Game interaction control method and device and electronic equipment

By introducing interactive control methods of multiple skill types in the game, the problem of single interaction mode in the game game is solved, and a richer game space and higher game efficiency is achieved.

CN120037658APending Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510246839.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-03
Publication Date
2025-05-27

AI Technical Summary

Technical Problem

In game games, the interaction between the game characters and the scene terrain is relatively single, which limits the player's game space and affects the game efficiency.

Method used

Provides a graphical user interface through the terminal device, displays the game scene and controls controlled characters, including the first skill and the second skill. After the first skill is released, the type of the second skill is determined according to the preset scene target type of the skill release position and the usage permissions are configured. Different types of second skills produce different skill effects.

Benefits of technology

It enriches the interaction between the game characters and the scene terrain. By selecting the type of preset scene targets, players can obtain corresponding new skills, expand the game space and improve the game efficiency.

✦ 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 triggering of a first skill, controlling a controlled role to release the first skill to a skill release position determined from a game scene; based on the type of the corresponding preset scene target on the skill release position, determining the skill type of the second skill, and configuring the use permission corresponding to the second skill to the controlled role, the skill effects generated by the second skill of different skill types being different; and in response to the second skill being triggered, controlling the controlled role to release the second skill of the skill type in the game scene. According to the mode, the interaction mode of the game role and the scene terrain is enriched, the player can obtain the corresponding new skill by selecting the type of the preset scene target, the game space of the player is enriched, and the game playing efficiency is improved.
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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 the game, the game character can interact with the scene terrain. For example, when the game character is in the designated terrain, it can generate benefits for the game character itself; or, the game character obtains energy from the designated terrain, which can add to the game character's attributes, etc. The interaction between the game character and the scene terrain is relatively simple, which limits the player's gaming space and affects the efficiency of the game. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to enrich the gaming space of players and improve the efficiency of the game.

[0004] In the first aspect, an embodiment of the present invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least a part of a game scene; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; in response to the first skill being triggered, the controlled character is controlled to release the first skill to a skill release position determined from the game scene; based on the type of the preset scene target corresponding to the skill release position, the skill type of the second skill is determined, and the corresponding usage permission of the second skill is configured for the controlled character, wherein second skills of different skill types produce different skill effects; in response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

[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; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; a first release module, which is used to control the controlled character to release the first skill to a skill release position determined from the game scene in response to the first skill being triggered; a permission configuration module, which is used to determine the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position, and configure the corresponding usage permission of the second skill to the controlled character, wherein second skills of different skill types produce different skill effects; a second release module, which is used to control the controlled character to release the second skill of the skill type in the game scene in response to the second skill being triggered.

[0006] In a third aspect, an embodiment of the present invention 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-mentioned game.

[0007] In a fourth aspect, an embodiment of the present invention 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-mentioned game.

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

[0009] 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; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; in response to the first skill being triggered, the controlled character is controlled to release the first skill to a skill release position determined from the game scene; based on the type of the preset scene target corresponding to the skill release position, the skill type of the second skill is determined, and the corresponding usage permission of the second skill is configured for the controlled character, wherein the skill effects generated by second skills of different skill types are different; in response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

[0010] In the above method, after releasing the first skill, the type of the preset scene target corresponding to the skill release position can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or scenes; this method enriches the interaction between game characters and scene terrain. By selecting the type of preset scene target, players can obtain corresponding new skills, enriching the player's game space and improving game efficiency.

[0011] 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.

[0012] 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

[0013] 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.

[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of a position indication mark and a preset scene target provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of another position indication mark and a preset scene target provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a preset scene target and an enemy character provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of a preset scene target and a door model provided by an embodiment of the present invention;

[0019] Figure 6 (a) is a schematic diagram of skill types and authority identifiers provided in an embodiment of the present invention;

[0020] Figure 6 (b) is a schematic diagram showing that the number of permissions provided by the embodiment of the present invention is full;

[0021] Figure 7 A schematic diagram of an extended model provided by an embodiment of the present invention;

[0022] Figure 8 A schematic diagram of another extension model provided by an embodiment of the present invention;

[0023] Fig. 9 A schematic diagram of an extension path and a skill release area provided by an embodiment of the present invention;

[0024] Fig.10 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0025] Fig.11 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0026] 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.

[0027] Taking into account that the interaction method between game characters and scene terrain is relatively simple, which limits the player's gaming space and affects the efficiency of the game, based on this, the embodiments of the present invention provide a game interactive control method, device and electronic device, which can be applied to various types of games, for example, asymmetric competitive games, or other games with skill release functions.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] The above-mentioned 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, for example, by issuing instructions through the terminal device, thereby controlling the controlled character to move in the game scene, release skills, interact with the scene model, etc. A virtual camera is set in the game scene, and the virtual camera moves with the controlled character and turns with the direction of the controlled character. The scene picture obtained by the virtual camera shooting the game scene is displayed in the above-mentioned graphical user interface.

[0033] In the first-person perspective, the scene picture captured by the virtual camera does not include the controlled character or only includes parts of the controlled character, such as arms, palms, etc.; in the third-person perspective, the scene picture captured by the virtual camera usually includes the complete controlled character, for example, the complete back of the controlled character is displayed in the scene picture.

[0034] The controlled character includes a first skill, and the controlled character has the authority to release the first skill. The controlled character can obtain the right to use the second skill by releasing the first skill. The controlled character also includes a second skill, and the second skill can be understood as a new skill obtained by releasing the first skill.

[0035] In one example, the first skill may enable a specific scene target changing function in the game scene, and the second skill may be a movement control skill, a terrain control skill, a gain skill, etc.

[0036] like Figure 1 As shown, the interactive control method of the game includes the following steps:

[0037] Step S102, in response to the first skill being triggered, controlling the controlled character to release the first skill at a skill release position determined from the game scene;

[0038] The above-mentioned first skill can be triggered by a first release instruction, and the first release instruction can be generated by triggering a skill release control or a shortcut key. For example, the skill release control is clicked, double-clicked, long pressed, slid, etc. to generate the first release instruction.

[0039] The skill release position can be a position point or a range, such as a circular range with a specified radius, a fan-shaped range, etc. Specifically, the skill release position can be determined according to the position and direction of the controlled character. For example, after the first release instruction is generated, the position 5 meters in front of the controlled character is determined as the skill release position. When the skill release position is a range, the position 5 meters in front of the controlled character is used as the center point or vertex of the range.

[0040] The skill release position can also be determined during the process of generating the first release instruction, for example, by performing a long press operation or a sliding operation on the skill release control, and adjusting the skill release position by the operation duration of the long press operation or the operation contact of the sliding operation.

[0041] After determining the skill release position, release the first skill at the skill release position; the first skill has an effect on the skill release position, for example, the first skill can obtain attack energy from the skill release position, change the interactive function of the scene target in the first release position, etc.

[0042] Step S104, determining the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position, and configuring the use permission corresponding to the second skill to the controlled character, wherein the skill effects generated by the second skills of different skill types are different;

[0043] The skill type of the second skill can also be determined according to the type of the preset scene target; the second skill is a new skill generated after the first skill is released. Multiple skill types of second skills can be pre-set, for example, movement control type, terrain change type, gain type, etc., and the corresponding relationship between the skill type and the type of the preset scene target is set; after determining the preset scene target, the skill type of the second skill can be determined based on the type of the preset scene target.

[0044] Specifically, the controlled character is provided with permission to use the second skill of the aforementioned skill type; the permission is used to indicate that the controlled character can release the second skill. The permission can be saved for use in the current game. After the controlled character obtains the permission to use, a control for triggering the second skill can be provided on the terminal device controlling the controlled character to obtain information on how to trigger the second skill, for example, shortcut key information for triggering the second skill; the player can release the second skill by triggering the control or shortcut key.

[0045] Step S106, in response to the second skill being triggered, controlling the controlled character to release the second skill of the skill type in the game scene.

[0046] The second skill can be triggered by a second release instruction, which can be generated by triggering a control for the second skill or by triggering a specified shortcut key. Second skills of different skill types have different skill effects, and the objects of the skill effects are also different. Specifically, the object of the skill effect can be determined according to the skill type. For example, the skill type is a mobile control type, and the object of action is a controlled character. After releasing the second skill, the controlled character can be controlled to move to the target position; for another example, the skill type is a terrain change type, and the object of action is a designated area in the game scene. After the terrain of the designated area is changed, it can have an effect on the controlled character or enemy character located in the designated area, for example, causing damage, generating gains, etc.

[0047] 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; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; in response to the first skill being triggered, the controlled character is controlled to release the first skill to a skill release position determined from the game scene; based on the type of the preset scene target corresponding to the skill release position, the skill type of the second skill is determined, and the corresponding usage permission of the second skill is configured for the controlled character, wherein the skill effects generated by second skills of different skill types are different; in response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

[0048] In the above method, after releasing the first skill, the type of the preset scene target corresponding to the skill release position can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or scenes; this method enriches the interaction between game characters and scene terrain. By selecting the type of preset scene target, players can obtain corresponding new skills, enriching the player's game space and improving game efficiency.

[0049] The following embodiments provide a method for determining a skill release position.

[0050] In one embodiment, in response to a first release instruction, it is determined that the first release instruction is generated by a first release operation, and based on the character orientation and character position of the controlled character, a skill release position is determined from the game scene.

[0051] The first release operation may be a click operation, a double-click operation, etc., acting on the skill release control. After the first release operation is executed, a first release instruction may be generated, and the first release instruction is used to release the skill at the skill release position; from the aforementioned embodiment, it can be seen that the function of the skill is to update the interactive function of the preset scene target based on the type of the preset scene target when there is a preset scene target at the skill release position, and determine the skill type of the second skill.

[0052] The first release instruction may include the character orientation and the character position, or the character orientation and the character position may be obtained after the first release instruction is generated. The skill release position may be located near the controlled character or at a specific distance, and the skill release position relative to the position of the controlled character may have a specified relationship with the character orientation.

[0053] In one example, the skill release position is 5 meters away from the controlled character, and the skill release position is in the direction of the character's orientation. Therefore, after the character position and the character's orientation are determined, the skill release position can be uniquely determined. In another example, the skill release position is 5 meters away from the controlled character, and the skill release position is in the opposite direction of the character's orientation. In this case, after the character position and the character's orientation are determined, the skill release position can also be uniquely determined.

