second virtual character in the game scene meet a specified condition, automatically selecting the second virtual character as an action target of the target protection object; and in response to the first virtual role, releasing the target protection object in the game scene, and based on the first scene position determined by the second virtual role, generating the target protection object for providing a corresponding protection effect for the second virtual role in the game scene. In the mode, the front sight does not need to aim at the role, the role can be automatically selected as long as the front sight meets the specified condition, the target protection object used for providing the protection effect for the role is generated in the game scene, accurate aiming is not needed, operation is easy, and the game experience feeling of players is improved.
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Description

Technical Field

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

[0002] A shield in a game usually refers to a barrier that blocks damage from the enemy and allows game characters to pass freely, mainly for protection and defense. In related technologies, a virtual shield can usually be generated at a specified location by a specified button, and the virtual shield can be canceled after a preset time or by a specified button. This method requires precise aiming at the specified location, which is not easy to find in the actual game, and the operation is cumbersome, affecting the player's gaming experience. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide an interactive control method, device and electronic device in a game. The crosshairs do not need to be aimed at the character itself. As long as the character meets the specified conditions, the crosshairs can automatically select the character and generate a target protection object in the game scene to provide protection for the character. There is no need for precise aiming and the operation is simple to improve the player's gaming experience.

[0004] In a first aspect, an embodiment of the present disclosure provides an interactive control method in a game, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays at least a portion of a game scene and a crosshair, the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate an aiming direction of the first virtual character in the game scene, the method comprising: in response to a field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; in response to the aiming direction and a second virtual character in the game scene satisfying specified conditions, automatically selecting the second virtual character as the action target of a target protection object; in response to the first virtual character placing the target protection object in the game scene, generating a target protection object in the game scene for providing corresponding protection for the second virtual character based on a first scene position determined by the second virtual character.

[0005] In a second aspect, an embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a crosshair, wherein the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate an aiming direction of the first virtual character in the game scene, and the device includes: a field of view adjustment module, which is used to control and adjust the aiming direction of the crosshair in the game scene in response to a field of view adjustment operation for the first virtual character; a target selection module, which is used to automatically select the second virtual character as the target of a target protection object in response to the aiming direction and the second virtual character in the game scene satisfying specified conditions; and an object generation module, which is used to generate a target protection object in the game scene for providing corresponding protection for the second virtual character based on a first scene position determined by the second virtual character in response to the first virtual character placing the target protection object in the game scene.

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

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

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

[0009] The present disclosure provides an interactive control method, device and electronic device in a game, which controls and adjusts the aiming direction of the crosshairs in the game scene in response to the field of view adjustment operation for the first virtual character; automatically selects the second virtual character as the target of the target protection object in response to the aiming direction and the second virtual character in the game scene meeting the specified conditions; in response to the first virtual character casting the target protection object in the game scene, based on the first scene position determined by the second virtual character, generates a target protection object in the game scene for providing corresponding protection for the second virtual character. In this method, the crosshairs do not need to aim at the character itself, as long as the crosshairs meet the specified conditions, the character can be automatically selected, and the target protection object for providing protection for the character is generated in the game scene, without the need for precise aiming, and the operation is simple, which improves the game experience of the player.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

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

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

[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic top view of a game scene in an interactive control method in a game provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of a skill control in an interactive control method in a game provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0020] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0021] A shield in a game usually refers to a barrier that blocks damage from the enemy and through which game characters can pass freely, and mainly plays a protective and defensive role. In related technologies, a virtual shield can usually be generated at a specified position by a specified button, and the virtual shield can be canceled after a preset time or by a specified button. This method requires precise aiming at the specified position, which is not easy to find the position in the actual game, and the operation is cumbersome, affecting the player's gaming experience. Based on this, an interactive control method, device, and electronic device in a game are provided in an embodiment of the present disclosure. The technology can be applied to mobile phones, computers, notebooks, computers, and other devices.

[0022] In one embodiment of the present disclosure, the interactive control method in the game can be run on a local terminal device or a server. When the interactive control method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0023] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0025] In a possible implementation, an embodiment of the present invention provides an interactive control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. The graphical user interface displays at least part of a game scene and a crosshair, wherein the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first virtual character in the game scene, such as Figure 1 As shown, the method comprises the following steps:

[0026] Step S102, in response to the field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene;

[0027] The above-mentioned field of view adjustment operation for the first virtual character may be a sliding operation on the graphical user interface, used to adjust the field of view of the first virtual character, or a moving operation on the first virtual character, used to control the movement of the first virtual character in the game scene, thereby adjusting the field of view of the first virtual character, or a moving operation of the mouse, used to adjust the field of view of the first virtual character, etc. In response to the field of view adjustment operation for the first virtual character, the aiming direction of the crosshair in the game scene is controlled and adjusted, and the game scene displayed on the graphical user interface is updated at the same time.

