Game interaction control method and device and electronic equipment

By introducing the interactive functions of the graphic user interface controlled by terminal devices and the skill release position in the game, the problem of single interaction mode in game games is solved, and a richer game space and higher game efficiency is achieved.

CN120037659APending Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510248818.3
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

Provide a graphical user interface through the terminal device to display the game scene and control the controlled character, and change the interactive functions of the scene targets in response to the preset scene target type in the skill release position, affect the controlled character and/or enemy characters.

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 interaction functions, improving the player's game space and 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 preset scene target corresponding to the skill release position, the interaction function of the preset scene target in the game scene is controlled and changed, and the changed interaction function plays a role on the controlled role and / or the enemy role of the controlled role. According to the mode, the interaction mode of the game role and the scene terrain is enriched, the player can obtain the corresponding interaction function 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 technical field of games, and in particular, to an interactive control method, device, and electronic device for a game. Background Art

[0002] In a game session, a game character can interact with the scene terrain. For example, when the game character is located in a specified terrain, it can generate a buff for itself; or, when the game character obtains energy from a specified terrain, it can enhance the attributes of the game character, etc. The interaction method between the game character and the scene terrain is relatively single, which limits the player's gaming space and affects the session efficiency. Summary of the Invention

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

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game. A graphical user interface is provided through a terminal device, and at least part of the game scene is displayed on the graphical user interface; a controlled character is included in the game scene; the controlled character is controlled through the terminal device, and the controlled character includes a first 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 interactive function of the preset scene target in the game scene is controlled to be changed, where the changed interactive function has an effect on the controlled character and / or the enemy character of the controlled character.

[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game. A graphical user interface is provided through a terminal device, and at least part of the game scene is displayed on the graphical user interface; a controlled character is included in the game scene; the controlled character is controlled through the terminal device, and the controlled character includes a first skill; a skill release module is configured 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 function control module is configured to control the interactive function of the preset scene target in the game scene to be changed based on the type of the preset scene target corresponding to the skill release position, where the changed interactive function has an effect on the controlled character and / or the enemy character of the controlled character.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, where the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned interactive control method for a game.

[0007] Fourthly, an embodiment of the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the above-mentioned interactive control method for the game.

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

[0009] The above-mentioned interactive control method, device and electronic device for the 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; 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 a preset scene target corresponding to the skill release position, controlling to 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.

[0010] In the above manner, after releasing the skill, the type of the preset scene target corresponding to the skill release position can affect the interactive function of the preset scene target, and this interactive function has an effect on the controlled character and / or the enemy character; this manner enriches the interactive manner between the game character and the scene terrain. By selecting the type of the preset scene target, the player can obtain the corresponding interactive function, enriching the player's game space and improving the game efficiency.

[0011] Other features and advantages of the present invention will be described in the following specification, and, in part, will be obvious from the specification, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the specification, claims and drawings.

[0012] To make the above objectives, features and advantages of the present invention more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings

[0013] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.

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

[0015] Figure 2 Schematic diagram of a position indication identifier and a preset scenario target provided by an embodiment of the present invention;

[0016] Figure 3 Another schematic diagram of a position indication identifier and a preset scenario target provided by an embodiment of the present invention;

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

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

[0019] Figure 6 In (a) is a schematic diagram of a skill type and a permission identifier provided by an embodiment of the present invention;

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

[0021] Figure 7 Schematic diagram of an extension model provided by an embodiment of the present invention;

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

[0023] Figure 9 Schematic diagram of an extension path and a skill release area provided by an embodiment of the present invention;

[0024] Figure 10 Schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0025] Figure 11 Schematic diagram of an electronic device provided by an embodiment of the present invention. Detailed implementation manners

[0026] To make the objectives, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some but not all of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope 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, an embodiment of the present invention provides 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 graphical user interface displays at least part of the game scene, which includes a controlled character; the controlled character is controlled through a terminal device. For example, by issuing instructions through the terminal device, the controlled character can be controlled to move in the game scene, release skills, interact with the scene model, etc. A virtual camera is set in the game scene, which moves following the controlled character and turns following the orientation of the controlled character. The scene image captured by the virtual camera of the game scene is displayed in the above graphical user interface.

