Game interaction control method and device and electronic equipment

By introducing multiple game characters and prop elements into the jump game, and using force fields and interactive behavior to control game character displacement and prop acquisition, the problem of single level design in existing games is solved, achieving diversified and continuous experience of the game.

CN119971477APending Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510095822.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-21
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The level design in existing jump games is too single and lacks innovative elements, which leads to the player's gaming experience not being sustainable enough.

Method used

By introducing multiple game characters and prop elements into the game scene, using force fields and interactive behavior to control game character displacement and prop acquisition, increasing the diversity and interactivity of the game.

Benefits of technology

It enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game interaction control method and device and electronic equipment, a game scene which corresponds to a target task and comprises a plurality of game roles is provided, and the target task is used for indicating the plurality of game roles to collect a first prop; controlling to apply a first force field in the game scene so as to enable a plurality of game roles in the game scene to shift towards a first scene direction during displacement; a target interaction behavior is executed in response to the first role in the displacement process, a target object acted by the target interaction behavior is determined, and the displacement influence of shifting towards the second scene direction is applied to the first role; in response to a second role included in the target object, applying a displacement influence of shifting towards a third scene direction to the second role; and in response to the first prop included in the target object, controlling the first role to obtain the first prop. According to the mode, the interaction mechanism between the prop elements and the multiple game roles in the game scene is added, so that the game elements are enriched, and the playability and interestingness of the game are improved.
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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 jumping games, players can be guided to perform specific operations through sophisticated maps. In order to provide players with sufficient game content and fun, large-scale and high-quality level design is required. Therefore, existing gameplay usually focuses on character control and level design, lacks new innovative elements, and is difficult to provide players with a continuous 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 enrich the game play and enhance the player's gaming interest and experience.

[0004] In a first aspect, the present disclosure provides a game interaction control method, the method comprising: providing a game scene corresponding to a target task, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; controlling the application of a first force field in the game scene so that the multiple game characters in the game scene are displaced in the direction of the first scene when they are displaced; in response to the first character performing a target interaction behavior during the displacement process, determining a target object acted upon by the target interaction behavior, and controlling the application of a displacement effect on the first character to be displaced in the direction of a second scene, wherein the first character is any one of the multiple game characters; in response to the target object including a second character, controlling the application of a displacement effect on the second character to be displaced in the direction of a third scene, wherein the second character is a different character from the first character among the multiple game characters; in response to the target object including a first prop, controlling the first character to obtain the first prop.

[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: a scene providing module, which is used to provide a game scene corresponding to a target task, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; a first influence module, which is used to control the application of a first force field in the game scene so that the multiple game characters in the game scene are offset in the direction of the first scene when they are displaced; an interaction module, which is used to determine the target object of the target interaction behavior in response to the first character performing a target interaction behavior during the displacement process, and control the application of a displacement influence to the first character to offset in the direction of a second scene, wherein the first character is any one of the multiple game characters; a second influence module, which is used to control the application of a displacement influence to the second character to offset in the direction of a third scene in response to the second character being included in the target object, wherein the second character is a character different from the first character among the multiple game characters; and a prop acquisition module, which is used to control the first character to acquire the first prop in response to the first prop being included in the target object.

[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, first providing a game scene corresponding to a target task, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; then controlling the application of a first force field in the game scene so that the multiple game characters in the game scene are displaced in the direction of the first scene when they are displaced; then responding to the first character performing a target interaction behavior during the displacement process, determining the target object of the target interaction behavior, and controlling the first character to be displaced in the direction of the second scene, wherein the first character is any of the multiple game characters; then responding to the second character being included in the target object, controlling the second character to be displaced in the direction of the third scene, wherein the second character is a different character from the first character in the multiple game characters; responding to the first prop being included in the target object, controlling the first character to obtain the first prop. This method enriches the game elements by increasing the prop elements in the game scene and diversifying the interactions between multiple game characters, improves the playability and fun of the game, and also helps to bring players a continuous game experience.

[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 rendering of an effect after a first character performs a target interactive behavior provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of a specific game effect corresponding to a second prop provided in an embodiment of the present disclosure;

[0016] Figure 4A schematic diagram of another specific game effect corresponding to a second prop provided in an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another specific game effect corresponding to a second prop provided in an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another specific game effect corresponding to a second prop provided in an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of a status bar display provided in an embodiment of the present disclosure;

[0020] Figure 8 A display schematic diagram of a first control provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of a first character entering a target scene component provided by an embodiment of the present disclosure;

[0022] Fig.10 Schematic diagram of a first character colliding with a scene boundary provided in an embodiment of the present disclosure

[0023] Fig.11 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;

[0024] Fig.12 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0025] 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.

[0026] 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.

[0027] In jumping games, the goal is to pass a series of levels through two simple operations: direction control and jumping. The game guides players to perform specific operations through exquisite maps. In order to provide players with sufficient game content and game fun, large-scale and high-quality level design is required. Therefore, it is relatively too challenging and not casual enough to attract non-hardcore players. At the same time, existing jumping gameplay usually focuses on character control and level design, lacks new innovative elements, and is difficult to bring players a continuous gaming experience.

[0028] In addition, in RPG games, the goal is usually to obtain a series of random rewards by killing monsters or passing levels, and to make choices among random upgrade rewards to enhance combat capabilities and successfully pass increasingly difficult levels. However, the gameplay is too independent and complete, and it is difficult to integrate it well with other systems as a gameplay subsystem. At the same time, due to the influence of randomness, the difficulty of controlling the numerical value is much greater than other non-RPG games, and the production cost is also high.

[0029] Based on the above problems, the embodiments of the present invention provide a game interaction control method, device and electronic device. The technology can be applied to character interaction scenarios in various games.

[0030] In one embodiment of the present disclosure, the game interaction control method 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.

[0031] 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.

[0032] 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.

[0033] 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:

[0034] Step S102, providing a game scene corresponding to a target task, wherein the game scene includes a plurality of game characters, and the target task is used to instruct the plurality of game characters to collect a first item in the game scene.

[0035] In specific implementation, the above-mentioned game scene is usually provided at the beginning of the game match. In one way, the game match runs for a specified time length in the game system. During the specified time length, all game characters can enter the game scene of the game match, that is, the game characters in the game match can enter the game scene of the game match at different times. In another way, multiple game characters in the game match can enter the game scene at the same time. For example, when the number of game characters waiting to participate in the game match reaches a specified number, all game characters waiting to participate in the game match are controlled to enter the game scene corresponding to the game match at the same time.

[0036] The game scene corresponding to the above game match is also the game scene corresponding to the target task. The target task is used to instruct multiple game characters to collect the first prop in the game scene. It can also be understood that the target task is a task of collecting the first prop. The game character can complete the target task by collecting the first prop, and thus obtain a task reward when the target task is completed. The prop type corresponding to the above first prop can be determined according to research and development needs. For example, the first prop can be an illustrated prop or a skill prop.

[0037] Step S104, controlling the application of a first force field in the game scene, so that a plurality of game characters in the game scene are offset toward the first scene direction when they are displaced.

[0038] In specific implementation, the first scene direction corresponding to the first force field can be determined according to the game rules. For example, the first force field can be a vertically upward force field, so that the game character in the game scene is controlled to move in the vertically upward direction according to the first force field; the first force field can also be a vertically downward gravity field, so that the game character in the game scene is controlled to move in the vertically downward direction according to the gravity field, that is, the game character in the game scene is controlled to produce a downward displacement effect. Specifically, the first force field is a global field. Generally, as long as the game character moves in the game scene, it will be affected by the first force field.

[0039] Step S106, in response to the first character performing a target interactive behavior during the displacement process, determining a target object acted upon by the target interactive behavior, and controlling a displacement effect on the first character to offset in the direction of the second scene, wherein the first character is any one of the multiple game characters.

[0040] In specific implementation, the specific behavior corresponding to the above target interactive behavior can be determined according to the game rules. For example, the target interactive behavior can be that the first character triggers the target prop during the displacement process, or the first character collides with the target object during the displacement process, or the first character triggers a designated control or releases a target game skill during the displacement process, etc. When the first character performs the target interactive behavior during the displacement process, it is necessary to determine the target object of the target interactive behavior. The target object may include one or more objects, and the target object may be a prop or a game character, etc.

[0041] When the first character performs the target interaction behavior during the displacement process, an acceleration of a preset duration in the direction of the second scene will be applied to the first character, so that the second character can move in the direction of the second scene in the game scene in a short time; wherein, the specific duration corresponding to the preset duration can be determined according to research and development requirements, and the preset duration is usually relatively short, for example, 0.1 seconds or 0.2 seconds. It should be noted that when the first character performs the target interaction behavior, the displacement effect of the second scene direction applied to the first character is instantaneous and will not last, while the first force field applied to the first character is continuous and will not disappear.

[0042] In a specific embodiment, the second scene direction is opposite to the first scene direction; for example, if the first scene direction is a vertically downward direction, then the second scene direction is a vertically upward direction, or a direction offset from the vertically upward direction by a small angle.

[0043] Step S108, in response to the target object including a second character, controlling a displacement effect to be applied to the second character in a direction of a third scene, wherein the second character is a character different from the first character among the plurality of game characters.

