Game interaction control method and device and electronic equipment
By releasing game skills in the game scene and determining the scope of skill effects, the problem of low blood volume recovery efficiency in the prior art is solved, and the playability and experience of the game are improved.
Patent Information
- Application Number
- CN202510129096.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-27
- Publication Date
- 2025-04-25
AI Technical Summary
The health recovery method in existing games is inefficient and has low playability, which affects the player's gaming experience.
By releasing game skills in the game scene, determine the range of skills and restore their attribute values when the target game character enters the range.
Improves the efficiency of attribute value recovery, and enhances the playability and experience of the game.
Smart Images

Figure CN119868939A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game design, and in particular to a game interactive control method, device and electronic device. Background Art
[0002] In the game, the player character can restore blood by obtaining blood packs or going to designated locations to add blood, but this blood recovery method is inefficient and has low playability, which affects the player's gaming experience. Summary of the invention
[0003] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device to improve the playability and gaming experience of the game.
[0004] In a first aspect, the present disclosure provides a game interaction control method, the method comprising: providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including: a first game character controlled by the terminal device, and a second game character; in response to the first game character releasing a first game skill in the game scene, determining a target scene area in the game scene, and determining a scene range corresponding to the target scene area as a skill range corresponding to the first game skill; in response to the target game character entering the skill range, controlling the restoration of the target game character's attribute value; wherein the target game character includes the first game character and / or the second game character.
[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: an interface display module, which is used to provide a graphical user interface through a terminal device, the graphical user interface including a game scene, and the game scene including: a first game character controlled by the terminal device, and a second game character; a skill release operation, which is used to determine a target scene area in the game scene in response to the first game character releasing a first game skill in the game scene, and determine the scene range corresponding to the target scene area as the skill action range corresponding to the first game skill; an attribute value recovery module, which is used to control the recovery of the attribute value of the target game character in response to the target game character entering the skill action range; wherein the target game character includes the first game character and / or the second game character.
[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a game interaction control method, device and electronic device, firstly providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, wherein the game scene includes: a first game character controlled by the terminal device, and a second game character; then in response to the first game character releasing a first game skill in the game scene, determining a target scene area in the game scene, and determining the scene range corresponding to the target scene area as the skill action range corresponding to the first game skill; then in response to the target game character entering the skill action range, controlling the restoration of the attribute value of the target game character; wherein the target game character includes the first game character and / or the second game character. This method can generate the skill action range of the first game skill in the game scene by releasing the first game skill, and can increase the attribute value when the game character enters the skill action range, thereby improving the efficiency of attribute value recovery, and also improving the playability and experience of the game.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram showing a skill action range corresponding to a first game skill provided in an embodiment of the present disclosure;
[0015] Figure 3A schematic diagram of displaying a first prompt information provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of triggering the display of a first control provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of displaying a fourth identification provided in an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of displaying a second identification provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of displaying a third identifier provided in an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0022] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.
[0023] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0024] The game interaction control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0025] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0026] 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.
[0027] In a possible implementation, the present disclosure provides a game interaction control method, such as Figure 1 As shown, the method comprises the following specific steps:
[0028] Step S102: providing a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character.
[0029] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Specifically, the above-mentioned terminal device can be a mobile phone, a tablet computer or a personal computer, etc. The terminal device can provide a graphical user interface corresponding to the target game by running the game program corresponding to the target game, and the graphical user interface is used to display the scene screen of the game scene. The game scene includes at least a plurality of game characters, and the plurality of game characters can belong to different game camps or the same game camp. When multiple game characters belong to different game camps, each game camp contains at least one game character, and there is a hostile relationship between different game camps, that is, a certain game character needs to attack a game character belonging to a different game camp, so as to help the game camp to which the game character belongs to win.
[0030] The first game character and the second game character are different game characters. The second game character can be a game character belonging to the same game camp as the first game character, or a game character belonging to a different game camp than the first game character, or an NPC (Non-Player Character) in the game scene, etc.
[0031] Step S104, in response to the first game character releasing the first game skill in the game scene, a target scene area is determined in the game scene, and a scene range corresponding to the target scene area is determined as a skill action range corresponding to the first game skill.
[0032] The release method corresponding to the above-mentioned first game skill can be determined according to research and development needs. For example, the player can release the first game skill by clicking or long pressing the skill control corresponding to the first game skill, or by triggering a specified area or a scene position in the graphical user interface. When the player controls the first game character to release the first game skill in the game scene, a target scene area will first be determined in the game scene. The target scene area can be a circular scene area with the first game character as the center and a preset length as the radius, or a scene area near the first game character, or a scene area corresponding to the release position of the first game skill in the game scene, etc.
[0033] After the target scene area is determined in the game scene, the scene range corresponding to the target scene area is determined as the skill action range corresponding to the first game skill, and the skill action range is also the range in which the first game skill takes effect.
[0034] Step S106, in response to the target game character entering the skill action range, controlling the restoration of the attribute value of the target game character; wherein the target game character includes the first game character and / or the second game character.
[0035] When the target game character in the game scene enters the skill range corresponding to the first game character, the attribute value of the target game character can be controlled to be increased; wherein the target game character can be the first game character or any game character in the second game character. The above attribute value can be health value, defense value or treatment value, etc.
[0036] In an optional embodiment, the second game character is a game character that belongs to the same game camp as the first game character. At this time, when an enemy game character that does not belong to the same game camp as the first game character enters the skill range corresponding to the first game character, the attribute value of the enemy game character will not be increased. This method can increase the game winning rate of the game camp to which the first game character belongs.
[0037] A game interaction control method provided by an embodiment of the present invention generates a skill range of the first game skill in a game scene by releasing a first game skill, and can increase the attribute value when the game character enters the skill range, thereby improving the attribute value recovery efficiency and also improving the playability and experience of the game.
[0038] The following embodiments are used to describe a method of determining a target scene area and a method of restoring the attribute values of a first game character.
[0039] In an optional embodiment, the specific process of determining the target scene area in the game scene may include: determining a circular area with a skill release position of the first game skill in the game scene as the center and a preset distance as the radius as the target scene area. The skill release position of the first game skill in the game scene is determined according to the operation position of the player's skill release operation for the first game skill.
[0040] In another optional embodiment, the specific process of determining the target scene area in the game scene may include: determining a circular area with the first game character as the center and a preset distance as the radius as the target scene area. The preset distance may be determined according to research and development requirements, for example, the preset distance may be 5 meters or 10 meters.
[0041] In a specific implementation, when the first game character releases the first game skill in the game scene, a circular area with the first game character's position as the center and a preset distance as the radius is determined as the target scene area, and the scene range corresponding to the target scene area is determined as the skill action range corresponding to the first game skill. Since the first game character is located within the skill action range of the first game skill when the first game character releases the first game skill, in response to the first game character releasing the first game skill in the game scene, the attribute value of the first game character is controlled to be restored.
[0042] Further, in response to a movement control operation for the first game character, the first game character is controlled to move in the game scene based on the movement control operation; in response to the first game character moving out of the skill action range, the restoration of the attribute value of the first game character is controlled to stop.
[0043] In specific implementation, the specific operation corresponding to the above-mentioned mobile control operation can be determined according to research and development requirements. For example, the mobile control operation can be an operation in which the player triggers the mobile control displayed in the graphical user interface, or it can be an operation in which the player controls the movement of the first game character through a specified key in a handle or keyboard, etc. When the player controls the first game character to move outside the skill range of the first game skill through the mobile control operation, the attribute value of the first game character is stopped from being increased. If within the duration of the first game skill, the player controls the first game character to move to the skill range of the first game skill again, the attribute value of the first game character is increased again.