[0054] The above method can quickly determine the skill release position and improve the skill release efficiency.

[0055] In another manner, in response to a first release instruction, it is determined that the first release instruction is generated by a second release operation, and based on a first operation parameter of the second release operation, a skill release position is determined from a game scene; wherein the second release operation is different from the first release operation.

[0056] The second release operation may be a long press operation, a sliding operation, etc., acting on the skill release control. In order to distinguish the operations, the second release operation and the first release operation are different operation modes; for example, the second release operation is a long press operation, and the first release operation is a single-click operation.

[0057] When the first release instruction is generated by the second release operation, the skill release position is determined by the first operation parameter of the second release operation. For example, when the second release operation is a long press operation, the duration of the long press operation is the first operation parameter; when the second release operation is a sliding operation, the operation contact point of the sliding operation is the first operation parameter, etc.

[0058] Specifically, the position range of the skill release position determined by the second release operation is greater than the position range of the skill release position determined by the first release operation. For example, it can be preset that the skill release position determined by the first release operation is a position point, and the skill release position determined by the second release operation is an area with a specific shape area. For another example, the skill release position determined by the first release operation is an area with a radius of 5 meters, and the skill release position determined by the second release operation is an area with a radius of 10 meters. Players can perform corresponding skill release operations according to the desired skill release position to improve the convenience of skill release.

[0059] Furthermore, the above-mentioned second release operation includes: a long press operation acting on the skill release control; in response to the long press operation acting on the skill release control, displaying a position indication mark in the game scene; in response to the release operation of the long press operation, saving the scene position indicated by the position indication mark when the release operation is triggered as the first operation parameter of the second release operation; and determining the scene position saved in the first operation parameter as the skill release position.

[0060] like Figure 2 In the example of a skill release control, long pressing the skill release control triggers the display of the position indicator, and the scene range covered by the position indicator is the temporarily determined skill release position. When a continuous release operation is performed after a long press operation, such as a finger lift operation, the scene position indicated by the position indicator when the release operation is triggered is the skill release position; the scene position is saved in the first operation parameter, and then the skill release position can be determined based on the first operation parameter of the second release operation.

[0061] Furthermore, after the long press operation triggers the display of the position indicator, the position of the position indicator can also be adjusted by sliding. In response to the long press operation and the continuous sliding operation, the position indicator is controlled to move in the game scene.

[0062] Figure 2 In the skill release mode, after long pressing the skill release control, move the operation contact, and the skill release control moves with the operation contact. When the operation contact moves upward, the position indicator moves in the direction of the character and away from the controlled character; when the operation contact moves to the left, the position indicator moves to the left front of the controlled character.

[0063] After the position indicator moves to the position the player wants, the release operation is performed, and the scene position indicated by the position indicator is used as the skill release position. This method allows players to accurately select the skill release position, and then select the desired preset scene target through the skill release position. Through the type of preset scene target, the updated interactive functions and new skills are determined, which increases the game space for players to execute skill release.

[0064] In another example, in response to a long press operation on a skill release control, a position indicator is displayed in the game scene; in response to the presence of a preset scene target at the scene position indicated by the position indicator, the preset scene target is displayed in a first display format. The first display format may be a highlight display, a light display, a stroke display, etc.; the first display format highlights that the preset scene target is already at the scene position indicated by the position indicator, and if a release operation is performed at this time, the skill release position can be located at the preset scene target.

[0065] contrast Figure 2 and Figure 3 , Figure 2 If the preset scene target is not located at the scene position indicated by the position mark, the preset scene target is displayed according to the default display format; Figure 3 By adjusting the trigger position of the sliding operation of the skill release control, the position of the position indicator in the scene is adjusted. When the preset scene target is located at the scene position indicated by the position indicator, the preset scene target is displayed in a bold display format, thereby highlighting the preset scene target located at the position indicator.

[0066] Further, in response to the presence of multiple preset scene targets at the scene position indicated by the position indication mark, a final preset scene target is determined based on the types of the multiple preset scene targets, and the final preset scene target is displayed in the first display format.

[0067] When the range of the position indicator is large and the range of the scene position indicated by the position indicator is large, there may be multiple preset scene targets in the scene position at the same time, for example, there are preset scene targets of both ground type and obstacle type, or there are preset scene targets of both obstacle type and interactive object type.

[0068] Priority can be given to the types of multiple preset scene targets. When there are multiple preset scene targets at the scene position indicated by the position indication mark, a final preset scene target is determined from the multiple preset scene targets according to the priority; the final preset scene target is displayed in the first display format; it can also be understood that when the release operation is performed at this time, based on the type of the final preset scene target, the interactive function of the preset scene target is updated, and the skill type of the second skill is determined.

[0069] In an example, there are three types of preset scene targets, namely ground type, obstacle type and interactive object type, with increasing priority; when the scene position range indicated by the position indicator marker indicates that there are both ground type and obstacle type preset scene targets, the obstacle type preset scene target is the final preset scene target; when the scene position range indicated by the position indicator marker indicates that there are both obstacle type and interactive object type preset scene targets, the interactive object type preset scene target is the final preset scene target.

[0070] In addition, when the final preset scene target is not the preset scene target that the player wants, the position indication mark can be adjusted continuously until the final preset scene target is the preset scene target that the player wants.

[0071] The above method can improve the operational efficiency of determining the skill release position and quickly select the desired preset scene target.

[0072] In one implementation, based on the type of preset scene target corresponding to the skill release position, the interactive function of the preset scene target in the game scene is controlled and changed, wherein the changed interactive function affects the controlled character and / or the enemy character of the controlled character.

[0073] The preset scene target is located in the game scene, for example, scene ground, obstacles, interactive scene models, etc. Obstacles can be walls, boulders, etc.; interactive scene models can be safes, cipher machines, etc. Some preset scene targets can be pre-selected in the game scene, and the preset scene targets can be divided into types, for example, ground type, obstacle type, interactive object type, etc.

[0074] After selecting the preset scene target and classifying the types, when the skill release position is determined, it can be determined whether the skill release position is located on the preset scene target. If the skill release position is a position point, and the position point is located on the preset scene target, it can be determined that there is a preset scene target at the skill release position; if the skill release position is a range, and there is a preset scene target or a partial preset scene model within the range, it can be determined that there is a preset scene target at the skill release position.

[0075] After determining that there is a preset scene target at the skill release position, the type of the preset scene target can be determined. The type of the preset scene target can affect the interactive function of the preset scene target, that is, different types correspond to different changed interactive functions.

[0076] For example, the type of the preset scene target is the ground type, that is, the preset scene target is the scene ground. At this time, the interactive function of the preset scene target after the change is that when the enemy character is located in the preset scene target, the health value of the enemy character is reduced, the enemy character is controlled and cannot move, etc.

[0077] When the preset scene target has a changed interactive function, if a game character interacts with the preset scene target, the changed interactive function takes effect on the game character. The game character may be a controlled character, or an enemy character of the controlled character, or may include both the controlled character and the enemy character, that is, the updated interactive function takes effect on both the controlled character and the enemy character.

[0078] Specifically, the game characters on which the interactive function will be effective can be determined based on the type of the preset scene target. For example, when the type of the preset scene target is a ground type, it will only be effective for enemy characters; when the type of the preset scene target is an obstacle type, it will be effective for both the controlled character and the enemy character.

[0079] The game character interacts with the preset scene target, for example, the game character is located at the preset scene target, or the game character is located in an adjacent area of ​​the preset scene target, or the game character comes into contact with the preset scene target, etc.

[0080] The following embodiments provide a method for updating interactive functions.

[0081] In one method, the type of the preset scene target corresponding to the skill release position is determined to be a ground type, and a movement control function is set for the preset scene target; wherein the movement control function is used to: when the enemy character of the controlled character is located at the preset scene target, control the movement state of the enemy character.

[0082] The preset scene target produces a movement control function for the enemy character that moves to the preset scene target corresponding to the skill release position; for example, when the enemy character is located at the preset scene target, the enemy character cannot move, the movement speed is reduced, the movement is uncontrolled, etc.

[0083] Specifically, in response to the enemy character of the controlled character being located at the preset scene target, the enemy character is controlled to remain at the preset scene target until the duration of the enemy character remaining at the preset scene target reaches a first preset duration. In this manner, the enemy character is restricted to the preset scene target, the enemy character can move within the preset scene target, but cannot leave the preset scene target, and when the duration reaches the first preset duration, the enemy character can leave the preset scene target.

[0084] Furthermore, the preset scene target corresponding to the skill release position is displayed in a second display format; wherein the second display format is used to: indicate that the preset scene target corresponding to the skill release position has a changed interactive function.

[0085] like Figure 4 In the game, the preset scene target is displayed in a shadow format, and the second display format can also be a pit format, a swamp format, etc. The second display format can usually be viewed by enemy characters. When the preset scene target at the skill release position has an updated interactive function, the preset scene target switches from the default display format to the second display format, for example, from a dry ground format to a swamp format; after a period of time, when the interactive function fails, the preset scene target cancels the second display format and returns to the default display format.

[0086] In the above method, the movement state of the enemy character is interfered with, and the game between the controlled character and the enemy character is achieved by interfering with the movement state.

[0087] In another method, the type of the preset scene target corresponding to the skill release position is determined to be an obstacle type, and the obstacle function of the preset scene target is canceled; wherein, the preset scene target after the obstacle function is canceled provides a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0088] For example, the collision body function of the preset scene target can be canceled, and the controlled character or enemy character can pass through the target model of the preset scene target; or, the preset scene target can be deleted in the scene, and the controlled character or enemy character can pass through the path of the original preset scene target obstacle; or, a channel is generated on the preset scene target, and the controlled character or enemy character can pass through the preset scene target through the channel.

[0089] A path through the preset scene target may be provided only to the controlled character or the enemy character, or the path through the preset scene target may be provided to both the controlled character and the enemy character at the same time, that is, both the controlled character and the enemy character may pass through the preset scene target.

[0090] Specifically, a door model is generated on a model of a preset scene target; wherein the door model is used to provide a path through the preset scene target to the controlled character and / or the enemy character of the controlled character. Figure 5 In the embodiment, a door model is generated on a preset scene target, and one of the controlled character or the enemy character can pass through the door model, or both the controlled character and the enemy character can pass through the door model.