[0044] In a specific implementation, when the first character performs a target interactive behavior during displacement, if the target object of the target interactive behavior includes any one or more second characters in the game scene other than the first character, control is applied to each second character with a specified duration of acceleration toward the third scene, so that each second character can move toward the third scene in the game scene in a short time. The specific duration corresponding to the specified duration can be determined according to research and development requirements, and the specified duration is usually relatively short, for example, 0.1 seconds or 0.2 seconds.

[0045] It should be noted that when the first character performs the target interactive behavior, the displacement effect of the third scene direction applied to the second character is instantaneous and will not last forever.

[0046] In a specific embodiment, the third scene direction is the same direction as the second scene direction, or the third scene direction is the direction in which the first character points to the second character, or the third scene direction is the same direction as the first scene direction.

[0047] In specific implementation, when the direction of the third scene is the same as that of the second scene, when the first character performs the target interaction behavior, the first character and the second character can obtain the same displacement influence; when the direction of the third scene is the direction in which the first character points to the second character, it is equivalent to that when the first character performs the target interaction behavior, the second character will move away from the first character; when the direction of the third scene is the same as that of the first scene, that is, when the direction of the third scene is in the opposite direction to the second scene, it is equivalent to providing a negative displacement influence for the second character, causing the second character to move in a direction that is not conducive to the second character completing the target task.

[0048] Step S110, in response to the target object including the first prop, controlling the first character to obtain the first prop.

[0049] In a specific implementation, when the first character performs a target interactive behavior during displacement, if the target object of the target interactive behavior includes the first item, the first character will be controlled to obtain the first item, thereby facilitating the first character to complete the target task and win the game.

[0050] A game interaction control method provided by an embodiment of the present invention enriches game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements to the game scene and diversifying the interactions between multiple game characters.

[0051] The following embodiments are used to describe the execution method corresponding to the target interactive behavior, and the impact on the target object after executing the target interactive behavior.

[0052] Specifically, the first character is equipped with a target prop, and the prop type corresponding to the target prop can be determined according to research and development requirements. For example, the target prop can be a firecracker prop, a balloon prop, or a skill prop.

[0053] Based on the above description, the specific process of determining the target object of the target interactive behavior in response to the first character performing the target interactive behavior during the displacement process may include: in response to the first character triggering the target prop during the displacement process, determining that the first character performs the target interactive behavior during the displacement process; and determining the target object within the prop action range of the target prop in the game scene as the target object of the target interactive behavior.

[0054] In specific implementation, the triggering method of the above-mentioned target props can be determined according to the research and development needs. For example, the triggering method of the target props can be a triggering operation for a specified control displayed in a graphical user interface, or it can be an operation to trigger the first character or the target props configured by the first character, etc. During the displacement process of the first character, the player triggers the target props configured by the first character, which is equivalent to the first character performing a target interactive behavior during the displacement process. At this time, it is necessary to determine the target object within the prop action range of the target prop in the game scene as the target object of the target interactive behavior. Among them, the prop action range of the target prop can be determined according to the game rules. For example, the prop action range of the target prop can be a preset distance range centered on the target prop, or it can be a preset distance range centered on the first character. The size of the preset distance range can be determined according to the game rules.

[0055] In an optional embodiment, the number of times that the target prop configured by the first character can be used can be determined according to the rules of the game. For example, the number of times that the target prop configured by the first character can be used can be a fixed number; the number of times that the target prop configured by the first character can be used can be matched according to the number of target props obtained by the first character in the game scene, that is, the more target props the first character obtains in the game scene, the more times the target prop owned by the first character can be used; the maximum number of times that the target prop configured by the first character can be used is less than a preset number threshold, which can be determined according to research and development needs. For example, the preset number threshold can be 3 times or 2 times, etc.

[0056] Based on the above description, in response to the first character triggering the target item during the displacement process, the control reduces the number of times the target item owned by the first character can be used. That is, each time the first character triggers the target item, the number of times the target item owned by the first character can be used will be reduced once. When the number of times the target item owned by the first character can be used is zero, the first character cannot trigger the target item.

[0057] Furthermore, the game scene is configured with target props, that is, one or more target props are configured in the game scene, and the game characters in the game scene can obtain the target props during the displacement process. The target props can be obtained in a variety of ways, which can be determined according to research and development needs.

[0058] One method of acquiring a target prop is: in response to the target prop being included in the target object, controlling the increase of the usable number of the target prop owned by the first character. That is, when the first character triggers the target prop during the displacement process, the usable number of the target prop owned by the first character will be reduced first, and then when the target prop is included in the prop action range in the game scene, the first character will be controlled to acquire the target prop, thereby increasing the usable number of the target prop owned by the first character.

[0059] In an optional embodiment, in response to the target object also including the second character, the number of times the target prop owned by the second character can be used is controlled to increase, or the number of times the target prop owned by the second character can be controlled to remain unchanged. That is, when the first character triggers the target prop during displacement, if the target prop includes the target prop and the second character within the prop action range in the game scene, the first character and the second character can be controlled to obtain the target prop, thereby increasing the number of times the target prop owned by the first character can be used, and the number of times the target prop owned by the second character can be used is also increased; or only the first character can be controlled to obtain the target prop, and the second character cannot obtain the target prop, thereby increasing the playability of the game.

[0060] One method of acquiring a target item is: in response to a specified position relationship between the first character and the target item set in the game scene, the first character is controlled to acquire the target item, that is, the number of times the target item owned by the first character can be used is increased.

[0061] In an optional embodiment, in response to the target object including the second character, the control transfers at least a portion of the first prop collected by the second character to the first character.

[0062] In a specific implementation, when the first character triggers the target prop during the displacement process, if the target prop includes the second character within the prop action range in the game scene, not only will the displacement effect in the direction of the second scene be exerted on the second character, but the first character will also plunder at least part of the first props that the second character has collected, that is, at least part of the first props that the second character has collected are transferred to the first character, so that the first character can obtain more first props, which helps the first character complete the target task. Among them, the number of props contained in at least part of the first props can be a fixed number, for example, 2 or 3; the number of props contained in at least part of the first props can also be determined according to the number of first props collected by the second character. Generally, the more first props the second character collects, the more at least part of the first props the first character plunders.

[0063] In an optional embodiment, during the displacement of the first character, in response to the displacement height of the first character being less than a first height threshold, the first character is restricted from triggering a target item; in response to the displacement height of the first character being less than a second height threshold, the first character is eliminated; wherein the first height threshold is higher than the second height threshold.

[0064] In specific implementation, the specific height values ​​corresponding to the first height threshold and the second height threshold can be determined according to research and development requirements. When the first character is in the displacement process, the displacement height of the first character in the game scene is less than the first height threshold, and the first character will not be able to trigger the target props; when the displacement height of the first character in the game scene is less than the second height threshold, the first character is eliminated, that is, the first character automatically exits the game, and the controls displayed in the graphical user interface corresponding to the first character will also change accordingly.

[0065] In an optional embodiment, the first character performs a target interaction behavior during the displacement process, and the specific process of applying a second displacement effect to the first character in the direction of the second scene may include: determining the application angle of the second displacement effect applied to the first character in the direction of the second scene according to the minimum angle between the current displacement direction of the first character and the horizontal plane. This method can make the second displacement effect applied to the first character more in line with natural laws.

[0066] For example, when the minimum angle between the current displacement direction of the first character and the horizontal plane is less than 45 degrees, the angle of application of the second displacement effect on the first character in the direction of the second scene is determined to be randomly increased by 30-40 degrees; when the current displacement direction of the first character and the minimum angle between the horizontal plane is between 45 degrees and 60 degrees, the angle of application of the second displacement effect on the first character in the direction of the second scene is determined to be randomly increased by 10-20 degrees; when the current displacement direction of the first character and the minimum angle between the horizontal plane is between 60 degrees and 75 degrees, the angle of application of the second displacement effect on the first character in the direction of the second scene is determined to be randomly increased by 5-10 degrees; when the current displacement direction of the first character and the minimum angle between the horizontal plane is between 75 degrees and 90 degrees, the angle of application of the second displacement effect on the first character in the direction of the second scene is determined to be randomly offset by -10 to 10 degrees.

[0067] like Figure 2 The figure shows an effect diagram of a first character performing a target interactive behavior provided by an embodiment of the present invention. The target prop is a firecracker prop. When the first character triggers the firecracker prop, an explosion effect is displayed at the prop trigger position, and the second character within the prop trigger range of the target prop is controlled to be affected by the explosion, and is subjected to a force from the detonation position to the first character and the second character within the prop range, so that the game character above the prop trigger position obtains an upward impact force, and the game character below the prop trigger position obtains a downward impact force, and the impact force is an instantaneous force. Figure 2 The mouse avatar in the figure is a game character in the game scene. The firecrackers in the dialog box displayed near each game character are target props. The numbers displayed in the dialog box are used to indicate the number of times the target props can be used. Figure 2 The display position of the blasting effect is the prop trigger position. Figure 2 The three game characters in the game are displaced in different directions after being affected by the explosion.

