Game object interaction control method and device and electronic equipment
By providing a graphical user interface and skill casting operation in the game, players are allowed to directly transfer the target protection objects that have been generated, solving the problem of cumbersome virtual shield operation and improving the game experience.
Patent Information
- Application Number
- CN202510045799.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-09
- Publication Date
- 2025-05-06
AI Technical Summary
In the existing gaming technology, the generation and movement of virtual shields are complicated, which affects the player's gaming experience.
The graphical user interface is provided through the terminal device, allowing players to transfer the generated target guard objects to other locations through skill casting operations, providing protection for other virtual characters.
It simplifies the operation process of virtual shields, enriches the game content, and improves the player's gaming experience.
Smart Images

Figure CN119925907A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for interactive control of game objects. Background Art
[0002] A shield in a game usually refers to a barrier that blocks damage from the enemy and through which the game character can pass freely, and mainly plays a protective and defensive role. In related technologies, a virtual shield can usually be generated at a specified location by a specified button, and the virtual shield can be canceled after a preset time or by a specified button. If a virtual shield needs to be generated at another location, the current virtual shield needs to be canceled before it can be generated again at another location. The operation is cumbersome, the game content is simple, and the player's gaming experience is affected. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide an interactive control method, device and electronic device for game objects. For a target protection object that has been generated, a player does not need to cancel the target protection object, but can directly transfer the currently generated target protection object to other locations through skill casting operations to provide protection for other virtual characters. The operation is simple to enrich the game content and improve the player's gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides an interactive control method for a game object, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual character controlled by the terminal device, the method comprising: in response to an object release instruction for a second virtual character, controlling the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character; before the target protection object loses its protection effect, in response to an object release instruction for a third virtual character, controlling the target protection object to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide a corresponding protection effect for the third virtual character.
[0005] In a second aspect, an embodiment of the present disclosure provides an interactive control device for a game object, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least a portion of a game scene. The game scene includes a first virtual character controlled by the terminal device, and the device includes: a target protection object generation module, which is used to control the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character in response to an object release instruction for the second virtual character; and a target protection object transfer module, which is used to control the transfer of the target protection object from the first scene position to the second scene position determined based on the third virtual character in response to an object release instruction for the third virtual character before the target protection object loses its protection effect, so as to provide a corresponding protection effect for the third virtual character.
[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of a game object of any one of the first aspects.
[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game object of any one of the first aspects.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a method, device and electronic device for interactive control of game objects. In response to an object release instruction for a second virtual character, a first virtual character is controlled to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character; before the target protection object loses its protection effect, in response to an object release instruction for a third virtual character, the target protection object is controlled to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide a corresponding protection effect for the third virtual character. In this method, for a target protection object that has been generated, the player does not need to cancel the target protection object, and can directly transfer the currently generated target protection object to other positions through skill casting operations to provide protection for other virtual characters. The operation is simple, the game content is enriched, and the game experience of the player is improved.
[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for interactive control of a game object provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic top view of a game scene in an interactive control method in a game provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of a skill control in an interactive control method in a game provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0020] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0021] A shield in a game usually refers to a barrier that blocks damage from the enemy and through which game characters can pass freely, and mainly plays a protective and defensive role. In related technologies, a virtual shield can usually be generated at a specified location by a specified button, and the virtual shield can be canceled after a preset time or by a specified button. If a virtual shield needs to be generated at another location, the current virtual shield needs to be canceled before it can be generated again at another location. The operation is cumbersome, the game content is simple, and the player's gaming experience is affected. Based on this, an interactive control method, device, and electronic device for game objects provided in an embodiment of the present disclosure can be applied to mobile phones, computers, notebooks, computers, and other devices.
[0022] In one embodiment of the present disclosure, the interactive control method of the game object can be run on a local terminal device or a server. When the interactive control method of the game object is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0023] In an optional implementation, various cloud applications 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 interactive control method of the game object are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0025] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game object, wherein a graphical user interface is provided through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. The graphical user interface displays at least part of a game scene, wherein the game scene includes a first virtual character controlled by the terminal device, such as Figure 1 As shown, the method includes:
[0026] Step S102, in response to an object release instruction for the second virtual character, controlling the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character;
[0027] Optionally, the first virtual character is configured with a first skill, and an object casting instruction is generated in response to the first skill being triggered; if a second virtual character is selected, an object casting instruction is generated for the second virtual character in response to the first skill being triggered; wherein, in response to a triggering operation on a first button, the first skill is controlled to be triggered, or in response to a triggering operation on a first control, the first skill is controlled to be triggered.