[0044] In the above method, the attribute value of the game character can be quickly and conveniently increased by releasing the first game skill, thereby realizing the self-rescue of the game character and improving the player's gaming experience.
[0045] The following embodiment is used to describe a method of displaying an identifier on the skill action range of the first game skill.
[0046] Specifically, in response to the first game character releasing the first game skill, a range identifier corresponding to the skill action range of the first game skill is displayed in the graphical user interface; in response to the skill release duration corresponding to the first game skill reaching the first preset duration, the range identifier is controlled to be cancelled in the graphical user interface to complete the release of the first game skill. The specific duration corresponding to the skill release duration can be determined according to research and development requirements, for example, the skill release duration can be 10 seconds or 20 seconds, etc.
[0047] In the specific implementation, when the first game character releases the first game skill, the target scene area will be determined in the game scene, and the scene range corresponding to the target scene area will be determined as the skill range of the first game skill, and the range identifier corresponding to the skill range will be displayed in the graphical user interface, and the size of the range identifier matches the range size of the skill range.
[0048] like Figure 2 FIG. 1 is a schematic diagram showing a skill action range corresponding to a first game skill provided by an embodiment of the present invention. Figure 2The character model in the figure is the first game character, and the circular ring mark around the first game character is the range mark of the skill range of the first game skill. The range mark is used to prompt the player which range in the game scene is the skill range of the first game skill.
[0049] Furthermore, a first mark is displayed near the above-mentioned range mark, and the first mark is used to indicate the effect of the skill range corresponding to the range mark.
[0050] In a specific implementation, the vicinity of the range mark may be above or below the range mark, and the display style of the first mark may be determined according to research and development requirements. For example, the first mark may be an airplane mark, a plus sign mark, or a text mark. Figure 2 The plus sign and the words "self-rescue" displayed above the range identifier are the first identifier, which is used to indicate that the skill range corresponding to the first game skill can be used to self-rescue the game character, thereby prompting the game character to enter the skill range to restore the attribute value.
[0051] In an optional embodiment, a game character in a game scene can select a game skill that can be triggered by the game character before or during a game match. When the game character selects a first game skill, the first game skill can be triggered in the game scene as required, but the first game skill has a skill cooling period, and the player cannot trigger the first game skill during the skill cooling period. Specifically, when the second game character releases the first game skill in the game scene, in response to the distance between the skill action range corresponding to the first game skill released by the first game character and the second game character being less than a preset distance value, the first identification and the first prompt information are controlled to be displayed in the graphical user interface; wherein the first prompt information is used to indicate that the skill action range corresponding to the first game skill exists in the vicinity of the first game character.
[0052] In specific implementation, the preset distance value can be determined according to research and development requirements, for example, the preset distance value can be 30 meters or 20 meters, etc. When the second game character releases the first game skill in the game scene, if the distance between the first game character and the skill action range corresponding to the first game skill released by the second game character is less than the preset distance value, a first identifier and a first prompt message will be displayed in the graphical user interface corresponding to the first game character, thereby prompting the player that there is a skill action range corresponding to the first game skill near the first game character, and the first game character can enter the skill action range to be rescued, thereby increasing the attribute value of the first game character.
[0053] like Figure 3 FIG. 1 is a schematic diagram showing a display of a first prompt message provided by an embodiment of the present invention. Figure 3The character model in the figure is the first game character, the "enter the skill range and can be rescued" displayed above the first game character is the first prompt information, and the plus sign and the words "can save yourself" displayed on the left side of the graphical interface are the first identifier. The player can understand the approximate location of the skill range corresponding to the first game skill through the display position of the first identifier, and then go to the skill range to restore the attribute value.
[0054] The following embodiments are used to describe a method of restoring the attribute values of a target game character.
[0055] Specifically, the specific process of controlling the restoration of the target game character's attribute value in response to the target game character entering the skill range may include: in response to the target game character entering the skill range, increasing the attribute value for the target game character according to the target game character's current corresponding attribute value.
[0056] In specific implementation, after the target game character enters the skill action range corresponding to the first game skill, different amounts of attribute values will be added to the target game character or the attribute value of the target game character will not be added according to the different attribute values currently corresponding to the target game character. For example, if the attribute value currently corresponding to the target game character is relatively small, the attribute value of the target game character can be increased to a preset value; if the attribute value currently corresponding to the game character is less than a certain attribute value or greater than the maximum attribute value, the attribute value of the target game character may not be added; if the attribute value currently corresponding to the target game character is relatively large, the attribute value of the target game character may be increased to the maximum attribute value that the target game character can have.
[0057] In an optional embodiment, the specific process of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character in response to the game character entering the skill action range may include: increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character at a first recovery speed or a second recovery speed in response to the game character entering the skill action range; wherein the first recovery speed is different from the second recovery speed. The first recovery speed may be greater than the second recovery speed, or may be less than the second recovery speed.
[0058] In a specific implementation, the recovery speed corresponding to the attribute value of the target game character is determined according to the skill mode selection operation for the first game skill before the game starts. The skill mode here can include two types, one skill mode uses a first recovery speed to restore the attribute value of the target game character that enters the skill action range corresponding to the first game skill; the other skill mode uses a second recovery speed to restore the attribute value of the target game character that enters the skill action range corresponding to the first game skill, thereby increasing the fun of the game.
[0059] In practical applications, before the game match corresponding to the game scene starts, a selection instruction for the skill mode is responded to, and based on the selection instruction, the first skill mode or the second skill mode is determined as the skill mode corresponding to the first game skill. Specifically, the triggering method corresponding to the selection instruction of the skill mode can be determined according to the research and development requirements. For example, before the game match corresponding to the game scene starts, two options corresponding to the skill modes will be displayed in the graphical user interface. The player can trigger the selection instruction for the corresponding skill mode by selecting an option, thereby determining the selected skill mode as the skill mode corresponding to the first game skill in the game match. It should be noted that when displaying options corresponding to different skill modes in the graphical user interface, the character's combat style can be used as the description object, that is, the display content of the mode selection on the graphical user interface can be: the first combat style of the character, the second combat style of the character. The combat style of the skill can also be used as the description object, that is, the display content of the mode selection on the graphical user interface can be: the first combat style of the skill, the second combat style of the skill. That is, whether the combat style of the character is selected or the combat style of the skill is selected, it can be considered as the selection of the game skill mode, and then the skill parameters of the first game skill under the corresponding skill mode are determined.
[0060] In an optional manner, the skill parameters corresponding to the first game skill in different skill modes are different, and the recovery speed and / or recovery object of the attribute value of the first game skill in different skill modes are different; wherein the recovery object includes the following: a game character with any attribute value, and a game character with an attribute value greater than or equal to the first attribute value threshold. The specific numerical value corresponding to the above-mentioned first attribute value threshold can be determined according to research and development requirements. For example, the first attribute value threshold can be 10% or 5% of the maximum attribute value. The maximum attribute value here is usually called full blood or full attribute value, that is, the maximum value of the attribute value that a game character in the game scene can have.
[0061] In specific implementation, the above-mentioned first game skill has different combat styles, that is, the first game skill corresponds to different skill modes, and the skill parameters of the first game skill in different skill modes are different. As a result, when the player releases the first game skill in the game scene under different skill modes, the recovery speed and / or recovery speed of the attribute value of the first game skill are different. The specific differences can be determined according to research and development needs.
