Game interaction control method and device and electronic equipment

By using terminal devices to control characters and update parameters in the game, the problem of gameplay taking time and resource utilization is solved, and more efficient skill release and resource utilization is achieved.

CN119971491APending Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510096455.6
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

In game games, players need to release their skills frequently to achieve the game goals, which results in game games taking a long time and occupying more game resources.

Method used

Provide a graphical user interface through the terminal device, display the game scene and control the controlled character, respond to skill release instructions, determine the scene range and update the character's parameters to control the interaction speed and survival status.

Benefits of technology

Reduces the frequency of skill release, shortens the game time, saves game resources, and improves the benefits of skill release.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the following steps: in response to a first skill release instruction, controlling a first skill prop to be placed at a target position; in response to the target position of the first skill prop, determining a first scene range and a second scene range based on the target position; in response to the first role existing in the first scene range, updating a first role parameter of the first role; in response to the fact that the second role exists in the second scene range and the duration of the second role in the second scene range reaches a preset time threshold value, updating a first role parameter of the second role; and in response to a third role of which the first role parameter reaches a preset parameter threshold value in the game scene, updating a second role parameter of the third role. According to the mode, the skill release frequency is reduced, the game playing time consumption is reduced, and game resources are saved.
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Description

Technical Field

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

[0002] In a game, players can release skills on enemy characters. After the enemy characters are hit by skills, they will be damaged or their behaviors will be restricted, such as slowing down their movement speed or being unable to release skills. Game skills have limited impact on enemy characters, and players may need to release game skills frequently to achieve their game goals, which will make the game take longer and occupy more game resources. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to reduce the frequency of skill release, reduce the time spent in the game and save game resources.

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays at least part of a game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; the method comprises: in response to a first skill release instruction, controlling a first skill prop to be placed at a target position; in response to the first skill prop being located at the target position, determining a first scene range and a second scene range based on the target position; in response to the presence of a first character within the first scene range, updating a first character parameter of the first character; wherein the first character parameter is used to: control an interaction speed when the first character interacts with a specified scene model in the game scene; in response to the presence of a second character within the second scene range, and the duration of the second character being located in the second scene range reaches a preset time threshold, updating the first character parameter of the second character; wherein the second character includes: the first character, or a game character other than the first character and the controlled character; in response to the presence of a third character whose first character parameter reaches a preset parameter threshold in the game scene, updating the second character parameter of the third character; wherein the second character parameter is used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled character; the controlled character is controlled through the terminal device; the device includes: a prop control module, which is used to control a first skill prop to be placed at a target position in response to a first skill release instruction; a range determination module, which is used to determine a first scene range and a second scene range based on the target position in response to the first skill prop being located at the target position; a first parameter updating module, which is used to update a first character parameter of the first character in response to the presence of the first character within the first scene range; wherein the first character parameter is used to: control the first character a second parameter updating module, for updating the first role parameters of the second role in response to the presence of a second role within the second scene range and the duration of the second role being within the second scene range reaching a preset time threshold; wherein the second role includes: the first role, or a game character other than the first role and the controlled character; a third parameter updating module, for updating the second role parameters of the third role in response to the presence of a third role in the game scene whose first role parameters reach a preset parameter threshold; wherein the second role parameters are used to: control the survival status of the third role in the game scene; the third role includes the first role and / or the second role.

[0006] The embodiments of the present invention bring the following beneficial effects:

[0007] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a first skill release instruction, the first skill prop is controlled to be placed at a target position; in response to the first skill prop being located at the target position, the first scene range and the second scene range are determined based on the target position; in response to the presence of the first character in the first scene range, the first character parameter of the first character is updated; wherein the first character parameter is used to: control the interaction speed when the first character interacts with a specified scene model in the game scene; in response to the presence of the second character in the second scene range, and the duration of the second character being located in the second scene range reaches a preset time threshold, the first character parameter of the second character is updated; wherein the second character includes: the first character, or, a game character other than the first character and the controlled character; in response to the presence of a third character in the game scene whose first character parameter reaches a preset parameter threshold, the second character parameter of the third character is updated; wherein the second character parameter is used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0008] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0009] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0010] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;

[0013] Figure 2 A schematic diagram showing the display of controlled characters and props identification provided by an embodiment of the present invention;

[0014] Figure 3 A schematic diagram of a first scene range and a second scene range provided by an embodiment of the present invention;

[0015] Figure 4 A schematic diagram of the orientation preset conditions provided in an embodiment of the present invention;

[0016] Figure 5 A schematic diagram of a second character provided by an embodiment of the present invention being located in an overlapping area;

[0017] Figure 6 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0018] Figure 7 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0019] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0020] Taking into account that game skills have limited impact on enemy characters, players may need to release game skills frequently and multiple times to achieve the game goals, resulting in a longer game time and occupying more game resources. Based on this, an interactive control method, device and electronic device for a game provided in an embodiment of the present invention can be applied to various games that release skills.

[0021] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0022] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0023] 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.

[0024] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.

[0025] The graphical user interface displays at least part of the game scene, which includes a controlled character; the controlled character is controlled through a terminal device; the terminal device can control the controlled character to move, perform actions, release skills, etc. in the game scene; the controlled character follows a virtual camera, and the game scene is photographed by the virtual camera to obtain a scene picture, which is displayed on the above-mentioned graphical user interface.

[0026] like Figure 1 As shown, the interactive control method of the game includes the following steps:

[0027] Step S102, in response to the first skill release instruction, controlling the first skill item to be placed at the target position;

[0028] The first skill release instruction can be generated by triggering the first skill release control or shortcut key; for example, the first skill release control is triggered by operations such as clicking, long pressing, sliding, etc., thereby generating the first skill release instruction.

[0029] The target position can be a preset position in the game scene, or it can be determined based on the position of the controlled character, or the position parameters of the target position can be obtained from the first skill release instruction. For example, the target position can be determined by triggering the first skill release control, selecting the target position in the game scene, and then releasing the first skill release control.

[0030] The aforementioned first skill props can be eye props, firecracker props, bomb props, etc.

[0031] Step S104, in response to the first skill item being located at the target position, determining a first scene range and a second scene range based on the target position;

[0032] When the first skill prop is placed at the target position, it will take effect. Specifically, based on the target position where the first skill prop is located, the first scene range and the second scene range are determined. The first scene range and the second scene range have a specified relative position with the target position. For example, the target position is located at the center of the first scene range and the second scene range. For another example, the relative position of the center of the first scene range and the target position is 50 meters to the right front, and the relative position of the center of the second scene range and the target position is 50 meters to the left front.

[0033] The first scene range and the second scene range are usually different scene ranges in the game scene, and the first scene range and the second scene range have different functions and effects. The first scene range and the second scene range can be independent of each other and not overlap, or can be adjacent, overlap, partially overlap, etc. The first scene range and the second scene range can have corresponding range shapes, range sizes, etc. For example, the first scene range and the second scene range are circular, rectangular, sector-shaped, etc.

[0034] Step S106, in response to the first character existing within the first scene, updating the first character parameter of the first character; wherein the first character parameter is used to: control the interaction speed when the first character interacts with a specified scene model in the game scene;

[0035] When the first skill item is placed at the target position, it will immediately affect the game character within the first scene range, and the first character parameter of the first character will be updated, which can be increased or decreased. For example, the first character parameter increases by one.

[0036] The first role parameter may affect the interaction speed when the first role interacts with the specified scene model. For example, the larger the first role parameter, the slower the interaction speed; or, when the first role parameter reaches a certain threshold, the interaction speed is reduced by 50%.

[0037] The specified scene model may be a pre-specified scene model or a scene model in the game scene that can interact with the game character. For example, the specified scene model may be a window model, a door panel model, a device model, etc.

[0038] The first character may be when the first scene range is determined, that is, within the first scene range, or after the first scene range is determined, the first character enters the first scene range.

[0039] Step S108, in response to the second character existing in the second scene range and the duration of the second character being in the second scene range reaching a preset time threshold, updating the first character parameter of the second character; wherein the second character includes: the first character, or a game character other than the first character and the controlled character;

[0040] Unlike the first scene range, the game character in the second scene range will have an impact only after a certain period of time. The second character is the game character located in the second scene range. The second character can be within the second scene range when the second scene range is determined, or the second character can enter the second scene range after the second scene range is determined.

[0041] After the second character is located in the second scene range, the duration of the second character being in the second scene range is counted, and when the duration reaches a preset time threshold, the first character parameter of the second character is updated.

[0042] It should be noted that, in the process of counting the duration, the second character needs to always be in the second scene range. When the duration does not reach the preset time threshold and the second character leaves the second scene range, the first character parameters of the second character will no longer be updated. In another way, when the duration does not reach the preset time threshold and the second character leaves the second scene range, the duration can be saved. When the second character enters the second scene range again, statistics are continued based on the saved duration until the preset time threshold is reached.

[0043] The second character can be the aforementioned first character, that is, after the first character is located in the first scene range, it can also be located in the second scene range; for example, the first character moves from the first scene range to the second scene range, or the first scene range is located in the second scene range, and when the first character is located in the first scene range, it is also located in the second scene range. In this case, the first character's first character parameters are updated once because it is located in the first scene range, and the first character parameters are updated again because it is located in the second scene range and lasts for a preset time threshold.

[0044] When the first character exists within the scope of the first scene, the scope of the first scene takes effect immediately, that is, the first character parameters of the first character are updated immediately; if the first character continues to be within the scope of the first scene, then, for the first character, the duration of the first character in the scope of the first scene is counted, and when the duration reaches the preset time threshold, the first character parameters of the first character are updated again. After the second update, the duration is reset to zero, and the above duration is counted again, and when the duration reaches the preset time threshold, the first character parameters of the first character are updated again.

[0045] Alternatively, when the first character is in the first scene range, the duration has already been counted. Before the duration reaches the preset time threshold, when the first character moves from the first scene range to the second scene range, the duration will not be reset to zero, but will be counted continuously. For example, the preset time threshold is 10 seconds. At the 5th second of the duration, the first character moves from the first scene range to the second scene range. The duration continues to be counted from the 5th second until the preset time threshold is reached, and the first character parameter of the first character is updated.