[0028] The above-mentioned target protection objects can act on virtual characters belonging to the same game camp, blocking any attacks from enemy virtual characters or blocking attacks from local virtual characters in a certain direction; they can also act on enemy virtual characters to block the attacks of the enemy virtual characters, which can be understood as imprisoning the enemy virtual characters and directly blocking the attacks launched by them.
[0029] The second virtual character and the first virtual character meet a specified game relationship. The specified game relationship may be a teammate relationship, a relationship in the same camp, a master-apprentice relationship, a couple relationship, an enemy relationship, etc. If it is a non-enemy relationship, the target protection object can block damage for the second virtual character. If it is an enemy relationship, the target protection object can trap the attack of the second virtual character, and the attack of the second virtual character will be blocked by the target protection object.
[0030] Among them, the first virtual character is controlled to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character; optionally, the target protection object is generated with the first scene position as the center; or, the target protection object is generated with the first scene position as the starting point or the end point. Optionally, the first scene position is determined to be the target position on the target protection object according to the model of the target protection object. For example, if the target protection object is a one-dimensional or two-dimensional model, the first scene position is located at the center of the model surface or the edge of the model surface of the target protection object; for another example, if the target protection object is a three-dimensional model, the first scene position is located at the center of the model of the target protection object, or the center of the model surface, or the edge of the model surface, etc.
[0031] Step S104, before the target protection object loses its protection function, in response to an object release instruction for the third virtual character, control the target protection object to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.
[0032] The second virtual character and the third virtual character satisfy the specified game relationship with the first virtual character. The specified game relationship may be a teammate relationship, a same-camp relationship, a master-apprentice relationship, a couple relationship, an enemy relationship, etc. If it is a non-enemy relationship, the target protection object may block damage for the third virtual character. If it is an enemy relationship, the target protection object may trap the attack of the third virtual character, and the attack of the third virtual character will be blocked by the target protection object.
[0033] Optionally, before the target protection object loses its protective function, if a third virtual character is selected, in response to the first skill being triggered, an object release instruction is generated for the third virtual character, and the target protection object is transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.
[0034] In the initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object used to provide corresponding protection for the second virtual character before the transfer.
[0035] If the life value of the target protection object acting on the second virtual character is the first value, the life value of the target protection object providing corresponding protection for the third virtual character after the transfer is also the first value.
[0036] The disclosed embodiment provides an interactive control method for game objects. In response to an object release instruction for a second virtual character, the first virtual character is controlled to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character. Before the target protection object loses its protection effect, in response to an object release instruction for a third virtual character, the target protection object is controlled to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide a corresponding protection effect for the third virtual character. In this method, for a target protection object that has been generated, the player does not need to cancel the target protection object, and can directly transfer the currently generated target protection object to other positions through skill casting operations to provide protection for other virtual characters. The operation is simple, the game content is enriched, and the game experience of the player is improved.
[0037] The first virtual character is configured with a first skill, and the method further includes: in response to the first skill being triggered, generating an object casting instruction corresponding to the first skill.
[0038] For example, in response to the trigger operation on the first button, the first skill is controlled to be triggered, and an object casting instruction corresponding to the first skill is generated in the game scene. For another example, in response to the trigger operation on the first control, the first skill is controlled to be triggered, and an object casting instruction corresponding to the first skill is generated in the game scene. The trigger operation on the first button can be a pressing operation on a key on the keyboard, or a pressing operation on a key on the game controller, or a clicking operation on a key on the mouse. The trigger operation on the first control can be a clicking operation, a sliding operation, or a long pressing operation of a finger on a control displayed on the graphical interface.
[0039] In the related art, a virtual shield can usually be generated at a specified position by a specified button, and the virtual shield can be canceled after a preset time or by a specified button. This method requires precise aiming at the specified position, which is not easy to find in the actual game, and the operation is cumbersome, affecting the player's gaming experience.
[0040] Based on this, this embodiment provides an implementation method:
[0041] The above-mentioned graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first virtual character in the game scene. The above-mentioned method also includes: in response to the field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; when the aiming direction and the second virtual character in the game scene meet specified conditions, in response to the first skill being triggered, generating an object casting instruction for the second virtual character.
[0042] The above-mentioned field of view adjustment operation for the first virtual character may be a sliding operation on the graphical user interface, used to adjust the field of view of the first virtual character, or a moving operation on the first virtual character, used to control the movement of the first virtual character in the game scene, thereby adjusting the field of view of the first virtual character, or a moving operation of the mouse, used to adjust the field of view of the first virtual character, etc. In response to the field of view adjustment operation for the first virtual character, the aiming direction of the crosshair in the game scene is controlled and adjusted, and the game scene displayed on the graphical user interface is updated at the same time.