[0033] In the first-person perspective, the scene image captured by the virtual camera does not include the controlled character or only includes parts of the controlled character, such as parts like the arm, palm, etc.; in the third-person perspective, the scene image captured by the virtual camera usually includes the complete controlled character. For example, the complete back of the controlled character is shown in the scene image.

[0034] The above controlled character includes a first skill, and the controlled character has the permission to release the first skill, and the first skill can change the function of specific scene targets in the game scene.

[0035] As Figure 1 shown, the interactive control method of the game includes the following steps:

[0036] Step S102, in response to the first skill being triggered, control the controlled character to release the first skill to the skill release position determined from the game scene;

[0037] The above 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, by performing operations such as clicking, double-clicking, long-pressing, and swiping on the skill release control, a first release instruction is generated.

[0038] The skill release position can be a position point or a range, such as a circular range or a fan-shaped range with a specified radius. Specifically, the skill release position can be determined according to the position and orientation of the controlled character. For example, after generating the first release instruction, 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.

[0039] The skill release position can also be determined during the generation of the first release instruction. For example, by performing a long-press operation or a swipe operation on the skill release control, the skill release position is adjusted through the operation duration of the long-press operation or the operation touch point of the swipe operation.

[0040] After determining the skill release position, release the first skill at this skill release position; the first skill acts on the skill release position. Specifically, the first skill can change the interaction function of the scene target at the first release position.

[0041] Step S104, based on the type of the preset scene target corresponding to the skill release position, control to change the interaction function of the preset scene target in the game scene, where the changed interaction function acts on the controlled character and / or the enemy character of the controlled character;

[0042] The preset scene target is located in the game scene. For example, the scene ground, obstacles, scene models with interaction functions, etc.; the obstacles can be walls, boulders, etc.; the scene models with interaction functions can be safes, cipher machines, etc. Some preset scene targets can be pre-selected in the game scene, and the types of the preset scene targets can be divided, for example, ground type, obstacle type, interaction object type, etc.

[0043] After selecting the preset scene target and dividing its type, when the skill release position is determined, it can be judged whether the skill release position is located on the preset scene target. If the skill release position is a position point and this 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 some preset scene models exist within this range, it can be determined that there is a preset scene target at the skill release position.

[0044] 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 interaction function of the preset scene target, that is, different types correspond to different changed interaction functions.

[0045] 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 changed interaction function of the preset scene target is that when the enemy character is located on this preset scene target, the health value of the enemy character is reduced, the enemy character is controlled to be unable to move, etc.

[0046] When the preset scene target has a changed interaction function, if a game character interacts with this preset scene target, the changed interaction function acts on this game character. This game character can be the controlled character, or the enemy character of the controlled character, or can include both the controlled character and the enemy character, that is, the updated interaction function acts on both the controlled character and the enemy character.

[0047] Specifically, according to the type of the preset scenario target, it can be determined which game characters the interaction function affects. For example, when the type of the preset scenario target is the ground type, it only affects the enemy characters; when the type of the preset scenario target is the obstacle type, it affects both the controlled character and the enemy characters.

[0048] The game character interacts with the preset scenario target. For example, the game character is located at the preset scenario target, or the game character is located in the adjacent area of the preset scenario target, or the game character makes contact with the preset scenario target, etc.

[0049] For the above-mentioned game interaction control method, a graphical user interface is provided 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; the method includes: in response to the triggering of the first skill, controlling the controlled character to release the first skill towards the skill release position determined from the game scene; based on the type of the preset scenario target corresponding to the skill release position, controlling to change the interaction function of the preset scenario target in the game scene, wherein the changed interaction function affects the controlled character and / or the enemy character of the controlled character.

[0050] In the above manner, after releasing the skill, the type of the preset scenario target corresponding to the skill release position can affect the interaction function of the preset scenario target, and this interaction function affects the controlled character and / or the enemy character; this manner enriches the interaction method between the game character and the scene terrain. By selecting the type of the preset scenario target, the player can obtain the corresponding interaction function, enriching the player's game space and improving the game efficiency.

[0051] The following embodiments provide a method for determining the skill release position.

[0052] In one way, in response to the first release instruction, it is determined that the first release instruction is generated by the first release operation, and based on the character orientation and character position of the controlled character, the skill release position is determined from the game scene.