[0046] Step S110, in response to the presence of a third character in the game scene whose first character parameters reach a preset parameter threshold, updating the second character parameters of the third character; wherein the second character parameters are used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0047] After placing the first skill prop, the game character in the game scene updates the first character parameter under the influence of the first scene range and the second scene range. When the first character parameter reaches a preset parameter threshold, the second character parameter is updated.

[0048] The aforementioned third character, i.e., the game character whose first character parameter reaches the preset parameter threshold, may be the first character and the second character, or may be one of the first character and the second character. That is, the first character parameter of the game character may reach the preset parameter threshold only under the influence of the first scene range, may reach the preset parameter threshold only under the influence of the second scene range, or may reach the preset parameter threshold under the influence of both the first scene range and the second scene range.

[0049] The aforementioned second character parameter can control the survival state of the third character, and the second character parameter can be life value, blood volume, etc. For example, when the first character parameter reaches a preset parameter threshold, the second character parameter of the third character decreases by 1.

[0050] When the second character parameter has not reached the specified parameter threshold, the third character survives in the game scene. When the second character parameter reaches the specified parameter threshold, the third character enters a dead state and can no longer move, perform actions, or release skills in the game scene. In another way, when the second character parameter reaches the specified parameter threshold, the third character enters a fallen state and can no longer move, perform actions, or release skills in the game scene.

[0051] If the other game characters do not rescue the third character, the third character will enter the dead state after entering the fallen state for a certain period of time. If the third character enters the fallen state and is not rescued by other game characters, the third character will enter the normal state.

[0052] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a first skill release instruction, the first skill prop is controlled to be placed at a target position; in response to the first skill prop being located at the target position, the first scene range and the second scene range are determined based on the target position; in response to the existence of the first character in the first scene range, the first character parameter of the first character is updated; wherein the first character parameter is used to: control the interaction speed when the first character interacts with a specified scene model in the game scene; in response to the existence of the second character in the second scene range, and the duration of the second character being located in the second scene range reaches a preset time threshold, the first character parameter of the second character is updated; wherein the second character includes: the first character, or, a game character other than the first character and the controlled character; in response to the existence of a third character in the game scene whose first character parameter reaches a preset parameter threshold, the second character parameter of the third character is updated; wherein the second character parameter is used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0053] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0054] In an implementation method for determining a target position, in response to a first skill release instruction, the character orientation of a controlled character is determined; along the direction of the character orientation, a scene position at a specified distance from the controlled character is determined as the target position, and the first skill prop is controlled to be placed at the target position.

[0055] Based on the character orientation of the controlled character, the target position is determined. The specified distance can be preset, such as 15 meters. That is, the position in front of the controlled character and at a specified distance from the controlled character is determined as the target position. When the character position and character orientation of the controlled character are determined, the target position can be determined.

[0056] This method is suitable for placing the first skill props relatively quickly. The aforementioned first skill release instruction can be generated after triggering the first skill release control or shortcut key, such as clicking the first skill release control.

[0057] Another way is to display the prop identifier of the first skill prop in the game scene in response to the first skill trigger instruction; wherein the prop identifier is used to indicate the target position; and in response to the release instruction associated with the first skill trigger instruction, control the first skill prop to be placed at the target position indicated by the prop identifier.

[0058] The first skill trigger instruction can be generated by triggering the first skill release control or shortcut key, for example, long pressing the first skill release control. The prop identifier can be displayed at the currently determined target position, and the prop identifier can also be an arrow symbol, and the position indicated by the arrow symbol is the target position. The release instruction can be generated by triggering the first skill release control, or by triggering other controls, scene screens, etc. For example, the first skill trigger instruction is generated by long pressing the first skill release control, and the related release instruction is generated by releasing the first skill release control. When generating the release instruction, the scene position indicated by the prop identifier is the target position.

[0059] like Figure 2 In the game, after long pressing the first skill release control, the prop logo of the first skill prop is displayed in the game scene, and the location of the prop logo is the target location.

[0060] In response to the position adjustment instruction associated with the first skill triggering instruction, adjust the target position indicated by the prop identifier.

[0061] The position adjustment command can also be generated by triggering the first skill release control, or by triggering a shortcut key, sliding the scene screen, etc. For example, after long pressing the first skill release control, and then performing a sliding operation, a position adjustment command is generated; the target position indicated by the prop mark is adjusted accordingly. Figure 2 For example, after long pressing the first skill release control, slide your finger upwards to control the target position indicated by the prop icon to move away from the controlled character along the character's direction; slide your finger to the left to control the target position indicated by the prop icon to move to the left front of the controlled character.

[0062] Specifically, in response to a direction adjustment instruction associated with the first skill trigger instruction, the relative direction between the target position indicated by the prop identifier and the controlled character is adjusted; and / or, in response to a distance adjustment instruction associated with the first skill trigger instruction, the distance between the target position indicated by the prop identifier and the controlled character is adjusted.

[0063] The direction adjustment instruction can be generated by triggering the first skill release control, or by triggering a shortcut key, scene screen, etc. For example, the first skill release control is displayed at the initial position, and after long pressing the first skill release control, a sliding operation is performed. The relative position of the contact point of the sliding operation and the initial position of the first skill release control determines the relative direction of the target position indicated by the prop identifier and the controlled character.

[0064] For example, if the contact point of the sliding operation is located to the left of the initial position of the first skill release control, the target position indicated by the prop identifier is located to the left front of the controlled character.

[0065] The distance adjustment instruction can be generated by triggering the first skill release control, or by triggering a shortcut key, scene screen, etc. For example, the first skill release control is displayed at the initial position, and after long pressing the skill release control, a sliding operation is performed. The relative distance between the contact position of the sliding operation and the initial position of the first skill release control determines the distance between the target position indicated by the prop identifier and the controlled character.

[0066] For example, if the relative distance between the contact position of the sliding operation and the initial position of the first skill release control is 5 centimeters, then the distance between the target position indicated by the prop mark and the controlled character is 5 meters.

[0067] When adjusting the target position, both the direction adjustment instruction and the distance adjustment instruction may be included, or only one of the direction adjustment instruction or the distance adjustment instruction may be included.

[0068] In one embodiment, the second scene range is larger than the first scene range, and the second scene range includes the first scene range. Figure 3 In the example, the first scene range and the second scene range are circular or elliptical ranges, and the size of the second scene range is larger than the size of the first scene range. And the first scene range and the second scene range are both centered on the target position where the first skill prop is located.

[0069] In another embodiment, the first scene range and the second scene range are three-dimensional areas. The first scene range includes: a first cylindrical area centered on the target position; the second scene range includes: a second cylindrical area centered on the target position; the first radius of the bottom circle of the first cylindrical area is smaller than the second radius of the bottom circle of the second cylindrical area.

[0070] In this method, the centers of the first cylindrical area and the second cylindrical area are both target positions, and the first radius of the bottom circle of the first cylindrical area is smaller than the second radius of the bottom circle of the second cylindrical area. Therefore, the second cylindrical area is surrounded by the interior of the first cylindrical area, that is, the second scene range contains the first scene range.

[0071] In response to the first character existing within the first scene range, the first character parameter of the first character is updated to the first parameter value; in response to the duration of the first character being within the second scene range reaching a preset time threshold, the first character parameter of the first character continues to be updated based on the first parameter value.

[0072] In the case that the second scene range includes the first scene range, when the first character is located in the first scene range, the first character updates the first character parameter once. At this time, the first character parameter is the first parameter value, such as 1. Since the first scene range is located in the second scene range, the first character is also located in the second scene range. The duration of the first character being in the second scene range is counted. When the duration reaches a preset time threshold, the first character continues to update the first character parameter and continues to update based on the first parameter value, such as updating to 2.

[0073] Through the above method, it is possible to quickly update the character parameters of the characters within the range, improve the benefits of skill release, reduce the frequency of skill release, reduce the time spent in the game, and save game resources.

[0074] Furthermore, after the duration that the second character is located in the second scene range reaches a preset time threshold and the first character parameter of the second character is updated, the duration is reset to an initial time; wherein the initial time is less than the preset time threshold; in response to the duration that the second character is located in the second scene range reaching the preset time threshold again and the parameter value of the first character parameter of the second character does not reach the preset parameter threshold, the first character parameter of the second character continues to be updated.

[0075] For example, the preset time threshold is 5 seconds, and the duration reaches 5 seconds. The first role parameter of the second role is updated, such as updated to 1, and then the duration is reset to the initial time, such as 0, and the duration continues to be counted. If the duration is counted from the initial time to the preset time threshold, that is, 5 seconds, the first role parameter of the second role continues to be updated, such as updated to 2.

[0076] That is, when the second character is always within the second scene range, the first character parameter of the second character is updated once each time the preset time threshold is counted, such as the first character parameter increases by 1 each time, until the parameter of the first character parameter reaches the preset parameter threshold, such as 6.

[0077] In response to the presence of a second character within the second scene scope, the duration of the second character being within the second scene scope is counted; in response to the duration not reaching a preset time threshold and the second character leaving the second scene scope, the current value of the duration is saved and the absence duration of the second character leaving the second scene scope is counted; in response to the second character entering the second scene scope and the absence duration not reaching the absence time threshold, the duration is continued to be counted starting from the saved current value of the duration.

[0078] In the above method, when the second character is in the second scene range, during the duration counting process, the duration has not reached the preset time threshold, and the second character leaves the second scene range. At this time, the current value of the duration, such as 2 seconds, is saved; then the departure time of the second character leaving the scene range is counted. The aforementioned departure time threshold can be, for example, 5 seconds. When the departure time is within 5 seconds, such as 3 seconds, and the character enters the second scene range again, the duration is counted starting from the aforementioned saved current value of 2 seconds.

[0079] In response to the second character entering the second scene range, and the absence duration reaches the absence time threshold, the duration is counted from the initial time. If the absence duration reaches the absence time threshold, such as 5 seconds or 6 seconds, and the second scene range is entered again, the duration is counted again from the initial time of the duration, such as 0.