[0028] Step S104, in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, automatically selecting the second virtual character as the target of the target protection object;

[0029] The above-mentioned specified condition can be any one of the following: there is a second virtual character in the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction and is closest to the crosshair, etc.

[0030] Optionally, the second virtual character is displayed in a specified display mode, or selected prompt information is displayed, for example, the second virtual character is highlighted, enlarged or flashed, or the selected prompt information is displayed on the second virtual character, or the second virtual character is selected as the target of the target protection object in a graphical user interface. The selected prompt information may also include an operation method for controlling the first virtual character to cast the target protection object.

[0031] The above-mentioned target protection object can act on virtual characters belonging to the same game camp to block any attack from enemy virtual characters; it can also act on enemy virtual characters to block the attacks of the enemy virtual characters, that is, if the enemy virtual character attacks, it will be directly blocked.

[0032] The second virtual character and the first virtual character meet a specified game relationship. The specified game relationship may be a teammate relationship, a relationship in the same camp, a master-apprentice relationship, a couple relationship, an enemy relationship, etc. If it is a non-enemy relationship, the target protection object can block damage for the second virtual character. If it is an enemy relationship, the target protection object can trap the attack of the second virtual character, and the attack of the second virtual character will be blocked by the target protection object.

[0033] Step S106, in response to the first virtual character placing a target protection object in the game scene, based on the first scene position determined by the second virtual character, generating a target protection object in the game scene for providing corresponding protection for the second virtual character.

[0034] Optionally, the first virtual character is configured with a first skill, and in response to a triggering operation of the first skill, the first virtual character is controlled to place a target protection object in the game scene. For example, in response to a pressing operation on a first button or a triggering operation on a first control, the first skill is triggered, and the first virtual character is controlled to place a target protection object in the game scene.

[0035] Wherein, a target protection object for providing corresponding protection for the second virtual character is generated in the game scene based on the first scene position; optionally, the target protection object is generated with the first scene position as the center; or, the target protection object is generated with the first scene position as the starting point or the end point. Optionally, the target position of the first scene position on the target protection object is determined according to the model of the target protection object, for example, if the target protection object is a one-dimensional or two-dimensional model, the first scene position is located at the center of the model surface or the edge of the model surface of the target protection object; for another example, if the target protection object is a three-dimensional model, the first scene position is located at the center of the model of the target protection object, or the center of the model surface, or the edge of the model surface, etc.

[0036] The disclosed embodiment provides an interactive control method in a game, which controls and adjusts the aiming direction of the crosshairs in the game scene in response to the field of view adjustment operation for the first virtual character; automatically selects the second virtual character as the target of the target protection object in response to the aiming direction and the second virtual character in the game scene meeting the specified conditions; and generates a target protection object in the game scene for providing corresponding protection for the second virtual character based on the first scene position determined by the second virtual character in response to the first virtual character placing the target protection object in the game scene. In this method, the crosshairs do not need to aim at the character itself, as long as the crosshairs automatically select the character when the character meets the specified conditions, and generates a target protection object in the game scene for providing protection for the character, without the need for precise aiming, and the operation is simple, which improves the game experience of the player.

[0037] After responding to the step that the aiming direction and the second virtual character in the game scene meet the specified conditions, the method further includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.

[0038] The locking mark may be a text mark, a pattern mark, or a combination of a text mark and a pattern mark. The locking mark is usually displayed at the center of the second virtual character or above the character.

[0039] In one possible manner, the locking mark is also used to prompt an operation method for placing a target protection object in a game scene.

[0040] Optionally, the locking mark includes a first mark and a second mark, wherein the first mark is used to prompt the second virtual character as the target of the target protection object, and the second mark is used to prompt the operation method for placing the target protection object in the game scene.

[0041] The first identifier may be various locking patterns, such as a lock pattern, and the second identifier may be key information or control information for triggering the operation mode. Figure 2 The schematic diagram of the graphical user interface shown in FIG. Figure 2 The character A) in the figure has been selected, and a locking mark is displayed on the second virtual character. The locking mark includes a locking pattern and a key "E" for triggering and controlling the first virtual character to release the target protection object.