[0053] The first release operation can be a click operation, a double-click operation, etc. on the skill release control. After performing the first release operation, the first release instruction can be generated, and this first release instruction is used to release the skill at the skill release position; as can be seen from the foregoing embodiments, the function of this skill is that when there is a preset scenario target at the skill release position, based on the type of the preset scenario target, the interaction function of the preset scenario target is updated, and the skill type of the second skill is determined.

[0054] 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 near the controlled character or at a specific distance. The orientation of the skill release position relative to the controlled character may have a specified relationship with the character orientation.

[0055] In one example, the skill release position is 5 meters away from the controlled character and is in the direction of the character orientation. Therefore, after the character position and the character 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 is in the reverse direction of the character orientation. In this case, after the character position and the character orientation are determined, the skill release position can also be uniquely determined.

[0056] The above method can quickly determine the skill release position and improve the skill release efficiency.

[0057] In another way, in response to the first release instruction, it is determined that the first release instruction is generated by a second release operation. Based on the first operation parameter of the second release operation, the skill release position is determined from the game scene; where the second release operation is different from the first release operation.

[0058] The second release operation may be a long-press operation, a swipe operation, etc. on the skill release control. For the sake of operation distinction, the second release operation and the first release operation are different operation methods; for example, the second release operation is a long-press operation and the first release operation is a click operation.

[0059] 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 swipe operation, the operation touch point of the swipe operation is the first operation parameter, etc.

[0060] Specifically, the position range of the skill release position determined by the second release operation is larger 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 and area. Another example is that 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, improving the convenience of skill release.

[0061] Further, the above-mentioned second release operation includes: a long-press operation on the skill release control; in response to the long-press operation on the skill release control, a position indication identifier is displayed in the game scene; in response to the release operation of the long-press operation, the scene position indicated by the position indication identifier at the time of the release operation is saved as the first operation parameter of the second release operation; the scene position saved in the first operation parameter is determined as the skill release position.

[0062] For Figure 2 example, long-press the skill release control to trigger the display of the position indication identifier. The scene range covered by the position indication identifier is the temporarily determined skill release position. When performing a continuous release operation during the long-press operation, such as a finger-lifting operation, the scene position indicated by the position indication identifier at the time of the release operation is the skill release position; this scene position is saved in the first operation parameter, and thus the skill release position can be determined based on the first operation parameter of the second release operation.

[0063] Further, after the long-press operation triggers the display of the position indication identifier, the position of the position indication identifier can also be adjusted by a sliding operation. In response to a continuous sliding operation of the long-press operation, the position indication identifier is controlled to move in the game scene.

[0064] Figure 2 In

[0065] this case, after long-pressing the skill release control, move the operation touch point. The skill release control moves with the operation touch point. When the operation touch point moves upward, the position indication identifier moves in the direction of the character's orientation and away from the controlled character; when the operation touch point moves leftward, the position indication identifier moves to the left front of the controlled character.

[0066] After the position indication identifier moves to the position desired by the player, then perform the release operation, and the scene position indicated by the position indication identifier can be used as the skill release position. This method allows the player to precisely select the skill release position, and thus the player can select the desired preset scene target through the skill release position, and determine the updated interaction function and new skills based on the type of the preset scene target, improving the game space for the player to perform skill releases.

[0067] In comparison Figure 2 and Figure 3 , Figure 2The preset scenario target in [it] is not located at the scenario position indicated by the position identifier, and the preset scenario target is displayed according to the default display format; Figure 3 In [it], by adjusting the triggering position of the sliding operation of the skill release control, the position of the position indication identifier in the scenario is adjusted. When the preset scenario target is located at the scenario position indicated by the position identifier, the preset scenario target is displayed in a bold display format, so as to highlight the preset scenario target located at the position indicated by the position identifier.

[0068] Furthermore, in response to the existence of multiple preset scenario targets at the scenario position indicated by the position indication identifier, based on the types of the multiple preset scenario targets, the final preset scenario target is determined, and the final preset scenario target is displayed in the first display format.

[0069] When the range of the position indication identifier is large and the range of the scenario position indicated by the position indication identifier is large, there may be multiple preset scenario targets in this scenario position at the same time. For example, there are preset scenario targets of the ground type and the obstacle type at the same time, or there are preset scenario targets of the obstacle type and the interaction object type at the same time.