[0080] In another implementation, in response to the presence of multiple first skill props in the game scene and the number of first skill props exceeds a preset number threshold, the placement time of the first skill props is determined; based on the placement time, at least part of the first skill props is deleted from the game scene.

[0081] Taking into account the fairness between the enemy and us in the game, it is necessary to limit the number of first skill props that exist at the same time in the game scene. The aforementioned preset number threshold can be a pre-set fixed value, such as 2, or the preset number threshold can be determined according to the role level of the controlled character.

[0082] The controlled character can release multiple first skill props in the game scene, and count the number of first skill props in the game scene. If the number exceeds the preset number threshold, some of the first skill props are deleted until the first skill props meet the preset number threshold, or, if the number exceeds the preset number threshold, all the first skill props are deleted.

[0083] Based on the placement time of the first skill props, at least some of the first skill props are deleted from the game scene, such as deleting the first skill props with the earliest placement time from the game scene. Alternatively, the first skill props with the earliest and latest placement time are deleted from the game scene.

[0084] The above method can limit the number of first skill props in the game scene, thereby ensuring the fairness of the game.

[0085] In one implementation, in response to the first skill item being located at the target position, the item survival parameter of the first skill item is updated; in response to the item survival parameter reaching a preset survival threshold, the first skill item is deleted.

[0086] The props persistence parameter is used to control the existence time of the first skill props in the game scene. When the first skill prop is at the target position, the props persistence parameter can be updated. For example, the props storage persistence parameter gradually increases or decreases over time. When the props persistence parameter reaches the preset persistence threshold, the first skill prop is deleted.

[0087] In an example, the item survival parameter is 100. When the first skill item is at the target position, the item survival parameter decreases by 1 every second. The aforementioned preset survival threshold is 0. When the item survival parameter reaches the preset survival threshold, the first skill item is deleted.

[0088] In another example, the item survival parameter is 0. When the first skill item is at the target position, the item survival parameter increases by 1 every second. The aforementioned preset survival threshold is 100. When the item survival parameter reaches the preset survival threshold, the first skill item is deleted.

[0089] After the aforementioned first skill prop is deleted, the first scene range and the second scene range determined based on the target position of the first skill prop become invalid. After the first scene range becomes invalid, the game character enters the first scene range and the first character parameters are no longer updated. After the second scene range becomes invalid, the duration of the game character in the second scene range can also be counted and the first character parameters are no longer updated.

[0090] In one implementation, the existence time of the first skill item is affected by the game character.

[0091] In response to the first skill prop being located at the target position, detecting whether there is a fourth character that meets the preset conditions in the game scene; wherein the fourth character is a game character other than the controlled character; the preset conditions are determined based on the fourth character and the first skill prop; determining that there is no fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a first speed; determining that there is a fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a second speed; wherein the second speed is greater than the first speed.

[0092] The first speed is a default speed, that is, when there is no fourth character that meets the preset conditions in the game scene, the prop survival parameter is updated according to the first speed, for example, the first speed increases by 1 per second, or decreases by 1 per second. The fourth character is a game character that meets the aforementioned preset conditions.

[0093] When there is a fourth character that meets the preset conditions, the update speed of the prop survival parameters increases. For example, the first speed increases by 1 per second, and the second speed increases by 4 per second.

[0094] The aforementioned preset condition is determined based on the fourth character and the first skill item. Specifically, it can be determined based on the distance between the fourth character and the first skill item. When the distance between the fourth character and the first skill item is less than the specified distance, the preset condition is met.

[0095] Alternatively, the preset condition is determined based on the relative direction between the fourth character and the first skill item. When the relative direction between the fourth character and the first skill item is within a specified direction range, the preset condition is satisfied.

[0096] In one embodiment, the preset condition includes: the direction of the fourth character's field of view and the orientation of the first skill item satisfy the orientation preset condition. The direction of the fourth character's field of view may specifically be the character orientation of the fourth character, or may be a direction range centered on the character orientation of the fourth character and having a specified angle. For example, the first skill item is relative to the fourth character, which is the same as the field of view direction of the fourth character, or is within the direction range of the field of view direction.

[0097] In another embodiment, the above-mentioned orientation preset condition is: the angle between the direction of the fourth character's virtual camera and the direction in which the fourth character points to the first skill prop is less than a preset angle threshold; the first skill prop is displayed in the scene picture taken by the fourth character's virtual camera.

[0098] refer to Figure 4 The above-mentioned orientation preset condition can be understood as that the relative direction of the first skill item with respect to the fourth character is very close to the direction of the fourth character's field of view. The above-mentioned preset angle threshold can be 15 degrees, 20 degrees, etc. The direction of the fourth character's field of view, that is, the direction of the fourth character's virtual camera, is also the character direction of the fourth character.

[0099] When the relative direction of the first skill item to the fourth character is very close to the direction of the fourth character's field of view, it can be understood that the fourth character is "looking directly at" the first skill item. And the first skill item is within the field of view of the fourth character, that is, the distance between the first skill item and the fourth character is less than the distance range corresponding to the field of view of the fourth character. At this time, the first skill item can be displayed in the scene screen shot by the fourth character's virtual camera.

[0100] In addition, the above-mentioned preset condition also includes: the fourth character is not in a specified control state. The specified control state may include a dizzy state, a frozen state, a dead state, etc. The specified control state can be understood as that, in the specified control state, the fourth character cannot move freely, for example, cannot move, cannot release skills, cannot release props, etc.

[0101] Determine that there is a fourth character that meets the preset conditions in the game scene, and after updating the prop continuation parameters of the first skill prop at the second speed, control the first skill prop to enter the specified prop state; wherein the specified prop state is used to indicate: update the prop continuation parameters of the first skill prop at the second speed.

[0102] After the prop survival parameter of the first skill prop is updated at the second speed, the first skill prop enters the designated prop state for the game character in the game scene to know, and the designated prop state may include: luminous state, shaking state, broken state, etc. By specifying the prop state, the player is informed that the prop survival parameter of the first skill prop is updated at the second speed, that is, the update speed of the prop survival parameter of the first skill prop is increased, and the controlled character can also be informed that there is a fourth character in the game scene, and the fourth character and the first skill prop meet the aforementioned preset conditions.

[0103] In response to the second character being located in the second scene range corresponding to the plurality of first skill props, the preset time threshold is shortened. In this method, the plurality of first skill props are close to each other, the second scene ranges of the plurality of first skill props overlap, and the second character is located in the overlapping area of ​​the second scene ranges of the plurality of first skill props. At this time, the preset time threshold is shortened.

[0104] For example, the preset time threshold is 10 seconds. When the second scene ranges of two first skill props overlap and the second character is located in the overlapping area, the preset time threshold for the second character is 5 seconds, that is, when the second character is located in the overlapping area, the first character parameters are updated every 5 seconds.

[0105] Figure 5 In the example, the second scene ranges of the two first skill props overlap, and the second character is located in the overlapping area of ​​the two second scene ranges. For the second character, the preset time threshold is shortened, and the update speed of the first character parameters of the second character becomes faster.

[0106] In a specific implementation, the aforementioned first skill prop can be combined with other skill props to increase the prop benefits.

[0107] In response to a second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the first skill prop, determine the third scene range based on the target position; in response to the existence of a fifth character within the third scene range, update the first character parameters of the fifth character; wherein the fifth character is a game character other than the controlled character.

[0108] The second skill release instruction can be generated by triggering a second skill release control or a shortcut key; for example, the second skill release control is triggered by clicking, long pressing, sliding, etc., so as to generate the second skill release instruction. The second skill release control is usually a different skill control from the first skill release control in the aforementioned embodiment, and is used to release different skill props.

[0109] The second skill prop can be a flame prop, a bullet prop, etc. When the second skill prop hits the first skill prop, it can be understood that the second skill prop moves to the first skill prop, and then the third scene range is determined based on the target position. The third scene range can be the same as the aforementioned first scene range, or the same as the aforementioned second scene range, or the third scene range can also be a scene range outside the first scene range and the second scene range. In one embodiment, the third scene range is larger than the second scene range, and the second scene range is included in the third scene range.

[0110] The aforementioned fifth character is a game character located within the scope of the third scene, and the first character parameter of the fifth character is updated, for example, the first character parameter is increased by 1.

[0111] Through the above method, the two skill props can be combined to increase the update speed of character parameters, improve the benefits of skill release, reduce the frequency of skill release, reduce the time of the game, and save game resources.

[0112] Furthermore, after determining the range of the third scene based on the target position, the range of the third scene is controlled to gradually expand from the current range until the third scene range reaches a preset range threshold; in response to the presence of a sixth character within the expanded range of the third scene and the sixth character is not located in the current range, the first character parameters of the sixth character are updated; wherein the sixth character is a game character other than the controlled character.

[0113] The current range is the initial range when the third scene range is determined, and the third scene range gradually expands from the current range until it reaches the preset range threshold and stops expanding. In an example, the current range of the third scene range is a circular range with a radius of 5m, and then the radius gradually increases until it reaches a circular range of 15 meters, where 15 meters is the preset range threshold.

[0114] The aforementioned sixth character can be understood as a game character located in the third scene range of the preset range threshold and not located in the current range, and the range can be a circular range. The first character parameter of the sixth character is updated, for example, the first character parameter is increased by 1.

[0115] Further, in response to the second skill item hitting the first skill item, the first skill item is deleted. That is, after the second skill item hits the first skill item, the first skill item disappears from the game scene.

[0116] In response to the presence of a third skill item within the third scene range or within the expanded third scene range, it is determined that the third skill item is hit; wherein the third skill item is the same skill item as the first skill item.

[0117] The third skill item is another first skill item, that is, another first skill item other than the first skill item hit by the second skill item. In this method, after the second skill item hits one of the first skill items, if there are other first skill items within the third scene range, the other first skill items, i.e., the third skill item, will also be hit later.

[0118] After the third skill item is hit, you can also refer to the effect of the first skill item hit by the second skill item, which will not be repeated here.

[0119] In another embodiment, in response to the second skill item hitting the first skill item, the preset duration threshold of the first skill item is extended, and / or the preset range threshold when the range of the third scene is expanded is increased.