[0091] In the above method, by changing the obstacle function of the obstacle, the path in the scene is changed, and the game between the controlled character and the enemy character is realized by changing the scene path. In addition, the path is a neutral action space, and both the enemy and our characters can pass through, which increases the randomness of the game and the game space of both parties.

[0092] Another way is to determine that the type of the preset scene target corresponding to the skill release position is an interactive object type, and cancel the preset interactive function of the preset scene target. For example, the preset scene target is a treasure chest, and the preset interactive function is to open the treasure chest to obtain props. When the interactive function is canceled, the treasure chest cannot be opened, and the props cannot be obtained.

[0093] For another example, the preset scene target is a password machine, and the preset interactive function is to enter a password. When the interactive function is canceled, the password cannot be entered, thereby preventing the device corresponding to the password from being started.

[0094] In the above method, by canceling the interactive function of the interactive object, the enemy cannot interact with the progress of the interactive object in a short time, thereby blocking the game progress of the enemy character and realizing the game between the controlled character and the enemy character.

[0095] In summary, in the above method, the preset scene target presets multiple types of preset scene targets, which can interfere with the movement status of the enemy character, change the path in the scene, cancel the interactive function of the interactive object, etc., thereby realizing the game between the controlled character and the enemy character in multiple ways, enriching the player's game space and improving the efficiency of the game.

[0096] In one implementation, in response to the presence of a preset scene target at a skill release position, the processing progress of the preset scene target is counted; in response to the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0097] In this method, when there is a preset scene target at the skill release position, the interactive function of the preset scene target cannot be changed immediately, and a period of time is required to accumulate the processing progress; for example, when there is a preset scene target at the skill release position, the processing progress begins to be counted. When the processing progress is continuously counted, it takes 1.5 seconds for the processing progress to reach the preset progress threshold. Therefore, after 1.5 seconds, the interactive function of the preset scene target is changed.

[0098] In one example, when there is a preset scene target at the skill release position, the processing progress starts to increase from 0. When the processing progress continues to increase, it takes 1.5 seconds for the processing progress to reach 100%. Then, after 1.5 seconds, the interactive function of the preset scene target is changed. Alternatively, when there is a preset scene target at the skill release position, the processing progress starts to decrease from 100%. When the processing progress continues to decrease, it takes 1.5 seconds for the processing progress to reach 0. Then, after 1.5 seconds, the interactive function of the preset scene target is changed.

[0099] Furthermore, in response to the distance between the controlled character and the preset scene target being less than or equal to the preset distance, statistics on the processing progress of the preset scene target are generated; in response to the distance between the controlled character and the preset scene target being greater than the preset distance, statistics on the processing progress of the preset scene target are suspended.

[0100] The preset distance may be, for example, 5 meters, 10 meters, etc.; in the process of processing progress statistics, the controlled character needs to be located near the preset scene target, that is, the distance between the controlled character and the preset scene target is less than or equal to the preset distance. In this case, the processing progress of the preset scene target is counted, that is, the processing progress is continuously updated; when the controlled character actively moves or is pushed by an enemy character, resulting in the distance between the controlled character and the preset scene target being greater than the preset distance, the processing progress of the preset scene target is suspended.

[0101] For example, when the processing progress is 50%, it is detected that the distance between the controlled character and the preset scene target is greater than the preset distance. At this time, the processing progress stays at 50% and no longer increases; when the controlled character moves toward the preset scene target until the distance between the controlled character and the preset scene target is less than or equal to the preset distance, the processing progress continues to increase from 50%.

[0102] In this way, if the controlled character wants to update the interactive function of the preset scene target, it needs to wait for a certain period of time, and its actions are restricted during this time. This can ensure the fairness of multiple parties in the game and make the game more reasonable.

[0103] In another way, in response to the enemy character of the controlled character performing a preset behavior, and the processing progress has not reached the preset progress threshold, the processing progress of the preset scene target is suspended. When the processing progress does not reach the preset progress threshold, the enemy character can interfere, thereby slowing down the preset scene target update interaction function. The preset behavior can be an attack behavior, a control behavior, a skill release behavior, etc. acting on the controlled character.

[0104] When the controlled character is affected by the enemy character's execution of preset behavior, the processing progress of the preset scene target is suspended; for example, when the processing progress is counted to 80%, the controlled character is attacked by the enemy character's attack skills. At this time, the processing progress remains unchanged at 80%. When the attack skills end, the processing progress will continue to be updated.

[0105] Furthermore, in response to the presence of a preset scene target at the skill release position, the processing time is counted; the processing progress of the preset scene target is counted within the processing time; in response to the processing time not reaching a second preset time and the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0106] In this method, not only the processing progress but also the processing duration is set. The processing progress needs to reach a preset progress threshold before the processing duration reaches a second preset duration before the interactive function of the preset scene target can be changed.

[0107] For example, the second preset time length is 5 seconds. When the processing progress is continuously counted, the total time to reach the preset progress threshold is 2 seconds. At this time, it is necessary to have 2 seconds within 5 seconds to count the processing progress. Within the second preset time length, the processing progress can be paused once or multiple times as long as the processing progress reaches the preset progress threshold.

[0108] When there is a preset scene target at the skill release position, the processing time can be counted from 0, and the processing time increases over time. If the processing time reaches the second preset time, but the processing progress does not reach the preset progress threshold, the interactive function of the preset scene target cannot be updated, which can be understood as a failure in the skill release.

[0109] In addition, before updating the interactive function of the preset scene target, respond to the movement control instruction for the controlled character and control the movement of the controlled character at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character after the processing progress statistics are completed.

[0110] It can be understood that after determining the skill release position and before changing the interactive function of the preset scene target, that is, before the aforementioned processing progress is updated to the preset progress threshold, or before the processing time reaches the second preset time, the movement speed of the controlled character is affected. For example, the default movement speed of the controlled character is 3 meters per second, and the aforementioned first movement speed is 1.5 meters per second.

[0111] When the processing progress statistics are completed, whether the continuous interaction function can be successfully changed, the movement speed of the controlled character returns to the default movement speed, that is, the movement speed is no longer affected.

[0112] In this way, if the controlled character wants to update the interactive function of the preset scene target, it needs to avoid being affected by the enemy character and complete the progress statistics within a limited time. The movement speed during this period is affected, which can ensure the fairness of multiple parties in the game and make the game more reasonable. The enemy can also interfere with the controlled character and prevent the controlled character from changing the interactive function of the preset scene target, thereby conducting the game and enriching the game mode.

[0113] In actual implementation, it is necessary to limit the number of usage permissions obtained by the controlled role. Specifically, it is determined that the number of permissions configured for the second skill of the controlled role is less than a preset number threshold, and the second skill usage permission is provided to the controlled role.

[0114] Since the second skill has multiple skill types, the preset number threshold can be a preset number threshold for all skill types or a preset number threshold for one skill type. For example, the preset number threshold is 5, that is, the controlled role can be configured with a maximum of 5 usage permissions, but the skill type of the second skill of these 5 usage permissions is not limited.

[0115] For another example, for the movement control type, the preset number threshold is 3, which means that the controlled character can configure the usage rights corresponding to the second skills of up to 5 movement control types. For the terrain control type, the preset number threshold is 2, which means that the controlled character can configure the usage rights corresponding to the second skills of up to 2 terrain control types.

[0116] When the number of permissions configured for the second skill of the controlled role is less than the preset number threshold, the corresponding usage permission of the second skill is provided to the controlled role, and the number of configured permissions increases. When the number of permissions configured for the second skill of the controlled role reaches the preset number threshold, the usage permission of the second skill is no longer configured for the controlled role, and the number of configured permissions no longer increases, but the interactive function of the preset scenario target can be updated.

[0117] In one method, the skill types of the above-mentioned second skill include multiple types; the number of configured permissions corresponding to each skill type is preset with a first quantity threshold; the number of configured permissions corresponding to multiple skill types is preset with a second quantity threshold; the second quantity threshold is greater than or equal to the first quantity threshold; this method sets two quantity thresholds, for the first quantity threshold, a first quantity threshold can be set for each skill type, and the first quantity thresholds corresponding to different skill types can be the same or different; for example, the first quantity thresholds corresponding to different skill types are all 2.

[0118] The second quantity threshold can be understood as the quantity threshold corresponding to the overall skill types, that is, the number of permissions of all second skills configured by the controlled role does not exceed the second quantity threshold, and the skill types of all configured second skills are not restricted; for example, the second quantity threshold is 5, and the controlled role can configure a maximum of 5 permissions at the same time. The skill type of these 5 permissions can be a specific skill type or any skill type.

[0119] In an example, when the second quantity threshold is 5, when the controlled role is configured with 5 permission quantities, these 5 permission quantities may include 3 permission quantities of mobile control type and 2 permission quantities of ground control type; these 5 permission quantities may also include 1 permission quantity of mobile control type, 2 permission quantities of ground control type, and 2 permission quantities of gain type.

[0120] In actual implementation, it is determined that the number of configured permissions for the skill type of the second skill of the controlled role is less than the first number threshold, and the number of configured permissions for multiple skill types of the controlled role is less than the second number threshold, and the controlled role is provided with permission to use the second skill.

[0121] For example, according to the type of preset scenario target, the skill type of the designated role is determined to be type A, and the type A is set with a first quantity threshold, such as 2. The skill types of the second skill include three types in total, and the three skill types are correspondingly set with a second quantity threshold, such as 5. When the skill type of the designated role is determined to be type A according to the type of preset scenario target, it is queried whether the number of configured permissions for type A of the controlled role is less than 2, and it is queried whether the number of configured permissions for multiple skill types of the controlled role is less than 5. If both are satisfied, the permission to use the second skill is provided to the controlled role, that is, the permission to use the second skill of type A is provided.

[0122] If the number of permissions configured for type A for the controlled role reaches 2, or the number of permissions configured for multiple skill types for the controlled role reaches 5, the controlled role will no longer be provided with permission to use the second skill.

[0123] Furthermore, the number of configured permissions corresponding to each skill type is preset with the sum of the first quantity threshold being greater than the second quantity threshold. For example, there are three skill types, and the first quantity threshold of each skill type is 2, then the sum is 6; the second quantity threshold is less than the sum, for example, the second quantity threshold is 5.