[0042] In the above method, by displaying a lock mark on the automatically selected second virtual character, the player can be promptly reminded of the currently selected virtual character and the operation method of placing the target protection object in the game scene, so that the player can quickly execute the operation of placing the target protection object, thereby improving the game efficiency.

[0043] The method includes: determining a first interface area in a graphical user interface based on a crosshair; and in response to a second virtual character in a game scene being located in the first interface area, determining that an aiming direction and the second virtual character in the game scene satisfy a specified condition.

[0044] The second virtual character is a virtual character closest to the crosshair among the multiple virtual characters in the first interface area.

[0045] Optionally, a first interface area is determined in a graphical user interface with the crosshair as the center and the specified distance as the target range. The first interface area may be a circular area, an elliptical area, a rectangular area, a diamond area, etc. In response to the presence of multiple virtual characters in the first interface area, the virtual character closest to the crosshair is determined as the second virtual character, and it is determined that the aiming direction and the second virtual character in the game scene meet the specified conditions. In response to the presence of a virtual character in the first interface area, the virtual character is determined as the second virtual character, and it is determined that the aiming direction and the second virtual character in the game scene meet the specified conditions.

[0046] In the above method, the player does not need to accurately aim at the virtual character, but can select the character by simply being near the aimed character, which further simplifies the game operation and improves the player's gaming experience.

[0047] In current games, if a virtual shield needs to be generated at another location, the current virtual shield needs to be cancelled before it can be generated again at another location. The operation is cumbersome, the game content is simple, and the player's gaming experience is affected. Based on this, the above method also includes: before the target protection object loses its protective effect, in response to the aiming direction and the third virtual character in the game scene meeting the specified conditions, the third virtual character is automatically selected as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, the target protection object is controlled to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.

[0048] That is to say, after a target protection object for providing corresponding protection for the second virtual character is generated in the game scene based on the first scene position determined based on the second virtual character, if the target protection object has not lost its protection function, the player can transfer the target protection object from the first scene position to the second scene position determined based on the third virtual character through operation, so as to provide corresponding protection for the third virtual character.

[0049] Optionally, before the target protection object loses its protective function, a first interface area is determined in a graphical user interface based on a crosshair; in response to a third virtual character in a game scene being located within the first interface area, it is determined that an aiming direction and a second virtual character in the game scene satisfy specified conditions; in response to an aiming direction and a third virtual character in the game scene satisfying specified conditions, the third virtual character is automatically selected as the target of the target protection object; in response to a triggering operation of the first skill, the first virtual character is controlled to release the target protection object in the game scene, and the target protection object is transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protective effects for the third virtual character.

[0050] In the above initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object acting on the second virtual character before the transfer.

[0051] If the life value of the target protection object acting on the second virtual character is the first value, the life value of the target protection object providing corresponding protection for the third virtual character after the transfer is also the first value.

[0052] The third virtual character and the first virtual character meet a specified game relationship. The specified game relationship may be a teammate relationship, a relationship in the same camp, a master-apprentice relationship, a couple relationship, an enemy relationship, etc. If it is a non-enemy relationship, the target protection object can block damage for the third virtual character. If it is an enemy relationship, the target protection object can trap the attack of the third virtual character, and the attack of the third virtual character will be blocked by the target protection object.

[0053] In the above method, players do not need to cancel the target protection object that has been generated. They can transfer the currently generated target protection object to other locations through simple aiming operations and skill casting operations to provide protection for other virtual characters. The operation is simple, enriches the game content, and improves the player's gaming experience.

[0054] The above method also includes: determining the first scene position / the second scene position according to the character position and the character orientation of the second virtual character / the third virtual character in the game scene.

[0055] Optionally, the first virtual character is configured with a first skill, and after the second virtual character is automatically selected as the target of the target protection object, in response to the first skill being triggered, the first scene position is determined in the game scene according to the character position and character orientation of the second virtual character;

[0056] Exemplarily, the character position and character orientation of the second virtual character are determined in the game scene; starting from the character position, a first preset distance is horizontally offset in a direction corresponding to the character orientation to obtain a first scene position.

[0057] Exemplarily, the character position and character orientation of the second virtual character are determined in the game scene, and a first preset distance is horizontally offset from the character position in the opposite direction of the character orientation to obtain a first scene position.

[0058] Optionally, the first virtual character is configured with a first skill, and after the second virtual character is automatically selected as the target of the target protection object, in response to the first skill being triggered, the second scene position is determined in the game scene according to the character position and character orientation of the second virtual character;

[0059] Exemplarily, the character position and character orientation of the third virtual character are determined in the game scene; starting from the character position, a first preset distance is horizontally offset in a direction corresponding to the character orientation to obtain a second scene position.