[0120] After the second skill item hits the first skill item, the preset duration threshold of the first skill item can be extended, and the preset range threshold when the third scene range spreads can be increased; or only the preset duration threshold of the first skill item can be extended, or only the preset range threshold when the third scene range spreads can be increased.

[0121] In this method, after the second skill item hits the first skill item, the first skill item does not disappear, but instead the preset duration threshold of the first skill item is extended. For example, the preset duration threshold is 100, and the extended preset duration threshold is 200. By extending the preset duration threshold, the existence time of the first skill item in the game scene is increased.

[0122] After the second skill item hits the first skill item, it can also increase the preset range threshold when the third scene range spreads, that is, increase the final range after the third scene range is expanded, which is conducive to increasing the number of game characters within the expanded third scene range, updating the first character parameters of more game characters, and further improving skill benefits.

[0123] It should be noted that, according to the character level of the controlled character, it can be determined that after the second skill item hits the first skill item, the first skill item is deleted, the preset survival threshold of the first skill item is extended, and the preset range threshold when the third scene range is expanded is increased. In one example, when the character level is low, after the second skill item hits the first skill item, the first skill item is deleted; when the character level is high, the preset survival threshold of the first skill item is extended, and / or the preset range threshold when the third scene range is expanded is increased.

[0124] In addition, the first skill item also has the benefit of exposing the game character.

[0125] In response to the first skill item being located at the target position, determining the fourth scene range based on the target position; in response to the presence of the seventh character within the fourth scene range, displaying the character position information of the seventh character.

[0126] The fourth scene range may be the same as the first scene range, or the second scene range, or the fourth scene range may be a scene range other than the first scene range and the second scene range. In one embodiment, the fourth scene range is larger than the second scene range, and the second scene range is included in the fourth scene range.

[0127] The seventh character is a game character located within the fourth scene. The character position information of the seventh character can be a character identifier displayed on a small map or a character identifier displayed in a game scene. The controlled character can know the character position of the seventh character through the character position information and quickly find the seventh character.

[0128] The seventh character is a game character blocked by the scene model. It is understandable that for a game character that is not blocked by the scene model, the game character can be directly displayed in the scene picture taken by the virtual camera corresponding to the controlled character, without displaying the character position information; for a game character blocked by the scene model, that is, the seventh character, the character model of the seventh character cannot be displayed in the scene picture, and in order to provide the character position of the seventh character to the controlled character, the character position information needs to be displayed.

[0129] Specifically, in response to the presence of the seventh character within the fourth scene and the seventh character being blocked by the scene model, a character identifier of the seventh character is displayed on the scene model. The character identifier may be a character outline, a character shadow, etc. of the seventh character. Through the character identifier, it can be revealed that the seventh character is behind the scene model, so that the seventh character can be found quickly.

[0130] In a specific implementation, in response to a first skill release instruction, a first target position and a second target position are determined based on the character position of the controlled character; and a first skill prop is placed at the first target position and the second target position, respectively.

[0131] In this method, by generating a first skill release instruction once, the corresponding first skill props can be displayed in two positions, that is, by generating a first skill release instruction once, multiple first skill props can be displayed in the game scene.

[0132] In actual implementation, the number of target positions after the first skill release instruction can be determined according to the character level of the controlled character; for example, when the character level is low, only one target position is determined, and when the character level is high, the number of target positions is greater.

[0133] In the above manner, the first target position and the second target position are determined based on the position of the character. For example, the first target position is located at a first orientation relative to the position of the character, such as the front, and the second target position is located at a second orientation equivalent to the position of the character, such as the back. For another example, the first target position is located at a first orientation relative to the position of the character, such as the left front, and the second target position is located at a second orientation equivalent to the position of the character, such as the right front.

[0134] Place a first skill prop at the first target prop and a first skill prop at the second target position. That is, after generating a first skill release instruction, two first skill props can be placed, thereby increasing the scene range determined by the first skill prop, increasing the number of game characters that update the first character parameters, and further improving the skill benefits.

[0135] Furthermore, the first target position is located in the direction of the controlled character, and the second target position is located in the opposite direction of the direction of the controlled character. That is, the first target position is located in front of the controlled character, and the second target position is located behind the controlled character.

[0136] The first target position is located in the direction the character is facing and the controlled character has a specified distance, or the first target position is determined based on the position adjustment instruction; the second target position has a specified distance from the controlled character.

[0137] The first target position is determined based on the method in the aforementioned embodiment. For example, the first target position is the position at a specified distance from the controlled character in the character direction when the first skill release control is clicked. Long press and slide the first skill release control to generate a position adjustment instruction, thereby adjusting the distance and direction of the first target position to obtain the first target position. The second target position cannot adjust the distance and direction. For example, the second target position is located in the opposite direction of the character direction and has a specified distance from the controlled character.

[0138] In one implementation, when the second skill item does not hit the aforementioned first skill item, the second skill item has other benefits.

[0139] In response to the second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the eighth character, update the first character parameter of the eighth character.

[0140] The second skill release instruction can be generated by triggering the second skill release control or shortcut key; for example, the second skill release control is triggered by clicking, long pressing, sliding, etc., thereby generating the second skill release instruction.

[0141] The second skill prop can be generated from the position of the controlled character and start to move. The second skill prop can have certain parameters such as width, length, thickness, etc. The second skill prop can be provided with a collision body, and the collision body monitors the game character in contact with the collision body. The game character in contact with the collision body is the eighth character hit by the second skill prop. After the eighth character is hit, the first character parameter of the eighth character is updated. The first character parameter of the eighth character will be updated, and the first character parameter can be increased or decreased. For example, the first character parameter increases by one.

[0142] Specifically, in response to the second skill release instruction, the character orientation of the controlled character is determined; and the second skill prop is released in the game scene along the direction of the character orientation.

[0143] The second skill prop starts to move from the controlled character, and moves in the game scene along the direction the character is facing. In an example, the second skill prop is a fireball prop, and the fireball prop moves in a straight line along the direction the character is facing.

[0144] This method is suitable for releasing the second skill props more quickly. The aforementioned second skill release instruction can be generated after triggering the second skill release control or shortcut key, such as clicking the second skill release control.

[0145] In another manner, in response to the second skill triggering instruction, the prop release direction is adjusted based on the second skill triggering instruction; in response to the release instruction associated with the second skill triggering instruction, the second skill prop is released in the game scene along the prop release direction.

[0146] The second skill trigger instruction can be generated by triggering the second skill release control or shortcut key, for example, long pressing the second skill release control. The release instruction can be generated by triggering the second skill release control, or by triggering other controls, scene screens, etc. For example, the second skill trigger instruction is generated by long pressing the second skill release control, and the related release instruction is generated by releasing the second skill release control. After the release instruction is generated, the second skill prop is released in the game scene along the prop release direction.

[0147] For example, long press the second skill release control, then perform a sliding operation, generate the second skill trigger command, and adjust the prop release direction accordingly. For example, after long pressing the second skill release control, slide your finger to the left, and the prop release direction will shift to the left.

[0148] Further, in response to the second skill trigger instruction, the character orientation of the controlled character is adjusted based on the second skill trigger instruction; wherein the character orientation is the prop release direction. The character orientation of the controlled character is adjusted by the second skill trigger instruction, and the character orientation is the prop release direction of the second skill prop. For example, long press the second skill release control, and then perform a sliding operation to generate the second skill trigger instruction, and the character orientation is adjusted accordingly. For example, after long pressing the second skill release control, the finger slides to the left, and the character orientation shifts to the left.

[0149] In addition, after long pressing the second skill release control, you can adjust the character's overrun by sliding the scene screen to adjust the direction of the prop release.

[0150] In one implementation, in response to a second skill release instruction, the second skill prop is controlled to move along a preset path from the position of the controlled character; in response to the second skill prop moving to an obstacle, the second skill prop is controlled to pass through the obstacle to continue moving along the preset path.

[0151] The second skill prop has the function of passing through obstacles. The aforementioned preset path can be a straight path, a curved path, etc. The second skill prop does not have a collision effect with obstacles. When the preset path passes through an obstacle, the second skill prop passes through the obstacle, and the moving path and moving speed of the second skill prop are not affected by the obstacle.

[0152] Furthermore, in response to the second skill prop moving to the designated scene model, the designated scene model is controlled to enter the first model state; in response to the ninth character interacting with the designated scene model in the first model state, the first character parameters of the ninth character are updated.

[0153] The second skill prop interacts with the designated scene model and can change the model state of the designated scene model. After the second skill prop moves to the designated scene model, the second skill prop can pass through the designated scene model, that is, the designated scene model does not have an obstacle effect on the second skill prop, and the second skill prop can also stop at the designated scene model position, that is, the designated scene model has an obstacle effect on the second skill prop.

[0154] The second skill prop moves to the designated scene model, and controls the designated scene model to enter the first model state. The first model state can be determined according to the prop type of the second skill prop. For example, if the second skill prop is a fireball prop, the first model state is a burning state; for example, if the second skill prop is a bullet prop, the first model state is a broken state, etc.

[0155] The game character that interacts with the designated scene model in the first model state is the ninth character. The ninth character interacts with the designated scene model in the first model state, for example, the ninth model changes the model position of the designated scene model, passes through the designated scene model, etc.

[0156] When the ninth character interacts with the designated scene model in the first model state, the first character parameter of the ninth character is updated, such as the first character parameter of the ninth character is increased by 1.

[0157] Furthermore, when the ninth character interacts with the designated scene model in the first model state, the designated scene model may stop the first model state and return to a normal state. For example, the first model state is a burning state, and when the ninth character interacts with the designated scene model in the first model state, the designated scene model stops the burning state and returns to a normal state.

[0158] In the above method, the model state of the scene model can be changed through the second skill prop, and the character parameters are updated by interacting with the scene model, which increases the number of game characters that update the first character parameters and further improves the skill benefits.

[0159] Furthermore, in response to the second skill release instruction, multiple second skill props are controlled to be released in the game scene at preset time intervals.

[0160] In this method, a second skill release instruction is generated once, and multiple second skill props can be released continuously, and the aforementioned preset time interval can be 0.5 seconds, 0.1 seconds, etc. For example, a second skill release instruction is generated once, and a second skill prop is released every 0.1 seconds until all 5 second skill props are released.