[0070] The types of multiple preset scenario targets can be sorted by priority. When there are multiple preset scenario targets at the scenario position indicated by the position indication identifier, according to this priority, the final preset scenario target is determined from the multiple preset scenario targets; the final preset scenario 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 scenario target, the interaction function of the preset scenario target is updated, and the skill type of the second skill is determined.

[0071] In one example, the types of the preset scenario targets include three types, namely the ground type, the obstacle type, and the interaction object type, and the priority increases in turn; when there are preset scenario targets of the ground type and the obstacle type at the same time in the range of the scenario position indicated by the position indication identifier, the preset scenario target of the obstacle type is the final preset scenario target; when there are preset scenario targets of the obstacle type and the interaction object type at the same time in the range of the scenario position indicated by the position indication identifier, the preset scenario target of the interaction object type is the final preset scenario target.

[0072] In addition, when the final preset scenario target is not the preset scenario target desired by the player, the position indication identifier can be continuously adjusted until the final preset scenario target is the preset scenario target desired by the player.

[0073] The above method can improve the operation efficiency of determining the skill release position and quickly select the desired preset scenario target.

[0074] The following embodiments provide an update method for the interaction function.

[0075] In one way, it is determined that the type of the preset scenario target corresponding to the skill release position is of the ground type, and a movement control function is set for the preset scenario target; wherein, the movement control function is used to: when the enemy character of the controlled character is located at the preset scenario target, control the movement state of the enemy character.

[0076] The preset scenario target exerts a movement control function on the enemy character moving to the preset scenario target corresponding to the skill release position; for example, when the enemy character is located at this preset scenario target, the enemy character cannot move, has a reduced movement speed, is out of control in movement, etc.

[0077] Specifically, in response to the enemy character of the controlled character being located at the preset scenario target, control the enemy character to stay at the preset scenario target until the continuous duration of the enemy character staying at the preset scenario target reaches the first preset duration. In this way, the enemy character is restricted within the preset scenario target, and the enemy character can move within the preset scenario target but cannot leave the preset scenario target. When the continuous duration reaches the first preset duration, the enemy character can leave the preset scenario target.

[0078] Furthermore, the preset scenario 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 scenario target corresponding to the skill release position has a changed interaction function.

[0079] Such as Figure 4 In it, the preset scenario target is displayed in a shadow format, and the second display format can also be a pothole format, a swamp format, etc. The second display format can usually be seen by the enemy character. When the preset scenario target at the skill release position has an updated interaction function, this preset scenario target switches from the default display format to the second display format. For example, it switches from a dry ground format to a swamp format; when after a period of time, this interaction function fails, then this preset scenario target cancels the display of the second display format and resumes the default display format.

[0080] In the above way, the movement state of the enemy character is interfered with, and through interfering with the movement state, the game between the controlled character and the enemy character is realized.

[0081] In another way, it is determined that the type of the preset scenario target corresponding to the skill release position is of the obstacle type, and the obstacle function of the preset scenario target is cancelled; wherein, the preset scenario target after cancelling the obstacle function provides a path for the controlled character and / or the enemy character of the controlled character to pass through the preset scenario target.

[0082] For example, the collision body function of the preset scene target can be cancelled, and the controlled character or the 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 the enemy character can pass through the path where the preset scene target obstacle was originally located; or, a passage can be generated on the preset scene target, and the controlled character or the enemy character can pass through the preset scene target through this passage.

[0083] It is possible to provide only the controlled character or the enemy character with a path to pass through the preset scene target, or it is also possible to provide both the controlled character and the enemy character with a path to pass through the preset scene target, that is, both the controlled character and the enemy character can pass through the preset scene target.

[0084] Specifically, a door model is generated on the model of the preset scene target; wherein, this door model is used to: provide a path for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target. As Figure 5 shown, the door model is generated on the preset scene target, and one of the controlled character or the enemy character can pass through this door model, or it can also be that both the controlled character and the enemy character can pass through this door model.

[0085] In the above ways, by changing the obstacle function of the obstacle, and then changing the path in the scene, and by changing the scene path, the game between the controlled character and the enemy character is realized. In addition, this path is a neutral action space that both the enemy and our characters can pass through, increasing the randomness of the game and the game space for both sides.