[0060] Exemplarily, the character position and character orientation of the third virtual character are determined in the game scene, and a first preset distance is horizontally offset from the character position in the opposite direction of the character orientation to obtain a second scene position.

[0061] A possible implementation of the above-mentioned step of determining the first scene position / second scene position according to the character position and character orientation of the second virtual character / third virtual character in the game scene is as follows: determining the character position, character radius and character orientation of the second virtual character / third virtual character in the game scene; horizontally offsetting the character position by a first preset distance in a direction corresponding to the character orientation to obtain the first scene position / second scene position; wherein the first preset distance is greater than the character radius.

[0062] Optionally, the character position, character radius and character orientation of the second virtual character are determined in the game scene; starting from the character position, a first preset distance is horizontally offset in a direction corresponding to the character orientation to obtain a first scene position; wherein the first preset distance is greater than the character radius.

[0063] The character position, character radius and character orientation of the third virtual character are determined in the game scene; a first preset distance is horizontally offset from the character position to a direction corresponding to the character orientation to obtain a second scene position; wherein the first preset distance is greater than the character radius.

[0064] For example, Figure 3 FIG. 1 is a top view of a game scene in an interactive control method in a game. After the first skill is triggered, the character position (point O) of the second virtual character and the radius (r) of the second virtual character are from point O to the character in the corresponding direction ( Figure 3 The first scene position is obtained by offsetting the character radius plus a fixed distance d as shown in the arrow in the figure, wherein the character radius plus a fixed distance d is the above-mentioned first preset distance.

[0065] The above method includes: generating a target protection object at a first scene position / second scene position whose object orientation is consistent with the character orientation of the second virtual character / third virtual character, so that the target protection object can provide corresponding protection for the second virtual character / third virtual character in terms of character orientation.

[0066] In response to the first skill being triggered, after determining the first scene position in the game scene according to the character position and character orientation of the second virtual character, a target protection object is generated at the first scene position whose object orientation is consistent with the character orientation of the second virtual character, so that the target protection object can provide corresponding protection for the second virtual character in terms of character orientation.

[0067] Optionally, the first virtual character is configured with a first skill. After the second virtual character is automatically selected as the target of the target protection object, in response to the first skill being triggered, after the second scene position is determined in the game scene according to the character position and character orientation of the second virtual character, a target protection object is generated at the second scene position whose object orientation is consistent with the character orientation of the third virtual character, so that the target protection object can provide corresponding protection for the third virtual character in terms of character orientation.

[0068] For example, Figure 4 A schematic diagram of another graphical user interface is shown, in which a target protection object is generated at a first scene position to block attacks from the character in the opposite direction.

[0069] In the above method, the orientation of the generated target protection object is consistent with the orientation of the character, and it can block attacks in a certain direction, further enriching the content of the target protection object and thus enriching the game content.

[0070] The first virtual character is configured with a first skill, and the method further includes: in response to the first skill being triggered, controlling the first virtual character to release a target protection object in the game scene.

[0071] Optionally, in response to a trigger operation on a first button, the first skill is controlled to be triggered, or in response to a trigger operation on a first control, the first skill is controlled to be triggered.

[0072] In the above initial state, the target protection object has an initial life value; the above method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.

[0073] Optionally, in response to the target protected object being attacked by the target virtual character, the target protected object's health value is controlled to decrease, and the target virtual character and the first virtual character are in a hostile relationship. The above preset value can be 0, 1, 2, etc., and can be preset according to game requirements.

[0074] In traditional games, an effective time is usually set for the target protection object. After the time is exceeded, the target protection object loses its corresponding protection function. However, in the present invention, a life value is set for the target protection object, which increases the attack gameplay of the target protection object, increases the fun of the game, and further enriches the game content.

[0075] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.

[0076] If the target protection object loses its protection, the first skill cannot be triggered within the preset time, that is, the first skill enters the skill cooling time. During the cooling time, the first skill cannot be triggered. After the cooling time is reached, the first skill can be triggered again.

[0077] In the above method, the game content is further enriched by setting the cooling time of the first skill.

[0078] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.

[0079] Optionally, in response to the triggering operation on the second button, an object recovery instruction is generated. If instructions are required, the first button for triggering the first skill is different from the second button, that is, the button for casting the target protection object in the game scene is different from the button for recovering the target protection object, or in other words, the triggering method for casting the target protection object in the game scene is different from the triggering method for recovering the target protection object.