[0161] In actual implementation, the number of second skill props to be cast can be determined according to the character level of the controlled character; for example, when the character level is low, a second skill release instruction is generated once, and only one second skill prop is cast; when the character level is high, a second skill release instruction is generated once, and multiple second skill props can be released.

[0162] In response to the second skill item hitting the tenth character, it is determined that there is an eleventh character within the designated character range of the tenth character, and based on the tenth character, the second skill item is released to the eleventh character, and hits the eleventh character.

[0163] In this way, by releasing a second skill prop, multiple game characters can be hit continuously. The aforementioned designated character range can be determined according to the character position of the tenth character, for example, the range with a radius of 10 meters with the character position of the tenth character as the center is the designated character range.

[0164] When the tenth character is hit, the second skill item can be moved to the eleventh character by catapulting. When the eleventh character includes multiple characters, the second skill item can be moved to each of the eleventh characters by scattering.

[0165] In the above method, by hitting one game character, other game characters near the game character are hit successively, which increases the number of game characters whose parameters of the first character are updated, and further improves the skill benefit.

[0166] Corresponding to the above method embodiment, see Figure 6 The schematic diagram of an interactive control device for a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; the device includes:

[0167] The prop control module 60 is used to control the first skill prop to be placed at the target position in response to the first skill release instruction;

[0168] A range determination module 62, configured to determine a first scene range and a second scene range based on the target position in response to the first skill item being located at the target position;

[0169] A first parameter updating module 64 is used to update the first character parameter of the first character in response to the first character existing in the first scene; wherein the first character parameter is used to control the interaction speed when the first character interacts with a specified scene model in the game scene;

[0170] A second parameter updating module 66 is used to update the first character parameter of the second character in response to the second character existing in the second scene range and the duration of the second character being in the second scene range reaching a preset time threshold; wherein the second character includes: the first character, or a game character other than the first character and the controlled character;

[0171] The third parameter updating module 68 is used to update the second role parameters of the third role in response to the presence of a third role in the game scene whose first role parameters reach a preset parameter threshold; wherein the second role parameters are used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0172] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a first skill release instruction, the first skill prop is controlled to be placed at a target position; in response to the first skill prop being located at the target position, the first scene range and the second scene range are determined based on the target position; in response to the existence of the first character in the first scene range, the first character parameter of the first character is updated; wherein the first character parameter is used to: control the interaction speed when the first character interacts with a specified scene model in the game scene; in response to the existence of the second character in the second scene range, and the duration of the second character being located in the second scene range reaches a preset time threshold, the first character parameter of the second character is updated; wherein the second character includes: the first character, or, a game character other than the first character and the controlled character; in response to the existence of a third character in the game scene whose first character parameter reaches a preset parameter threshold, the second character parameter of the third character is updated; wherein the second character parameter is used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

[0173] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0174] The above-mentioned prop control module is used to: determine the character orientation of the controlled character in response to the first skill release instruction; determine the scene position at a specified distance from the controlled character as the target position along the direction of the character orientation, and control the first skill prop to be placed at the target position.

[0175] The above-mentioned prop control module is used to: in response to the first skill trigger instruction, display the prop identifier of the first skill prop in the game scene; wherein the prop identifier is used to indicate the target position; in response to the release instruction associated with the first skill trigger instruction, control the first skill prop to be placed at the target position indicated by the prop identifier.

[0176] The above-mentioned device also includes a position adjustment module, which is used to: adjust the target position indicated by the prop identifier in response to the position adjustment instruction associated with the first skill trigger instruction.

[0177] The above-mentioned position adjustment module is used to: adjust the relative direction between the target position indicated by the prop identifier and the controlled character in response to the direction adjustment instruction associated with the first skill trigger instruction; and / or, adjust the distance between the target position indicated by the prop identifier and the controlled character in response to the distance adjustment instruction associated with the first skill trigger instruction.

[0178] The second scene range is larger than the first scene range, and the second scene range includes the first scene range.

[0179] The above-mentioned first parameter updating module is used for: in response to the existence of the first character within the first scene range, updating the first character parameter of the first character to the first parameter value; the above-mentioned second parameter updating module is used for: in response to the duration of the first character being in the second scene range reaching a preset time threshold, continuing to update the first character parameter of the first character based on the first parameter value.

[0180] The above-mentioned first scene range includes: a first cylindrical area centered on the target position; the second scene range includes: a second cylindrical area centered on the target position; the first radius of the bottom circle of the first cylindrical area is smaller than the second radius of the bottom circle of the second cylindrical area.

[0181] The above-mentioned device also includes: a continuing update module, used to: reset the duration to an initial time; wherein the initial time is less than a preset time threshold; in response to the duration of the second character being located in the second scene range reaching the preset time threshold again, and the parameter value of the first character parameter of the second character not reaching the preset parameter threshold, continue to update the first character parameter of the second character.

[0182] The above-mentioned device also includes a continuous statistics module, which is used to: in response to the existence of a second character within the second scene range, count the duration of the second character being in the second scene range; in response to the duration not reaching a preset time threshold and the second character leaving the second scene range, save the current value of the duration and count the length of time the second character is away from the second scene range; in response to the second character entering the second scene range and the length of time away not reaching the departure time threshold, continue to count the duration starting from the saved current value of the duration.

[0183] The above-mentioned device also includes a re-counting module, which is used to: in response to the second character entering the second scene range and the absence time reaching the absence time threshold, count the duration from the initial time.

[0184] The above-mentioned device also includes a prop deletion module, which is used to: determine the placement time of the first skill props in response to the presence of multiple first skill props in the game scene and the number of first skill props exceeds a preset number threshold; based on the placement time, delete at least part of the first skill props from the game scene.

[0185] The above-mentioned prop deletion module is used to delete the first skill prop with the earliest placement time from the game scene.

[0186] The above-mentioned device also includes: a first deletion module, which is used to: in response to the first skill prop being located at the target position, update the prop survival parameter of the first skill prop; in response to the prop survival parameter reaching a preset survival threshold, delete the first skill prop.

[0187] After the above-mentioned first skill prop is deleted, the first scene range and the second scene range determined based on the target position of the first skill prop become invalid.

[0188] The above-mentioned first deletion module is used to: in response to the first skill prop being located at the target position, detect whether there is a fourth character that meets the preset conditions in the game scene; wherein the fourth character is a game character other than the controlled character; the preset conditions are determined based on the fourth character and the first skill prop; determine that there is no fourth character that meets the preset conditions in the game scene, and update the prop survival parameters of the first skill prop at a first speed; determine that there is a fourth character that meets the preset conditions in the game scene, and update the prop survival parameters of the first skill prop at a second speed; wherein the second speed is greater than the first speed.

[0189] The above-mentioned preset conditions include: the field of vision direction of the fourth character and the orientation of the first skill item meet the orientation preset conditions.

[0190] The above-mentioned orientation preset conditions are: the angle between the direction of the fourth character's virtual camera and the direction in which the fourth character points to the first skill prop is less than a preset angle threshold; the first skill prop is displayed in the scene picture captured by the fourth character's virtual camera.

[0191] The above-mentioned preset condition also includes: the fourth character is not in a designated control state.

[0192] The above-mentioned device also includes a prop state control module, which is used to: control the first skill prop to enter a specified prop state; wherein the specified prop state is used to indicate: updating the prop survival parameters of the first skill prop at a second speed.

[0193] The above-mentioned device also includes a threshold shortening module, which is used to: shorten the preset time threshold in response to the second character being located in the second scene range corresponding to the multiple first skill props.

[0194] The above-mentioned device also includes a prop release module, which is used to: respond to the second skill release instruction, control the release of the second skill prop in the game scene; respond to the second skill prop hitting the first skill prop, determine the third scene range based on the target position; respond to the existence of a fifth character in the third scene range, update the first character parameters of the fifth character; wherein the fifth character is a game character other than the controlled character.

[0195] The above-mentioned device also includes: a range expansion module, which is used to control the third scene range to gradually expand from the current range until the third scene range reaches a preset range threshold; in response to the existence of a sixth character within the expanded third scene range and the sixth character is not located in the current range, updating the first character parameters of the sixth character; wherein the sixth character is a game character other than the controlled character.

[0196] The above-mentioned device also includes a second deletion prop, which is used to delete the first skill prop in response to the second skill prop hitting the first skill prop.

[0197] The above-mentioned device also includes a prop hitting module, which is used to: in response to the presence of a third skill prop within the third scene range or the expanded third scene range, determine that the third skill prop is hit; wherein the third skill prop and the first skill prop are the same skill props.

[0198] The above-mentioned device also includes a threshold extension module, which is used to: in response to the second skill item hitting the first skill item, extend the preset survival threshold of the first skill item, and / or increase the preset range threshold when the third scene range spreads.

[0199] The above-mentioned device also includes an information display module, which is used to: in response to the first skill prop being located at the target position, determine the fourth scene range based on the target position; in response to the presence of the seventh character within the fourth scene range, display the character position information of the seventh character.

[0200] The seventh character mentioned above is a game character blocked by the scene model.

[0201] The information display module is used to: in response to the presence of the seventh character within the fourth scene and the seventh character being blocked by the scene model, display the character identification of the seventh character on the scene model.

[0202] The above-mentioned prop control module: in response to the first skill release instruction, determines the first target position and the second target position based on the character position of the controlled character; and places the first skill prop at the first target position and the second target position respectively.

[0203] The first target position is located in the direction in which the controlled character is facing, and the second target position is located in the opposite direction of the direction in which the controlled character is facing.

[0204] The first target position is located in the direction the character is facing and the controlled character has a specified distance, or the first target position is determined based on the position adjustment instruction; the second target position has a specified distance from the controlled character.

[0205] The above-mentioned device also includes a third parameter updating module, which is used to: control the release of the second skill prop in the game scene in response to the second skill release instruction; and update the first character parameter of the eighth character in response to the second skill prop hitting the eighth character.

[0206] The above-mentioned third parameter updating module is used to: determine the character orientation of the controlled character in response to the second skill release instruction; and release the second skill prop in the game scene along the direction of the character orientation.