[0124] Reference Figure 6 In the example (a), three skill types are shown, namely type A, type B and type C. The number of configured permissions corresponding to each skill type is preset with a first number threshold of 2, that is, each skill type is configured with a maximum of 2 permissions; Figure 6In (a), each skill type corresponds to two permission identifiers, the black permission identifier corresponds to a permission that has been obtained, and the white permission identifier corresponds to the permission that has not been obtained; the controlled role has obtained 1 permission corresponding to type A, 1 permission corresponding to type B, and 1 permission corresponding to type C.

[0125] Take the second threshold value of 5 as an example. The maximum number of configured permissions for all skill types is 5. Figure 6 In (b), when the controlled role obtains 2 permissions of type A, 2 permissions of type B, and 1 permission of type C, the number of configured permissions corresponding to all skill types has reached the maximum number of permissions, that is, 5. At this time, no more permissions will be added, and the prompt message "Permissions Full" is displayed.

[0126] This method can further limit the number of permissions possessed by the controlled character, and thus limit the number of times the controlled character can use the second skill, guiding players to choose preset scenario goals based on the number of permissions and actual needs, making the game of multiple parties more reasonable, guiding players to make decisions based on a variety of factors, and improving the strategy of the game.

[0127] The above method increases the freedom of players to choose skills. At the same time, there is a control on the upper limit of the number of permissions for a single type of skill and the sum of all types, and the number of permissions can be freely combined and allocated. At the same time, the number of skills is limited, which increases the bargaining space for both camps.

[0128] The following embodiments provide specific ways in which the second skill affects the skills of various types of objects.

[0129] In one method, the skill type of the second skill is determined to be a movement control type, and the controlled character is controlled to move to a target position.

[0130] After the second skill is released, the controlled character can be controlled to move to the target position, which can be determined based on the position of the controlled character before the second skill is released, or it can be a specified position in the scene. For example, the target position is 10 meters in front of the controlled character. After the second skill is released, the controlled character can quickly move to the target position, which is conducive to improving movement efficiency.

[0131] Alternatively, the target position may be a position selected by the player during the release of the second skill. For example, the target position may be a position near an enemy character, a position near an obstruction, etc.

[0132] Specifically, an extension model is generated from the position where the controlled character is located, and the extension model is controlled to extend in the game scene; in response to the extension model extending to the specified object, the extension model is controlled to stop extending, and the target position is determined based on the object position of the specified object; in response to the movement control instruction, the controlled character is controlled to move to the target position.

[0133] The extension model may be a vine model, a spider silk model, etc. The extension model may continuously increase the model length to extend in the game scene model. For example, the extension model may be generated and begin to extend from the arm of the controlled character, or may be generated and begin to extend from the mouth of the controlled character.

[0134] The designated object may be an enemy character, or a designated model in the scene, such as a rockery model, a wall model, etc. The target position may be a surrounding position of the designated object, for example, a position within 1 meter from the designated object.

[0135] The movement control instruction can be generated by triggering a specific control; after the extension model stops extending, the controlled character can move to the target position by triggering the control, and there is no need to generate a movement control instruction during the movement to the target position.

[0136] In actual implementation, the controlled character can switch to the target position from the position when the second skill is released, or move to the target position at a preset moving speed, for example, quickly move to the target position at a speed of 10 meters per second, thereby realizing rapid movement of the controlled character.

[0137] Furthermore, in response to the direction adjustment instruction, the extension direction of the extension model is adjusted, and the extension model is controlled to extend in the adjusted extension direction. The direction adjustment instruction can be generated by triggering a control or by triggering a scene screen. For example, a sliding operation is performed on the control, and a direction adjustment instruction is generated through a sliding contact; for another example, a return operation is performed on the scene screen, and then a direction adjustment instruction is generated.

[0138] The player can adjust the extension direction of the extension model according to the position of the designated object; for example, if the designated object is located in front of the left of the controlled character, the extension direction is adjusted to the front left; during the extension process, the extension direction of the extension model can be continuously adjusted, and the extension model is extended according to the latest adjusted extension direction.

[0139] Specifically, the extension model includes a fixed end and an extension end; the fixed end is located at the position of the controlled character, and the extension end is extended in the game scene; during the extension of the extension end, the virtual camera of the controlled character moves along with the extension end.

[0140] refer to Figure 7 and Figure 8 , the extension model starts to extend from the arm part of the controlled character, the fixed end of the extension model is located at the position of the controlled character, specifically the arm part, the length of the extension model continues to increase, and the extension end continues to move away from the controlled character.

[0141] Figure 7It is the scene image captured by the virtual camera when the extended model just begins to extend. At this time, the virtual camera can also capture the controlled character; Figure 8 It is the scene picture taken by the virtual camera when the extended model is extended for a long distance. Since the virtual camera moves with the extended end, the extended section is always located in the scene picture. However, when the extended end is far away from the controlled character, the controlled character cannot be photographed.

[0142] Furthermore, in response to the extension model extending to the designated object or the controlled character moving to the target position, the designated object is determined to be an enemy character of the controlled character, and the enemy character is controlled to enter a designated character state; wherein, in the designated character state, the enemy character does not respond to movement control instructions and / or skill release instructions.

[0143] The specified character state may specifically be a dizzy state, a fainted state, etc. In the specified character state, the enemy character may not respond to movement control instructions, that is, the enemy character cannot move, or move randomly without being controlled by the movement control instructions; the enemy character may not respond to skill release instructions, that is, the enemy character cannot release skills. In actual implementation, in the specified character state, the enemy character may not respond to only one of the movement control instructions or the skill release instructions, or may not respond to both the movement control instructions and the skill release instructions.

[0144] In the above method, two opportunities for the enemy character to enter the designated character state are provided; one is when the extension model extends to the designated object, which can be understood as the extension model contacts the designated character, or the distance between the extension end of the extension model and the designated object is less than the preset distance; when the extension model extends to the designated object, and the designated object is an enemy character, the enemy character enters the designated character state. The other is when the controlled character moves to the target position, when the extension model extends to the designated object, and after the movement control instruction is generated, the controlled character moves to the target position, and the designated object is an enemy character, the enemy character enters the designated character state.

[0145] The designated character state can be preset with a state duration, such as 10 seconds. After the state duration ends, the enemy character ends the designated character state. In addition, the state duration of the enemy character in the designated character state can be determined based on the extension duration of the extension model. The extension duration can be understood as the time it takes for the extension model to extend from the position of the controlled character to the enemy object. The longer the extension duration, the shorter the state duration; or the longer the extension duration, the longer the state duration.

[0146] In the above method, the controlled character can be controlled to move quickly to the target position through the mobile control skill. When moving near the enemy character, the control state of the enemy character is affected. The game between the enemy and us is realized through mobile control and state control, which enriches the game method and improves the efficiency of the game.

[0147] In another method, the skill type of the second skill is determined to be a terrain control type, and the scene terrain of the game scene is updated. After the scene terrain is updated, the movement path of the controlled character or the enemy character in the scene can be changed, for example, obstacles can be added, obstacles can be deleted, and other scene terrain update methods; after the scene terrain is updated, it may have a gain or loss effect on the controlled character or the enemy character; for example, when the controlled character is located in the area where the scene terrain is updated, the attack ability and movement speed can be increased; when the enemy character is located in the area where the scene terrain is updated, the movement of the enemy character can be restricted, and the release of skills by the enemy character can be restricted, etc.

[0148] Specifically, determine the skill release area of ​​the second skill, update the regional terrain of the skill release area to the first designated terrain; in response to the enemy character of the controlled character being located in the skill release area of ​​the first designated terrain, debuff the enemy character.

[0149] The first designated terrain may be a gravel terrain, a swampy terrain, etc. The skill release area may have a designated size and shape, for example, a circular area with a radius of 5 meters, a square area with a side length of 5 meters, etc. When the enemy character is located in the skill release area of ​​the first designated terrain, the skill release area has a debuff effect on the enemy character.

[0150] Specifically, debuffing the enemy character includes at least one of the following: reducing the designated attribute value of the enemy character; providing the location of the enemy character to the controlled character; reducing the designated behavior progress of the enemy character. The designated attribute value may be health value, attack power value, defense power value, etc.; when the enemy character is located in the skill release area of ​​the first designated terrain, the designated attribute value may be reduced by a preset amount, such as by 50, by 10%, etc., or may be reduced according to the length of time the enemy character is in the skill release area, such as the longer the enemy character is in the skill release area, the more the designated attribute value is reduced.

[0151] When the enemy character is located in the skill release area of ​​the first designated terrain, the location of the enemy character is exposed; for example, the character identification of the enemy character can be displayed on the map to indicate the location of the enemy character, or the direction of the enemy character can be indicated in the game scene by displaying the character identification.

[0152] When the enemy character is in the skill release area of ​​the first designated terrain, the designated behavior progress of the enemy character is reduced. The designated behavior can be a behavior that affects the enemy character's game progress, such as code cracking behavior, antidote refining behavior, etc.; the designated behavior progress can be determined according to the execution time of the designated behavior; for example, when the execution time of the designated behavior reaches 100 seconds, the designated behavior progress reaches the preset progress threshold, and the designated behavior is completed.

[0153] When the enemy character is in the skill release area of ​​the first designated terrain, the progress of the designated behavior can be reduced by a preset amount, such as 20%, 30%, etc., or the progress of the designated behavior can be reduced according to the length of time the enemy character is in the skill release area. For example, the longer the enemy character is in the skill release area, the more progress the designated behavior will make.

[0154] When determining the skill release area, in one method, it is determined that the second release instruction is generated by the third release operation, and the skill release area of ​​the second skill is determined from the game scene based on the character orientation and character position of the controlled character.

[0155] The third release operation may be a click operation, a double-click operation, etc. on the first skill control. After the third release operation is executed, a second release instruction may be generated, and the second release instruction is used to release the second skill, and then change the scene terrain in the skill release area.

[0156] The second release instruction may include the character orientation and the character position, or the character orientation and the character position may be obtained after the second release instruction is generated. The skill release area may be located near the controlled character or at a specific distance, and the position of the skill release area relative to the controlled character may have a specified relationship with the character orientation.

[0157] In one example, the skill release area is a circular area with a radius of 5 meters, the area center of the skill release area is 5 meters away from the controlled character, and the area center of the skill release area is located in the direction of the character's orientation. Therefore, after the character position and the character orientation are determined, the skill release area can be uniquely determined. In another example, the skill release area is 5 meters away from the controlled character, and the skill release area is located in the opposite direction of the character's orientation. In this case, after the character position and the character orientation are determined, the skill release area can also be uniquely determined.