[0062] For example, the first game skill includes a first skill mode and a second skill mode, and the recovery object corresponding to the first skill mode is a game character with any attribute value; the recovery object corresponding to the second skill mode is a game character with an attribute value greater than or equal to the first attribute value threshold. That is, the skill action range corresponding to the first game skill in the first skill mode can restore the attribute value of the game character with any attribute value; the skill action range corresponding to the first game skill in the second skill mode can only restore the attribute value of the game character with an attribute value greater than or equal to the first attribute value threshold. In addition, the attribute recovery speed corresponding to the above-mentioned first skill mode is less than the attribute recovery speed corresponding to the second skill mode. Specifically, the first game skill corresponding to the first skill mode can increase the attribute value of the game character with an attribute value of any value, but the attribute recovery speed is relatively low; the first game skill corresponding to the second skill mode cannot increase the attribute value of the game character with an attribute value less than the first attribute threshold, but the attribute recovery speed of the game character with an attribute value not less than the first attribute threshold is faster. This method increases the playability of the game and can also make different skill modes suitable for different combat styles.
[0063] In an optional embodiment, if the attribute value currently corresponding to the target game character is greater than or equal to a first attribute value threshold, the target game character is controlled to be displayed in a first posture; if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the target game character is controlled to be displayed in a second posture; wherein the first posture is different from the second posture.
[0064] Specifically, which of the above-mentioned first posture and second posture is specifically can be determined according to research and development needs. For example, when the attribute value currently corresponding to the target game character is less than the first attribute value threshold, it means that the attribute value of the target game character is small. At this time, the falling posture or the crawling posture can be used as the second posture; when the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, it means that the attribute value of the target game character is high. At this time, the standing posture can be used as the first posture.
[0065] In an optional embodiment, the specific process of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character may include: if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, controlling the attribute value of the target game character to be restored to the maximum attribute value.
[0066] In another optional embodiment, the specific process of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character may include: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0067] In a specific embodiment, when the skill mode of the first game skill is the first skill mode, if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, in response to the target game character entering the skill range, the attribute value of the target game character is controlled to be restored to the maximum attribute value at the first recovery speed; when the skill mode of the first game skill is the second skill mode, if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, in response to the target game character entering the skill range, the attribute value of the target game character is controlled to be restored to the maximum attribute value at the second recovery speed. Among them, the above-mentioned second recovery speed is greater than the first recovery speed. At the same time, the specific speeds corresponding to the first recovery speed and the second recovery speed can be determined according to research and development needs. For example, the first recovery speed restores the attribute value of the target game character at a speed of restoring 5% of the attribute value in 1 second, and the second recovery speed restores the target game character at a speed of restoring 10% of the attribute value in 1 second.
[0068] In another specific embodiment, when the skill mode of the first game skill is the first skill mode, if the current corresponding attribute value of the target game character is less than the first attribute value threshold, the attribute value of the target game character is restored to the first attribute value threshold at the first restoration speed. When the skill mode of the first game skill is the second skill mode, the attribute value cannot be increased for the attribute value of the target game character that is less than the first attribute value threshold.
[0069] In another optional embodiment, if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the specific process of controlling the attribute value of the target game character to be restored to the first attribute value threshold may include: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the display of a first control in a terminal device corresponding to the target game character; and responding to a trigger operation on the first control, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0070] The display position and display style of the first control can be determined according to research and development requirements, and the trigger operation for the first control can be a click operation or a long press operation for the first control. Specifically, when the target game character enters the skill action range corresponding to the first game skill, if the current corresponding attribute value of the target game character is less than the first attribute value threshold, the first control will be displayed in the graphical user interface corresponding to the terminal device controlling the target game character, and the player will perform self-rescue after triggering the first control, that is, increase the attribute value of the target game character.
[0071] In a specific embodiment, the specific process of controlling the restoration of the attribute value of the target game character to the first attribute value threshold in response to the trigger operation on the first control may include: controlling the display of an attribute value restoration progress bar in the graphical user interface in response to the trigger operation on the first control; and controlling the attribute value of the target game character to be restored to the first attribute value threshold in response to the attribute value restoration progress bar reaching full progress. When the player triggers the first control, the attribute value restoration progress bar will be displayed in the graphical user interface, and when the attribute value restoration progress bar reaches full progress, the attribute value of the target game character may be increased to the first attribute value threshold, and then the increase of the attribute value of the target game character will stop.
[0072] In specific implementation, the display style and display position of the upper attribute value recovery progress bar can be determined according to research and development, such as Figure 4 FIG. 1 is a schematic diagram of triggering a display of a first control provided by an embodiment of the present invention. Figure 4 The character model in the figure is the target game character. The circle outside the target game character is the range mark of the skill range corresponding to the first game skill. The circular control with a plus sign on the right side of the range mark is the first control. When the player clicks the first control, the attribute value recovery progress bar will be displayed. Figure 4 The right image in the figure shows a long progress bar, with a prompt message "Treatment and rescue in progress" displayed above the progress bar and the remaining time of the full progress bar displayed below the progress bar. Figure 4 The remaining time for full progress is 5.4 seconds.
[0073] In an optional embodiment, a cancel control is displayed while displaying the attribute value restoration progress bar in the graphical user interface; in response to a trigger operation on the cancel control, the restore of the attribute value of the target game character is stopped. The display position and display style of the cancel control can be determined according to research and development requirements, such as Figure 4 The cancel control in appears below the property value restoration progress bar.
[0074] In the specific implementation, the character skills are divided into main skills and sub-skills, and the character has two skill modes (which can be selected and determined before the game battle). The skill mode here can also be called combat style. For example, these two combat styles are collectively referred to as combat style 1 (equivalent to the first skill mode mentioned above) and combat style 2 (equivalent to the second skill mode mentioned above). The main skills and sub-skills of different combat styles have different changes. The first game skill mentioned above is also the main skill.
[0075] For example, the main skill of combat style 1 is to rescue and pull up teammate characters (the teammate characters include all game characters in the same game camp). When the player clicks the skill release button corresponding to the main skill, a treatment beacon area with a self-rescue effect can be released in the game scene (equivalent to the above skill range), and the treatment beacon area is displayed with a "self-rescue" mark (equivalent to the above first mark). The effect of the treatment beacon is: when the teammate character enters the treatment beacon area in the first posture, the attribute value of the teammate character can be restored at the first recovery speed, and the attribute value of the teammate character can be restored to the maximum attribute value; at the same time, when the teammate character enters the treatment beacon area in the second posture under the dying state (equivalent to the state where the attribute value is less than the first attribute threshold), self-rescue can be performed and the attribute value of the teammate character can be restored to the attribute value corresponding to the first posture, and the teammate character can be changed from the second posture to the first posture. When the teammate character is in the second posture, if there is a treatment beacon area within 30 meters near the teammate character, the beacon self-rescue mark (equivalent to the above first mark) and the self-rescue prompt (equivalent to the above first prompt information) appear in the graphical user interface corresponding to the teammate character. When a teammate in the second posture crawls into the treatment beacon area, a self-rescue button (equivalent to the first control mentioned above) will be displayed. Players can click it to perform self-rescue and wait for the rescue reading bar to end (that is, the attribute value recovery progress bar reaches the full progress) before changing from the second posture to the first posture corresponding to the movable and shooting state.
[0076] The main skill of combat style 2 is to rescue and pull up teammate characters (this teammate character includes all game characters in the same game camp). Players can release a treatment beacon area with a self-rescue effect in the game scene by clicking the skill release button corresponding to the main skill. After the teammate character enters the treatment beacon area, the attribute value of the teammate character will be restored at the second recovery speed. The second recovery speed is greater than the first recovery speed, so that the attribute value of the teammate character can be restored with faster treatment efficiency. However, the self-rescue function cannot be provided for teammate characters in the dying state, that is, the attribute value of the teammate character whose attribute value is less than the first attribute value threshold will not be increased.
[0077] The following example is used to describe the second game skill.