[0080] In addition, after responding to the object recovery instruction for the target protection object, the first skill is still in a triggerable state. Only when the target protection object loses its protective function will the first skill be set to an untriggerable state.

[0081] In the above method, the triggering method of releasing the target protection object in the game scene is different from the triggering method of recovering the target protection object, which further enriches the game content.

[0082] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.

[0083] Usually the purpose of recycling the target protection object is to restore the health of the target protection object. In addition, when the target protection object is in the recycling state, the first skill can still be triggered.

[0084] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, and the skill control includes a skill icon and a first button; in response to the first virtual character casting a target protection object in a game scene, the above-mentioned method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.

[0085] The first display mode may be highlight display, first color display, flashing display, etc. For example, Figure 5 As shown in Figure (a) of FIG. 1 , a schematic diagram of a skill control, including a skill icon and a first button “E”. At this time, the first button is displayed in a first display mode.

[0086] After responding to the first virtual character casting a target protection object in the game scene, the above method also includes: displaying the skill control in a second display mode, and displaying a second prompt information in a designated area of ​​the skill control; wherein the second display mode is used to indicate that the target protection object has been currently cast, and the second prompt information at least includes: an operation method for recovering the target protection object.

[0087] The second display mode may be grayed out, displayed in a second color, or stopped flashing. The second prompt information includes a second button, which is used to trigger the recovery of the target protection object. Figure 5 As shown in Figure (b) in the figure, the skill icon is displayed in the second display mode, and the second button "F" and the recycling mark are displayed above the skill icon.

[0088] In one method, in response to the target protection object losing its protection effect, the skill control is displayed in a third display mode, and the third display mode is used to indicate the cooldown time of the first skill and also to prompt that the target protection object has lost its protection effect.

[0089] In the above method, by changing the display mode of the skill icon, the player can be reminded of the status of the current target protection object, so that the player can quickly understand the current game status.

[0090] After generating a target protection object in the game scene for providing corresponding protection for the second virtual character, the method further includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.

[0091] The generated target protection object may be fixed at the first scene position, or may move with the second virtual character.

[0092] Corresponding to the above method embodiment, the embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and a crosshair, the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first virtual character in the game scene, such as Figure 6 As shown, the device comprises:

[0093] The field of view adjustment module 601 is used to control and adjust the aiming direction of the crosshair in the game scene in response to the field of view adjustment operation for the first virtual character;

[0094] A target selection module 602, for automatically selecting the second virtual character as a target of the target protection object in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition;

[0095] The object generation module 603 is used to generate a target protection object in the game scene for providing corresponding protection for the second virtual character based on the first scene position determined by the second virtual character in response to the first virtual character placing the target protection object in the game scene.

[0096] The disclosed embodiment provides an interactive control device in a game, which controls and adjusts the aiming direction of the crosshairs in the game scene in response to the field of view adjustment operation for the first virtual character; automatically selects the second virtual character as the target of the target protection object in response to the aiming direction and the second virtual character in the game scene meeting the specified conditions; in response to the first virtual character placing the target protection object in the game scene, based on the first scene position determined by the second virtual character, generates a target protection object in the game scene for providing corresponding protection for the second virtual character. In this method, the crosshairs do not need to aim at the character itself, as long as the crosshairs meet the specified conditions when the character meets the specified conditions, and generates a target protection object in the game scene for providing protection for the character, without the need for precise aiming, and the operation is simple, which improves the game experience of the player.

[0097] The above-mentioned device also includes a locking mark display module, which is used to: display a locking mark on the second virtual character in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.

[0098] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.

[0099] The above-mentioned device includes a specified condition determination module, which is used to: determine the first interface area in the graphical user interface based on the crosshair; in response to the second virtual character in the game scene being located in the first interface area, determine that the aiming direction and the second virtual character in the game scene meet the specified condition.

[0100] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.

[0101] The above-mentioned device also includes an object transfer module, which is used to: before the target protection object loses its protective function, in response to the aiming direction and the third virtual character in the game scene satisfying specified conditions, automatically select the third virtual character as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, control the transfer of the target protection object from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.

[0102] The above-mentioned device also includes a scene position determination module, which is used to: determine the first scene position / the second scene position according to the character position and character orientation of the second virtual character / the third virtual character in the game scene.

[0103] The above-mentioned object generation module is also used to: generate a target protection object with an object orientation consistent with the character orientation of the second virtual character / third virtual character at the first scene position / second scene position, so that the target protection object can provide corresponding protection for the second virtual character / third virtual character in terms of character orientation.