[0068] In an optional embodiment, when the first character triggers the target prop, the impact force applied to the game character in the first direction of the game character within the prop triggering range of the target prop is larger, and the impact force applied to the game character in the second direction of the game character within the prop triggering range of the target prop is smaller.

[0069] The following embodiment is used to describe the way in which the first character obtains props set in the game scene.

[0070] Specifically, during the displacement of the first character, in response to a specified position relationship between the first character and the first prop and / or the second prop, the first character is controlled to obtain the first prop and / or the second prop, wherein the second prop is a game prop set in the game scene and can provide a specific game effect for the first character after use.

[0071] In a specific implementation, the first prop and the second prop are different types of props, and the trigger effects corresponding to the first prop and the second prop are also different. The specific position relationship corresponding to the above-mentioned specified position relationship can be determined according to research and development requirements. For example, the specified position relationship can be that the first character collides with the prop in the game scene, or that the prop in the game scene is located on the path where the first character has moved. When the first character satisfies the specified position relationship with a prop set in the game scene, the first character automatically obtains the prop. Among them, when the prop obtained by the first character is the second prop, the specific game effect corresponding to the second prop will also be automatically triggered.

[0072] Furthermore, the prop type corresponding to the above-mentioned second prop can be determined according to research and development requirements, and the specific game effect corresponding to the second prop can also be determined according to research and development requirements, and different second props correspond to different specific game effects.

[0073] In an optional embodiment, after the displacement path of the first character passes through the second prop, the first character automatically obtains the second prop and immediately triggers the designated game effect corresponding to the second prop. The second prop includes at least one of the following:

[0074] The first type is to control a game item that reduces the movement speed in the direction of the second scene.

[0075] In a specific implementation, when the first character obtains a game prop that controls the speed of movement in the second scene direction, the speed of movement of the first character in the second scene direction is reduced within a first preset duration, but the first force field to which the first character is subjected remains unchanged, and when the first character is within the prop triggering range of the triggered target prop, the impact force applied to the first character remains unchanged. The specific duration corresponding to the first preset duration can be determined according to research and development requirements. Figure 3 FIG. 1 is a schematic diagram showing a specific game effect corresponding to a second prop provided by an embodiment of the present invention. Figure 3 The mouse avatar in the game is the first character. Figure 3 The ice prop in the upper middle image is a game prop that controls and reduces the movement speed in the direction of the second scene. Figure 3 The image below is a schematic diagram of the first character being frozen after the displacement path of the first character passes through the second prop. The movement speed of the first character will be reduced after being frozen.

[0076] The second type is to control the game props that reduce the acceleration in the horizontal direction.

[0077] The third type is game props that control and increase the upper limit of the carrying quantity of the target props.

[0078] In specific implementation, when the displacement path of the first character passes through the game props that control the increase of the upper limit of the target props, it is first necessary to determine whether the number of target props currently carried by the first character (equivalent to the number of times the above target props can be used) has reached the upper limit. If it has reached, the number of target props currently carried by the first character remains unchanged; if it has not reached, the number of target props currently carried by the first character is controlled to increase. For example, if the upper limit is 3, then when the displacement path of the first character passes through the target prop, if the number of target props currently carried by the first character is 2, then one carrying number will be added to increase the number of target props currently carried by the first character to 3.

[0079] The fourth type is a game prop that controls and increases the first force field applied to the game character.

[0080] In a specific implementation, when the displacement path of the first character is controlled to increase the game props of the first force field applied to the game character, the first force field applied by the first character is controlled to increase, so that the first character accelerates to move toward the first scene direction. Figure 4 FIG. 1 is a schematic diagram showing another specific game effect corresponding to a second prop provided by an embodiment of the present invention. Figure 4 The prop above the mouse head in the game is a game prop that controls and increases the first force field applied to the game character. Figure 4 The lower image in FIG. 1 is a movement effect of the first character after the first force field applied by the first character is increased when the displacement path of the first character is controlled to increase the game props of the first force field applied to the game character. Figure 4 The dotted line in the figure indicates the displacement path of the first character. Figure 4 The control displayed in the lower right corner of the image below is a breakaway control. The player can cancel the increase of the first force field applied to the first character by quickly clicking the breakaway control to keep the first force field applied to the first character as it is.

[0081] The fifth type is to control the game props that cancel the first force field applied to the game character.

[0082] In a specific implementation, when the displacement path of the first character passes through the game props that control the cancellation of the first force field applied to the game character, the first force field applied by the first character is controlled to cancel, so that the first character accelerates and moves toward the second scene for a certain period of time. Figure 5 FIG. 1 is a schematic diagram showing another specific game effect corresponding to a second prop provided by an embodiment of the present invention. Figure 5 The prop above the mouse head in the game is the game prop that controls the cancellation of the first force field applied to the game character. Figure 5The lower image in FIG. 1 is a movement effect of the first character after the first force field applied by the first character is cancelled when the displacement path of the first character passes through the game props that control the cancellation of the first force field applied to the game character. Figure 5 The dotted line in the figure indicates the displacement path of the first character. This method helps the first character to obtain props in the direction of the second scene.

[0083] The sixth type is to control game props that force nearby game characters to move.

[0084] In a specific implementation, when the displacement path of the first character passes through the game prop that controls the forced displacement of nearby game characters, the control binds the first character and the nearby game characters so that the first character and the nearby game characters form a character set in the game scene and perform overall displacement. The nearby game characters are game characters within the range of the game prop that controls the forced displacement of nearby game characters in the game scene.

[0085] In an optional embodiment, when the displacement path of the first character passes through the game prop that controls the forced displacement of the nearby game characters, the control applies a displacement effect to the nearby game characters of the first character in the fourth scene direction, so that the nearby game characters are adsorbed at the position near the first character, so that the first character and the nearby game characters are bound. The fourth scene direction is the direction in which the nearby game characters point to the first character.

[0086] Specifically, the position of the nearby game character adsorbed on the first character is determined according to the relative position of the nearby game character and the first character. For example, if the nearby game character is located above the first character, the nearby game character will be adsorbed above the first character, and if the nearby game character is located below the first character, the nearby game character will be adsorbed below the first character; when there are multiple nearby characters above the first character, the multiple nearby game characters can be adsorbed at different positions above the first character, or the upper and lower arrangement relationship of the multiple nearby game characters can be determined according to the distance between the multiple nearby game characters and the first character, and the multiple nearby game characters can be adsorbed above the first character according to the upper and lower arrangement relationship; wherein, the adsorption position of the nearby game character closer to the first character is closer to the first character.

[0087] like Figure 6 FIG. 1 is a schematic diagram showing another specific game effect corresponding to a second prop provided by an embodiment of the present invention. Figure 6 The mouse wearing a hat is the first character. The magnet model above the first character is a game prop that controls the forced displacement of nearby game characters. Figure 6 In the above image, the mice on both sides of the magnet are the nearby game characters of the first character. Figure 6The image below is a schematic diagram of how the first character's displacement path passes through the magnet, adsorbing and binding nearby game characters into a whole.

[0088] In an optional embodiment, in response to the first character performing a target interactive behavior during the overall displacement process, the binding between the first character and the nearby game characters is controlled to be cancelled, and a displacement effect of offsetting in the direction of the second scene is applied to the first character, and a displacement effect of offsetting in the direction of the first scene is applied to the nearby game characters; the target object of the target interactive behavior is determined; in response to the target object including the first prop, the first character is controlled to obtain the first prop. In another optional embodiment, in response to reaching the prop effect duration of the game prop that controls the forced displacement of the nearby game characters or the first character performing a specified game behavior, the binding between the first character and the nearby game characters is controlled to be cancelled. The specific game behavior corresponding to the above-mentioned specified game behavior can be determined according to research and development needs, for example, the first character is located on the ground or on a specified platform.

[0089] Furthermore, in response to canceling the binding between the first character and the nearby game character, a displacement effect is applied to the nearby game character in a fifth scene direction to separate the nearby game character from the first character; wherein the fifth scene direction is the direction in which the first character points to the nearby game character.

[0090] In an optional embodiment, when the first character is bound to multiple nearby second game characters, the first character and the multiple nearby game characters are arranged in a row in the game scene; based on this, in response to the target second character triggering the target prop during the overall displacement process, the target character arranged adjacent to the target second character is determined from the first character and the multiple second characters; the binding between the target second character and the target character is controlled to be cancelled; wherein, if the target characters include at least two adjacently arranged game characters, the binding between at least two game characters is maintained. In this method, if the target second character triggers the target prop, the binding between the target second character and the character set will be released, but if there are multiple game characters above or below the target second character, the multiple game characters continue to maintain the binding relationship, and the game that finally obtains the game prop that controls the forced displacement of the nearby game characters can control the movement of the game characters that maintain the binding relationship. If the game prop is not obtained, a game character can be randomly selected from the game characters that maintain the binding relationship or the game character at the bottom can be selected to control the movement of the game characters that maintain the binding relationship.

[0091] In an optional embodiment, during the overall displacement of the first character, in response to the first character and the first prop and / or the second prop set in the game scene satisfying a specified position relationship, the first character is controlled to obtain the first prop and / or the second prop. It can also be understood that during the overall displacement of the first character, the character set will be displaced as a whole, and when a game character in the character set and a prop set in the game scene satisfy a specified position relationship, the game character is controlled to obtain the prop to be obtained. This increases the fun of the game.