[0078] In an optional embodiment, in response to the first game character releasing the second game skill in the game scene, a second control is displayed in the graphical user interface; in response to the second game character being within the crosshairs in the graphical user interface, it is determined whether the game state of the second game character meets preset conditions; if the preset conditions are met, the second game character is locked; and in response to a trigger operation on the second control, attribute values for the second game character are continuously increased.
[0079] In another optional embodiment, in response to the first game character releasing a second game skill in the game scene, a second control is displayed in the graphical user interface; in response to the presence of the second game character within the crosshairs in the graphical user interface, it is determined whether the game state of the second game character meets preset conditions; when the preset conditions are met, in response to a trigger operation on the second control, the attribute value of the second game character is continuously increased.
[0080] In a specific implementation, the second game skill can be a secondary skill of the first game skill, or a game skill unrelated to the first game skill. When the first game character releases the second game skill in the game scene, a second control will be displayed in the graphical user interface, and the second control is used to increase the attribute value of other game characters in the game scene. The first game character aims at the attacking character through the crosshairs in the graphical user interface, so if the crosshairs range is aimed at the second game character, it will first determine whether the game state of the second game character meets the preset conditions. If the preset conditions are met, the second game character can be locked, and then the second control can be triggered to continuously increase the attribute value of the second game character; the second game character can also be not locked, but when the preset conditions are met, the second control can be directly triggered to continuously increase the attribute value of the second game character.
[0081] In a specific implementation, the trigger operation for the second control can be a click operation or a long press operation on the second control. If it is a click operation, the duration of increasing the attribute value for the second game character can be a preset duration; if it is a long press operation, the attribute value for the second game character can be continuously increased according to the pressing duration of the long press operation.
[0082] If the game state of the second game character within the crosshair range in the graphical user interface does not meet the preset conditions, the attribute value of the second game character cannot be increased. Specifically, the preset conditions can be determined according to research and development requirements. In a specific embodiment, the preset conditions include: the distance between the second game character and the first game character is less than a preset distance threshold, and the attribute value currently corresponding to the second game character meets the preset attribute value requirements. Among them, the preset distance threshold can be determined according to research and development requirements. For example, the preset distance threshold can be 20 meters or 15 meters. The above-mentioned preset attribute value requirements can be determined according to research and development requirements. For example, different attribute value requirements are set for game skills in different skill modes; the preset attribute value requirements can also be set to be greater than the preset attribute value threshold, etc.
[0083] In an optional embodiment, the preset attribute value requirement is determined according to a skill mode selection operation for the second game skill before the game starts.
[0084] In specific implementation, the skill parameters corresponding to the second game skills in different skill modes are different, and the second game skills in different skill modes have different requirements for attribute value recovery speed and / or preset attribute value; wherein, the preset attribute value requirements include the following: the attribute value currently corresponding to the second game character is any attribute value, and the attribute value currently corresponding to the second game character is greater than or equal to the first attribute value threshold.
[0085] In an optional embodiment, the second game skill is a subsidiary skill (also called a sub-skill) of the first game skill. Thus, the preset attribute value requirement is determined based on the skill mode selection operation for the second game skill before the start of the game as the skill mode selection operation for the first game skill.
[0086] In practical applications, before the game match corresponding to the game scene starts, in response to the selection instruction for the skill mode, based on the selection instruction, the first skill mode or the second skill mode is determined as the skill mode corresponding to the second game skill. Specifically, the triggering method corresponding to the selection instruction of the skill mode can be determined according to the research and development needs. For example, before the game match corresponding to the game scene starts, two options corresponding to the skill modes will be displayed in the graphical user interface. The player can trigger the selection instruction for the corresponding skill mode by selecting an option, thereby determining the selected skill mode as the skill mode corresponding to the second game skill in the game match. It should be noted that when displaying options corresponding to different skill modes in the graphical user interface, the character's combat style can be used as the description object, that is, the display content of the mode selection on the graphical user interface can be: the first combat style of the character, the second combat style of the character. The combat style of the skill can also be used as the description object, that is, the display content of the mode selection on the graphical user interface can be: the first combat style of the skill, the second combat style of the skill. That is, whether the combat style of the character is selected or the combat style of the skill is selected, it can be considered as the selection of the game skill mode, and then the skill parameters of the second game skill under the corresponding skill mode are determined.
[0087] In another optional implementation, the second game skill has no affiliation with the first game skill, but is two independent and different game skills. The preset attribute value requires that the skill mode for the second game skill before the game starts is the same as the selection operation for determining the skill mode of the first game skill. That is, when the player selects the first skill mode or the second skill mode before the game starts, it is for both the first game skill and the second game skill, rather than just for the first game skill and then incidentally determining the skill mode of the second game skill.
[0088] In specific implementation, the above-mentioned second game skill has different combat styles, that is, the second game skill corresponds to different skill modes, and the skill parameters of the second game skill in different skill modes are different. As a result, when the player releases the second game skill in the game scene under different skill modes, the second game skill has different attribute value recovery speeds and / or preset attribute value requirements. The specific differences can be determined according to research and development needs.
[0089] For example, the second game skill includes a first skill mode and a second skill mode. The second game skill in the first skill mode corresponds to a game character with any attribute value for the recovery object; the second game skill in the second skill mode corresponds to a game character with an attribute value greater than or equal to the first attribute value threshold for the recovery object; the attribute recovery speed corresponding to the first skill mode is less than the attribute recovery speed corresponding to the second skill mode. That is, the second game skill corresponding to the first skill mode can increase the attribute value of a game character with an attribute value of any value, but the attribute recovery speed is relatively low; the second game skill corresponding to the second skill mode cannot increase the attribute value of a game character with an attribute value less than the first attribute threshold, but the attribute recovery speed for a game character with an attribute value not less than the first attribute threshold is faster. This method increases the playability of the game and can also make different skill modes suitable for different combat styles.
[0090] Based on the above description, if the game state of the second game character within the crosshair range in the graphical user interface does not meet the preset condition, the fourth mark is controlled to be displayed on the crosshair range to prompt that the attribute value cannot be added to the second game character. The display style of the fourth mark can be determined according to research and development requirements. For example, the fourth mark can be a square mark or a circular mark of a first color, and the first color can be red or black, etc.
[0091] like Figure 5 FIG. 1 is a schematic diagram showing a display of a fourth identification provided by an embodiment of the present invention. Figure 5 The character holding the gun is the first game character, and the lying character model is the second game character. Figure 5 The fourth symbol is a black four-corner symbol displayed in the center of the graphical user interface and the words "Untreatable" displayed under the four-corner symbol.
[0092] Furthermore, if the preset condition is met, the specific process of locking the second game character may include: if the preset condition is met, displaying a second mark on the second game character within the crosshairs to lock the second game character. Specifically, the second mark and the fourth mark have different display styles. The second mark may be a circular mark or a square mark displayed in a second color, and the second color may be green or yellow.
[0093] like Figure 6FIG. 1 is a schematic diagram showing a display of a second mark provided by an embodiment of the present invention. Figure 6 The character holding a gun is the first game character, the gray four-corner logo displayed in the center of the graphical user interface is the second logo, and the character model in the second logo is the second game character. Figure 6 The control displayed in the lower right corner is the second control.
[0094] Furthermore, the specific process of continuously adding attribute values to the second game character in response to the trigger operation on the second control may include: in response to the trigger operation on the second control, controlling to display a third identifier between the first game character and the second game character, and continuously adding attribute values to the second game character. In response to the end of the trigger operation on the second control, controlling to stop adding attribute values to the second game character.
[0095] The third mark is different from the second mark and the fourth mark. The third mark may be a light beam mark or a bar mark, etc.