[0158] The above method can quickly determine the skill release area and improve the skill release efficiency.

[0159] In another method of determining the skill release area, it is determined that the second release instruction is generated by the fourth release operation, and based on the second operation parameter of the fourth release operation, the skill release area of ​​the second skill is determined from the game scene; wherein the fourth release operation is different from the third release operation.

[0160] The fourth release operation may be a long press operation, a sliding operation, etc., acting on the first skill control. In order to distinguish the operations, the fourth release operation and the third release operation are different operation modes; for example, the fourth release operation is a long press operation, and the third release operation is a single-click operation.

[0161] When the second release instruction is generated through the fourth release operation, the skill release area is determined by the second operation parameter of the fourth release operation. For example, when the fourth release operation is a long press operation, the duration of the long press operation is the second operation parameter; when the fourth release operation is a sliding operation, the operation contact point of the sliding operation is the second operation parameter, etc.

[0162] Specifically, the above-mentioned fourth release operation includes: a long press operation on the first skill control; in response to the long press operation on the first skill control, an indication mark is displayed in the game scene area; in response to the release operation of the long press operation, the scene area indicated by the area indication mark when the release operation is triggered is saved as the second operation parameter of the fourth release operation; the scene area saved in the second operation parameter is used as the skill release area.

[0163] Long press the first skill control to trigger the display of the area indicator mark, and the scene range covered by the area indicator mark is the temporarily determined skill release area. When a continuous release operation is performed after the long press operation, such as a finger lift operation, the scene area indicated by the area indicator mark when the release operation is triggered is the skill release area; the scene area is saved in the second operation parameter, and then based on the second operation parameter of the fourth release operation, the skill release area can be determined.

[0164] Further, in response to a long press operation on the first skill control, a display position of the area indicator in the game scene is determined based on the duration of the long press operation, and the area indicator is displayed at the display position.

[0165] After long pressing the first skill control, the display position of the area indicator in the game scene gradually changes. For example, starting from the position of the controlled character, it gradually moves away from the controlled character along the direction of the controlled character, or the area indicator moves from the left front to the right front of the controlled character.

[0166] For example, the longer the duration, the greater the distance between the area indicator and the controlled character. For example, when the first skill control is long pressed, the area indicator moves away from the controlled character at a speed of 1 meter per second; the longer the duration, the greater the distance between the area indicator and the controlled character. You can also set a maximum distance, such as 10 meters. When the distance between the area indicator and the controlled character reaches 10 meters, the area indicator will no longer move.

[0167] In another method, after long pressing the first skill control, move the operating contact, and the first skill control moves with the operating contact. When the operating contact moves upward, the area indicator moves in the direction of the character and away from the controlled character; when the operating contact moves to the left, the area indicator moves to the left front of the controlled character.

[0168] After the area indicator is moved to the position the player wants, the release operation corresponding to the long press operation is performed, and the scene area indicated by the area indicator can be used as the skill release area. This method allows players to accurately select the skill release area, thereby changing the scene terrain of the skill release area and increasing the game space for players to perform skill release.

[0169] In actual implementation, an extension path is generated between the position of the controlled character and the skill release area, and the path terrain of the extension path is updated to the second designated terrain; in response to the enemy character of the controlled character being located on the extension path of the second designated terrain, the enemy character is debuffed.

[0170] Fig. 9 In the example, in the game scene, the extension path can be displayed in the form of burning flames, cracked ground, etc.; for example, after the controlled character releases the second skill, the ground starts to crack from the position of the controlled character, and the ground cracks gradually extend until they extend to the skill release area, and then the scene terrain is changed in the skill release area, for example, from a flat ground terrain to a gravel terrain.

[0171] This extended path also has a debuff effect on enemy characters. When an enemy character moves to the extended path, if the enemy character steps on the extended path, the enemy character's designated attribute value will be reduced, the enemy character's location will be provided to the controlled character, and the enemy character's designated behavior progress will be reduced.

[0172] Furthermore, starting from the position of the controlled character, an extension path is gradually generated until the extension path extends to the skill release area; in response to the controlled character, an enemy character is located on the extension path or in an adjacent area of ​​the extension path, and the enemy character is debuffed.

[0173] In the process of gradually generating an extended path, attack models such as gravel and sparks can be generated on the extended path and the adjacent area of ​​the extended path. When an enemy character is located on the extended path and the adjacent area of ​​the extended path, the enemy character is attacked by the attack model, and then the enemy character is debuffed, for example, the enemy character's health is reduced, the enemy character's movement speed is reduced, etc.

[0174] In the above method, the extended path and the skill release area jointly change the scene terrain, increase the debuff effect on the enemy character, and further increase the game space for players to execute skill release.

[0175] Another way is to determine the skill type of the second skill as a buff type, and buff the controlled character. After the controlled character is buffed, the visual effect of the controlled character can be updated, for example, the controlled character wears armor, the skin of the controlled character is updated to a metal effect skin, etc. The buff can have a specific duration, for example, 8 seconds, and after 8 seconds, the buff disappears.

[0176] Specifically, in response to the controlled character being attacked by a first attack skill from an enemy character of the controlled character, the attack effect of the first attack skill on the controlled character is reduced; or, in response to the controlled character releasing a second attack skill, the attack range and / or attack strength of the second attack skill is increased.

[0177] After the controlled character is buffed, when the enemy character attacks the controlled character, the attack effect is reduced. For example, the degree of decrease in the controlled character's health is reduced. For another example, when the first attack skill is a push skill, the distance the controlled character is pushed back is reduced.

[0178] When the controlled character attacks the enemy character, the attack effect increases. For example, the default attack range of the second attack skill is a circular area with a radius of 10 meters. After the controlled character gains a buff, the attack range increases to a circular area with a radius of 15 meters. For another example, the default attack strength of the second attack skill is to reduce the health value by 10. After the controlled character gains a buff, the attack strength increases to reduce the health value by 20. When the controlled character releases the second attack skill, the attack range and attack strength can be increased at the same time, or only one of the attack range or attack strength can be increased.

[0179] In the above method, by releasing the second skill, the controlled character itself is enhanced, the attack capability against the enemy character is improved, and the gaming space for the player to execute skill release is further increased.

[0180] In actual implementation, the type of the preset scene target is associated with the skill type of the second skill; specifically, if the type of the preset scene target is a ground type, the skill type of the second skill is determined to be a movement control type; if the type of the preset scene target is an obstacle type, the skill type of the second skill is determined to be a terrain control type; if the type of the preset scene target is an interactive object type, the skill type of the second skill is determined to be a gain type.

[0181] Specifically, it is determined that the controlled character has permission to use second skills of multiple skill types, and a type selection control is provided to the controlled character; in response to a selection instruction for the type selection control, a selected skill type is determined; and in response to a second release instruction, the second skill corresponding to the selected skill type is released.

[0182] The type selection control can realize switching between multiple skill types; for example, by clicking the type selection control, the selected skill type is switched; after the second release instruction is generated, the second skill of the selected skill type is released.

[0183] Through the above method, players can refer to the desired skill type and select preset scenario goals of specific preset scenario goal types, guiding players to consider the skill types of subsequent new skills when selecting goals, improving players' ability to reasonably decide game strategies when participating in the game, and improving the strategic and game-like nature of the game.

[0184] Corresponding to the above method embodiment, see Fig.10 The interactive control device of 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; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; the device includes:

[0185] A first releasing module 1000, configured to control the controlled character to release the first skill to a skill release position determined in the game scene in response to the first skill being triggered;

[0186] The permission configuration module 1002 is used to determine the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position, and configure the use permission corresponding to the second skill to the controlled character, wherein the skill effects generated by the second skills of different skill types are different;

[0187] The second releasing module 1004 is used for controlling the controlled character to release the second skill of the skill type in the game scene in response to the second skill being triggered.

[0188] 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; the game scene includes a controlled character; the controlled character is controlled through the terminal device, and the controlled character includes a first skill and a second skill; the method includes: in response to the first skill being triggered, controlling the controlled character to release the first skill to a skill release position determined from the game scene; based on the type of the preset scene target corresponding to the skill release position, determining the skill type of the second skill, and configuring the controlled character with the corresponding usage permission of the second skill, wherein the skill effects generated by second skills of different skill types are different; in response to the second skill being triggered, controlling the controlled character to release the second skill of the skill type in the game scene.

[0189] In the above method, after releasing the first skill, the type of the preset scene target corresponding to the skill release position can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or scenes; this method enriches the interaction between game characters and scene terrain. By selecting the type of preset scene target, players can obtain corresponding new skills, enriching the player's game space and improving game efficiency.

[0190] The above-mentioned device also includes a function control module, which is used to: control the change of the interactive function of the preset scene target in the game scene based on the type of the preset scene target corresponding to the skill release position, wherein the changed interactive function affects the controlled character and / or the enemy character of the controlled character.

[0191] The above-mentioned device also includes a target display module, which is used to: respond to a long press operation on a skill release control, display a position indication mark in the game scene; in response to the existence of a preset scene target at the scene position indicated by the position indication mark, display the preset scene target in a first display format.

[0192] The above-mentioned device also includes a target determination module, which is used to: in response to the existence of multiple preset scene targets at the scene position indicated by the position indication mark, determine the final preset scene target based on the types of the multiple preset scene targets, and display the final preset scene target in the first display format.

[0193] The above-mentioned permission configuration module is used to: determine that the number of configured permissions for the second skill of the controlled role is less than a preset number threshold, and configure the use permission corresponding to the second skill to the controlled role.

[0194] The second skill includes multiple skill types; the number of configured permissions corresponding to each skill type is preset with a first quantity threshold; the number of configured permissions corresponding to multiple skill types is preset with a second quantity threshold; the second quantity threshold is greater than or equal to the first quantity threshold; the permission configuration module is used to: determine that the number of configured permissions for the skill type of the second skill of the controlled role is less than the first quantity threshold, and the number of configured permissions for multiple skill types of the controlled role is less than the second quantity threshold, and configure the use permission corresponding to the second skill to the controlled role.

[0195] The number of configured permissions corresponding to each skill type is preset to have a sum of the first quantity threshold, which is greater than the second quantity threshold.

[0196] The above-mentioned permission configuration module is used to: if the type of the preset scene target is a ground type, determine that the skill type of the second skill is a movement control type; if the type of the preset scene target is an obstacle type, determine that the skill type of the second skill is a terrain control type; if the type of the preset scene target is an interactive object type, determine that the skill type of the second skill is a gain type.