[0086] There is also another way, which 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 interaction function of the preset scene target. For example, if the preset scene target is a treasure chest, the preset interaction function is to open the treasure chest to obtain items. When this interaction function is cancelled, the treasure chest cannot be opened and the items cannot be obtained.

[0087] Another example is that if the preset scene target is a cipher machine, the preset interaction function is to input a password. When this interaction function is cancelled, the password cannot be input, thus preventing the device corresponding to this password from being started.

[0088] In the above ways, by canceling the interaction function of the interactive object, the enemy is prevented from interacting with the interactive object in a short time, blocking the progress of the enemy character in the game, and realizing the game between the controlled character and the enemy character.

[0089] In summary, in the above ways, the preset scene target has multiple types of preset scene targets, which can interfere with the moving state of the enemy character, change the path in the scene, cancel the interaction function of the interactive object, etc., so as to realize the game between the controlled character and the enemy character in multiple ways, enriching the game space of the player and improving the efficiency of the game.

[0090] In one implementation, in response to the presence of a preset scenario target at the skill release position, the processing progress of the preset scenario target is counted; in response to the processing progress reaching a preset progress threshold, based on the type of the preset scenario target, the interactive function of the preset scenario target in the game scenario is controlled to change.

[0091] In this method, when there is a preset scenario target at the skill release position, the interactive function of the preset scenario target cannot be immediately changed, and a period of time is required to accumulate the processing progress; for example, when there is a preset scenario target at the skill release position, the processing progress starts to be counted. In the case where the processing progress is continuously counted, if it takes 1.5 seconds for the processing progress to reach the preset progress threshold, then after 1.5 seconds, the interactive function of the preset scenario target is changed.

[0092] In an example, when there is a preset scenario target at the skill release position, the processing progress starts to increase continuously from 0. In the case where the processing progress is continuously increasing, if it takes 1.5 seconds for the processing progress to reach 100%, then after 1.5 seconds, the interactive function of the preset scenario target is changed. Or, when there is a preset scenario target at the skill release position, the processing progress starts to decrease continuously from 100%. In the case where the processing progress is continuously decreasing, if it takes 1.5 seconds for the processing progress to reach 0, then after 1.5 seconds, the interactive function of the preset scenario target is changed.

[0093] Furthermore, in response to the distance between the controlled character and the preset scenario target being less than or equal to a preset distance, the processing progress of the preset scenario target is counted; in response to the distance between the controlled character and the preset scenario target being greater than the preset distance, the counting of the processing progress of the preset scenario target is paused.

[0094] The preset distance can be, for example, 5 meters, 10 meters, etc.; during the process of counting the processing progress, the controlled character needs to be near the preset scenario target, that is, the distance between the controlled character and the preset scenario target is less than or equal to the preset distance. In this case, the processing progress of the preset scenario target is counted, that is, the processing progress is continuously updated; when the controlled character makes an active move or is pushed by an enemy character, resulting in the distance between the controlled character and the preset scenario target being greater than the preset distance, the counting of the processing progress of the preset scenario target is paused.

[0095] For example, when the processing progress is 50%, it is detected that the distance between the controlled character and the preset scenario target is greater than the preset distance. At this time, the processing progress stays at 50% and does not increase; when the controlled character moves towards the preset scenario target until the distance between the controlled character and the preset scenario target is less than or equal to the preset distance, the processing progress continues to increase from 50%.

[0096] In this method, if the controlled character wants to update the interaction function of the preset scenario target, it needs to wait for a certain period of time, and its actions are restricted during this period, which can ensure the fairness of all parties in the game and make the game more reasonable.

[0097] In another method, in response to the execution of a preset behavior by an enemy character of the controlled character and when the processing progress has not reached the preset progress threshold, the statistics of the processing progress of the preset scenario target are paused. When the processing progress has not reached the preset progress threshold, the enemy character can interfere, thereby slowing down the update of the interaction function of the preset scenario target. The preset behavior can be an attack behavior, a control behavior, a skill release behavior, etc. acting on the controlled character.