[0043] The above-mentioned specified condition can be any one of the following: there is a second virtual character in the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction and is closest to the crosshair, etc.
[0044] Optionally, when the aiming direction and the second virtual character in the game scene meet the specified conditions, the second virtual character is displayed in a specified display mode, or the selected prompt information is displayed, such as highlighting, enlarging or flashing the second virtual character, or displaying the selected prompt information on the second virtual character, or displaying the second virtual character as the target of the target protection object on the graphical user interface. The selected prompt information may also include an operation method for controlling the first virtual character to cast the target protection object.
[0045] In the above method, the crosshairs do not need to be aimed at the character itself. As long as the character meets the specified conditions, the crosshairs can automatically select the character and generate a target protection object in the game scene to provide protection for the character. There is no need for precise aiming and the operation is simple, which improves the player's gaming experience.
[0046] In the above initial state, the target protection object has an initial life value; the above method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.
[0047] Optionally, in response to the target protected object being attacked by the target virtual character, the target protected object's health value is controlled to decrease, and the target virtual character and the first virtual character are in a hostile relationship. The above preset value can be 0, 1, 2, etc., and can be preset according to the needs of the game.
[0048] In traditional games, an effective time is usually set for the target protection object. After the time is exceeded, the target protection object loses its corresponding protection function. However, in the present invention, a life value is set for the target protection object, which increases the attack gameplay of the target protection object, increases the fun of the game, and further enriches the game content.
[0049] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.
[0050] If the target protection object loses its protection, the first skill cannot be triggered within the preset time, that is, the first skill enters the skill cooling time. During the cooling time, the first skill cannot be triggered. After the cooling time is reached, the first skill can be triggered again.
[0051] In the above method, the game content is further enriched by setting the cooling time of the first skill.
[0052] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.
[0053] Optionally, in response to the triggering operation on the second button, an object recovery instruction is generated. If instructions are required, the first button for triggering the first skill is different from the second button, that is, the button for casting the target protection object in the game scene is different from the button for recovering the target protection object, or in other words, the triggering method for casting the target protection object in the game scene is different from the triggering method for recovering the target protection object.
[0054] In addition, after responding to the object recovery instruction for the target protection object, the first skill is still in a triggerable state. Only when the target protection object loses its protective function will the first skill be set to an untriggerable state.
[0055] In the above method, the triggering method of releasing the target protection object in the game scene is different from the triggering method of recovering the target protection object, which further enriches the game content.
[0056] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.
[0057] Usually, the purpose of recycling the target protection object is to restore the health of the target protection object. In addition, when the target protection object is in the recycling state, the first skill can still be triggered. In this way, the target protection object in the recycling state is set to restore the health value, which further enriches the game content and improves the game experience of the player.
[0058] The method includes: in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, automatically selecting the second virtual character as the target of the target protection object.
[0059] The above-mentioned specified condition can be any one of the following: there is a second virtual character in the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction, the second virtual character is located in the target scene range determined based on the aiming direction and is closest to the crosshair, etc.
[0060] Optionally, when the aiming direction and the second virtual character in the game scene meet the specified conditions, the second virtual character is displayed in a specified display mode, or the selected prompt information is displayed, such as highlighting, enlarging or flashing the second virtual character, or displaying the selected prompt information on the second virtual character, or displaying the second virtual character as the target of the target protection object on the graphical user interface. The selected prompt information may also include an operation method for controlling the first virtual character to cast the target protection object.
[0061] In this method, the crosshairs do not need to be aimed at the character itself. As long as the character meets the specified conditions, the crosshairs can automatically select the character and generate a target protection object in the game scene to provide protection for the character. There is no need for precise aiming and the operation is simple, which improves the player's gaming experience.
[0062] After responding to the step that the aiming direction and the second virtual character in the game scene meet the specified conditions, the method further includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.
[0063] The locking mark may be a text mark, a pattern mark, or a combination of a text mark and a pattern mark. The locking mark is usually displayed at the center of the second virtual character or above the character.
[0064] In one possible manner, the locking mark is also used to prompt an operation method for placing a target protection object in a game scene.
[0065] Optionally, the locking mark includes a first mark and a second mark, wherein the first mark is used to prompt the second virtual character as the target of the target protection object, and the second mark is used to prompt the operation method for placing the target protection object in the game scene.
[0066] The first identifier may be various locking patterns, such as a lock pattern, and the second identifier may be key information or control information for triggering the operation mode. Figure 2 The schematic diagram of the graphical user interface shown in FIG. Figure 2The character A) in the figure has been selected, and a locking mark is displayed on the second virtual character. The locking mark includes a locking pattern and a key "E" for triggering and controlling the first virtual character to release the target protection object.