[0096] like Figure 7 FIG. 1 is a schematic diagram showing a display of a third mark provided by an embodiment of the present invention. Figure 7 The bar logo displayed between the first game character and the second game character is a third logo, which can be a light beam logo. When the player triggers the second control, the light beam logo will be displayed between the first game character and the second game character, and the attribute value of the second game character will continue to be increased. When the player stops triggering the second control, the attribute value of the second game character will stop being increased.
[0097] Furthermore, in response to the first game character releasing the second game skill in the game scene, a third control is controlled to be displayed in the graphical user interface, and the first game character is controlled to enter a pending release state; wherein the pending release state is used to indicate that the first game character can increase the attribute value for the second game character; in response to a trigger operation on the third control, the first game character is controlled to cancel the pending release state.
[0098] In specific implementation, the display position and display style of the above-mentioned third control can be determined according to research and development requirements. When the first game character releases the second game skill, not only will the third control be displayed in the graphical user interface, but the first game character will also be controlled to enter a waiting-for-release state. When the player triggers the third control, the waiting-for-release state of the first game character can be canceled, thereby ending the release of the second game skill.
[0099] In a specific embodiment, the second game skill can be used as a secondary skill of combat style 1. After the player clicks the skill release control corresponding to the secondary skill, the first game character enters a waiting state, which can be canceled. During this period, if there is a teammate character in a dying or normal state within the crosshair range, and the distance between the teammate character and the first game character is less than the preset distance threshold, the teammate character will be automatically captured (that is, the teammate character will be locked) and the corresponding attribute value of the teammate character will be displayed. Among them, the teammate character in a dying state is also a teammate character whose attribute value is less than the first attribute value threshold, and the teammate character in a normal state is also a teammate character whose attribute value is greater than or equal to the first attribute value threshold.
[0100] When the player is in the waiting state, press the treatment key (equivalent to the second control) to release the treatment beam (equivalent to the third mark) to continuously treat the teammate character (that is, to increase the attribute value of the teammate character). If the teammate is released to the dying teammate, the beam will continue to be emitted until the teammate character is pulled up (that is, the teammate character is adjusted from the second posture to the second posture) and the treatment will continue, even in the state of full attribute value. If the teammate is released to the normal state, the treatment will continue, and the full attribute value state will also continue.
[0101] For example, the second game character has a secondary skill of combat style 2, which increases the healing efficiency, but cannot be used on a teammate character in a downed state. The interaction logic is the same as the secondary skill of combat style 1, and the teammate character in a normal state can be treated continuously with high healing efficiency; the teammate character in a downed and dying state cannot be treated. The treatment here means increasing the attribute value.
[0102] In the above method, the player uses the second game skill to continuously increase the attribute value of the teammate character, thereby helping the teammate character defeat the enemy character and also helping the teammate character restore the attribute value.
[0103] Corresponding to the above Figure 1 The method shown in the figure, the embodiment of the present invention also provides a game interaction control device, such as Figure 8 As shown, the device comprises:
[0104] The interface display module 80 is used to provide a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character.
[0105] A skill release operation 81 is used to determine a target scene area in the game scene in response to the first game character releasing the first game skill in the game scene, and determine the scene range corresponding to the target scene area as the skill action range corresponding to the first game skill;
[0106] The attribute value recovery module 82 is used to control the recovery of the attribute value of the target game character in response to the target game character entering the skill action range; wherein the target game character includes the first game character and / or the second game character.
[0107] The above-mentioned game interaction control device can generate a skill range of the first game skill in the game scene by releasing the first game skill, and can increase the attribute value when the game character enters the skill range, thereby improving the attribute value recovery efficiency and also improving the playability and experience of the game.
[0108] Specifically, the skill release operation 81 is used to: determine a circular area in the game scene with the position of the first game character as the center and a preset distance as the radius as the target scene area.
[0109] Furthermore, the above-mentioned device also includes an attribute value increasing module, which is used to: in response to the first game character releasing the first game skill in the game scene, control the restoration of the attribute value of the first game character.
[0110] Furthermore, the above-mentioned device also includes a stop and restore module, which is used to: respond to the movement control operation for the first game character, control the movement of the first game character in the game scene based on the movement control operation; in response to the first game character moving out of the skill range, control to stop and restore the attribute value of the first game character.
[0111] Furthermore, the above-mentioned device also includes an identification switching module, which is used to: in response to the first game character releasing the first game skill, display the range identification corresponding to the skill action range of the first game skill in the graphical user interface; in response to the skill release duration corresponding to the first game skill reaching a first preset duration, control the cancellation of the display of the range identification in the graphical user interface to complete the release of the first game skill.
[0112] In a specific implementation, a first mark is displayed near the above-mentioned range mark, and the first mark is used to indicate the effect of the skill range corresponding to the range mark.
[0113] Furthermore, the above-mentioned device also includes an information prompt module, which is used to: when the second game character releases the first game skill in the game scene, in response to the distance between the skill action ranges corresponding to the first game skill released by the first game character and the second game character being less than a preset distance value, control the display of a first logo and a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate that the skill action range corresponding to the first game skill exists in the vicinity of the first game character.
[0114] Furthermore, the attribute value recovery module 82 is used to: in response to the target game character entering the skill action range, increase the attribute value for the target game character according to the attribute value currently corresponding to the target game character.
[0115] Furthermore, the attribute value recovery module 82 is used to: in response to a game character entering a skill range, increase the attribute value of the target game character at a first recovery speed or a second recovery speed according to the attribute value currently corresponding to the target game character; wherein the first recovery speed is different from the second recovery speed.
[0116] Furthermore, the recovery speed corresponding to the attribute value of the above-mentioned target game character is determined according to the skill mode selection operation for the first game skill before the game starts.
[0117] Furthermore, the skill parameters corresponding to the first game skill in different skill modes are different, and the recovery speed and / or recovery object of the attribute value of the first game skill in different skill modes are different; wherein the recovery object includes the following: a game character with any attribute value, and a game character with an attribute value greater than or equal to the first attribute value threshold.
[0118] Furthermore, the attribute value recovery module 82 is also used to: if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, control the attribute value of the target game character to be recovered to the maximum attribute value.
[0119] Furthermore, the attribute value recovery module 82 is also used for: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the attribute value of the target game character to be recovered to the first attribute value threshold.
[0120] Furthermore, the above-mentioned attribute value recovery module 82 is also used to: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, control the display of the first control in the terminal device corresponding to the target game character; respond to the trigger operation of the first control, control the attribute value of the target game character to be restored to the first attribute value threshold.
[0121] Furthermore, the above-mentioned attribute value recovery module 82 is also used to: respond to the trigger operation on the first control, control the display of the attribute value recovery progress bar in the graphical user interface; in response to the attribute value recovery progress bar reaching the full progress, control the attribute value of the target game character to be restored to the first attribute value threshold.
[0122] Furthermore, the above-mentioned device also includes a cancel module, which is used to: display a cancel control while displaying the attribute value recovery progress bar in the graphical user interface; respond to a trigger operation on the cancel control, and control to stop restoring the attribute value of the target game character.
[0123] In a specific implementation, if the attribute value currently corresponding to the target game character is greater than or equal to a first attribute value threshold, the target game character is controlled to be displayed in a first posture; if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the target game character is controlled to be displayed in a second posture; wherein the first posture is different from the second posture.
[0124] Furthermore, the above-mentioned device also includes a skill trigger module, which is used to: display a second control in a graphical user interface in response to the first game character releasing a second game skill in a game scene; determine whether the game state of the second game character meets preset conditions in response to the presence of a second game character within the crosshairs in the graphical user interface; if the preset conditions are met, lock the second game character; and continuously increase attribute values for the second game character in response to a trigger operation on the second control.