[0098] When the controlled character is affected by the execution of a preset behavior by an enemy character, the statistics of the processing progress of the preset scenario target are paused; for example, when the processing progress is counted to 80%, the controlled character is affected by the attack skill of the enemy character. At this time, the processing progress remains at 80% unchanged, and when the attack skill ends, the processing progress is updated again.

[0099] Furthermore, in response to the existence of a preset scenario target at the skill release position, the processing duration is counted; the processing progress of the preset scenario target is counted within the processing duration; in response to the processing duration not reaching the second preset duration and the processing progress reaching the preset progress threshold, based on the type of the preset scenario target, the interaction function of the preset scenario target in the game scenario is controlled to change.

[0100] In this method, not only the processing progress is set, but also the processing duration is set. It is necessary to reach the preset progress threshold before the processing duration reaches the second preset duration in order to change the interaction function of the preset scenario target.

[0101] For example, the second preset duration is 5 seconds. When the processing progress is continuously counted, the total duration to reach the preset progress threshold is 2 seconds. At this time, within 5 seconds, there need to be 2 seconds for counting the processing progress. During the second preset duration, the processing progress can be paused once or multiple times, as long as the processing progress reaches the preset progress threshold.

[0102] When there is a preset scenario target at the skill release position, the processing duration can be counted starting from 0, and the processing duration increases continuously with time. If the processing duration reaches the second preset duration but the processing progress does not reach the preset progress threshold, the interaction function of the preset scenario target cannot be updated. It can be understood that this skill release fails.

[0103] In addition, before updating the interaction function of the preset scenario target, in response to a movement control instruction for the controlled character, the controlled character is controlled to move at a first movement speed; where the first movement speed is less than the movement speed of the controlled character after the end of the processing progress statistics.

[0104] It can be understood that after determining the skill release position and before changing the interaction function of the preset scenario target, that is, before the aforementioned processing progress is updated to the preset progress threshold or before the processing duration reaches the second preset duration, the movement speed of the controlled character is affected. For example, if the default movement speed of the controlled character is 3 meters per second, then the aforementioned first movement speed is 1.5 meters per second.

[0105] After the processing progress statistics are completed, regardless of whether the 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.

[0106] In this way, if the controlled character wants to update the interaction function of the preset scenario target, it needs to avoid being affected by the enemy character, complete the progress statistics within a limited time, and the movement speed during this period is affected, which can ensure the fairness of all parties in the game and make the game more reasonable; the enemy can also interfere with the controlled character to prevent the controlled character from changing the interaction function of the preset scenario target, so as to conduct a game, enriching the game method.

[0107] In actual implementation, the number of usage permissions obtained by the controlled character needs to be restricted. Specifically, it is determined that the number of configured permissions of the controlled character for the second skill is less than the preset number threshold, and the usage permission corresponding to the second skill is configured for the controlled character.

[0108] Since the second skill has multiple skill types, this preset number threshold can be the preset number threshold for all skill types or the preset number threshold for one skill type. For example, the preset number threshold is 5, that is, the controlled character can configure at most 5 usage permissions, but the skill types of the second skills of these 5 usage permissions are not limited.

[0109] For another example, for the movement control type, the preset number threshold is 3; that is, the controlled character can configure at most 5 usage permissions corresponding to the second skills of the movement control type. For the terrain control type, the preset number threshold is 2, that is, the controlled character can configure at most 2 usage permissions for the second skills of the terrain control type.

[0110] When the number of configured permissions of the controlled character for the second skill is less than the preset number threshold, the usage permission corresponding to the second skill is provided to the controlled character. At this time, the number of configured permissions increases. When the number of configured permissions of the controlled character for the second skill reaches the preset number threshold, the usage permission of the second skill is no longer configured for the controlled character, and the number of configured permissions no longer increases, but the interaction function of the preset scenario target can be updated.

[0111] In one way, the skill types of the above-mentioned second skill include multiple types; for each skill type, a first quantity threshold is preset for the configured permission quantity; for the configured permission quantities corresponding to multiple skill types, a second quantity threshold is preset; the second quantity threshold is greater than or equal to the first quantity threshold; this way sets two quantity thresholds. For the first quantity threshold, for each skill type, the first quantity threshold can be set separately, 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.