[0067] In the above method, by displaying a lock mark on the automatically selected second virtual character, the player can be promptly reminded of the currently selected virtual character and the operation method of placing the target protection object in the game scene, so that the player can quickly execute the operation of placing the target protection object, thereby improving the game efficiency.
[0068] The method further includes: determining a first interface area in the graphical user interface based on the crosshair; and in response to a second virtual character in the game scene being located in the first interface area, determining that the aiming direction and the second virtual character in the game scene satisfy a specified condition.
[0069] The second virtual character is a virtual character closest to the crosshair among the multiple virtual characters in the first interface area.
[0070] Optionally, a first interface area is determined in a graphical user interface with the crosshair as the center and the specified distance as the target range. The first interface area may be a circular area, an elliptical area, a rectangular area, a diamond area, etc. In response to the presence of multiple virtual characters in the first interface area, the virtual character closest to the crosshair is determined as the second virtual character, and it is determined that the aiming direction and the second virtual character in the game scene meet the specified conditions. In response to the presence of a virtual character in the first interface area, the virtual character is determined as the second virtual character, and it is determined that the aiming direction and the second virtual character in the game scene meet the specified conditions.
[0071] In the above method, the player does not need to accurately aim at the virtual character, but can select the character by simply being near the aimed character, which further simplifies the game operation and improves the player's gaming experience.
[0072] The above method also includes: in response to the first skill being triggered, determining the first scene position according to the character position and character orientation of the second virtual character in the game scene.
[0073] Optionally, the first virtual character is configured with a first skill, and after the second virtual character is automatically selected as the target of the target protection object, in response to the first skill being triggered, the first scene position is determined in the game scene according to the character position and character orientation of the second virtual character;
[0074] Exemplarily, the character position and character orientation of the second virtual character are determined in the game scene; starting from the character position, a first preset distance is horizontally offset in a direction corresponding to the character orientation to obtain a first scene position.
[0075] Exemplarily, the character position and character orientation of the second virtual character are determined in the game scene, and a first preset distance is horizontally offset from the character position in the opposite direction of the character orientation to obtain a first scene position.
[0076] A possible implementation of the above-mentioned step of determining the first scene position according to the character position and character orientation of the second virtual character in the game scene is as follows: determining the character position, character radius and character orientation of the second virtual character in the game scene; horizontally offsetting a first preset distance from the character position in a direction corresponding to the character orientation to obtain the first scene position; wherein the first preset distance is greater than the character radius.
[0077] For example, Figure 3 FIG. 1 is a top view of a game scene in an interactive control method in a game. After the first skill is triggered, the character position (point O) of the second virtual character and the radius (r) of the second virtual character are from point O to the character in the corresponding direction ( Figure 3 The first scene position is obtained by offsetting the character radius plus a fixed distance d as shown in the arrow in the figure, wherein the character radius plus a fixed distance d is the above-mentioned first preset distance.
[0078] A possible implementation of the above-mentioned step of controlling the first virtual character to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character is as follows: controlling the first virtual character to generate a target protection object whose object orientation is consistent with the character orientation at the first scene position, so that the target protection object can provide corresponding protection for the second virtual character in terms of the character orientation.
[0079] Optionally, the first virtual character is configured with a first skill. After the second virtual character is automatically selected as the target of the target protection object, in response to the first skill being triggered, after the first scene position is determined in the game scene according to the character position and character orientation of the second virtual character, a target protection object is generated at the first scene position whose object orientation is consistent with the character orientation of the second virtual character, so that the target protection object can provide corresponding protection for the second virtual character in terms of character orientation.
[0080] For example, Figure 4 A schematic diagram of another graphical user interface is shown, in which a target protection object is generated at a first scene position to block attacks from the character in the opposite direction.
[0081] In the above method, the orientation of the generated target protection object is consistent with the orientation of the character, and it can block attacks in a certain direction, further enriching the content of the target protection object and thus enriching the game content.
[0082] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, the skill control includes a skill icon and a first button; before responding to an object casting instruction for a second virtual character, the method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.
[0083] The first display mode may be highlight display, first color display, flashing display, etc. For example, Figure 5 As shown in Figure (a) of FIG. 1 , a schematic diagram of a skill control, including a skill icon and a first button “E”. At this time, the first button is displayed in a first display mode.
[0084] After the above-mentioned response to the object casting instruction for the second virtual character, the above-mentioned method also includes: displaying the skill control in a second display mode, and displaying a second prompt information in a designated area of the skill control; wherein the second display mode is used to indicate that the target protection object has been currently cast, and the second prompt information at least includes: an operation method for recovering the target protection object.