[0092] Furthermore, in response to the first character acquiring the target second prop, a third prop is controlled to be re-provided at the scene position of the target second prop; wherein the third prop is any one of the second props. The target second prop can be any second prop set in the game scene. This method helps to quickly refresh the props in the game scene to increase the playability and excitement of the game.

[0093] Furthermore, a status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the prop icons of the second props acquired by the first character. Specifically, the status bar can display the prop icons of multiple second props acquired by the first character, and the earlier the time of acquiring the props, the earlier the display position in the prop bar.

[0094] In a specific implementation, the display position of the above-mentioned status bar can be determined according to the research and development requirements. For example, the status bar can be displayed below or above the graphical user interface. In an optional embodiment, the status bar displays the prop icon corresponding to the second prop acquired by the first character. When a specific game effect corresponding to a second prop expires, the prop icon corresponding to the second prop is cancelled in the status bar. Among them, the display style of the prop icon corresponding to each second prop is pre-set, and the display style of the prop icon in the status bar can be changed according to the remaining effective time of the specific game effect corresponding to the second prop. Among them, the prop icon is also used to indicate: the impact of the specific game effect corresponding to the second prop, and the expiration time of the specific game effect corresponding to the second prop. The impact of the game effect here includes negative impact, positive impact and neutral impact, etc.

[0095] like Figure 7 FIG. 1 is a schematic diagram showing a status bar provided by an embodiment of the present invention. Figure 7 The position numbered 1 in the table corresponds to the status bar. The star icon displayed in the status bar is a prop icon of a second prop. The shape displayed in the prop icon is used to indicate different types of game props, and the shape displayed in the prop icon matches the prop style of the game props set in the game scene.

[0096] The following examples are used to describe how to accomplish the target task.

[0097] Specifically, a first window is displayed in a graphical user interface provided by a terminal device corresponding to the first character, and the first window includes: at least one target task, and a first prop and game reward required to complete the target task.

[0098] In a specific implementation, a first window is displayed in the graphical user interface provided by the terminal device corresponding to each game character in the game scene corresponding to the target task, and the first window includes one or more target tasks, and the first props and game rewards required to complete each target task. Figure 7 The position with label 2 corresponds to the first window, which includes two target tasks. The prop icon in front of the equal sign corresponding to each target task is the prop icon of the first prop required to complete the corresponding target task, and the reward icon after the equal sign is used to indicate the game reward obtained by completing the corresponding target task.

[0099] Based on the above description, in response to the first character obtaining all the first props required to complete the first target task, the completion mark is controlled to be displayed on the first target task in the first window, and the first character is controlled to obtain the game reward corresponding to the first target task. The display style corresponding to the above completion mark can be determined according to research and development requirements. For example, the completion mark can be a check mark or a circle mark. This method allows players to clearly see the target tasks that have been completed and the target tasks that have not been completed, which helps players to plan game strategies.

[0100] The following embodiments are used to describe the interaction between game characters and scene components.

[0101] Specifically, a plurality of scene components are provided in the game scene; the scene components are used to launch the game characters in a specified direction in the game scene; wherein the display style and actual position of the scene components can be determined according to the research and development requirements, for example, one or more scene components can be provided in the game scene, and different scene components are placed in different positions in the game scene, and the scene component can be a cannon component, a tank component or a rocket component, etc. Figure 7 The component numbered 3 is the scene component set in the game scene.

[0102] Based on the above description, in response to the first character completing the target interaction with the target scene component among the multiple scene components, the first character is controlled to be launched toward a specified direction in the game scene so that the first character moves toward the specified direction in the game scene.

[0103] In a specific implementation, the target scene component can be any one of a plurality of scene components, and the specific interaction method corresponding to the target interaction can be determined according to research and development requirements. For example, the target interaction can be the first character entering the target scene component, or the first character touching the target scene component, or the distance between the first character and the target scene component is less than a preset distance value. When the first character completes the target interaction with the target scene component, the first character will be launched in a specified direction in the game scene, so that the first character will move away from the target scene component to move in the specified direction in the game scene. The specific direction corresponding to the specified direction can be determined according to research and development requirements. For example, the specified direction can be the second scene direction, or any scene direction that is different from both the first scene direction and the second scene direction.

[0104] In a specific embodiment, the specified direction is an offset direction based on the second scene direction. The offset direction can be determined according to the player's operation, or can be a preset fixed direction.

[0105] In an optional embodiment, the specific process of controlling the first character to be launched toward a specified direction in the game scene in response to the first character completing the target interaction with the target scene component may include: controlling the first character to be displayed within the target scene component in response to the first character entering the target scene component; controlling the first character to be launched toward a specified direction in the game scene in response to a trigger instruction for the target scene component or the time when the first character enters the target scene component reaching a preset time.

[0106] In the specific implementation, after the player controls the first character to enter the target scene component, the first character will be displayed in the target scene component, and the character avatar of the first character can also be displayed in the target scene component. At this time, if the player triggers the target scene component or the time when the first character enters the target scene component reaches the preset time, the target scene component is controlled to launch, that is, the first character is launched in the specified direction. Among them, the specific time corresponding to the preset time can be determined according to the research and development needs. For example, the preset time can be 5 seconds or 10 seconds.

[0107] Furthermore, the specific process of controlling the display of the first character in the target scene component in response to the first character entering the target scene component may include: in response to the first character moving to the position of the target scene component, controlling the display of the first control in the graphical user interface provided by the terminal device corresponding to the first character; in response to a trigger operation on the first control, controlling the first character to enter the target scene component and displaying the first character in the target scene component.

[0108] In specific implementation, the display style and triggering mode of the first control can be determined according to research and development requirements. Figure 8 FIG. 1 is a display diagram of a first control provided by an embodiment of the present invention. Figure 8 The cannon component in the game is the scene component, and the mouse model is the first character. When the first character moves to the location of the target scene component, an "enter cannon" control (equivalent to the first control mentioned above) will be displayed in the graphical user interface. When the player clicks the "enter cannon" control, the first character will enter the target scene component. Fig. 9 FIG. 1 is a schematic diagram of a first character entering a target scene component provided by an embodiment of the present invention. Fig. 9 The first character is shown in the cannon assembly on the right side of the image, which means that the first character enters the cannon assembly.

[0109] In an optional embodiment, multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moves to the location of the target scene component includes: the first character moves to the floating platform where the target scene component is located. Figure 8 The platform in the game is also a floating platform. This gameplay is mainly set in a scene that is constantly moving upward. When the game character moves to the highest position in the game scene, the game is completed and victory is achieved.

[0110] For example, there are floating platforms in stages in the sky of the game scene, with a total of 10 stages of floating platforms. The floating platforms below the highest level are equipped with scene components for the game characters to ascend again.

[0111] In an optional embodiment, in response to the first character entering the target scene component, the first control is controlled to switch to the second control; in response to a trigger operation on the second control, the first character is controlled to leave the target scene component and the first character is displayed on the floating platform where the target scene component is located.

[0112] In specific implementation, the display style and triggering mode of the second control can be determined according to research and development requirements. For example, the second control can be Fig. 9 The "Leave Cannon" control in the image can also be a control of other display styles.

[0113] In an optional embodiment, before the first character enters the target scene component, the graphical user interface provided by the terminal device corresponding to the first character includes a movement control and a jump control; wherein the jump control is used to control the first character to move toward the second scene direction, and the movement control is used to control the first character to move toward a fourth scene direction perpendicular to the second scene direction.

[0114] In specific implementation, the display style and display position of the above-mentioned mobile control and jump control can be determined according to research and development requirements. For example, the mobile control can be Figure 8A circular control with arrows is displayed in the lower left corner of the image. The arrow control pointing to the right is used to control the first character to move to the right, and the arrow control pointing to the left is used to control the first character to move to the left. Figure 8 The control with an arrow displayed in the lower right corner is a jump control, which is used to control the first character to move upward.

[0115] Furthermore, in response to the first character entering the target scene component, the control switches the movement control to a direction adjustment control, and switches the jump control to a launch control; wherein the direction adjustment control is used to adjust the designated direction in which the target scene component launches the first character, and the launch control is used to trigger a trigger instruction for the target scene component. This control switching method can save control display controls and avoid the appearance of too many display controls causing trouble to the player's operation.

[0116] In specific implementation, the display styles of the above direction adjustment controls and launch controls can be determined according to R&D requirements, such as Fig. 9 The control numbered 4 is the direction adjustment control, and the control numbered 5 is the launch control. Figure 8 After the first character in enters the target scene component, Figure 8 The movement and jump controls in the Fig. 9 The directional and launch controls in the .

[0117] In an optional embodiment, in response to a trigger operation on the launch control, the direction adjustment control is switched to a movement control; wherein the movement control is used to provide the first character with acceleration in the movement direction so that the first character can obtain a maximum movement speed in the movement direction. That is, after the first character is launched to a specified direction by triggering the launch control, the first character will fly in the air. During the flight, the first character will continue to be affected by the first force field. At this time, pressing and holding the movement control after the direction adjustment control is switched can activate the jetpack (the jetpack may have no upper limit for use) to continuously provide the first character with acceleration in the movement direction.