[0104] The above-mentioned scene position determination module is also used to: determine the character position, character radius and character orientation of the second virtual character / third virtual character in the game scene; horizontally offset a first preset distance from the character position in the direction corresponding to the character orientation to obtain the first scene position / second scene position; wherein the first preset distance is greater than the character radius.

[0105] The second virtual character and the first virtual character satisfy a specified game relationship.

[0106] The third virtual character and the first virtual character satisfy a specified game relationship.

[0107] The first virtual character is configured with a first skill, and the device further comprises a skill triggering module for controlling the first virtual character to release a target protection object in a game scene in response to the first skill being triggered.

[0108] In the above initial state, the target protection object has an initial life value; the above device also includes an object control module, which is used to: in response to the target protection object being attacked, control the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, control the target protection object to lose the corresponding protection function.

[0109] The above-mentioned device also includes a skill control module, which is used to: in response to the target protection object losing the corresponding protection function, control the first skill to be configured as an untriggerable state.

[0110] The above-mentioned device also includes an object recycling module, which is used to: before the target protection object loses its protection function, respond to an object recycling instruction for the target protection object and recycle the target protection object from the game scene.

[0111] The above-mentioned device also includes a life value recovery module, which is used to: in response to the target protection object being in a recycling state, control the recovery of the life value of the target protection object.

[0112] In the above initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object acting on the second virtual character before the transfer.

[0113] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, and the skill control includes a skill icon and a first button; in response to the first virtual character casting a target protection object in a game scene, the above-mentioned device also includes a skill control display module, which is used to: display the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.

[0114] The above-mentioned device also includes an information display module, which is used to: display the skill control in a second display mode, and display a second prompt information in a designated area of ​​the skill control; wherein the second display mode is used to indicate that the target protection object has been currently released, and the second prompt information at least includes: an operation method for recovering the target protection object.

[0115] The above-mentioned device also includes an object movement module, which is used to: in response to the second virtual character moving in the game scene, control the target protection object to follow the second virtual character to move in the game scene.

[0116] The interactive control device in the game provided by the embodiment of the present disclosure has the same technical features as the interactive control method in the game provided by the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0117] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above game. The electronic device can be a server or a terminal device.

[0118] See also Figure 7As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the interactive control method in the above-mentioned game.

[0119] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0120] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0121] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0122] The processor in the above electronic device can implement the following operations in the interactive control method in the above game by executing the machine executable instructions:

[0123] In response to the field of view adjustment operation for the first virtual character, the aiming direction of the crosshairs in the game scene is controlled and adjusted; in response to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the second virtual character is automatically selected as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, based on the first scene position determined by the second virtual character, a target protection object for providing corresponding protection for the second virtual character is generated in the game scene. In this method, the crosshairs do not need to aim at the character itself, as long as the crosshairs meet the specified conditions, the character can be automatically selected, and a target protection object for providing protection for the character is generated in the game scene, without the need for precise aiming, and the operation is simple, which improves the player's gaming experience.

[0124] After the above step of responding to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the method also includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.

[0125] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.

[0126] The method includes: determining a first interface area in a graphical user interface based on a crosshair; and in response to a second virtual character in a game scene being located in the first interface area, determining that an aiming direction and the second virtual character in the game scene satisfy a specified condition.

[0127] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.

[0128] The above method also includes: before the target protection object loses its protective function, in response to the aiming direction and the third virtual character in the game scene satisfying specified conditions, automatically selecting the third virtual character as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, controlling the target protection object to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.

[0129] The above method also includes: determining the first scene position / the second scene position according to the character position and the character orientation of the second virtual character / the third virtual character in the game scene.

[0130] The above method includes: generating a target protection object at a first scene position / second scene position whose object orientation is consistent with the character orientation of the second virtual character / third virtual character, so that the target protection object can provide corresponding protection for the second virtual character / third virtual character in terms of character orientation.

[0131] The above-mentioned step of determining the first scene position / second scene position according to the character position and character orientation of the second virtual character / third virtual character in the game scene includes: determining the character position, character radius and character orientation of the second virtual character / third virtual character in the game scene; horizontally offsetting the character position by a first preset distance in the direction corresponding to the character orientation to obtain the first scene position / second scene position; wherein the first preset distance is greater than the character radius.

[0132] The second virtual character and the first virtual character satisfy a specified game relationship.

[0133] The third virtual character and the first virtual character satisfy a specified game relationship.

[0134] The first virtual character is configured with a first skill, and the method further includes: in response to the first skill being triggered, controlling the first virtual character to release a target protection object in the game scene.