[0085] The second display mode may be grayed out, displayed in a second color, or stopped flashing. The second prompt information includes a second button, which is used to trigger the recovery of the target protection object. Figure 5 As shown in Figure (b), the skill icon is displayed in the second display mode, and a second button "F" and a recycling mark are displayed above the skill icon.
[0086] In one method, in response to the target protection object losing its protection effect, the skill control is displayed in a third display mode, and the third display mode is used to indicate the cooldown time of the first skill and also to prompt that the target protection object has lost its protection effect.
[0087] In the above method, by changing the display mode of the skill icon, the player can be reminded of the status of the current target protection object, so that the player can quickly understand the current game status.
[0088] After the above-mentioned response to the object release instruction for the second virtual character controls the first virtual character at the first scene position determined based on the second virtual character to generate a target protection object for providing corresponding protection for the second virtual character, the method also includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.
[0089] The generated target protection object may be fixed at the first scene position, or may move with the second virtual character.
[0090] Corresponding to the above method embodiment, the embodiment of the present disclosure provides an interactive control device for a game object, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a first virtual character controlled by the terminal device, such as Figure 6 As shown, the device comprises:
[0091] A target protection object generation module 601 is used to control the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character in response to an object release instruction for the second virtual character;
[0092] The target protection object transfer module 602 is used to control the transfer of the target protection object from the first scene position to the second scene position determined based on the third virtual character in response to the object release instruction for the third virtual character before the target protection object loses its protection function, so as to provide corresponding protection function for the third virtual character.
[0093] The disclosed embodiment provides an interactive control device for game objects. In response to an object release instruction for a second virtual character, the first virtual character is controlled to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character. Before the target protection object loses its protection effect, in response to an object release instruction for a third virtual character, the target protection object is controlled to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide a corresponding protection effect for the third virtual character. In this method, for a target protection object that has been generated, the player does not need to cancel the target protection object, but can directly transfer the currently generated target protection object to other positions through skill casting operations to provide protection for other virtual characters. The operation is simple, the game content is enriched, and the game experience of the player is improved.
[0094] The first virtual character is configured with a first skill, and the device includes an instruction generation module for generating an object release instruction corresponding to the first skill in response to the first skill being triggered.
[0095] The above-mentioned graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first virtual character in the game scene. The above-mentioned instruction generation module is also used to: in response to the field of view adjustment operation for the first virtual character, control the adjustment of the aiming direction of the crosshair in the game scene; when the aiming direction and the second virtual character in the game scene meet specified conditions, in response to the first skill being triggered, generate an object casting instruction for the second virtual character.
[0096] In the above initial state, the target protection object has an initial life value; the above device also includes an object control module, which is used to: in response to the target protection object being attacked, control the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, control the target protection object to lose the corresponding protection function.
[0097] The above-mentioned skill configuration module is used to: in response to the target protection object losing the corresponding protection function, control the first skill to be configured as an untriggerable state.
[0098] The above-mentioned device also includes an object recycling module, which is used to: before the target protection object loses its protection function, respond to an object recycling instruction for the target protection object and recycle the target protection object from the game scene.
[0099] The above-mentioned device also includes a life value recovery module, which is used to: in response to the target protection object being in a recycling state, control the recovery of the life value of the target protection object.
[0100] The above-mentioned device also includes a target selection module, which is used to automatically select the second virtual character as the target of the target protection object in response to the aiming direction and the second virtual character in the game scene satisfying the specified conditions.
[0101] The above-mentioned device also includes an identification display module, which is used to: display a locking identification on the second virtual character in association with the second virtual character; wherein the locking identification is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.
[0102] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.
[0103] The above-mentioned device also includes a specified condition determination module, which is used to: determine the first interface area in the graphical user interface based on the crosshair; in response to the second virtual character in the game scene being located in the first interface area, determine that the aiming direction and the second virtual character in the game scene meet the specified condition.
[0104] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.
[0105] The above-mentioned device also includes a first scene position determination module, which is used to: in response to the first skill being triggered, determine the first scene position according to the character position and character orientation of the second virtual character in the game scene.
[0106] The target protection object generation module is also used to: control the first virtual character to generate a target protection object with an object orientation consistent with the character orientation at the first scene position, so that the target protection object can provide corresponding protection for the second virtual character in the character orientation.
[0107] The above-mentioned target protection object generation module is also used to: determine the character position, character radius and character direction of the second virtual character in the game scene; horizontally offset a first preset distance from the character position to the direction corresponding to the character direction to obtain a first scene position; wherein the first preset distance is greater than the character radius.