[0118] In an optional embodiment, the game scene includes a virtual camera, and a scene picture obtained by shooting the game scene with the virtual camera is displayed in a graphical user interface provided by a terminal device corresponding to the first character; based on this, in response to launching the first character in a specified direction in the game scene, the camera parameters of the virtual camera are controlled to adjust so that the game scene range in the scene picture displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

[0119] In a specific implementation, the graphical user interface provided by the terminal device corresponding to each game character is used to display the scene screen obtained by shooting the game scene with a virtual camera. The scene screen displayed in the graphical user interface corresponding to each game character can be the same or different. When the scene screen displayed in the graphical user interface corresponding to each game character is different, the virtual camera shooting the scene screen is different, that is, different game characters correspond to different virtual cameras in the game scene, and the virtual camera corresponding to each game character is used to follow the corresponding game character to shoot, thereby obtaining the scene screen displayed in the graphical user interface of the corresponding game character.

[0120] When the first character is launched in a specified direction in the game scene, the camera parameters of the virtual camera of the first character will be adjusted, which can also be understood as adjusting the virtual camera to shoot with a high-altitude lens, so that the game scene range in the scene screen displayed in the graphical user interface provided by the terminal device corresponding to the first character becomes larger, so that the player can see more of the game scene range, which helps the player to view the surrounding environment and obtain game props, etc. Among them, adjusting the camera parameters of the virtual camera can be adjusting the shooting angle of the virtual camera, or raising the position of the virtual camera, etc.

[0121] The following examples are used to describe other game play methods.

[0122] Specifically, the game scene includes a plurality of game levels, each of which is configured with a different spatial height, and the first character passes the game level when reaching the highest spatial height corresponding to the game level.

[0123] Based on the above description, in response to the first character passing the target game level for the first time, multiple function cards are controlled to be displayed in the graphical user interface provided by the terminal device corresponding to the first character; wherein the multiple function cards are respectively configured with different game skills; in response to the triggering operation of the target function card among the multiple function cards, the first character is controlled to obtain the game skills corresponding to the target function card.

[0124] In specific implementation, the game functions configured in each function card can be one of the following: each time the game character is launched by the scene component, it obtains an additional opportunity to actively trigger the target prop (that is, the number of times the target prop can be used is increased); the game character obtains an acceleration effect after touching the scene boundary of the game scene; the game character will not be affected by the triggering of the target prop by a certain game character in the specified direction; when the game character obtains the game prop in the game scene that controls the reduction of the movement speed in the second scene direction, the movement speed in the second scene direction will not be reduced; obtain an opportunity to actively adsorb on a nearby game character; enhance the prop range and prop force of the triggering target game prop; when the game character triggers the magnet prop, it is forced to move to the top of all bound game characters; when the game character obtains the game prop that controls the cancellation of the first force field applied to the game character, the duration of the game prop is increased.

[0125] In a specific embodiment, the game is configured with multiple function cards, but when the first character passes the target game level for the first time, a preset number (for example, 3 or 4, etc.) of function cards are displayed in a graphical user interface provided by a terminal device corresponding to the first character, and the first character can select a function card from the preset number of function cards so that the first character can obtain the game skills corresponding to the function card.

[0126] When a function card is displayed in the graphical user interface, the player can long press the function card to display the function details of the function card. The agreed function card may appear repeatedly when passing different game levels. If the player chooses to agree to the function card multiple times, the skill effect of the game skill corresponding to the function card will be improved.

[0127] In an optional embodiment, the game scene includes a scene boundary; based on this, in response to the first character colliding with the scene boundary, the movement direction of the first character is mirrored on the scene boundary to obtain a new movement direction, and the first character is controlled to move in the new movement direction.

[0128] In an optional embodiment, the highest level number reached by the game character within a preset time (or the highest number of game levels passed) will be displayed above the head of the game character in the game scene. After the preset time is reached, the highest level number will be reset to zero.

[0129] In another optional embodiment, if the first character jumps over multiple platforms at one time (equivalent to passing multiple game levels), then when the first character lands on a certain platform, ability cards for the number of platforms that have been jumped over are issued at one time. For example, if the first character jumps directly from the second floor to the fourth floor, ability cards can be selected twice in a row on the fourth floor.

[0130] In another optional embodiment, after the first character fails to leap upwards, he falls back to the original level or even a lower level other than the starting platform. The game will not end directly, and he can leap upwards again, but the ability card will not be reissued when he reaches the level he has already reached.

[0131] like Fig.10 FIG. 1 is a schematic diagram showing a collision between a first character and a scene boundary provided by an embodiment of the present invention. Fig.10 The dotted line in the figure is the movement path of the first character after it collides with the scene boundary. Fig.10 The side boundary in is also the scene boundary. The scene boundary is displayed with a boundary mark in the game scene. The player can identify the current moving position of the first character through the boundary mark. When the first character collides with the boundary mark, the moving direction and moving speed of the first character will be mirror-reflected based on the boundary.

[0132] The gameplay in the above method is simple and intuitive, the same-screen gathering effect is outstanding, and the player interaction elements can further enhance the activity effect. The player's playing process is highly compatible with the original jumping gameplay and is suitable for linkage with existing functional systems.

[0133] Corresponding to the above method embodiment, the embodiment of the present invention provides a game interaction control device, such as Fig.11 As shown, the device comprises:

[0134] The scene providing module 90 is used to provide a game scene corresponding to a target task, wherein the game scene includes a plurality of game characters, and the target task is used to instruct the plurality of game characters to collect a first prop in the game scene.

[0135] The first influencing module 91 is used to control the application of a first force field in the game scene, so that multiple game characters in the game scene are offset toward the first scene direction when they are displaced.

[0136] The interaction module 92 is used to determine the target object of the target interaction behavior in response to the first character performing the target interaction behavior during the displacement process, and control the displacement effect applied to the first character to offset in the direction of the second scene, wherein the first character is any one of the multiple game characters.

[0137] The second influence module 93 is used for controlling the displacement influence of the second character to shift toward the third scene direction in response to the target object including the second character, wherein the second character is a character different from the first character among the multiple game characters.

[0138] The prop acquisition module 94 is used to control the first character to acquire the first prop in response to the target object including the first prop.

[0139] The above-mentioned game interaction control device enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements to the game scene and diversifying the interactions between multiple game characters.

[0140] Furthermore, the second scene direction is opposite to the first scene direction.

[0141] Furthermore, the third scene direction is the same as the second scene direction, or the third scene direction is the direction in which the first character points to the second character, or the third scene direction is the same as the first scene direction.

[0142] Furthermore, the first character is provided with a target prop. Based on this, the interaction module 92 is used to: in response to the first character triggering the target prop during the displacement process, determine that the first character performs a target interaction behavior during the displacement process; and determine the target object within the prop action range of the target prop in the game scene as the target object of the target interaction behavior.

[0143] Furthermore, the above-mentioned device also includes a number adjustment module, which is used to: in response to the first character triggering the target prop during the displacement process, control the reduction of the number of times the target prop owned by the first character can be used.

[0144] Furthermore, a target prop is configured in the game scene, based on which, the above-mentioned number adjustment module is used to: in response to the target object including the target prop, control the increase in the number of times the target prop owned by the first character can be used.

[0145] Furthermore, the above-mentioned number adjustment module is also used for: in response to the target object also including the second character, controlling to increase the number of times the target item owned by the second character can be used.

[0146] Furthermore, the above-mentioned device also includes a prop transfer module, which is used to: in response to the target object including the second character, control the transfer of at least part of the first prop collected by the second character to the first character.

[0147] Furthermore, the above-mentioned device also includes a home acquisition module, which is used to: during the displacement of the first character, in response to the first character and the first prop and / or the second prop satisfying a specified position relationship, control the first character to obtain the first prop and / or the second prop, wherein the second prop is a game prop set in the game scene and can provide a specific game effect for the first character after use.

[0148] Furthermore, the above-mentioned second props include at least one of the following: a game prop that controls the reduction of the moving speed in the second scene direction; a game prop that controls the reduction of the acceleration in the horizontal direction; a game prop that controls the increase of the upper limit of the carrying quantity of the target props; a game prop that controls the forced displacement of nearby game characters; a game prop that controls the increase of the first force field applied to the game character; and a game prop that controls the cancellation of the first force field applied to the game character.

[0149] Furthermore, the above-mentioned device also includes a prop providing module, which is used to: in response to the first character obtaining the target second prop, control the re-providing of a third prop at the scene position of the target second prop; wherein the third prop is any one of the second props.

[0150] In a specific implementation, a status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the item icon of the second item acquired by the first character.

[0151] Furthermore, the above-mentioned device also includes a height determination module, which is used to: during the displacement process of the first character, in response to the displacement height of the first character being less than a first height threshold, restrict the first character from triggering the target prop; in response to the displacement height of the first character being less than a second height threshold, eliminate the first character; wherein the first height threshold is higher than the second height threshold.

[0152] Furthermore, the above-mentioned interaction module 92 is also used to determine the application angle of the second displacement effect applied to the first character in the direction of the second scene according to the minimum angle between the current displacement direction of the first character and the horizontal plane.