[0125] In a specific implementation, the above preset conditions include: the distance between the second game character and the first game character is less than a preset distance threshold, and the attribute value currently corresponding to the second game character meets the preset attribute value requirement.
[0126] Furthermore, the above-mentioned preset attribute value requirement is determined according to the skill mode selection operation for the second game skill before the game starts.
[0127] Furthermore, the skill parameters corresponding to the second game skills in different skill modes are different, and the second game skills in different skill modes have different requirements for attribute value recovery speed and / or preset attribute value; wherein the preset attribute value requirements include the following: the attribute value currently corresponding to the second game character is any attribute value, and the attribute value currently corresponding to the second game character is greater than or equal to the first attribute value threshold.
[0128] Furthermore, the skill triggering module is also used to: if a preset condition is met, display a second mark on the second game character within the crosshair range to lock the second game character.
[0129] Furthermore, the skill trigger module is also used to: respond to a trigger operation on the second control, control the display of a third identifier between the first game character and the second game character, and continuously increase the attribute value of the second game character.
[0130] Furthermore, the above-mentioned device also includes an end trigger module, which is used to control the stop of adding attribute values to the second game character in response to the end of the trigger operation on the second control.
[0131] Furthermore, the above-mentioned device also includes a state switching module, which is used to: in response to the first game character releasing the second game skill in the game scene, control the display of a third control in the graphical user interface, and control the first game character to enter a waiting-to-release state; wherein the waiting-to-release state is used to indicate that the first game character can increase the attribute value for the second game character; in response to a trigger operation on the third control, control the first game character to cancel the waiting-to-release state.
[0132] Furthermore, the above-mentioned device also includes an identification prompt module, which is used to: if the game state of the second game character within the crosshair range in the graphical user interface does not meet the preset conditions, control the display of a fourth identification on the crosshair range to prompt that the attribute value cannot be added to the second game character.
[0133] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0134] The embodiment of the present invention further provides an electronic device, such as Fig. 9 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0135] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; in response to the first game character releasing a first game skill in the game scene, determining a target scene area in the game scene, and determining the scene range corresponding to the target scene area as the skill range corresponding to the first game skill; in response to the target game character entering the skill range, controlling the restoration of the attribute value of the target game character; wherein the target game character includes the first game character and / or the second game character.
[0136] The above-mentioned game interaction control method can generate a skill range of the first game skill in the game scene by releasing the first game skill, and can increase the attribute value when the game character enters the skill range, thereby improving the attribute value recovery efficiency and also improving the playability and experience of the game.
[0137] In an optional embodiment, the step of determining the target scene area in the game scene includes: determining a circular area in the game scene with the position of the first game character as the center and a preset distance as the radius as the target scene area.
[0138] In an optional embodiment, the method further includes: in response to the first game character releasing the first game skill in the game scene, controlling the restoration of the attribute value of the first game character.
[0139] In an optional embodiment, the above method also includes: responding to a movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; in response to the first game character moving out of the skill range, controlling to stop restoring the attribute values of the first game character.
[0140] In an optional embodiment, the above method also includes: in response to the first game character releasing the first game skill, displaying a range identifier corresponding to the skill action range of the first game skill in a graphical user interface; in response to the skill release duration corresponding to the first game skill reaching a first preset duration, controlling the cancellation of the display of the range identifier in the graphical user interface to complete the release of the first game skill.
[0141] In an optional embodiment, a first mark is displayed near the above-mentioned range mark, and the first mark is used to indicate the effect of the skill action range corresponding to the range mark.
[0142] In an optional embodiment, the above method also includes: when the second game character releases the first game skill in the game scene, in response to the distance between the skill action ranges corresponding to the first game skill released by the first game character and the second game character being less than a preset distance value, controlling the display of a first identifier and a first prompt information in a graphical user interface; wherein the first prompt information is used to indicate that the skill action range corresponding to the first game skill exists in the vicinity of the first game character.
[0143] In an optional embodiment, the above-mentioned step of controlling the restoration of the target game character's attribute value in response to the target game character entering the skill range includes: in response to the game character entering the skill range, adding the attribute value to the target game character according to the attribute value currently corresponding to the target game character.
[0144] In an optional embodiment, the above-mentioned step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character in response to the game character entering the skill range includes: in response to the game character entering the skill range, increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character at a first recovery speed or a second recovery speed; wherein the first recovery speed is different from the second recovery speed.
[0145] In an optional embodiment, the recovery speed corresponding to the attribute value of the target game character is determined according to a skill mode selection operation for the first game skill before the game starts.
[0146] In an optional embodiment, the skill parameters corresponding to the first game skill in different skill modes are different, and the recovery speed and / or recovery object of the attribute value of the first game skill in different skill modes are different; wherein the recovery object includes the following: a game character with any attribute value, and a game character with an attribute value greater than or equal to a first attribute value threshold.
[0147] In an optional embodiment, the step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character includes: if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, controlling the attribute value of the target game character to be restored to the maximum attribute value.
[0148] In an optional embodiment, the step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character includes: if the attribute value currently corresponding to the target game character is less than a first attribute value threshold, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0149] In an optional embodiment, if the attribute value currently corresponding to the target game character is less than a first attribute value threshold, the step of controlling the attribute value of the target game character to be restored to the first attribute value threshold includes: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the display of a first control in a terminal device corresponding to the target game character; and in response to a trigger operation on the first control, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0150] In an optional embodiment, the above-mentioned step of controlling the restoration of the attribute value of the target game character to the first attribute value threshold in response to the trigger operation on the first control includes: controlling the display of an attribute value restoration progress bar in the graphical user interface in response to the trigger operation on the first control; and controlling the attribute value of the target game character to be restored to the first attribute value threshold in response to the attribute value restoration progress bar reaching full progress.
[0151] In an optional embodiment, the method further includes: displaying a cancel control while displaying a progress bar for restoring the attribute value in the graphical user interface; and controlling to stop restoring the attribute value of the target game character in response to a triggering operation on the cancel control.
[0152] In an optional embodiment, if the attribute value currently corresponding to the target game character is greater than or equal to a first attribute value threshold, the target game character is controlled to be displayed in a first posture; if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the target game character is controlled to be displayed in a second posture; wherein the first posture is different from the second posture.
[0153] In an optional embodiment, the method further includes: in response to the first game character releasing a second game skill in the game scene, displaying a second control in the graphical user interface; in response to the presence of the second game character within the crosshairs in the graphical user interface, determining whether the game state of the second game character meets preset conditions; if the preset conditions are met, locking the second game character; and in response to a trigger operation on the second control, continuously increasing attribute values for the second game character.
[0154] In an optional embodiment, the preset conditions include: the distance between the second game character and the first game character is less than a preset distance threshold, and the attribute value currently corresponding to the second game character meets the preset attribute value requirement.
[0155] In an optional embodiment, the above-mentioned preset attribute value requirement is determined according to the skill mode selection operation for the second game skill before the game starts.
[0156] In an optional embodiment, the skill parameters corresponding to the second game skill in different skill modes are different, and the second game skills in different skill modes have different requirements for attribute value recovery speeds and / or preset attribute values; wherein the preset attribute value requirements include the following one: the attribute value currently corresponding to the second game character is any attribute value, and the attribute value currently corresponding to the second game character is greater than or equal to the first attribute value threshold.
[0157] In an optional embodiment, if the preset condition is met, the step of locking the second game character includes: if the preset condition is met, displaying a second mark on the second game character within the crosshairs to lock the second game character.
[0158] In an optional embodiment, the above-mentioned step of responding to a trigger operation on the second control and continuously adding attribute values to the second game character includes: responding to a trigger operation on the second control, controlling the display of a third identifier between the first game character and the second game character, and continuously adding attribute values to the second game character.