[0108] The second virtual character and the third virtual character satisfy a specified game relationship with the first virtual character.
[0109] The target protection object in the above initial state has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object used to provide corresponding protection for the second virtual character before the transfer.
[0110] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, and the skill control includes a skill icon and a first button; the above-mentioned device also includes a skill control display module, which is used to: display the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.
[0111] The above-mentioned device also includes a prompt information display module, which is used to: display the skill control in a second display mode, and display the second prompt information in a designated area of the skill control; wherein the second display mode is used to indicate that the target protection object has been currently released, and the second prompt information at least includes: an operation method for recovering the target protection object.
[0112] The above-mentioned device includes an object movement module, which is used to: in response to the second virtual character moving in the game scene, control the target protection object to follow the second virtual character to move in the game scene.
[0113] The interactive control device for game objects provided in the embodiment of the present disclosure has the same technical features as the interactive control method for game objects provided in the above-mentioned embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.
[0114] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method of the game object. The electronic device can be a server or a terminal device.
[0115] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned interactive control method of the game object.
[0116] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0117] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0118] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0119] The processor in the above electronic device can implement the following operations in the above interactive control method of the game object by executing the machine executable instructions:
[0120] In response to the object release instruction for the second virtual character, the first virtual character is controlled to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character; before the target protection object loses its protection, in response to the object release instruction for the third virtual character, the target protection object is controlled to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character. In this method, the player does not need to cancel the target protection object that has been generated, and can directly transfer the target protection object that has been generated to other positions through skill casting operations to provide protection for other virtual characters. The operation is simple, the game content is enriched, and the game experience of the players is improved.
[0121] The first virtual character is configured with a first skill, and the method includes: in response to the first skill being triggered, generating an object casting instruction corresponding to the first skill.
[0122] The above-mentioned graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first virtual character in the game scene. The method also includes: in response to a field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; when the aiming direction and the second virtual character in the game scene meet specified conditions, in response to the first skill being triggered, generating an object casting instruction for the second virtual character.
[0123] In the above initial state, the target protection object has an initial life value; the method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.
[0124] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.
[0125] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.
[0126] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.
[0127] The method includes: in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, automatically selecting the second virtual character as the target of the target protection object.
[0128] After the above step of responding to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the method also includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.
[0129] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.
[0130] The method further includes: determining a first interface area in the graphical user interface based on the crosshair; and in response to a second virtual character in the game scene being located in the first interface area, determining that the aiming direction and the second virtual character in the game scene satisfy a specified condition.
[0131] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.
[0132] The above method also includes: in response to the first skill being triggered, determining the first scene position according to the character position and character orientation of the second virtual character in the game scene.
[0133] The above-mentioned step of controlling the first virtual character to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character includes: controlling the first virtual character to generate a target protection object at the first scene position with an object orientation consistent with the character orientation, so that the target protection object can provide corresponding protection for the second virtual character in the character orientation.
[0134] The above-mentioned step of determining the first scene position according to the character position and character orientation of the second virtual character in the game scene includes: determining the character position, character radius and character orientation of the second virtual character in the game scene; horizontally offsetting a first preset distance from the character position in a direction corresponding to the character orientation to obtain the first scene position; wherein the first preset distance is greater than the character radius.
[0135] The second virtual character and the third virtual character satisfy a specified game relationship with the first virtual character.
[0136] The target protection object in the above initial state has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object used to provide corresponding protection for the second virtual character before the transfer.
[0137] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, the skill control includes a skill icon and a first button; before responding to an object casting instruction for a second virtual character, the method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.
[0138] After the above-mentioned response to the object casting instruction for the second virtual character, the method also includes: displaying the skill control in a second display mode, and displaying a second prompt information in a designated area of the skill control; wherein the second display mode is used to indicate that the target protection object has been currently cast, and the second prompt information at least includes: an operation method for recovering the target protection object.
[0139] After the above-mentioned response to the object release instruction for the second virtual character controls the first virtual character at the first scene position determined based on the second virtual character to generate a target protection object for providing corresponding protection for the second virtual character, the method also includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.
[0140] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned interactive control method of the game object.
[0141] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the interactive control method of the game object by executing the machine executable instructions:
[0142] In response to the object release instruction for the second virtual character, the first virtual character is controlled to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character; before the target protection object loses its protection, in response to the object release instruction for the third virtual character, the target protection object is controlled to be transferred from the first scene position to the second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character. In this method, the player does not need to cancel the target protection object that has been generated, and can directly transfer the target protection object that has been generated to other positions through skill casting operations to provide protection for other virtual characters. The operation is simple, the game content is enriched, and the game experience of the players is improved.