[0153] Furthermore, a first window is displayed in the graphical user interface provided by the terminal device corresponding to the above-mentioned first character, and the first window includes: at least one target task, and a first prop and game reward required to complete the target task.

[0154] Furthermore, the above-mentioned device also includes a reward acquisition module, which is used to: in response to the first character obtaining all the first props required to complete the first target task, control the display of a completion mark on the first target task in the first window, and control the first character to obtain the game reward corresponding to the first target task.

[0155] Furthermore, a plurality of scene components are provided in the above-mentioned game scene, and the scene components are used to launch the game character to a specified direction in the game scene; based on this, the above-mentioned device also includes a character launching module, which is used to: in response to the first character completing the target interaction with the target scene component among the plurality of scene components, control the launching of the first character to the specified direction in the game scene, so that the first character moves in the game scene toward the specified direction.

[0156] In a specific implementation, the above-mentioned specified direction is an offset direction based on the second scene direction.

[0157] Furthermore, the above-mentioned character launching module is used to: in response to the first character entering the target scene component, control the display of the first character in the target scene component; in response to the trigger instruction for the target scene component or the time when the first character enters the target scene component reaches a preset time, control the launching of the first character to a specified direction in the game scene.

[0158] Furthermore, the above-mentioned character launch module is used to: in response to the first character moving to the position of the target scene component, control the display of the first control in the graphical user interface provided by the terminal device corresponding to the first character; in response to the trigger operation on the first control, control the first character to enter the target scene component, and display the first character in the target scene component.

[0159] In a specific implementation, multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moves to the position where the target scene component is located, including: the first character moves to the floating platform where the target scene component is located.

[0160] Furthermore, the above-mentioned device also includes a character leaving module, which is used to: in response to the first character entering the target scene component, control the first control to switch to the second control; in response to the trigger operation on the second control, control the first character to leave the target scene component, and display the first character on the floating platform where the target scene component is located.

[0161] Furthermore, before the first character enters the target scene component, the graphical user interface provided by the terminal device corresponding to the first character includes a movement control and a jump control; wherein the jump control is used to control the first character to move toward the second scene direction, and the movement control is used to control the first character to move toward a fourth scene direction perpendicular to the second scene direction.

[0162] Furthermore, the above-mentioned device also includes a control switching module, which is used to: in response to the first character entering the target scene component, control the switching of the movement control to the direction adjustment control, and switch the jump control to the launch control; wherein, the direction adjustment control is used to adjust the specified direction of the target scene component to launch the first character, and the launch control is used to trigger the trigger instruction for the target scene component.

[0163] Furthermore, the control switching module is used to: respond to a trigger operation on the launch control and switch the direction adjustment control to a movement control; wherein the movement control is used to provide acceleration in the movement direction for the first character so that the first character obtains a maximum movement speed in the movement direction.

[0164] Furthermore, the above-mentioned game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in a graphical user interface provided by a terminal device corresponding to the first character; based on this, the above-mentioned device also includes a perspective switching module, which is used to: in response to launching the first character to a specified direction in the game scene, control and adjust the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

[0165] In a specific implementation, the game scene includes a plurality of game levels, each of which is configured with a different spatial height, and the first character passes the game level when reaching the highest spatial height corresponding to the game level.

[0166] Furthermore, the above-mentioned device also includes a skill acquisition module, which is used to: in response to the first character passing the target game level for the first time, control the display of multiple function cards in the graphical user interface provided by the terminal device corresponding to the first character; wherein the multiple function cards are respectively configured with different game skills; in response to the trigger operation of the target function card among the multiple function cards, control the first character to obtain the game skills corresponding to the target function card.

[0167] Furthermore, the game scene includes a scene boundary; based on this, the above-mentioned device also includes a direction change module, which is used to: in response to the first character colliding with the scene boundary, mirror reflect the movement direction of the first character on the scene boundary to obtain a new movement direction, and control the first character to move according to the new movement direction.

[0168] The game interaction 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.

[0169] The embodiment of the present invention further provides an electronic device, such as Fig.12 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.

[0170] Specifically, the above-mentioned game interaction control method includes: providing a game scene corresponding to a target task, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; controlling the application of a first force field in the game scene so that the multiple game characters in the game scene are offset in the direction of the first scene when they are displaced; in response to the first character performing a target interaction behavior during the displacement process, determining a target object of the target interaction behavior, and controlling the application of a displacement effect on the first character to offset in the direction of a second scene, wherein the first character is any one of the multiple game characters; in response to the target object including a second character, controlling the application of a displacement effect on the second character to offset in the direction of a third scene, wherein the second character is a character different from the first character among the multiple game characters; in response to the target object including a first prop, controlling the first character to obtain the first prop.

[0171] The above-mentioned game interaction control method enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements to the game scene and diversifying the interactions between multiple game characters.

[0172] In an optional embodiment, the second scene direction is opposite to the first scene direction; the third scene direction is the same as the second scene direction, or the third scene direction is the direction in which the first character points to the second character, or the third scene direction is the same as the first scene direction.

[0173] In an optional embodiment, the first character is configured with a target prop, and in response to the first character performing a target interactive behavior during the displacement process, the step of determining a target object of the target interactive behavior includes: in response to the first character triggering the target prop during the displacement process, determining that the first character performs the target interactive behavior during the displacement process; and determining a target object within the prop action range of the target prop in the game scene as the target object of the target interactive behavior.

[0174] In an optional embodiment, the method further includes: in response to the first character triggering the target item during the displacement process, controlling to reduce the number of times the target item owned by the first character can be used.

[0175] In an optional embodiment, a target prop is configured in the game scene, and the above method further includes: in response to the target object including the target prop, controlling to increase the number of times the target prop owned by the first character can be used.

[0176] In an optional embodiment, the method further includes: in response to the target object further including a second character, controlling to increase the number of times the target item owned by the second character can be used.

[0177] In an optional embodiment, the method further includes: in response to the target object including the second character, controlling the transfer of at least a portion of the first props collected by the second character to the first character.

[0178] In an optional embodiment, the above method also includes: during the displacement of the first character, in response to a specified position relationship between the first character and the first prop and / or the second prop, controlling the first character to obtain the first prop and / or the second prop, wherein the second prop is a game prop set in the game scene and can provide a specific game effect for the first character after use.

[0179] In an optional embodiment, the above-mentioned second props include at least one of the following: a game prop that controls the reduction of the moving speed in the second scene direction; a game prop that controls the reduction of the acceleration in the horizontal direction; a game prop that controls the increase of the upper limit of the carrying quantity of the target props; a game prop that controls the forced displacement of nearby game characters; a game prop that controls the increase of the first force field applied to the game character; and a game prop that controls the cancellation of the first force field applied to the game character.

[0180] In an optional embodiment, the method further includes: in response to the first character acquiring the target second prop, controlling to re-provide a third prop at the scene position of the target second prop; wherein the third prop is any one of the second props.

[0181] In an optional embodiment, a status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the prop icon of the second prop obtained by the first character.

[0182] In an optional embodiment, the above method also includes: during the displacement of the first character, in response to the displacement height of the first character being less than a first height threshold, restricting the first character from triggering the target prop; in response to the displacement height of the first character being less than a second height threshold, eliminating the first character; wherein the first height threshold is higher than the second height threshold.

[0183] In an optional embodiment, the second displacement effect applied to the first character in the direction of the second scene includes: determining the application angle of the second displacement effect applied to the first character in the direction of the second scene based on the minimum angle between the current displacement direction of the first character and the horizontal plane.

[0184] In an optional embodiment, a first window is displayed in a graphical user interface provided by a terminal device corresponding to the first character, and the first window includes: at least one target task, and a first prop and game reward required to complete the target task.

[0185] In an optional embodiment, the above method also includes: in response to the first character obtaining all first props required to complete the first target task, controlling the display of a completion mark on the first target task in the first window, and controlling the first character to obtain a game reward corresponding to the first target task.

[0186] In an optional embodiment, multiple scene components are provided in the game scene; the scene components are used to launch the game character in a specified direction in the game scene; the above method also includes: in response to the first character completing a target interaction with a target scene component among the multiple scene components, controlling the launch of the first character in the specified direction in the game scene, so that the first character moves in the game scene in the specified direction.

[0187] In an optional embodiment, the specified direction is an offset direction based on the second scene direction.

[0188] In an optional embodiment, the above-mentioned step of controlling the first character to be launched toward a specified direction in the game scene in response to the first character completing the target interaction with the target scene component includes: controlling the first character to be displayed within the target scene component in response to the first character entering the target scene component; controlling the first character to be launched toward a specified direction in the game scene in response to a trigger instruction for the target scene component or the time when the first character enters the target scene component reaching a preset time.

[0189] In an optional embodiment, the above-mentioned step of controlling the display of the first character in the target scene component in response to the first character entering the target scene component includes: in response to the first character moving to the position of the target scene component, controlling the display of a first control in a graphical user interface provided by a terminal device corresponding to the first character; in response to a trigger operation on the first control, controlling the first character to enter the target scene component and displaying the first character in the target scene component.

[0190] In an optional embodiment, the above-mentioned multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moves to the position where the target scene component is located includes: the first character moves to the floating platform where the target scene component is located.