[0159] In an optional embodiment, the method further includes: in response to the end of the trigger operation on the second control, controlling to stop adding the attribute value for the second game character.
[0160] In an optional embodiment, the above method also includes: in response to the first game character releasing the second game skill in the game scene, controlling the display of a third control in the graphical user interface, and controlling the first game character to enter a pending release state; wherein the pending release state is used to indicate that the first game character can increase the attribute value for the second game character; in response to a trigger operation on the third control, controlling the first game character to cancel the pending release state.
[0161] In an optional embodiment, the above method also includes: if the game state of the second game character within the crosshair range in the graphical user interface does not meet the preset conditions, controlling the display of a fourth mark on the crosshair range to prompt that the attribute value cannot be added to the second game character.
[0162] Further, Fig. 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0163] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 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.
[0164] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0165] An embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0166] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; in response to the first game character releasing a first game skill in the game scene, determining a target scene area in the game scene, and determining the scene range corresponding to the target scene area as the skill range corresponding to the first game skill; in response to the target game character entering the skill range, controlling the restoration of the attribute value of the target game character; wherein the target game character includes the first game character and / or the second game character.
[0167] The above-mentioned game interaction control method can generate a skill range of the first game skill in the game scene by releasing the first game skill, and can increase the attribute value when the game character enters the skill range, thereby improving the attribute value recovery efficiency and also improving the playability and experience of the game.
[0168] In an optional embodiment, the step of determining the target scene area in the game scene includes: determining a circular area in the game scene with the position of the first game character as the center and a preset distance as the radius as the target scene area.
[0169] In an optional embodiment, the method further includes: in response to the first game character releasing the first game skill in the game scene, controlling the restoration of the attribute value of the first game character.
[0170] In an optional embodiment, the above method also includes: responding to a movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; in response to the first game character moving out of the skill range, controlling to stop restoring the attribute values of the first game character.
[0171] In an optional embodiment, the above method also includes: in response to the first game character releasing the first game skill, displaying a range identifier corresponding to the skill action range of the first game skill in a graphical user interface; in response to the skill release duration corresponding to the first game skill reaching a first preset duration, controlling the cancellation of the display of the range identifier in the graphical user interface to complete the release of the first game skill.
[0172] In an optional embodiment, a first mark is displayed near the above-mentioned range mark, and the first mark is used to indicate the effect of the skill action range corresponding to the range mark.
[0173] In an optional embodiment, the above method also includes: when the second game character releases the first game skill in the game scene, in response to the distance between the skill action ranges corresponding to the first game skill released by the first game character and the second game character being less than a preset distance value, controlling the display of a first identifier and a first prompt information in a graphical user interface; wherein the first prompt information is used to indicate that the skill action range corresponding to the first game skill exists in the vicinity of the first game character.
[0174] In an optional embodiment, the above-mentioned step of controlling the restoration of the target game character's attribute value in response to the target game character entering the skill range includes: in response to the game character entering the skill range, adding the attribute value to the target game character according to the attribute value currently corresponding to the target game character.
[0175] In an optional embodiment, the above-mentioned step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character in response to the game character entering the skill range includes: in response to the game character entering the skill range, increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character at a first recovery speed or a second recovery speed; wherein the first recovery speed is different from the second recovery speed.
[0176] In an optional embodiment, the recovery speed corresponding to the attribute value of the target game character is determined according to a skill mode selection operation for the first game skill before the game starts.
[0177] In an optional embodiment, the skill parameters corresponding to the first game skill in different skill modes are different, and the recovery speed and / or recovery object of the attribute value of the first game skill in different skill modes are different; wherein the recovery object includes the following: a game character with any attribute value, and a game character with an attribute value greater than or equal to a first attribute value threshold.
[0178] In an optional embodiment, the step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character includes: if the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, controlling the attribute value of the target game character to be restored to the maximum attribute value.
[0179] In an optional embodiment, the step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character includes: if the attribute value currently corresponding to the target game character is less than a first attribute value threshold, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0180] In an optional embodiment, if the attribute value currently corresponding to the target game character is less than a first attribute value threshold, the step of controlling the attribute value of the target game character to be restored to the first attribute value threshold includes: if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the display of a first control in a terminal device corresponding to the target game character; and in response to a trigger operation on the first control, controlling the attribute value of the target game character to be restored to the first attribute value threshold.
[0181] In an optional embodiment, the above-mentioned step of controlling the restoration of the attribute value of the target game character to the first attribute value threshold in response to the trigger operation on the first control includes: controlling the display of an attribute value restoration progress bar in the graphical user interface in response to the trigger operation on the first control; and controlling the attribute value of the target game character to be restored to the first attribute value threshold in response to the attribute value restoration progress bar reaching full progress.
[0182] In an optional embodiment, the method further includes: displaying a cancel control while displaying a progress bar for restoring the attribute value in the graphical user interface; and controlling to stop restoring the attribute value of the target game character in response to a triggering operation on the cancel control.
[0183] In an optional embodiment, if the attribute value currently corresponding to the target game character is greater than or equal to a first attribute value threshold, the target game character is controlled to be displayed in a first posture; if the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the target game character is controlled to be displayed in a second posture; wherein the first posture is different from the second posture.
[0184] In an optional embodiment, the method further includes: in response to the first game character releasing a second game skill in the game scene, displaying a second control in the graphical user interface; in response to the presence of the second game character within the crosshairs in the graphical user interface, determining whether the game state of the second game character meets preset conditions; if the preset conditions are met, locking the second game character; and in response to a trigger operation on the second control, continuously increasing attribute values for the second game character.
[0185] In an optional embodiment, the preset conditions include: the distance between the second game character and the first game character is less than a preset distance threshold, and the attribute value currently corresponding to the second game character meets the preset attribute value requirement.
[0186] In an optional embodiment, the above-mentioned preset attribute value requirement is determined according to the skill mode selection operation for the second game skill before the game starts.
[0187] In an optional embodiment, the skill parameters corresponding to the second game skill in different skill modes are different, and the second game skills in different skill modes have different requirements for attribute value recovery speeds and / or preset attribute values; wherein the preset attribute value requirements include the following one: the attribute value currently corresponding to the second game character is any attribute value, and the attribute value currently corresponding to the second game character is greater than or equal to the first attribute value threshold.
[0188] In an optional embodiment, if the preset condition is met, the step of locking the second game character includes: if the preset condition is met, displaying a second mark on the second game character within the crosshairs to lock the second game character.
[0189] In an optional embodiment, the above-mentioned step of responding to a trigger operation on the second control and continuously adding attribute values to the second game character includes: responding to a trigger operation on the second control, controlling the display of a third identifier between the first game character and the second game character, and continuously adding attribute values to the second game character.
[0190] In an optional embodiment, the method further includes: in response to the end of the trigger operation on the second control, controlling to stop adding the attribute value for the second game character.
[0191] In an optional embodiment, the above method also includes: in response to the first game character releasing the second game skill in the game scene, controlling the display of a third control in the graphical user interface, and controlling the first game character to enter a pending release state; wherein the pending release state is used to indicate that the first game character can increase the attribute value for the second game character; in response to a trigger operation on the third control, controlling the first game character to cancel the pending release state.
[0192] In an optional embodiment, the above method also includes: if the game state of the second game character within the crosshair range in the graphical user interface does not meet the preset conditions, controlling the display of a fourth mark on the crosshair range to prompt that the attribute value cannot be added to the second game character.
[0193] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.
[0194] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0195] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims
1. A game interactive control method, characterized in that: The method comprises: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; In response to the first game character releasing a first game skill in the game scene, determining a target scene area in the game scene, and determining a scene range corresponding to the target scene area as a skill action range corresponding to the first game skill; In response to a target game character entering the skill action range, controlling to restore the attribute value of the target game character; wherein the target game character includes the first game character and / or the second game character.