[0143] The first virtual character is configured with a first skill, and the method includes: in response to the first skill being triggered, generating an object casting instruction corresponding to the first skill.
[0144] The above-mentioned graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first virtual character in the game scene. The method also includes: in response to a field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; when the aiming direction and the second virtual character in the game scene meet specified conditions, in response to the first skill being triggered, generating an object casting instruction for the second virtual character.
[0145] In the above initial state, the target protection object has an initial life value; the method also includes: in response to the target protection object being attacked, controlling the life value of the target protection object to decrease; in response to the life value of the target protection object decreasing to a preset value, controlling the target protection object to lose the corresponding protection function.
[0146] The above method also includes: in response to the target protection object losing the corresponding protection function, controlling the first skill to be configured as an untriggerable state.
[0147] The above method also includes: before the target protection object loses its protection function, responding to an object recycling instruction for the target protection object, recycling the target protection object from the game scene.
[0148] The above method also includes: in response to the target protection object being in a recycling state, controlling the recovery of the life value of the target protection object.
[0149] The method includes: in response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, automatically selecting the second virtual character as the target of the target protection object.
[0150] After the above step of responding to the aiming direction and the second virtual character in the game scene meeting the specified conditions, the method also includes: displaying a locking mark in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.
[0151] The above-mentioned locking mark is also used to prompt the operation method for placing the target protection object in the game scene.
[0152] The method further includes: determining a first interface area in the graphical user interface based on the crosshair; and in response to a second virtual character in the game scene being located in the first interface area, determining that the aiming direction and the second virtual character in the game scene satisfy a specified condition.
[0153] The second virtual character is the virtual character closest to the crosshair among the multiple virtual characters in the first interface area.
[0154] The above method also includes: in response to the first skill being triggered, determining the first scene position according to the character position and character orientation of the second virtual character in the game scene.
[0155] The above-mentioned step of controlling the first virtual character to generate a target protection object for providing corresponding protection for the second virtual character at the first scene position determined based on the second virtual character includes: controlling the first virtual character to generate a target protection object at the first scene position with an object orientation consistent with the character orientation, so that the target protection object can provide corresponding protection for the second virtual character in the character orientation.
[0156] The above-mentioned step of determining the first scene position according to the character position and character orientation of the second virtual character in the game scene includes: determining the character position, character radius and character orientation of the second virtual character in the game scene; horizontally offsetting a first preset distance from the character position in a direction corresponding to the character orientation to obtain the first scene position; wherein the first preset distance is greater than the character radius.
[0157] The second virtual character and the third virtual character satisfy a specified game relationship with the first virtual character.
[0158] The target protection object in the above initial state has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object used to provide corresponding protection for the second virtual character before the transfer.
[0159] The above-mentioned graphical user interface also includes a skill control for casting a target protection object, the skill control includes a skill icon and a first button; before responding to an object casting instruction for a second virtual character, the method also includes: displaying the skill control in a first display mode; the first display mode is used to indicate that the target protection object has not yet been cast.
[0160] After the above-mentioned response to the object casting instruction for the second virtual character, the method also includes: displaying the skill control in a second display mode, and displaying a second prompt information in a designated area of the skill control; wherein the second display mode is used to indicate that the target protection object has been currently cast, and the second prompt information at least includes: an operation method for recovering the target protection object.
[0161] After the above-mentioned response to the object release instruction for the second virtual character controls the first virtual character at the first scene position determined based on the second virtual character to generate a target protection object for providing corresponding protection for the second virtual character, the method also includes: in response to the second virtual character moving in the game scene, controlling the target protection object to follow the second virtual character to move in the game scene.
[0162] The computer program product of the method, device and system for interactive control of game objects provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0163] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0164] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0165] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0166] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0167] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for interactive control of a game object, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character controlled by the terminal device, and the method includes: In response to an object release instruction for a second virtual character, controlling the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character; Before the target protection object loses its protection function, in response to an object release instruction for a third virtual character, the target protection object is controlled to be transferred from the first scene position to a second scene position determined based on the third virtual character, so as to provide corresponding protection for the third virtual character.
2. The method according to claim 1, characterized in that: The first virtual character is configured with a first skill, and the method includes: In response to the first skill being triggered, an object casting instruction corresponding to the first skill is generated.
3. The method according to claim 2, characterized in that The graphical user interface displays a crosshair, and the crosshair is used to indicate the aiming direction of the first virtual character in the game scene. The method further includes: In response to the field of view adjustment operation for the first virtual character, controlling the adjustment of the aiming direction of the crosshair in the game scene; When the aiming direction and a second virtual character in the game scene meet a specified condition, in response to the first skill being triggered, an object release instruction for the second virtual character is generated.