[0197] The above-mentioned device also includes a character control module, which is used to: determine that the skill type of the second skill is a movement control type, and control the controlled character to move to a target position.

[0198] The above-mentioned character control module is used to: generate an extension model from the position of the controlled character, and control the extension model to extend in the game scene; in response to the extension model extending to the specified object, control the extension model to stop extending, and determine the target position based on the object position of the specified object; in response to the movement control instruction, control the controlled character to move to the target position.

[0199] The above device also includes an extension module, which is used to: adjust the extension direction of the extension model in response to the direction adjustment instruction, and control the extension model to extend according to the adjusted extension direction.

[0200] The above-mentioned extension model includes a fixed end and an extension end; the fixed end is located at the position of the controlled character, and the extension end is extended in the game scene; during the extension of the extension end, the virtual camera of the controlled character moves along with the extension end.

[0201] The above-mentioned device also includes a state control module, which is used to: in response to the extension model extending to the specified object or the controlled character moving to the target position, determine that the specified object is an enemy character of the controlled character, and control the enemy character to enter a specified character state; wherein, in the specified character state, the enemy character does not respond to movement control instructions and / or skill release instructions.

[0202] The above-mentioned device also includes a duration control module, which is used to determine the state duration of the enemy character in the specified character state according to the extension duration of the extension model.

[0203] The above-mentioned device also includes a terrain updating module, which is used to: determine that the skill type of the second skill is a terrain control type, and update the scene terrain of the game scene.

[0204] The terrain update module is used to determine the skill release area of ​​the second skill and update the regional terrain of the skill release area to the first designated terrain. The device also includes a debuff module, which is used to respond to the enemy character of the controlled character being located in the skill release area of ​​the first designated terrain and debuff the enemy character.

[0205] The above-mentioned device also includes a path generation module, which is used to: generate an extension path between the position of the controlled character and the skill release area, and update the path terrain of the extension path to a second specified terrain; the above-mentioned device also includes a debuff module, which is used to: in response to the enemy character of the controlled character being located on the extension path of the second specified terrain, debuff the enemy character.

[0206] The above-mentioned path generation module is used to: start from the position of the controlled character, gradually generate an extension path until the extension path extends to the skill release area; the above-mentioned device also includes a debuff module, which is used to: respond to the enemy character of the controlled character being located in the extension path or the adjacent area of ​​the extension path, and debuff the enemy character.

[0207] The above-mentioned debuff module is used to: reduce the specified attribute value of the enemy character; provide the controlled character with the location of the enemy character; and reduce the progress of the specified behavior of the enemy character.

[0208] The above-mentioned device also includes a gain module, which is used to: determine that the skill type of the second skill is a gain type, and gain the controlled character.

[0209] The above-mentioned gain module is used to: in response to the controlled character being subjected to a first attack skill from an enemy character of the controlled character, reduce the attack effect of the first attack skill on the controlled character; or, in response to the controlled character releasing a second attack skill, increase the attack range and / or attack strength of the second attack skill.

[0210] The above-mentioned device also includes a skill operation module, which is used to: determine the use authority of a second skill of a plurality of skill types configured for the controlled character, and provide a type selection control to the controlled character; respond to a selection instruction for the type selection control to determine the selected skill type; and respond to a first release instruction to release the second skill corresponding to the selected skill type.

[0211] The above-mentioned function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is a ground type, and set a movement control function for the preset scene target; wherein the movement control function is used to: when the enemy character of the controlled character is located at the preset scene target, control the movement state of the enemy character.

[0212] The above device also includes a character holding module, which is used to: in response to the enemy character of the controlled character being located at the preset scene target, control the enemy character to remain at the preset scene target until the duration of the enemy character remaining at the preset scene target reaches a first preset duration.

[0213] The above-mentioned device also includes a second display module, which is used to: display the preset scene target corresponding to the skill release position in a second display format; wherein the second display format is used to: indicate that the preset scene target corresponding to the skill release position has a changed interactive function.

[0214] The above-mentioned function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is an obstacle type, and cancel the obstacle function of the preset scene target; wherein, the preset scene target after canceling the obstacle function provides a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0215] The above-mentioned device also includes a model generation module, which is used to: generate a door model on the model of the preset scene target; wherein the door model is used to: provide a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0216] The above-mentioned function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is an interactive object type, and cancel the preset interactive function of the preset scene target.

[0217] The above-mentioned function control module is used to: in response to the existence of a preset scene target at the skill release position, count the processing progress of the preset scene target; in response to the processing progress reaching a preset progress threshold, control the change of the interactive function of the preset scene target in the game scene based on the type of the preset scene target.

[0218] The above-mentioned function control module is used to: in response to the distance between the controlled character and the preset scene target being less than or equal to the preset distance, count the processing progress of the preset scene target; in response to the distance between the controlled character and the preset scene target being greater than the preset distance, suspend counting the processing progress of the preset scene target.

[0219] The above-mentioned device also includes a progress suspension module, which is used to: in response to the enemy character of the controlled character performing a preset behavior and the processing progress has not reached a preset progress threshold, suspend statistics on the processing progress of the preset scene target.

[0220] The above-mentioned function control module is used to: count the processing time in response to the presence of a preset scene target at the skill release position; count the processing progress of the preset scene target within the processing time; in response to the processing time not reaching the second preset time and the processing progress reaching the preset progress threshold, control the change of the interactive function of the preset scene target in the game scene based on the type of the preset scene target.

[0221] The above device also includes a speed control module, which is used to: respond to a movement control instruction for the controlled character and control the movement of the controlled character at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character after the processing progress statistics are completed.

[0222] 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.

[0223] See also Fig.11 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.

[0224] Further, Fig.11 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 .

[0225] 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, Fig.11 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.

[0226] 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.

[0227] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0228] A method for interactive control of a game, comprising: providing a graphical user interface through a terminal device, wherein 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, and the controlled character includes a first skill and a second skill; in response to the first skill being triggered, the controlled character is controlled to release the first skill to a skill release position determined from the game scene; based on the type of a preset scene target corresponding to the skill release position, the skill type of the second skill is determined, and the corresponding usage authority of the second skill is configured for the controlled character, wherein second skills of different skill types produce different skill effects; in response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

[0229] Based on the type of the preset scene target corresponding to the skill release position, control is performed to change the interactive function of the preset scene target in the game scene, wherein the changed interactive function takes effect on the controlled character and / or the enemy character of the controlled character.

[0230] In response to a long press operation on a skill release control, a position indication mark is displayed in the game scene; in response to the presence of a preset scene target at the scene position indicated by the position indication mark, the preset scene target is displayed in a first display format.

[0231] In response to the presence of multiple preset scene targets at the scene position indicated by the position indication mark, a final preset scene target is determined based on the types of the multiple preset scene targets, and the final preset scene target is displayed in a first display format.

[0232] It is determined that the number of configured permissions for the second skill of the controlled role is less than a preset number threshold, and the use permission corresponding to the second skill is configured for the controlled role.

[0233] The second skill includes multiple skill types; the number of configured permissions corresponding to each skill type is preset with a first quantity threshold; the number of configured permissions corresponding to multiple skill types is preset with a second quantity threshold; the second quantity threshold is greater than or equal to the first quantity threshold; it is determined that the number of configured permissions of the controlled role for the skill type of the second skill is less than the first quantity threshold, and the number of configured permissions of the controlled role for multiple skill types is less than the second quantity threshold, and the corresponding usage permission of the second skill is configured to the controlled role.

[0234] The number of configured permissions corresponding to each skill type is preset to have a sum of a first quantity threshold value, which is greater than a second quantity threshold value.

[0235] If the type of the preset scene target is a ground type, the skill type of the second skill is determined to be a movement control type; if the type of the preset scene target is an obstacle type, the skill type of the second skill is determined to be a terrain control type; if the type of the preset scene target is an interactive object type, the skill type of the second skill is determined to be a gain type.

[0236] Determine the skill type of the second skill as a movement control type, and control the controlled character to move to the target position.

[0237] An extension model is generated from the position of the controlled character, and the extension model is controlled to extend in the game scene; in response to the extension model extending to the specified object, the extension model is controlled to stop extending, and the target position is determined based on the object position of the specified object; in response to the movement control instruction, the controlled character is controlled to move to the target position.

[0238] In response to the direction adjustment instruction, the extension direction of the extension model is adjusted, and the extension model is controlled to extend according to the adjusted extension direction.

[0239] The extension model includes a fixed end and an extension end; the fixed end is located at the position of the controlled character, and the extension end is extended in the game scene; during the extension of the extension end, the virtual camera of the controlled character moves along with the extension end.

[0240] In response to the extension model extending to the designated object or the controlled character moving to the target position, the designated object is determined to be an enemy character of the controlled character, and the enemy character is controlled to enter a designated character state; wherein, in the designated character state, the enemy character does not respond to movement control instructions and / or skill release instructions.

[0241] According to the extension time of the extension model, the state time that the enemy character is in the specified character state is determined.

[0242] The skill type of the second skill is determined to be a terrain control type, and the scene terrain of the game scene is updated.

[0243] Determine a skill release area for the second skill, and update the regional terrain of the skill release area to the first designated terrain; in response to an enemy character of the controlled character being located in the skill release area of ​​the first designated terrain, debuff the enemy character.

[0244] An extension path is generated between the position of the controlled character and the skill release area, and the path terrain of the extension path is updated to the second designated terrain; in response to an enemy character of the controlled character being located on the extension path of the second designated terrain, the enemy character is debuffed.

[0245] Starting from the position of the controlled character, an extension path is gradually generated until the extension path extends to the skill release area; if the enemy character responding to the controlled character is located on the extension path or in the adjacent area of ​​the extension path, the enemy character will be debuffed.

[0246] The steps of debuffing the enemy character include at least one of the following: reducing the designated attribute value of the enemy character; providing the controlled character with the location of the enemy character; reducing the progress of the designated behavior of the enemy character.

[0247] The skill type of the second skill is determined to be a buff type, so as to buff the controlled character.

[0248] In response to the controlled character being attacked by a first attack skill from an enemy character of the controlled character, the attack effect of the first attack skill on the controlled character is reduced; or, in response to the controlled character releasing a second attack skill, the attack range and / or attack strength of the second attack skill is increased.