[0191] In an optional embodiment, the above method also includes: in response to the first character entering the target scene component, controlling the first control to switch to the second control; in response to a trigger operation on the second control, controlling the first character to leave the target scene component, and displaying the first character on the floating platform where the target scene component is located.

[0192] In an optional embodiment, before the first character enters the target scene component, the graphical user interface provided by the terminal device corresponding to the first character includes a movement control and a jump control; wherein the jump control is used to control the first character to move toward the second scene direction, and the movement control is used to control the first character to move toward a fourth scene direction perpendicular to the second scene direction.

[0193] In an optional embodiment, the above method also includes: in response to the first character entering the target scene component, controlling the movement control to switch to the direction adjustment control, and switching the jump control to the launch control; wherein the direction adjustment control is used to adjust the specified direction of the target scene component to launch the first character, and the launch control is used to trigger the trigger instruction for the target scene component.

[0194] In an optional embodiment, the method further includes: in response to a trigger operation on a launch control, switching the direction adjustment control to a movement control; wherein the movement control is used to provide acceleration in the movement direction for the first character so that the first character obtains a maximum movement speed in the movement direction.

[0195] In an optional embodiment, the game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in a graphical user interface provided by a terminal device corresponding to the first character; the above method also includes: in response to launching the first character in a specified direction in the game scene, controlling and adjusting the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

[0196] In an optional embodiment, the game scene includes a plurality of game levels, each of which is configured with a different spatial height, and the first character passes the game level when reaching the highest spatial height corresponding to the game level.

[0197] In an optional embodiment, the above method also includes: in response to the first character passing the target game level for the first time, controlling the display of multiple function cards in a graphical user interface provided by a terminal device corresponding to the first character; wherein the multiple function cards are respectively configured with different game skills; in response to a trigger operation for a target function card among the multiple function cards, controlling the first character to obtain the game skills corresponding to the target function card.

[0198] In an optional embodiment, the game scene includes a scene boundary; the above method also includes: in response to the first character colliding with the scene boundary, mirroring the movement direction of the first character on the scene boundary to obtain a new movement direction, and controlling the first character to move according to the new movement direction.

[0199] Further, Fig.12The 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 .

[0200] 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.12 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.

[0201] 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.

[0202] 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.

[0203] Specifically, the above-mentioned game interaction control method includes: providing a game scene corresponding to a target task, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; controlling the application of a first force field in the game scene so that the multiple game characters in the game scene are offset in the direction of the first scene when they are displaced; in response to the first character performing a target interaction behavior during the displacement process, determining a target object of the target interaction behavior, and controlling the application of a displacement effect on the first character to offset in the direction of a second scene, wherein the first character is any one of the multiple game characters; in response to the target object including a second character, controlling the application of a displacement effect on the second character to offset in the direction of a third scene, wherein the second character is a character different from the first character among the multiple game characters; in response to the target object including a first prop, controlling the first character to obtain the first prop.

[0204] The above-mentioned game interaction control method enriches the game elements, improves the playability and fun of the game, and helps to bring players a continuous gaming experience by adding prop elements to the game scene and diversifying the interactions between multiple game characters.

[0205] In an optional embodiment, the second scene direction is opposite to the first scene direction; the third scene direction is the same as the second scene direction, or the third scene direction is the direction in which the first character points to the second character, or the third scene direction is the same as the first scene direction.

[0206] In an optional embodiment, the first character is configured with a target prop, and in response to the first character performing a target interactive behavior during the displacement process, the step of determining a target object of the target interactive behavior includes: in response to the first character triggering the target prop during the displacement process, determining that the first character performs the target interactive behavior during the displacement process; and determining a target object within the prop action range of the target prop in the game scene as the target object of the target interactive behavior.

[0207] In an optional embodiment, the method further includes: in response to the first character triggering the target item during the displacement process, controlling to reduce the number of times the target item owned by the first character can be used.

[0208] In an optional embodiment, a target prop is configured in the game scene, and the above method further includes: in response to the target object including the target prop, controlling to increase the number of times the target prop owned by the first character can be used.

[0209] In an optional embodiment, the method further includes: in response to the target object further including a second character, controlling to increase the number of times the target item owned by the second character can be used.

[0210] In an optional embodiment, the method further includes: in response to the target object including the second character, controlling the transfer of at least a portion of the first props collected by the second character to the first character.

[0211] In an optional embodiment, the above method also includes: during the displacement of the first character, in response to a specified position relationship between the first character and the first prop and / or the second prop, controlling the first character to obtain the first prop and / or the second prop, wherein the second prop is a game prop set in the game scene and can provide a specific game effect for the first character after use.

[0212] In an optional embodiment, the above-mentioned second props include at least one of the following: a game prop that controls the reduction of the moving speed in the second scene direction; a game prop that controls the reduction of the acceleration in the horizontal direction; a game prop that controls the increase of the upper limit of the carrying quantity of the target props; a game prop that controls the forced displacement of nearby game characters; a game prop that controls the increase of the first force field applied to the game character; and a game prop that controls the cancellation of the first force field applied to the game character.

[0213] In an optional embodiment, the method further includes: in response to the first character acquiring the target second prop, controlling to re-provide a third prop at the scene position of the target second prop; wherein the third prop is any one of the second props.

[0214] In an optional embodiment, a status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the prop icon of the second prop obtained by the first character.

[0215] In an optional embodiment, the above method also includes: during the displacement of the first character, in response to the displacement height of the first character being less than a first height threshold, restricting the first character from triggering the target prop; in response to the displacement height of the first character being less than a second height threshold, eliminating the first character; wherein the first height threshold is higher than the second height threshold.

[0216] In an optional embodiment, the second displacement effect applied to the first character in the direction of the second scene includes: determining the application angle of the second displacement effect applied to the first character in the direction of the second scene based on the minimum angle between the current displacement direction of the first character and the horizontal plane.

[0217] In an optional embodiment, a first window is displayed in a graphical user interface provided by a terminal device corresponding to the first character, and the first window includes: at least one target task, and a first prop and game reward required to complete the target task.

[0218] In an optional embodiment, the above method also includes: in response to the first character obtaining all first props required to complete the first target task, controlling the display of a completion mark on the first target task in the first window, and controlling the first character to obtain a game reward corresponding to the first target task.

[0219] In an optional embodiment, multiple scene components are provided in the game scene; the scene components are used to launch the game character in a specified direction in the game scene; the above method also includes: in response to the first character completing a target interaction with a target scene component among the multiple scene components, controlling the launch of the first character in the specified direction in the game scene, so that the first character moves in the game scene in the specified direction.

[0220] In an optional embodiment, the specified direction is an offset direction based on the second scene direction.

[0221] In an optional embodiment, the above-mentioned step of controlling the first character to be launched toward a specified direction in the game scene in response to the first character completing the target interaction with the target scene component includes: controlling the first character to be displayed within the target scene component in response to the first character entering the target scene component; controlling the first character to be launched toward a specified direction in the game scene in response to a trigger instruction for the target scene component or the time when the first character enters the target scene component reaching a preset time.

[0222] In an optional embodiment, the above-mentioned step of controlling the display of the first character in the target scene component in response to the first character entering the target scene component includes: in response to the first character moving to the position of the target scene component, controlling the display of a first control in a graphical user interface provided by a terminal device corresponding to the first character; in response to a trigger operation on the first control, controlling the first character to enter the target scene component and displaying the first character in the target scene component.

[0223] In an optional embodiment, the above-mentioned multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moves to the position where the target scene component is located includes: the first character moves to the floating platform where the target scene component is located.

[0224] In an optional embodiment, the above method also includes: in response to the first character entering the target scene component, controlling the first control to switch to the second control; in response to a trigger operation on the second control, controlling the first character to leave the target scene component, and displaying the first character on the floating platform where the target scene component is located.

[0225] In an optional embodiment, before the first character enters the target scene component, the graphical user interface provided by the terminal device corresponding to the first character includes a movement control and a jump control; wherein the jump control is used to control the first character to move toward the second scene direction, and the movement control is used to control the first character to move toward a fourth scene direction perpendicular to the second scene direction.

[0226] In an optional embodiment, the above method also includes: in response to the first character entering the target scene component, controlling the movement control to switch to the direction adjustment control, and switching the jump control to the launch control; wherein the direction adjustment control is used to adjust the specified direction of the target scene component to launch the first character, and the launch control is used to trigger the trigger instruction for the target scene component.

[0227] In an optional embodiment, the method further includes: in response to a trigger operation on a launch control, switching the direction adjustment control to a movement control; wherein the movement control is used to provide acceleration in the movement direction for the first character so that the first character obtains a maximum movement speed in the movement direction.

[0228] In an optional embodiment, the game scene includes a virtual camera, and the scene picture obtained by shooting the game scene with the virtual camera is displayed in a graphical user interface provided by a terminal device corresponding to the first character; the above method also includes: in response to launching the first character in a specified direction in the game scene, controlling and adjusting the camera parameters of the virtual camera so that the game scene range in the scene picture displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

[0229] In an optional embodiment, the game scene includes a plurality of game levels, each of which is configured with a different spatial height, and the first character passes the game level when reaching the highest spatial height corresponding to the game level.