[0207] The above-mentioned third parameter updating module is used to: respond to the second skill trigger instruction, adjust the prop release direction based on the second skill trigger instruction; respond to the release instruction associated with the second skill trigger instruction, release the second skill prop in the game scene along the prop release direction.

[0208] The above-mentioned third parameter updating module is used to: in response to the second skill triggering instruction, adjust the character orientation of the controlled character based on the second skill triggering instruction; wherein the character orientation is the direction of the prop release.

[0209] The above-mentioned third parameter updating module is used to: in response to the second skill release instruction, control the second skill prop to move along the preset path from the position of the controlled character; in response to the second skill prop moving to an obstacle, control the second skill prop to pass through the obstacle to continue moving along the preset path.

[0210] The above-mentioned device also includes a fourth parameter updating module, which is used to: in response to the second skill prop moving to the designated scene model, control the designated scene model to enter the first model state; in response to the ninth character interacting with the designated scene model in the first model state, update the first character parameter of the ninth character.

[0211] The third parameter updating module is used to: respond to the second skill release instruction and control the release of multiple second skill props in the game scene at a preset time interval.

[0212] The above-mentioned device also includes a first hitting module, which is used to: in response to the second skill prop hitting the tenth character, determine that there is an eleventh character within the specified character range of the tenth character, release the second skill prop to the eleventh character based on the tenth character, and hit the eleventh character.

[0213] The larger the first role parameter is, the slower the interaction speed is.

[0214] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0215] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.

[0216] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0217] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0218] The memory 101 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, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0219] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present 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 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0220] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0221] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface displays at least part of a game scene, the game scene includes a controlled character; the controlled character is controlled through the terminal device; the method comprises: in response to a first skill release instruction, controlling a first skill prop to be placed at a target position; in response to the first skill prop being located at the target position, determining a first scene range and a second scene range based on the target position; in response to the first character existing within the first scene range, updating a first character parameter of the first character; wherein the first character parameter is used to: control an interaction speed when the first character interacts with a specified scene model in the game scene; in response to the second character existing within the second scene range and the duration of the second character being located within the second scene range reaching a preset time threshold, updating the first character parameter of the second character; wherein the second character includes: the first character, or a game character other than the first character and the controlled character; in response to the third character existing in the game scene whose first character parameter reaches a preset parameter threshold, updating the second character parameter of the third character; wherein the second character parameter is used to: control the survival state of the third character in the game scene; the third character includes the first character and / or the second character.

[0222] In response to the first skill release instruction, the character orientation of the controlled character is determined; along the direction of the character orientation, a scene position at a specified distance from the controlled character is determined as a target position, and the first skill prop is controlled to be placed at the target position.

[0223] In response to a first skill triggering instruction, a prop identifier of a first skill prop is displayed in a game scene; wherein the prop identifier is used to indicate a target position; in response to a release instruction associated with the first skill triggering instruction, the first skill prop is controlled to be placed at the target position indicated by the prop identifier.

[0224] In response to the position adjustment instruction associated with the first skill triggering instruction, adjust the target position indicated by the prop identifier.

[0225] In response to a direction adjustment instruction associated with the first skill trigger instruction, adjust the relative direction between the target position indicated by the prop identifier and the controlled character; and / or, in response to a distance adjustment instruction associated with the first skill trigger instruction, adjust the distance between the target position indicated by the prop identifier and the controlled character.

[0226] The second scene range is larger than the first scene range, and the second scene range includes the first scene range.

[0227] In response to the first character existing within the first scene range, the first character parameter of the first character is updated to the first parameter value; in response to the duration of the first character being within the second scene range reaching a preset time threshold, the first character parameter of the first character continues to be updated based on the first parameter value.

[0228] The first scene range includes: a first cylindrical area centered on the target position; the second scene range includes: a second cylindrical area centered on the target position; the first radius of the bottom circle of the first cylindrical area is smaller than the second radius of the bottom circle of the second cylindrical area.

[0229] Reset the duration to an initial time; wherein the initial time is less than a preset time threshold; in response to the duration of the second character being within the second scene range reaching the preset time threshold again, and the parameter value of the first character parameter of the second character not reaching the preset parameter threshold, continue to update the first character parameter of the second character.

[0230] In response to the presence of a second character within the second scene scope, the duration of the second character being within the second scene scope is counted; in response to the duration not reaching a preset time threshold and the second character leaving the second scene scope, the current value of the duration is saved and the absence duration of the second character leaving the second scene scope is counted; in response to the second character entering the second scene scope and the absence duration not reaching the absence time threshold, the duration is continued to be counted starting from the saved current value of the duration.

[0231] In response to the second character entering the second scene range and the absence time reaching the absence time threshold, the duration is counted starting from the initial time.

[0232] In response to the presence of multiple first skill props in the game scene and the number of the first skill props exceeds a preset number threshold, the placement time of the first skill props is determined; based on the placement time, at least part of the first skill props is deleted from the game scene.

[0233] Delete the first skill item that was placed earliest from the game scene.

[0234] In response to the first skill item being located at the target position, updating the item survival parameter of the first skill item; in response to the item survival parameter reaching a preset survival threshold, deleting the first skill item.

[0235] After the first skill item is deleted, the first scene range and the second scene range determined based on the target position of the first skill item become invalid.

[0236] In response to the first skill prop being located at the target position, detecting whether there is a fourth character that meets the preset conditions in the game scene; wherein the fourth character is a game character other than the controlled character; the preset conditions are determined based on the fourth character and the first skill prop; determining that there is no fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a first speed; determining that there is a fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a second speed; wherein the second speed is greater than the first speed.

[0237] The preset conditions include: the field of vision direction of the fourth character and the orientation of the first skill item meet the orientation preset conditions.

[0238] The preset orientation condition is: the angle between the direction of the fourth character's virtual camera and the direction in which the fourth character points to the first skill prop is less than a preset angle threshold; the first skill prop is displayed in the scene image captured by the fourth character's virtual camera.

[0239] The preset condition also includes: the fourth character is not in a designated control state.

[0240] Control the first skill prop to enter a specified prop state; wherein the specified prop state is used to indicate: update the prop continuation parameters of the first skill prop at a second speed.

[0241] In response to the second character being located within a second scene range corresponding to the plurality of first skill props, the preset time threshold is shortened.

[0242] In response to a second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the first skill prop, determine the third scene range based on the target position; in response to the existence of a fifth character within the third scene range, update the first character parameters of the fifth character; wherein the fifth character is a game character other than the controlled character.

[0243] Control the third scene range to gradually expand from the current range until the third scene range reaches a preset range threshold; in response to the presence of a sixth character within the expanded third scene range and the sixth character is not located in the current range, update the first character parameter of the sixth character; wherein the sixth character is a game character other than the controlled character.

[0244] In response to the second skill item hitting the first skill item, the first skill item is deleted.

[0245] In response to the presence of a third skill item within the third scene range or within the expanded third scene range, it is determined that the third skill item is hit; wherein the third skill item is the same skill item as the first skill item.

[0246] In response to the second skill item hitting the first skill item, the preset duration threshold of the first skill item is extended, and / or the preset range threshold when the third scene range spreads is increased.

[0247] In response to the first skill item being located at the target position, determining the fourth scene range based on the target position; in response to the presence of the seventh character within the fourth scene range, displaying the character position information of the seventh character.

[0248] The seventh character is a game character that is blocked by the scene model.

[0249] In response to the seventh character existing within the fourth scene range and being blocked by the scene model, a character identifier of the seventh character is displayed on the scene model.

[0250] In response to the first skill release instruction, a first target position and a second target position are determined based on the character position of the controlled character; and a first skill prop is placed at the first target position and the second target position respectively.

[0251] The first target position is located in the facing direction of the controlled character, and the second target position is located in the opposite direction of the facing direction.

[0252] The first target position is located in the direction the character is facing and the controlled character has a specified distance, or the first target position is determined based on the position adjustment instruction; the second target position has a specified distance from the controlled character.

[0253] In response to the second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the eighth character, update the first character parameter of the eighth character.

[0254] In response to the second skill release instruction, the character orientation of the controlled character is determined; and the second skill prop is released in the game scene along the direction of the character orientation.

[0255] In response to the second skill triggering instruction, the prop release direction is adjusted based on the second skill triggering instruction; in response to the release instruction associated with the second skill triggering instruction, the second skill prop is released in the game scene along the prop release direction.

[0256] In response to the second skill triggering instruction, the character orientation of the controlled character is adjusted based on the second skill triggering instruction; wherein the character orientation is the direction of the prop release.

[0257] In response to the second skill release instruction, the second skill prop is controlled to move along a preset path from the position of the controlled character; in response to the second skill prop moving to an obstacle, the second skill prop is controlled to pass through the obstacle to continue moving along the preset path.

[0258] In response to the second skill prop moving to the designated scene model, the designated scene model is controlled to enter the first model state; in response to the ninth character interacting with the designated scene model in the first model state, the first character parameters of the ninth character are updated.

[0259] In response to the second skill release instruction, multiple second skill props are controlled to be released in the game scene according to a preset time interval.

[0260] In response to the second skill item hitting the tenth character, it is determined that there is an eleventh character within the designated character range of the tenth character, and based on the tenth character, the second skill item is released to the eleventh character, and hits the eleventh character.

[0261] The larger the first role parameter is, the slower the interaction speed is.

[0262] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0263] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0264] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:

[0265] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface displays at least part of a game scene, the game scene includes a controlled character; the controlled character is controlled through the terminal device; the method comprises: in response to a first skill release instruction, controlling a first skill prop to be placed at a target position; in response to the first skill prop being located at the target position, determining a first scene range and a second scene range based on the target position; in response to the first character existing within the first scene range, updating a first character parameter of the first character; wherein the first character parameter is used to: control an interaction speed when the first character interacts with a specified scene model in the game scene; in response to the second character existing within the second scene range and the duration of the second character being located within the second scene range reaching a preset time threshold, updating the first character parameter of the second character; wherein the second character includes: the first character, or a game character other than the first character and the controlled character; in response to the third character existing in the game scene whose first character parameter reaches a preset parameter threshold, updating the second character parameter of the third character; wherein the second character parameter is used to: control the survival state of the third character in the game scene; the third character includes the first character and / or the second character.