[0135] In the above initial state, the target protection object has an initial life value; the method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.

[0136] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.

[0137] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.

[0138] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.

[0139] In the above initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object acting on the second virtual character before the transfer.

[0140] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, the skill control includes a skill icon and a first button; in response to the first virtual character casting a target protection object in a game scene, the method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.

[0141] In response to the first virtual character placing the target protection object in the game scene, the method further includes: displaying the skill control in a second display mode, and displaying a second prompt message in a designated area of ​​the skill control; wherein the second display mode is used to indicate that the target protection object has been currently placed, and the second prompt message includes at least: an operation method for recovering the target protection object.

[0142] After generating the target protection object for providing corresponding protection for the second virtual character in the game scene, the method further includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.

[0143] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.

[0144] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the interactive control method in the game by executing the machine executable instructions:

[0145] In response to the field of view adjustment operation for the first virtual character, the aiming direction of the crosshairs in the game scene is controlled and adjusted; in response to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the second virtual character is automatically selected as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, based on the first scene position determined by the second virtual character, a target protection object for providing corresponding protection for the second virtual character is generated in the game scene. In this method, the crosshairs do not need to aim at the character itself, as long as the crosshairs meet the specified conditions, the character can be automatically selected, and a target protection object for providing protection for the character is generated in the game scene, without the need for precise aiming, and the operation is simple, which improves the player's gaming experience.

[0146] After the above step of responding to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the method also includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.

[0147] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.

[0148] The method includes: determining a first interface area in a graphical user interface based on a crosshair; and in response to a second virtual character in a game scene being located in the first interface area, determining that an aiming direction and the second virtual character in the game scene satisfy a specified condition.

[0149] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.

[0150] The above method also includes: before the target protection object loses its protective function, in response to the aiming direction and the third virtual character in the game scene satisfying specified conditions, automatically selecting the third virtual character as the target of the target protection object; in response to the first virtual character casting the target protection object in the game scene, controlling the target protection object to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.

[0151] The above method also includes: determining the first scene position / the second scene position according to the character position and the character orientation of the second virtual character / the third virtual character in the game scene.

[0152] The above method includes: generating a target protection object at a first scene position / second scene position whose object orientation is consistent with the character orientation of the second virtual character / third virtual character, so that the target protection object can provide corresponding protection for the second virtual character / third virtual character in terms of character orientation.

[0153] The above-mentioned step of determining the first scene position / second scene position according to the character position and character orientation of the second virtual character / third virtual character in the game scene includes: determining the character position, character radius and character orientation of the second virtual character / third virtual character in the game scene; horizontally offsetting the character position by a first preset distance in the direction corresponding to the character orientation to obtain the first scene position / second scene position; wherein the first preset distance is greater than the character radius.

[0154] The second virtual character and the first virtual character satisfy a specified game relationship.

[0155] The third virtual character and the first virtual character satisfy a specified game relationship.

[0156] The first virtual character is configured with a first skill, and the method further includes: in response to the first skill being triggered, controlling the first virtual character to release a target protection object in the game scene.

[0157] In the above initial state, the target protection object has an initial life value; the method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.

[0158] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.

[0159] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.

[0160] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.

[0161] In the above initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object acting on the second virtual character before the transfer.

[0162] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, the skill control includes a skill icon and a first button; in response to the first virtual character casting a target protection object in a game scene, the method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.

[0163] In response to the first virtual character placing the target protection object in the game scene, the method further includes: displaying the skill control in a second display mode, and displaying a second prompt message in a designated area of ​​the skill control; wherein the second display mode is used to indicate that the target protection object has been currently placed, and the second prompt message includes at least: an operation method for recovering the target protection object.

[0164] After generating the target protection object for providing corresponding protection for the second virtual character in the game scene, the method further includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.

[0165] The computer program product of the interactive control method, device and electronic device in the game provided by the embodiments of the present disclosure includes 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 previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0166] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0167] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0168] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0169] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0170] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a crosshair, wherein the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate an aiming direction of the first virtual character in the game scene, and the method includes: In response to the field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; In response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, automatically selecting the second virtual character as a target of action of the target protection object; In response to the first virtual character placing the target protection object in the game scene, based on the first scene position determined by the second virtual character, the target protection object for providing corresponding protection for the second virtual character is generated in the game scene.

2. The method according to claim 1, characterized in that After the step of responding to the aiming direction and the second virtual character in the game scene satisfying a specified condition, the method further includes: A locking mark is displayed in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.