[0230] In an optional embodiment, the above method also includes: in response to the first character passing the target game level for the first time, controlling the display of multiple function cards in a graphical user interface provided by a terminal device corresponding to the first character; wherein the multiple function cards are respectively configured with different game skills; in response to a trigger operation for a target function card among the multiple function cards, controlling the first character to obtain the game skills corresponding to the target function card.

[0231] In an optional embodiment, the game scene includes a scene boundary; the above method also includes: in response to the first character colliding with the scene boundary, mirroring the movement direction of the first character on the scene boundary to obtain a new movement direction, and controlling the first character to move according to the new movement direction.

[0232] 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.

[0233] 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.

[0234] 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 game scene corresponding to a target task, wherein the game scene includes a plurality of game characters, and the target task is used to instruct the plurality of game characters to collect a first prop in the game scene; Controlling the application of a first force field in the game scene so that the multiple game characters in the game scene are offset toward the first scene when moving; In response to a first character performing a target interaction behavior during displacement, determining a target object acted upon by the target interaction behavior, and controlling a displacement effect to be applied to the first character in a direction of a second scene, wherein the first character is any one of the multiple game characters; In response to the target object including a second character, controlling the second character to be subjected to a displacement effect of shifting in a direction of a third scene, wherein the second character is a character different from the first character among the plurality of game characters; In response to the target object including the first prop, the first character is controlled to obtain the first prop.

2. The method according to claim 1, characterized in that: The second scene direction is a direction opposite to the first scene direction; The third scene direction is the same direction as the second scene direction, or the third scene direction is the direction in which the first character points to the second character, or the third scene direction is the same direction as the first scene direction.

3. The method according to claim 1, characterized in that The first character is configured with a target prop, and the step of determining a target object acted upon by the target interaction behavior in response to the first character performing the target interaction behavior during the displacement process comprises: In response to the first character triggering the target prop during the displacement process, determining that the first character performs the target interactive behavior during the displacement process; The target object within the prop action range of the target prop in the game scene is determined as the target object of the target interactive behavior.

4. The method according to claim 3, characterized in that The method further comprises: In response to the first character triggering the target item during displacement, control is performed to reduce the number of times the target item owned by the first character can be used.

5. The method according to claim 4, characterized in that The target prop is configured in the game scene, and the method further includes: In response to the target object including the target item, control is performed to increase the number of times the target item owned by the first character can be used.

6. The method according to claim 5, characterized in that The method further comprises: In response to the target object further including the second character, control is performed to increase the number of times the target item owned by the second character can be used.

7. The method according to claim 3, characterized in that The method further comprises: During the displacement of the first character, in response to the displacement height of the first character being less than a first height threshold, restricting the first character from triggering the target item; In response to the displacement height of the first character being less than a second height threshold, the first character is eliminated; wherein the first height threshold is higher than the second height threshold.

8. The method according to claim 1, characterized in that The method further comprises: In response to the target object including the second character, control is performed to transfer at least a portion of the first prop collected by the second character to the first character.

9. The method according to claim 1, characterized in that: The method further comprises: During the displacement of the first character, in response to a specified positional relationship between the first character and the first prop and / or the second prop, the first character is controlled to obtain the first prop and / or the second prop, wherein the second prop is a game prop set in the game scene and can provide a specific game effect for the first character after use.

10. The method according to claim 9, characterized in that The second prop includes at least one of the following: Controlling a game prop that reduces the moving speed in the direction of the second scene; Control the game props that reduce the acceleration in the horizontal direction; Control the game props that increase the upper limit of the number of target props that can be carried; Control game props that force nearby game characters to move; Controlling a game prop that increases a first force field applied to a game character; Controls the game props that cancel the first force field applied to the game character.

11. The method according to claim 10, characterized in that The method further comprises: In response to the first character acquiring the target second prop, controlling to re-provide a third prop at the scene position of the target second prop; wherein the third prop is any one of the second props.

12. The method according to claim 9, characterized in that A status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the prop icon of the second prop obtained by the first character.

13. The method according to claim 1, characterized in that The applying a second displacement effect to the first character to shift in the direction of the second scene includes: An angle of application of a second displacement effect on the first character in the direction of the second scene is determined according to a minimum angle between the current displacement direction of the first character and a horizontal plane.

14. The method according to claim 1, characterized in that A first window is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the first window includes: at least one target task, and a first prop and game reward required to complete the target task.

15. The method according to claim 14, characterized in that The method further comprises: In response to the first character obtaining all the first props required to complete the first target task, a completion mark is controlled to be displayed on the first target task in the first window, and the first character is controlled to obtain a game reward corresponding to the first target task.

16. The method according to claim 1, characterized in that A plurality of scene components are arranged in the game scene; The scene component is used to launch the game character to a specified direction in the game scene; the method also includes: In response to the first character completing a target interaction with a target scene component among the multiple scene components, the first character is controlled to be launched toward a specified direction in the game scene so that the first character moves toward the specified direction in the game scene.

17. The method according to claim 16, characterized in that The specified direction is an offset direction based on the second scene direction.

18. The method according to claim 16, characterized in that In response to the first character completing the target interaction with the target scene component, the step of controlling the first character to be launched toward a specified direction in the game scene includes: In response to the first character entering the target scene component, controlling the first character to be displayed in the target scene component; In response to a trigger instruction for the target scene component or the time when the first character enters the target scene component reaches a preset time, the first character is controlled to be launched toward a specified direction in the game scene.

19. The method according to claim 18, characterized in that The step of controlling display of the first character in the target scene component in response to the first character entering the target scene component comprises: In response to the first character moving to the location of the target scene component, controlling the display of a first control in a graphical user interface provided by a terminal device corresponding to the first character; In response to a trigger operation on the first control, the first character is controlled to enter the target scene component, and the first character is displayed in the target scene component.

20. The method according to claim 19, characterized in that The multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moves to the position where the target scene component is located, including: the first character moves to the floating platform where the target scene component is located.

21. The method according to claim 20, characterized in that The method further comprises: In response to the first character entering the target scene component, controlling the first control to be switched to a second control; In response to a trigger operation on the second control, the first character is controlled to leave the target scene component, and the first character is displayed on the floating platform where the target scene component is located.

22. The method according to claim 18, characterized in that Before the first character enters the target scene component, the graphical user interface provided by the terminal device corresponding to the first character includes a movement control and a jump control; wherein the jump control is used to control the first character to move toward the second scene direction, and the movement control is used to control the first character to move toward a fourth scene direction perpendicular to the second scene direction.

23. The method according to claim 22, characterized in that The method further comprises: In response to the first character entering the target scene component, the movement control is controlled to switch to a direction adjustment control, and the jump control is switched to a launch control; wherein the direction adjustment control is used to adjust the specified direction in which the target scene component launches the first character, and the launch control is used to trigger a trigger instruction for the target scene component.

24. The method according to claim 23, characterized in that The method further comprises: In response to a trigger operation on the launch control, the direction adjustment control is switched to the movement control; wherein the movement control is used to provide acceleration in the movement direction for the first character so that the first character obtains a maximum movement speed in the movement direction.

25. The method according to claim 16, characterized in that The game scene includes a virtual camera, and a scene image obtained by shooting the game scene with the virtual camera is displayed in a graphical user interface provided by a terminal device corresponding to the first character; the method further includes: In response to launching the first character toward a specified direction in the game scene, the camera parameters of the virtual camera are controlled to be adjusted so that the game scene range in the scene image displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

26. The method according to claim 1, characterized in that The game scene includes a plurality of game levels, each of which is configured with a different spatial height. When the first character reaches the highest spatial height corresponding to the game level, the game level is passed.

27. The method according to claim 26, characterized in that The method further comprises: In response to the first character passing the target game level for the first time, controlling the display of a plurality of function cards in a graphical user interface provided by a terminal device corresponding to the first character; wherein the plurality of function cards are respectively configured with different game skills; In response to a triggering operation on a target function card among the multiple function cards, the first character is controlled to obtain a game skill corresponding to the target function card.

28. The method according to claim 1, characterized in that The game scene includes a scene boundary; the method further includes: In response to the first character colliding with the scene boundary, a moving direction of the first character is mirror-reflected on the scene boundary to obtain a new moving direction, and the first character is controlled to move according to the new moving direction.

29. A game interactive control device, characterized in that: The device comprises: A scene providing module, used for providing a game scene corresponding to a target task, wherein the game scene includes a plurality of game characters, and the target task is used for instructing the plurality of game characters to collect a first prop in the game scene; A first influence module, used for controlling the application of a first force field in the game scene, so that the multiple game characters in the game scene are offset towards the first scene when they are displaced; an interaction module, configured to determine a target object to which the target interaction behavior acts in response to the first character performing a target interaction behavior during displacement, and control a displacement effect to be applied to the first character in a direction of a second scene, wherein the first character is any one of the multiple game characters; A second influence module, configured to control, in response to the target object including a second character, applying a displacement influence to the second character to shift toward a third scene direction, wherein the second character is a character different from the first character among the plurality of game characters; The prop acquisition module is used to control the first character to acquire the first prop in response to the target object including the first prop.

30. 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 28.

31. 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 28.