[0266] In response to the first skill release instruction, the character orientation of the controlled character is determined; along the direction of the character orientation, a scene position at a specified distance from the controlled character is determined as a target position, and the first skill prop is controlled to be placed at the target position.

[0267] In response to a first skill triggering instruction, a prop identifier of a first skill prop is displayed in a game scene; wherein the prop identifier is used to indicate a target position; in response to a release instruction associated with the first skill triggering instruction, the first skill prop is controlled to be placed at the target position indicated by the prop identifier.

[0268] In response to the position adjustment instruction associated with the first skill triggering instruction, adjust the target position indicated by the prop identifier.

[0269] In response to a direction adjustment instruction associated with the first skill trigger instruction, adjust the relative direction between the target position indicated by the prop identifier and the controlled character; and / or, in response to a distance adjustment instruction associated with the first skill trigger instruction, adjust the distance between the target position indicated by the prop identifier and the controlled character.

[0270] The second scene range is larger than the first scene range, and the second scene range includes the first scene range.

[0271] In response to the first character existing within the first scene range, the first character parameter of the first character is updated to the first parameter value; in response to the duration of the first character being within the second scene range reaching a preset time threshold, the first character parameter of the first character continues to be updated based on the first parameter value.

[0272] The first scene range includes: a first cylindrical area centered on the target position; the second scene range includes: a second cylindrical area centered on the target position; the first radius of the bottom circle of the first cylindrical area is smaller than the second radius of the bottom circle of the second cylindrical area.

[0273] Reset the duration to an initial time; wherein the initial time is less than a preset time threshold; in response to the duration of the second character being within the second scene range reaching the preset time threshold again, and the parameter value of the first character parameter of the second character not reaching the preset parameter threshold, continue to update the first character parameter of the second character.

[0274] In response to the presence of a second character within the second scene scope, the duration of the second character being within the second scene scope is counted; in response to the duration not reaching a preset time threshold and the second character leaving the second scene scope, the current value of the duration is saved and the absence duration of the second character leaving the second scene scope is counted; in response to the second character entering the second scene scope and the absence duration not reaching the absence time threshold, the duration is continued to be counted starting from the saved current value of the duration.

[0275] In response to the second character entering the second scene range and the absence time reaching the absence time threshold, the duration is counted starting from the initial time.

[0276] In response to the presence of multiple first skill props in the game scene and the number of the first skill props exceeds a preset number threshold, the placement time of the first skill props is determined; based on the placement time, at least part of the first skill props is deleted from the game scene.

[0277] Delete the first skill item that was placed earliest from the game scene.

[0278] In response to the first skill item being located at the target position, updating the item survival parameter of the first skill item; in response to the item survival parameter reaching a preset survival threshold, deleting the first skill item.

[0279] After the first skill item is deleted, the first scene range and the second scene range determined based on the target position of the first skill item become invalid.

[0280] In response to the first skill prop being located at the target position, detecting whether there is a fourth character that meets the preset conditions in the game scene; wherein the fourth character is a game character other than the controlled character; the preset conditions are determined based on the fourth character and the first skill prop; determining that there is no fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a first speed; determining that there is a fourth character that meets the preset conditions in the game scene, updating the prop survival parameters of the first skill prop at a second speed; wherein the second speed is greater than the first speed.

[0281] The preset conditions include: the field of vision direction of the fourth character and the orientation of the first skill item meet the orientation preset conditions.

[0282] The preset orientation condition is: the angle between the direction of the fourth character's virtual camera and the direction in which the fourth character points to the first skill prop is less than a preset angle threshold; the first skill prop is displayed in the scene image captured by the fourth character's virtual camera.

[0283] The preset condition also includes: the fourth character is not in a designated control state.

[0284] Control the first skill prop to enter a specified prop state; wherein the specified prop state is used to indicate: update the prop continuation parameters of the first skill prop at a second speed.

[0285] In response to the second character being located within a second scene range corresponding to the plurality of first skill props, the preset time threshold is shortened.

[0286] In response to a second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the first skill prop, determine the third scene range based on the target position; in response to the existence of a fifth character within the third scene range, update the first character parameters of the fifth character; wherein the fifth character is a game character other than the controlled character.

[0287] Control the third scene range to gradually expand from the current range until the third scene range reaches a preset range threshold; in response to the presence of a sixth character within the expanded third scene range and the sixth character is not located in the current range, update the first character parameter of the sixth character; wherein the sixth character is a game character other than the controlled character.

[0288] In response to the second skill item hitting the first skill item, the first skill item is deleted.

[0289] In response to the presence of a third skill item within the third scene range or within the expanded third scene range, it is determined that the third skill item is hit; wherein the third skill item is the same skill item as the first skill item.

[0290] In response to the second skill item hitting the first skill item, the preset duration threshold of the first skill item is extended, and / or the preset range threshold when the third scene range spreads is increased.

[0291] In response to the first skill item being located at the target position, determining the fourth scene range based on the target position; in response to the presence of the seventh character within the fourth scene range, displaying the character position information of the seventh character.

[0292] The seventh character is a game character that is blocked by the scene model.

[0293] In response to the seventh character existing within the fourth scene range and being blocked by the scene model, a character identifier of the seventh character is displayed on the scene model.

[0294] In response to the first skill release instruction, a first target position and a second target position are determined based on the character position of the controlled character; and a first skill prop is placed at the first target position and the second target position respectively.

[0295] The first target position is located in the facing direction of the controlled character, and the second target position is located in the opposite direction of the facing direction.

[0296] The first target position is located in the direction the character is facing and the controlled character has a specified distance, or the first target position is determined based on the position adjustment instruction; the second target position has a specified distance from the controlled character.

[0297] In response to the second skill release instruction, control the release of the second skill prop in the game scene; in response to the second skill prop hitting the eighth character, update the first character parameter of the eighth character.

[0298] In response to the second skill release instruction, the character orientation of the controlled character is determined; and the second skill prop is released in the game scene along the direction of the character orientation.

[0299] In response to the second skill triggering instruction, the prop release direction is adjusted based on the second skill triggering instruction; in response to the release instruction associated with the second skill triggering instruction, the second skill prop is released in the game scene along the prop release direction.

[0300] In response to the second skill triggering instruction, the character orientation of the controlled character is adjusted based on the second skill triggering instruction; wherein the character orientation is the direction of the prop release.

[0301] In response to the second skill release instruction, the second skill prop is controlled to move along a preset path from the position of the controlled character; in response to the second skill prop moving to an obstacle, the second skill prop is controlled to pass through the obstacle to continue moving along the preset path.

[0302] In response to the second skill prop moving to the designated scene model, the designated scene model is controlled to enter the first model state; in response to the ninth character interacting with the designated scene model in the first model state, the first character parameters of the ninth character are updated.

[0303] In response to the second skill release instruction, multiple second skill props are controlled to be released in the game scene according to a preset time interval.

[0304] In response to the second skill item hitting the tenth character, it is determined that there is an eleventh character within the designated character range of the tenth character, and based on the tenth character, the second skill item is released to the eleventh character, and hits the eleventh character.

[0305] The larger the first role parameter is, the slower the interaction speed is.

[0306] In the above method, by releasing skill props, the first scene range and the second scene range are determined, and the first character parameter of the character is updated through the different ranges where the character is located to control the interaction speed of the character, and the second character parameter is updated through the first character parameter to control the survival status of the character; the skill prop can affect the character from multiple aspects such as interaction speed and survival status, and the range of influence is large. The benefits of each release of the skill prop are obvious, which reduces the frequency of skill release, reduces the time spent in the game, and saves game resources.

[0307] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0308] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0309] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0310] 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 enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0311] 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.

[0312] Finally, it should be noted that the above 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 embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above 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 based on the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled character; The controlled role is controlled by the terminal device; the method comprises: In response to the first skill release instruction, control the first skill item to be placed at the target position; In response to the first skill item being located at the target position, determining a first scene range and a second scene range based on the target position; In response to the first character existing within the first scene range, updating the first character parameter of the first character; wherein the first character parameter is used to: control the interaction speed when the first character interacts with a specified scene model in the game scene; In response to the presence of a second character within the second scene range, and the duration of the second character being within the second scene range reaching a preset time threshold, updating the first character parameter of the second character; wherein the second character includes: the first character, or a game character other than the first character and the controlled character; In response to the presence of a third character in the game scene whose first character parameters reach a preset parameter threshold, the second character parameters of the third character are updated; wherein the second character parameters are used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

2. The method according to claim 1, characterized in that In response to the first skill release instruction, the step of controlling the first skill item to be placed at the target position includes: In response to a first skill release instruction, determining a character orientation of the controlled character; Along the direction in which the character is facing, a scene position at a specified distance from the controlled character is determined as a target position, and the first skill prop is controlled to be placed at the target position.

3. The method according to claim 1, characterized in that In response to the first skill release instruction, the step of controlling the first skill item to be placed at the target position includes: In response to the first skill triggering instruction, displaying a prop identifier of the first skill prop in the game scene; wherein the prop identifier is used to indicate a target position; In response to a release instruction associated with the first skill trigger instruction, the first skill item is controlled to be placed at a target position indicated by the item identifier.

4. The method according to claim 3, characterized in that Before the step of controlling the first skill item to be placed at a target position indicated by the item identifier in response to a release instruction associated with the first skill trigger instruction, the method further includes: In response to the position adjustment instruction associated with the first skill triggering instruction, the target position indicated by the prop identifier is adjusted.

5. The method according to claim 4, characterized in that In response to the position adjustment instruction associated with the first skill triggering instruction, the step of adjusting the target position indicated by the prop identifier includes: In response to the direction adjustment instruction associated with the first skill triggering instruction, adjusting the relative direction between the target position indicated by the prop identifier and the controlled character; And / or, in response to the distance adjustment instruction associated with the first skill triggering instruction, the distance between the target position indicated by the prop identifier and the controlled character is adjusted.