3. The method according to claim 2, characterized in that The locking mark is also used to prompt the operation method for placing the target protection object in the game scene.

4. The method according to claim 1, characterized in that: The method comprises: determining a first interface area in the graphical user interface based on the crosshair; In response to a second virtual character in the game scene being located within the first interface area, it is determined that the aiming direction and the second virtual character in the game scene satisfy a specified condition.

5. The method according to claim 4, characterized in that The second virtual character is a virtual character that is closest to the crosshair among the multiple virtual characters in the first interface area.

6. The method according to claim 1, characterized in that The method further comprises: Before the target protection object loses its protection function, in response to the aiming direction and the third virtual character in the game scene satisfying a specified condition, the third virtual character is automatically selected as the action target of the target protection object; In response to the first virtual character placing the target protection object in the game scene, the target protection object is controlled to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.

7. The method according to claim 6, characterized in that The method further comprises: The first scene position / the second scene position is determined according to the character position and character orientation of the second virtual character / the third virtual character in the game scene.

8. The method according to claim 7, characterized in that The method comprises: Generate a target protection object at the first scene position / the second scene position with an object orientation consistent with the character orientation of the second virtual character / the third virtual character, so that the target protection object can provide corresponding protection for the second virtual character / the third virtual character in the character orientation.

9. The method according to claim 7, characterized in that: The step of determining the first scene position / the second scene position according to the character position and character orientation of the second virtual character / the third virtual character in the game scene comprises: Determining a character position, a character radius, and a character orientation of the second virtual character / the third virtual character in the game scene; Starting from the character position, a first preset distance is horizontally offset toward a direction corresponding to the character to obtain the first scene position / the second scene position; wherein the first preset distance is greater than the character radius.

10. The method according to claim 1, characterized in that The second virtual character satisfies a specified game relationship with the first virtual character.

11. The method according to claim 6, characterized in that The third virtual character satisfies a specified game relationship with the first virtual character.

12. The method according to claim 1, characterized in that The first virtual character is configured with a first skill, and the method further includes: In response to the first skill being triggered, the first virtual character is controlled to release the target protection object in the game scene.

13. The method according to claim 12, characterized in that In the initial state, the target protection object has an initial health value; The method further comprises: In response to the target protection object being attacked, controlling the life value of the target protection object to decrease; In response to the life value of the target protection object being reduced to a preset value, the target protection object is controlled to lose the corresponding protection function.

14. The method according to claim 13, characterized in that The method further comprises: In response to the target protection object losing the corresponding protection effect, the control configures the first skill to an untriggerable state.

15. The method according to claim 13, characterized in that The method further comprises: Before the target protection object loses its protection function, respond to an object recovery instruction for the target protection object and recover the target protection object from the game scene.

16. The method according to claim 15, characterized in that The method further comprises: In response to the target protection object being in a recycling state, controlling the restoration of the life value of the target protection object.

17. The method according to claim 6, characterized in that In the initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object acting on the second virtual character before the transfer.

18. The method according to claim 1, characterized in that The graphical user interface also includes a skill control for casting the target protection object, the skill control including a skill icon and a first button; In response to the first virtual character placing the target protection object in the game scene, the method further includes: Displaying the skill control in a first display mode; The first display mode is used to indicate that the target protection object has not been released yet.

19. The method according to claim 18, characterized in that In response to the first virtual character placing the target protection object in the game scene, the method further includes: The skill control is displayed in a second display mode, and a second prompt information is displayed in a designated area of ​​the skill control; wherein the second display mode is used to indicate that the target protection object has been currently released, and the second prompt information at least includes: an operation method for recovering the target protection object.

20. The method according to claim 1, characterized in that After generating the target protection object for providing corresponding protection for the second virtual character in the game scene, the method further includes: In response to the second virtual character moving in the game scene, the target protection object is controlled to follow the second virtual character moving in the game scene.

21. An interactive control device in a game, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface displays at least part of a game scene and a crosshair, the game scene includes a first virtual character controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the first virtual character in the game scene, the apparatus includes: A field of view adjustment module, configured to control and adjust the aiming direction of the crosshair in the game scene in response to a field of view adjustment operation on the first virtual character; A target selection module, for automatically selecting the second virtual character as a target of the target protection object in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition; An object generation module is used to generate the target protection object in the game scene in response to the first virtual character casting the target protection object in the game scene, based on the first scene position determined by the second virtual character, to provide corresponding protection for the second virtual character.

22. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method in the game described in any one of claims 1-20.

23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method in the game described in any one of claims 1-20.

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