2. The method according to claim 1, characterized in that The step of determining the target scene area in the game scene comprises: A circular area in the game scene with the position of the first game character as the center and a preset distance as the radius is determined as the target scene area.
3. The method according to claim 2, characterized in that The method further comprises: In response to the first game character releasing a first game skill in the game scene, controlling to restore the attribute value of the first game character.
4. The method according to claim 3, characterized in that The method further comprises: In response to a movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; In response to the first game character moving out of the skill action range, control stops restoring the attribute value of the first game character.
5. The method according to claim 1, characterized in that The method further comprises: In response to the first game character releasing the first game skill, displaying a range identifier corresponding to a skill action range of the first game skill in the graphical user interface; In response to the skill release duration corresponding to the first game skill reaching a first preset duration, the range mark is controlled to be cancelled from being displayed in the graphical user interface to complete the release of the first game skill.
6. The method according to claim 5, characterized in that A first mark is displayed near the range mark, and the first mark is used to indicate the effect of the skill action range corresponding to the range mark.
7. The method according to claim 1, characterized in that The method further comprises: When the second game character releases the first game skill in the game scene, in response to the distance between the first game character and the skill range corresponding to the first game skill released by the second game character being less than a preset distance value, control is performed to display a first identifier and a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate that the skill range corresponding to the first game skill exists in the vicinity of the first game character.
8. The method according to claim 1, characterized in that The step of controlling the restoration of the attribute value of the target game character in response to the target game character entering the skill action range comprises: In response to the game character entering the skill action range, an attribute value is increased for the target game character according to the attribute value currently corresponding to the target game character.
9. The method according to claim 8, characterized in that The step of increasing the attribute value of the target game character according to the attribute value currently corresponding to the target game character in response to the game character entering the skill action range comprises: In response to the game character entering the skill range, the attribute value of the target game character is increased at a first recovery speed or a second recovery speed according to the current attribute value corresponding to the target game character; wherein the first recovery speed is different from the second recovery speed.
10. The method according to claim 9, characterized in that The recovery speed corresponding to the attribute value of the target game character is determined according to the skill mode selection operation for the first game skill before the game starts.
11. The method according to claim 10, characterized in that The skill parameters corresponding to the first game skill in different skill modes are different, and the recovery speed and / or recovery object of the attribute value of the first game skill in different skill modes are different; wherein, the recovery object includes the following: a game character with any attribute value, and a game character with an attribute value greater than or equal to a first attribute value threshold.
12. The method according to claim 8, characterized in that The step of adding an attribute value to the target game character according to the attribute value currently corresponding to the target game character comprises: If the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, control is performed to restore the attribute value of the target game character to the maximum attribute value.
13. The method according to claim 8, characterized in that The step of adding an attribute value to the target game character according to the attribute value currently corresponding to the target game character comprises: If the attribute value currently corresponding to the target game character is less than a first attribute value threshold, control is performed to restore the attribute value of the target game character to the first attribute value threshold.
14. The method according to claim 13, characterized in that If the attribute value currently corresponding to the target game character is less than the first attribute value threshold, the step of controlling the attribute value of the target game character to be restored to the first attribute value threshold includes: If the attribute value currently corresponding to the target game character is less than the first attribute value threshold, controlling the display of a first control in the terminal device corresponding to the target game character; In response to a trigger operation on the first control, the attribute value of the target game character is controlled to be restored to the first attribute value threshold.
15. The method according to claim 14, characterized in that The step of controlling the attribute value of the target game character to be restored to the first attribute value threshold in response to the triggering operation on the first control includes: In response to a trigger operation on the first control, controlling display of a property value recovery progress bar in the graphical user interface; In response to the attribute value recovery progress bar reaching a full progress, the attribute value of the target game character is controlled to be restored to the first attribute value threshold.
16. The method according to claim 15, characterized in that The method further comprises: Displaying a cancel control while displaying a property value restoration progress bar in the graphical user interface; In response to the triggering operation on the cancel control, control stops restoring the attribute value of the target game character.
17. The method according to claim 12 or 13, characterized in that If the attribute value currently corresponding to the target game character is greater than or equal to the first attribute value threshold, controlling the target game character to be displayed in a first posture; If the attribute value currently corresponding to the target game character is less than the first attribute value threshold, control the target game character to be displayed in a second posture; wherein the first posture is different from the second posture.
18. The method according to claim 1, characterized in that The method further comprises: In response to the first game character releasing a second game skill in the game scene, displaying a second control in the graphical user interface; In response to the second game character being within the crosshair range in the graphical user interface, determining whether a game state of the second game character satisfies a preset condition; If the preset condition is met, locking the second game character; In response to the triggering operation on the second control, the attribute value of the second game character is continuously increased.
19. The method according to claim 18, characterized in that The preset condition includes: the distance between the second game character and the first game character is less than a preset distance threshold, and the attribute value currently corresponding to the second game character meets the preset attribute value requirement.
20. The method according to claim 19, characterized in that The preset attribute value requirement is determined based on a skill mode selection operation for the second game skill before the game starts.
21. The method according to claim 20, characterized in that The skill parameters corresponding to the second game skill in different skill modes are different, and the second game skill in different skill modes has different requirements for attribute value recovery speed and / or preset attribute value; wherein, the preset attribute value requirement includes the following one: the attribute value currently corresponding to the second game character is any attribute value, and the attribute value currently corresponding to the second game character is greater than or equal to the first attribute value threshold.
22. The method according to claim 18, characterized in that If the preset condition is met, the step of locking the second game character comprises: If the preset condition is met, a second mark is displayed on the second game character within the crosshair range to lock the second game character.
23. The method according to claim 18, characterized in that The step of continuously increasing the attribute value of the second game character in response to the triggering operation on the second control includes: In response to the triggering operation on the second control, a third identifier is controlled to be displayed between the first game character and the second game character, and the attribute value of the second game character is continuously increased.
24. The method according to claim 23, characterized in that The method further comprises: In response to the end of the trigger operation on the second control, control stops adding attribute values to the second game character.
25. The method according to claim 18, characterized in that The method further comprises: In response to the first game character releasing a second game skill in the game scene, controlling the display of a third control in the graphical user interface, and controlling the first game character to enter a ready-to-release state; wherein the ready-to-release state is used to indicate that the first game character can increase an attribute value for the second game character; In response to a triggering operation on the third control, the first game character is controlled to cancel the waiting-to-be-released state.
26. The method according to claim 18, characterized in that The method further comprises: If the game state of the second game character within the crosshair range in the graphical user interface does not satisfy the preset condition, a fourth mark is controlled to be displayed on the crosshair range to prompt that the attribute value cannot be added to the second game character.
27. A game interactive control device, characterized in that: The device comprises: An interface display module, used for providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; A skill release operation, for determining a target scene area in the game scene in response to the first game character releasing the first game skill in the game scene, and determining a scene range corresponding to the target scene area as a skill action range corresponding to the first game skill; The attribute value recovery module is used to control the recovery of the attribute value of the target game character in response to the target game character entering the skill action range; wherein the target game character includes the first game character and / or the second game character.
28. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method described in any one of claims 1 to 26.
29. 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 game interaction control method described in any one of claims 1 to 26.
Citation Information
Patent Citations
Method and device for controlling virtual object to recover attribute value, terminal and storage medium
CN111714893A
Virtual object display method and device, terminal and storage medium
CN112604274A
Prop display method and device in game, electronic equipment and medium
CN113509727A
Game interaction method and device, computer equipment and computer readable storage medium
CN118698128A
Game program, game system, terminal device, and execution method of game program
JP2019107064A