[0249] Determine that the controlled character is configured with permission to use a second skill of multiple skill types, and provide a type selection control to the controlled character; respond to a selection instruction for the type selection control, determine the selected skill type; respond to a first release instruction, release the second skill corresponding to the selected skill type.

[0250] Determine that the type of the preset scene target corresponding to the skill release position is a ground type, and set a movement control function for the preset scene target; wherein the movement control function is used to: when the enemy character of the controlled character is located at the preset scene target, control the movement state of the enemy character.

[0251] In response to an enemy character of the controlled character being located at a preset scene target, the enemy character is controlled to remain at the preset scene target until a duration for which the enemy character remains at the preset scene target reaches a first preset duration.

[0252] The preset scene target corresponding to the skill release position is displayed in a second display format; wherein the second display format is used to: indicate that the preset scene target corresponding to the skill release position has a changed interactive function.

[0253] Determine that the type of the preset scene target corresponding to the skill release position is an obstacle type, and cancel the obstacle function of the preset scene target; wherein, the preset scene target after canceling the obstacle function provides a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0254] A door model is generated on a model of a preset scene target; wherein the door model is used to provide a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0255] Determine that the type of the preset scene target corresponding to the skill release position is an interactive object type, and cancel the preset interactive function of the preset scene target.

[0256] In response to the presence of a preset scene target at the skill release position, the processing progress of the preset scene target is counted; in response to the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0257] In response to the distance between the controlled character and the preset scene target being less than or equal to the preset distance, statistics are kept on the processing progress of the preset scene target; in response to the distance between the controlled character and the preset scene target being greater than the preset distance, statistics are kept on the processing progress of the preset scene target.

[0258] In response to the enemy character of the controlled character performing a preset behavior and the processing progress has not yet reached a preset progress threshold, the statistics of the processing progress of the preset scene target are suspended.

[0259] In response to the presence of a preset scene target at the skill release position, the processing time is counted; within the processing time, the processing progress of the preset scene target is counted; in response to the processing time not reaching a second preset time and the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0260] In response to a movement control instruction for the controlled character, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character after the processing progress statistics are completed.

[0261] In the above method, after releasing the first skill, the type of the preset scene target corresponding to the skill release position can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or scenes; this method enriches the interaction between game characters and scene terrain. By selecting the type of preset scene target, players can obtain corresponding new skills, enriching the player's game space and improving game efficiency.

[0262] 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.

[0263] 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:

[0264] A method for interactive control of a game, comprising: providing a graphical user interface through a terminal device, wherein 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, and the controlled character includes a first skill and a second skill; in response to the first skill being triggered, the controlled character is controlled to release the first skill to a skill release position determined from the game scene; based on the type of a preset scene target corresponding to the skill release position, the skill type of the second skill is determined, and the corresponding usage authority of the second skill is configured for the controlled character, wherein second skills of different skill types produce different skill effects; in response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

[0265] Based on the type of the preset scene target corresponding to the skill release position, control is performed to change the interactive function of the preset scene target in the game scene, wherein the changed interactive function takes effect on the controlled character and / or the enemy character of the controlled character.

[0266] In response to a long press operation on a skill release control, a position indication mark is displayed in the game scene; in response to the presence of a preset scene target at the scene position indicated by the position indication mark, the preset scene target is displayed in a first display format.

[0267] In response to the presence of multiple preset scene targets at the scene position indicated by the position indication mark, a final preset scene target is determined based on the types of the multiple preset scene targets, and the final preset scene target is displayed in a first display format.

[0268] It is determined that the number of configured permissions for the second skill of the controlled role is less than a preset number threshold, and the use permission corresponding to the second skill is configured for the controlled role.

[0269] The second skill includes multiple skill types; the number of configured permissions corresponding to each skill type is preset with a first quantity threshold; the number of configured permissions corresponding to multiple skill types is preset with a second quantity threshold; the second quantity threshold is greater than or equal to the first quantity threshold; it is determined that the number of configured permissions of the controlled role for the skill type of the second skill is less than the first quantity threshold, and the number of configured permissions of the controlled role for multiple skill types is less than the second quantity threshold, and the corresponding usage permission of the second skill is configured to the controlled role.

[0270] The number of configured permissions corresponding to each skill type is preset to have a sum of a first quantity threshold value, which is greater than a second quantity threshold value.

[0271] If the type of the preset scene target is a ground type, the skill type of the second skill is determined to be a movement control type; if the type of the preset scene target is an obstacle type, the skill type of the second skill is determined to be a terrain control type; if the type of the preset scene target is an interactive object type, the skill type of the second skill is determined to be a gain type.

[0272] Determine the skill type of the second skill as a movement control type, and control the controlled character to move to the target position.

[0273] An extension model is generated from the position of the controlled character, and the extension model is controlled to extend in the game scene; in response to the extension model extending to the specified object, the extension model is controlled to stop extending, and the target position is determined based on the object position of the specified object; in response to the movement control instruction, the controlled character is controlled to move to the target position.

[0274] In response to the direction adjustment instruction, the extension direction of the extension model is adjusted, and the extension model is controlled to extend according to the adjusted extension direction.

[0275] The extension model includes a fixed end and an extension end; the fixed end is located at the position of the controlled character, and the extension end is extended in the game scene; during the extension of the extension end, the virtual camera of the controlled character moves along with the extension end.

[0276] In response to the extension model extending to the designated object or the controlled character moving to the target position, the designated object is determined to be an enemy character of the controlled character, and the enemy character is controlled to enter a designated character state; wherein, in the designated character state, the enemy character does not respond to movement control instructions and / or skill release instructions.

[0277] According to the extension time of the extension model, the state time that the enemy character is in the specified character state is determined.

[0278] The skill type of the second skill is determined to be a terrain control type, and the scene terrain of the game scene is updated.

[0279] Determine a skill release area for the second skill, and update the regional terrain of the skill release area to the first designated terrain; in response to an enemy character of the controlled character being located in the skill release area of ​​the first designated terrain, debuff the enemy character.

[0280] An extension path is generated between the position of the controlled character and the skill release area, and the path terrain of the extension path is updated to the second designated terrain; in response to an enemy character of the controlled character being located on the extension path of the second designated terrain, the enemy character is debuffed.

[0281] Starting from the position of the controlled character, an extension path is gradually generated until the extension path extends to the skill release area; if the enemy character responding to the controlled character is located on the extension path or in the adjacent area of ​​the extension path, the enemy character will be debuffed.

[0282] The steps of debuffing the enemy character include at least one of the following: reducing the designated attribute value of the enemy character; providing the controlled character with the location of the enemy character; reducing the progress of the designated behavior of the enemy character.

[0283] The skill type of the second skill is determined to be a buff type, so as to buff the controlled character.

[0284] In response to the controlled character being attacked by a first attack skill from an enemy character of the controlled character, the attack effect of the first attack skill on the controlled character is reduced; or, in response to the controlled character releasing a second attack skill, the attack range and / or attack strength of the second attack skill is increased.

[0285] Determine that the controlled character is configured with permission to use a second skill of multiple skill types, and provide a type selection control to the controlled character; respond to a selection instruction for the type selection control, determine the selected skill type; respond to a first release instruction, release the second skill corresponding to the selected skill type.

[0286] Determine that the type of the preset scene target corresponding to the skill release position is a ground type, and set a movement control function for the preset scene target; wherein the movement control function is used to: when the enemy character of the controlled character is located at the preset scene target, control the movement state of the enemy character.

[0287] In response to an enemy character of the controlled character being located at a preset scene target, the enemy character is controlled to remain at the preset scene target until a duration for which the enemy character remains at the preset scene target reaches a first preset duration.

[0288] The preset scene target corresponding to the skill release position is displayed in a second display format; wherein the second display format is used to: indicate that the preset scene target corresponding to the skill release position has a changed interactive function.

[0289] Determine that the type of the preset scene target corresponding to the skill release position is an obstacle type, and cancel the obstacle function of the preset scene target; wherein, the preset scene target after canceling the obstacle function provides a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0290] A door model is generated on a model of a preset scene target; wherein the door model is used to provide a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

[0291] Determine that the type of the preset scene target corresponding to the skill release position is an interactive object type, and cancel the preset interactive function of the preset scene target.

[0292] In response to the presence of a preset scene target at the skill release position, the processing progress of the preset scene target is counted; in response to the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0293] In response to the distance between the controlled character and the preset scene target being less than or equal to the preset distance, statistics are kept on the processing progress of the preset scene target; in response to the distance between the controlled character and the preset scene target being greater than the preset distance, statistics are kept on the processing progress of the preset scene target.

[0294] In response to the enemy character of the controlled character performing a preset behavior and the processing progress has not yet reached a preset progress threshold, the statistics of the processing progress of the preset scene target are suspended.

[0295] In response to the presence of a preset scene target at the skill release position, the processing time is counted; within the processing time, the processing progress of the preset scene target is counted; in response to the processing time not reaching a second preset time and the processing progress reaching a preset progress threshold, based on the type of the preset scene target, the interactive function of the preset scene target in the game scene is controlled to be changed.

[0296] In response to a movement control instruction for the controlled character, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character after the processing progress statistics are completed.

[0297] In the above method, after releasing the first skill, the type of the preset scene target corresponding to the skill release position can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or scenes; this method enriches the interaction between game characters and scene terrain. By selecting the type of preset scene target, players can obtain corresponding new skills, enriching the player's game space and improving game efficiency.

[0298] 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.

[0299] 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.

[0300] 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.

[0301] 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.

[0302] 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.

[0303] 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; The game scene includes a controlled character; The controlled character is controlled by the terminal device, and the controlled character includes a first skill and a second skill; the method includes: In response to the first skill being triggered, controlling the controlled character to release the first skill at a skill release position determined from the game scene; Determining the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position, and configuring the use permission corresponding to the second skill for the controlled character, wherein the skill effects generated by the second skills of different skill types are different; In response to the second skill being triggered, the controlled character is controlled to release the second skill of the skill type in the game scene.

2. The method according to claim 1, characterized in that After the step of controlling the controlled character to release the first skill to the skill release position determined from the game scene, the method further includes: Based on the type of the preset scene target corresponding to the skill release position, control and change the interactive function of the preset scene target in the game scene, wherein the changed interactive function has an effect on the controlled character and / or the enemy character of the controlled character.