6. The method according to claim 1, characterized in that The second scene range is larger than the first scene range, and the second scene range includes the first scene range.

7. The method according to claim 6, characterized in that In response to the first character existing within the first scene range, the step of updating the first character parameter of the first character comprises: in response to the first character existing within the first scene range, updating the first character parameter of the first character to a first parameter value; In response to the second character existing within the second scene range and the duration of the second character being within the second scene range reaching a preset time threshold, the step of updating the first character parameter of the second character comprises: In response to the duration that the first character is located in the second scene range reaching a preset time threshold, the first character parameter of the first character continues to be updated based on the first parameter value.

8. The method according to claim 1, characterized in that The first scene range includes: a first cylindrical area centered on the target position; the second scene range includes: a second cylindrical area centered on the target position; The first radius of the bottom circle of the first cylindrical region is smaller than the second radius of the bottom circle of the second cylindrical region.

9. The method according to claim 1, characterized in that: In response to the second character existing within the second scene range and the duration of the second character being within the second scene range reaching a preset time threshold, after the step of updating the first character parameter of the second character, the method further includes: Resetting the duration to an initial time; wherein the initial time is less than the preset time threshold; In response to the duration of the second character being in the second scene range reaching the preset time threshold again, and the parameter value of the first character parameter of the second character not reaching the preset parameter threshold, the first character parameter of the second character continues to be updated.

10. The method according to claim 1, characterized in that The method further comprises: In response to the second character being within the second scene range, counting the duration of the second character being within the second scene range; In response to the duration not reaching the preset time threshold and the second character leaving the second scene range, saving the current value of the duration and counting the time the second character has been away from the second scene range; In response to the second character entering the second scene range and the absence duration not reaching the absence time threshold, the duration continues to be counted starting from the saved current value of the duration.

11. The method according to claim 10, characterized in that The method further comprises: In response to the second character entering the second scene range and the absence time reaching an absence time threshold, the duration is counted starting from an initial time.

12. The method according to claim 1, characterized in that After the steps of determining a target position of a first skill item in the game scene in response to a first skill release instruction and controlling the first skill item to be placed at the target position, the method further includes: In response to the presence of a plurality of the first skill props in the game scene, and the number of the first skill props exceeds a preset number threshold, determining a placement time of the first skill prop; Based on the placement time, at least part of the first skill props is deleted from the game scene.

13. The method according to claim 12, characterized in that The step of deleting at least part of the first skill props from the game scene based on the placement time includes: The first skill item with the earliest placement time is deleted from the game scene.

14. The method according to claim 1, characterized in that The method further comprises: In response to the first skill item being located at the target position, updating an item survival parameter of the first skill item; In response to the item survival parameter reaching a preset survival threshold, the first skill item is deleted.

15. The method according to claim 14, characterized in that After the first skill item is deleted, the first scene range and the second scene range determined based on the target position of the first skill item become invalid.

16. The method according to claim 14, characterized in that In response to the first skill item being located at the target position, the step of updating the item survival parameter of the first skill item comprises: In response to the first skill item being located at the target position, detecting whether there is a fourth character that meets a preset condition in the game scene; wherein the fourth character is a game character other than the controlled character; and the preset condition is determined based on the fourth character and the first skill item; Determining that there is no fourth character that meets the preset condition in the game scene, and updating the item survival parameter of the first skill item at a first speed; Determine that there is a fourth character that meets the preset conditions in the game scene, and update the prop survival parameter of the first skill prop at a second speed; wherein the second speed is greater than the first speed.

17. The method according to claim 16, characterized in that The preset conditions include: The field of view direction of the fourth character and the orientation of the first skill item meet the preset orientation conditions.

18. The method according to claim 17, characterized in that The preset orientation condition is: the angle between the direction of the fourth character's virtual camera and the direction in which the fourth character points to the first skill item is less than a preset angle threshold; The first skill prop is displayed on the scene image captured by the virtual camera of the fourth character.

19. The method according to claim 17, characterized in that The preset condition also includes: the fourth character is not in a designated control state.

20. The method according to claim 16, characterized in that After determining that there is a fourth character that meets the preset condition in the game scene, and updating the item survival parameter of the first skill item at a second speed, the method further includes: Control the first skill item to enter a specified item state; wherein the specified item state is used to indicate: updating the item survival parameters of the first skill item at a second speed.

21. The method according to claim 1, characterized in that The method further comprises: In response to the second character being located within a second scene range corresponding to a plurality of the first skill props, the preset time threshold is shortened.

22. The method according to claim 1, characterized in that The method further comprises: In response to the second skill release instruction, controlling the release of the second skill prop in the game scene; In response to the second skill item hitting the first skill item, determining a third scene range based on the target position; In response to the existence of a fifth character within the scope of the third scene, the first character parameter of the fifth character is updated; wherein the fifth character is a game character other than the controlled character.

23. The method according to claim 22, characterized in that In response to the second skill item hitting the first skill item, after the step of determining a third scene range based on the target position, the method further includes: Controlling the third scene range to gradually expand from the current range until the third scene range reaches a preset range threshold; In response to the existence of a sixth character within the expanded third scene range and the sixth character is not located in the current range, the first character parameter of the sixth character is updated; wherein the sixth character is a game character other than the controlled character.

24. The method according to claim 22, characterized in that The method further comprises: In response to the second skill item hitting the first skill item, the first skill item is deleted.

25. The method according to claim 22, characterized in that The method further comprises: In response to the presence of a third skill item within the third scene range or within the expanded third scene range, determining that the third skill item is hit; wherein the third skill item is the same skill item as the first skill item.

26. The method according to claim 22, characterized in that The method further comprises: In response to the second skill item hitting the first skill item, the preset duration threshold of the first skill item is extended, and / or the preset range threshold when the third scene range spreads is increased.

27. The method according to claim 1, characterized in that The method further comprises: In response to the first skill item being located at the target position, determining a fourth scene range based on the target position; In response to the seventh character existing within the fourth scene range, character position information of the seventh character is displayed.

28. The method according to claim 27, characterized in that The seventh character is a game character blocked by the scene model.

29. The method according to claim 28, characterized in that In response to the seventh character existing within the fourth scene, the step of displaying the character position information of the seventh character comprises: In response to the presence of a seventh character within the fourth scene range and the seventh character being blocked by the scene model, a character identifier of the seventh character is displayed on the scene model.

30. The method according to claim 1, characterized in that In response to the first skill release instruction, the step of controlling the first skill item to be placed at the target position includes: In response to a first skill release instruction, determining a first target position and a second target position based on a character position of the controlled character; Place the first skill item at the first target position and the second target position respectively.

31. The method according to claim 30, characterized in that The first target position is located in the facing direction of the controlled character, and the second target position is located in the opposite direction of the facing direction.

32. The method according to claim 30, characterized in that The first target position is located in the direction the character is facing and the controlled character has a specified distance, or the first target position is determined based on a position adjustment instruction; The second target position has a specified distance from the controlled character.

33. The method according to claim 1, characterized in that The method further comprises: In response to the second skill release instruction, controlling the release of the second skill prop in the game scene; In response to the second skill item hitting the eighth character, the first character parameter of the eighth character is updated.

34. The method according to claim 33, characterized in that In response to the second skill release instruction, the step of controlling the release of the second skill prop in the game scene includes: In response to a second skill release instruction, determining a character orientation of the controlled character; Release the second skill item in the game scene along the direction the character is facing.

35. The method according to claim 33, characterized in that In response to the second skill release instruction, the step of controlling the release of the second skill prop in the game scene includes: In response to a second skill triggering instruction, adjusting a prop release direction based on the second skill triggering instruction; In response to the release instruction associated with the second skill trigger instruction, the second skill prop is released in the game scene along the prop release direction.

36. The method according to claim 35, characterized in that In response to the second skill triggering instruction, the step of adjusting the prop release direction based on the second skill triggering instruction includes: In response to a second skill triggering instruction, the character orientation of the controlled character is adjusted based on the second skill triggering instruction; wherein the character orientation is a prop release direction.

37. The method according to claim 33, characterized in that In response to the second skill release instruction, the step of controlling the release of the second skill prop in the game scene includes: In response to the second skill release instruction, controlling the second skill prop to start moving along a preset path from the position where the controlled character is located; In response to the second skill item moving to an obstacle, the second skill item is controlled to pass through the obstacle to continue moving along the preset path.

38. The method according to claim 35, characterized in that The method further comprises: In response to the second skill item moving to the designated scene model, controlling the designated scene model to enter a first model state; In response to the ninth character interacting with the designated scene model in the first model state, the first character parameter of the ninth character is updated.

39. The method according to claim 33, characterized in that In response to the second skill release instruction, the step of controlling the release of the second skill prop in the game scene includes: In response to the second skill release instruction, the release of multiple second skill props in the game scene is controlled according to a preset time interval.

40. The method according to claim 33, characterized in that The method further comprises: In response to the second skill item hitting the tenth character, it is determined that there is an eleventh character within the designated character range of the tenth character, and the second skill item is released to the eleventh character based on the tenth character, and hits the eleventh character.

41. The method according to claim 1, characterized in that The larger the first role parameter is, the slower the interaction speed is.

42. An interactive control device for a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled character; The controlled role is controlled by the terminal device; the device comprises: A prop control module, used for controlling the first skill prop to be placed at a target position in response to a first skill release instruction; A range determination module, configured to determine a first scene range and a second scene range based on the target position in response to the first skill item being located at the target position; A first parameter updating module, configured to update a first character parameter of the first character in response to the first character existing within the first scene; wherein the first character parameter is used to control an interaction speed when the first character interacts with a specified scene model in the game scene; A second parameter updating module is configured to update the first character parameter of the second character in response to the presence of the second character within the second scene range and the duration of the second character being within the second scene range reaching a preset time threshold; wherein the second character includes: the first character, or a game character other than the first character and the controlled character; A third parameter updating module is used to update the second role parameters of the third role in response to the presence of a third role in the game scene whose first role parameters reach a preset parameter threshold; wherein the second role parameters are used to: control the survival status of the third character in the game scene; the third character includes the first character and / or the second character.

43. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-41.

44. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-41.