4. The method according to claim 2, characterized in that: In the initial state, the target protection object has an initial health value; The method further comprises: In response to the target protection object being attacked, controlling the life value of the target protection object to decrease; In response to the life value of the target protection object being reduced to a preset value, the target protection object is controlled to lose the corresponding protection function.
5. The method according to claim 4, characterized in that The method further comprises: In response to the target protection object losing the corresponding protection effect, the control configures the first skill to an untriggerable state.
6. The method according to claim 2, characterized in that The method further comprises: Before the target protection object loses its protection function, respond to an object recovery instruction for the target protection object and recover the target protection object from the game scene.
7. The method according to claim 6, characterized in that The method further comprises: In response to the target protection object being in a recycling state, controlling the restoration of the life value of the target protection object.
8. The method according to claim 3, characterized in that The method comprises: In response to the aiming direction and the second virtual character in the game scene satisfying a specified condition, the second virtual character is automatically selected as the target of the target protection object.
9. The method according to claim 8, characterized in that After the step of responding to the aiming direction and the second virtual character in the game scene satisfying a specified condition, the method further includes: A locking mark is displayed in association with the second virtual character; wherein the locking mark is used to prompt that the second virtual character has been automatically selected as the target of the target protection object.
10. The method according to claim 9, characterized in that The locking mark is also used to prompt the operation method for placing the target protection object in the game scene.
11. The method according to claim 3 or 8, characterized in that: The method further comprises: determining a first interface area in the graphical user interface based on the crosshair; In response to a second virtual character in the game scene being located within the first interface area, it is determined that the aiming direction and the second virtual character in the game scene satisfy a specified condition.
12. The method according to claim 11, characterized in that The second virtual character is a virtual character that is closest to the crosshair among the multiple virtual characters in the first interface area.
13. The method according to claim 2, characterized in that The method further comprises: In response to the first skill being triggered, the first scene position is determined in the game scene according to the character position and character orientation of the second virtual character.
14. The method according to claim 13, characterized in that The step of controlling the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character comprises: The first virtual character is controlled to generate the target protection object whose object orientation is consistent with the character orientation at the first scene position, so that the target protection object can provide corresponding protection for the second virtual character in the character orientation.
15. The method according to claim 13, characterized in that The step of determining the first scene position according to the character position and character orientation of the second virtual character in the game scene comprises: Determining a character position, a character radius, and a character orientation of the second virtual character in the game scene; Starting from the character position, a first preset distance is horizontally offset toward a direction corresponding to the character to obtain the first scene position; wherein the first preset distance is greater than the character radius.
16. The method according to claim 1, characterized in that The second virtual character and the third virtual character satisfy a specified game relationship with the first virtual character.
17. The method according to claim 1, characterized in that In the initial state, the target protection object has an initial life value; the life value of the target protection object used to provide corresponding protection for the third virtual character is the same as the life value of the target protection object used to provide corresponding protection for the second virtual character before the transfer.
18. The method according to claim 1, characterized in that The graphical user interface also includes a skill control for casting the target protection object, the skill control including a skill icon and a first button; Before responding to the object casting instruction for the second virtual character, the method further includes: Displaying the skill control in a first display mode; The first display mode is used to indicate that the target protection object has not been released yet.
19. The method according to claim 14, characterized in that After responding to the object casting instruction for the second virtual character, the method further includes: The skill control is displayed in a second display mode, and a second prompt information is displayed in a designated area of the skill control; wherein the second display mode is used to indicate that the target protection object has been currently released, and the second prompt information at least includes: an operation method for recovering the target protection object.
20. The method according to claim 1, characterized in that In response to the object release instruction for the second virtual character, after controlling the first virtual character to generate the target protection object for providing a corresponding protection effect for the second virtual character based on the first scene position determined by the second virtual character, the method further includes: In response to the second virtual character moving in the game scene, the target protection object is controlled to follow the second virtual character moving in the game scene.
21. An interactive control device for a game object, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character controlled by the terminal device, and the apparatus includes: a target protection object generation module, for controlling the first virtual character to generate a target protection object for providing a corresponding protection effect for the second virtual character at a first scene position determined based on the second virtual character in response to an object release instruction for the second virtual character; A target protection object transfer module is used to control the transfer of the target protection object from the first scene position to the second scene position determined based on the third virtual character in response to an object release instruction for the third virtual character before the target protection object loses its protection function, so as to provide corresponding protection for the third virtual character.
22. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game object described in any one of claims 1-20.
23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game object described in any one of claims 1-20.