3. The method according to claim 1, characterized in that: In response to the first skill being triggered, before the step of controlling the controlled character to release the first skill to a skill release position determined from the game scene, the method further includes: In response to a long-press operation on a skill release control, a position indicator is displayed in the game scene; In response to the presence of a preset scene object at the scene position indicated by the position indication mark, the preset scene object is displayed in a first display format.

4. The method according to claim 3, characterized in that: The method further comprises: In response to the presence of multiple preset scene targets at the scene position indicated by the position indication mark, a final preset scene target is determined based on the types of the multiple preset scene targets, and the final preset scene target is displayed in a first display format.

5. The method according to claim 1, characterized in that The step of configuring the use permission corresponding to the second skill for the controlled role includes: Determine that the number of configured permissions for the second skill of the controlled role is less than a preset number threshold, and configure the use permission corresponding to the second skill for the controlled role.

6. The method according to claim 1, characterized in that The skill types of the second skill include multiple types; the number of configured permissions corresponding to each skill type is preset with a first quantity threshold; the number of configured permissions corresponding to multiple skill types is preset with a second quantity threshold; The second quantity threshold is greater than or equal to the first quantity threshold; The step of configuring the use permission corresponding to the second skill for the controlled role includes: Determine that the number of configured permissions for the controlled role for the skill type of the second skill is less than the first number threshold, and the number of configured permissions for the controlled role for multiple skill types is less than the second number threshold, and configure the controlled role with usage permissions corresponding to the second skill.

7. The method according to claim 6, characterized in that The number of configured permissions corresponding to each skill type is preset to have a sum of a first quantity threshold value, which is greater than the second quantity threshold value.

8. The method according to claim 1, characterized in that: The step of determining the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position includes: If the type of the preset scene target is a ground type, determining that the skill type of the second skill is a movement control type; If the type of the preset scene target is an obstacle type, determining that the skill type of the second skill is a terrain control type; If the type of the preset scene target is an interactive object type, it is determined that the skill type of the second skill is a gain type.

9. The method according to claim 1, characterized in that: After the step of controlling the controlled character to release the second skill of the skill type in the game scene, the method further includes: Determine that the skill type of the second skill is a movement control type, and control the controlled character to move to a target position.

10. The method according to claim 9, characterized in that The step of controlling the controlled character to move to a target position comprises: Generating an extension model from the position where the controlled character is located, and controlling the extension model to extend in the game scene; In response to the extension model extending to the designated object, controlling the extension model to stop extending, and determining a target position based on the object position of the designated object; In response to the movement control instruction, the controlled character is controlled to move to the target position.

11. The method according to claim 10, characterized in that After the steps of generating an extension model from the position where the controlled character is located and controlling the extension model to extend in the game scene, the method further includes: In response to the direction adjustment instruction, the extension direction of the extension model is adjusted, and the extension model is controlled to extend according to the adjusted extension direction.

12. The method according to claim 10, characterized in that The extended model includes a fixed end and an extended end; the fixed end is located at the position where the controlled character is located, and the extended end is extended in the game scene; During the extension of the extension end, the virtual camera of the controlled character moves following the extension end.

13. The method according to claim 10, characterized in that The method further comprises: In response to the extension model extending to the designated object or the controlled character moving to the target position, the designated object is determined to be an enemy character of the controlled character, and the enemy character is controlled to enter a designated character state; wherein, in the designated character state, the enemy character does not respond to movement control instructions and / or skill release instructions.

14. The method according to claim 13, characterized in that After the step of determining that the designated object is an enemy character of the controlled character, the method further includes: The duration of the enemy character being in the designated character state is determined according to the extension duration of the extension model.

15. The method according to claim 1, characterized in that After the step of controlling the controlled character to release the second skill of the skill type in the game scene, the method further includes: Determine that the skill type of the second skill is a terrain control type, and update the scene terrain of the game scene.

16. The method according to claim 15, characterized in that The step of updating the scene terrain of the game scene includes: determining a skill release area of ​​the second skill, and updating the regional terrain of the skill release area to a first designated terrain; The method further includes: in response to an enemy character of the controlled character being located in the skill release area of ​​the first designated terrain, debuffing the enemy character.

17. The method according to claim 16, characterized in that Before the step of updating the regional terrain of the skill release area to the first designated terrain, the method further includes: generating an extension path between the position of the controlled character and the skill release area, and updating the path terrain of the extension path to the second designated terrain; The method further includes: in response to an enemy character of the controlled character being located in the extension path of the second designated terrain, debuffing the enemy character.

18. The method according to claim 17, characterized in that The step of generating an extension path between the position where the controlled character is located and the skill release area comprises: starting from the position where the controlled character is located, gradually generating an extension path until the extension path extends to the skill release area; The method further includes: in response to an enemy character of the controlled character being located in the extended path or in an adjacent area of ​​the extended path, debuffing the enemy character.

19. The method according to claim 16, 17 or 18, characterized in that The step of debuffing the enemy character comprises at least one of the following: Reduce the specified attribute value of the enemy character; Providing the controlled character with the location of the enemy character; Reduces the enemy character's specified behavior progress.

20. The method according to claim 1, characterized in that After the step of controlling the controlled character to release the second skill of the skill type in the game scene, the method further includes: Determine that the skill type of the second skill is a gain type, and gain the controlled character.

21. The method according to claim 20, characterized in that The step of increasing the power of the controlled character comprises: In response to the controlled character being attacked by a first attack skill from an enemy character of the controlled character, reducing the attack effect of the first attack skill on the controlled character; Alternatively, in response to the controlled character releasing the second attack skill, the attack range and / or attack strength of the second attack skill is increased.

22. The method according to claim 1, characterized in that In response to the second skill being triggered, before the step of controlling the controlled character to release the second skill of the skill type in the game scene, the method further includes: Determining that the controlled character is configured with permission to use a second skill of multiple skill types, and providing a type selection control to the controlled character; In response to a selection instruction for the type selection control, determining a selected skill type; In response to the first release instruction, the second skill corresponding to the selected skill type is released.

23. The method according to claim 2, characterized in that Based on the type of the preset scene target corresponding to the skill release position, the step of controlling to change the interactive function of the preset scene target in the game scene comprises: Determine that the type of the preset scene target corresponding to the skill release position is a ground type, and set a movement control function for the preset scene target; wherein the movement control function is used to: when the enemy character of the controlled character is located at the preset scene target, control the movement state of the enemy character.

24. The method according to claim 23, characterized in that After determining that the type of the preset scene target corresponding to the skill release position is a ground type and setting a movement control function for the preset scene target, the method further includes: In response to an enemy character of the controlled character being located at the preset scene target, the enemy character is controlled to remain at the preset scene target until a duration for which the enemy character remains at the preset scene target reaches a first preset duration.

25. The method according to claim 2, characterized in that After the step of controlling to change the interactive function of the preset scene target in the game scene based on the type of the preset scene target corresponding to the skill release position, the method further includes: The preset scene target corresponding to the skill release position is displayed in a second display format; wherein the second display format is used to indicate that the preset scene target corresponding to the skill release position has the changed interactive function.

26. The method according to claim 2, characterized in that Based on the type of the preset scene target corresponding to the skill release position, the step of controlling to change the interactive function of the preset scene target in the game scene comprises: Determine that the type of the preset scene target corresponding to the skill release position is an obstacle type, and cancel the obstacle function of the preset scene target; wherein, the preset scene target after canceling the obstacle function provides a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

27. The method according to claim 26, characterized in that After determining that the type of the preset scene target corresponding to the skill release position is an obstacle type and canceling the obstacle function of the preset scene target, the method further includes: A door model is generated on the model of the preset scene target; wherein the door model is used to provide a path through the preset scene target to the controlled character and / or the enemy character of the controlled character.

28. The method according to claim 2, characterized in that Based on the type of the preset scene target corresponding to the skill release position, the step of controlling to change the interactive function of the preset scene target in the game scene comprises: Determine that the type of the preset scene target corresponding to the skill release position is an interactive object type, and cancel the preset interactive function of the preset scene target.

29. The method according to claim 2, characterized in that Based on the type of the preset scene target corresponding to the skill release position, the step of controlling to change the interactive function of the preset scene target in the game scene comprises: In response to the presence of a preset scene target at the skill release position, counting the processing progress of the preset scene target; In response to the processing progress reaching a preset progress threshold, based on the type of the preset scene target, controlling to change the interactive function of the preset scene target in the game scene.

30. The method according to claim 29, characterized in that The step of counting the processing progress of the preset scene target includes: In response to the distance between the controlled character and the preset scene target being less than or equal to a preset distance, counting the processing progress of the preset scene target; In response to the distance between the controlled character and the preset scene target being greater than a preset distance, statistics on the processing progress of the preset scene target are suspended.

31. The method according to claim 29, characterized in that The method further comprises: In response to the enemy character of the controlled character performing a preset behavior and the processing progress not reaching a preset progress threshold, statistics on the processing progress of the preset scene target are suspended.

32. The method according to claim 29, characterized in that In response to the presence of a preset scenario target at the skill release position, the step of counting the processing progress of the preset scenario target comprises: In response to the presence of a preset scene target at the skill release position, counting the processing time; and counting the processing progress of the preset scene target within the processing time; The step of controlling, in response to the processing progress reaching a preset progress threshold, changing the interactive function of the preset scene target in the game scene based on the type of the preset scene target comprises: In response to the processing duration not reaching a second preset duration and the processing progress reaching a preset progress threshold, based on the type of the preset scene target, controlling to change the interactive function of the preset scene target in the game scene.

33. The method according to claim 29, characterized in that In response to the processing progress reaching a preset progress threshold, before the step of controlling to change the interactive function of the preset scene target in the game scene based on the type of the preset scene target, the method further includes: In response to a movement control instruction for the controlled character, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character after the processing progress statistics are completed.

34. 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; The game scene includes a controlled character; The controlled character is controlled by the terminal device, and the controlled character includes a first skill and a second skill; the apparatus includes: A first releasing module, configured to control the controlled character to release the first skill to a skill release position determined in the game scene in response to the first skill being triggered; a permission configuration module, configured to determine the skill type of the second skill based on the type of the preset scene target corresponding to the skill release position, and configure the use permission corresponding to the second skill to the controlled character, wherein the skill effects generated by the second skills of different skill types are different; A second releasing module is configured to control the controlled character to release the second skill of the skill type in the game scene in response to the second skill being triggered.

35. 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 1-33.

36. 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 1-33.