[0112] For the second quantity threshold, it can be understood as the quantity threshold corresponding to multiple skill types in general, that is, the total configured permission quantity of all the second skills of the controlled role does not exceed the second quantity threshold, and the skill types of all the configured second skills are not restricted; for example, the second quantity threshold is 5, and the controlled role can configure at most 5 permission quantities, and the skill types of these 5 permission quantities can be a certain specific skill type or any skill type.

[0113] In an example, when the second quantity threshold is 5 and the controlled role configures 5 permission quantities, these 5 permission quantities can include 3 permission quantities of the movement control type and 2 permission quantities of the ground control type; these 5 permission quantities can also include 1 permission quantity of the movement control type, 2 permission quantities of the ground control type, and 2 permission quantities of the buff type.

[0114] In actual implementation, when it is determined that the configured permission quantity of the controlled role for the skill type of the second skill is less than the first quantity threshold, and the configured permission quantities of the controlled role for multiple skill types are less than the second quantity threshold, the usage permission corresponding to the second skill is provided to the controlled role.

[0115] For example, according to the type of the preset scenario target, the determined skill type of the designated role is type A, and the first quantity threshold is set for type A, such as 2. The skill types of the second skill include three types in total, and the second quantity threshold is set for the three skill types, such as 5. When it is determined according to the type of the preset scenario target that the skill type of the designated role is type A, query whether the configured permission quantity of the controlled role for type A is less than 2, and query whether the configured permission quantities of the controlled role for multiple skill types are less than 5. If both are satisfied, provide the usage permission of the second skill to the controlled role, that is, provide the usage permission of the second skill of type A.

[0116] If the configured permission quantity of the controlled role for type A reaches 2, or the configured permission quantities of the controlled role for multiple skill types reach 5, the usage permission of the second skill is no longer provided to the controlled role.

[0117] Furthermore, the total preset first quantity threshold of the configured permissions corresponding to each skill type is greater than the second quantity threshold. For example, there are three skill types, and the first quantity threshold for each skill type is 2, so the total is 6; the second quantity threshold is less than this total, for example, the second quantity threshold is 5.

[0118] Refer to the example (a) in Figure 6 A total of three skill types are shown, namely type A, type B, and type C. The preset first quantity threshold for the configured permissions corresponding to each skill type is 2, that is, at most 2 permissions can be configured for each skill type; in Figure 6 In (a) of

[0119] Taking the second quantity threshold of 5 as an example for illustration, the maximum number of configured permissions corresponding to all skill types is 5; referring to Figure 6 In (b) of

[0120] This method can further limit the number of permissions owned by the controlled character, thereby restricting the number of times the controlled character uses the second skill, guiding players to select preset scenario targets according to the number of permissions and actual needs, making the game more reasonable for all parties in the game, guiding players to make decisions considering multiple factors, and improving the game strategy.

[0121] The above method increases the freedom of players to select skills. At the same time, it controls the upper limit of the number of permissions for both single-type skills and the total of all types, and freely combines and distributes the number of permissions. At the same time, it limits the number of skills, increasing the game space for both camps.

[0122] In a specific implementation method, based on the type of the preset scenario target corresponding to the skill release position, determine the skill type of the second skill, and configure the usage permission corresponding to the second skill for the controlled character, where the second skills of different skill types have different skill effects; in response to the second skill being triggered, control the controlled character to release the second skill of the skill type in the game scenario.

[0123] The skill type of the second skill can also be determined according to the type of the preset scenario target; the second skill is a new skill generated after the release of the first skill. Multiple skill types of the second skill can be preset, for example, movement control type, terrain modification type, buff type, etc., and the corresponding relationship between the skill type and the type of the aforementioned preset scenario target can be set; after determining the preset scenario target, the skill type of the second skill can be determined based on the type of the preset scenario target.

[0124] Specifically, it can be to provide the controlled character with the usage permission of the second skill of the aforementioned skill type; this usage permission is used to indicate that the controlled character can release this second skill. This usage permission can be saved for use in the current game session. After the controlled character obtains the usage permission, a control for triggering this second skill can be provided on the terminal device for controlling the controlled character, and the method information for triggering this second skill can be obtained, for example, the shortcut key information for triggering this second skill; the player can release this second skill by triggering the control or the shortcut key.

[0125] The second skill can be triggered by a second release instruction, and this second release instruction can be generated by triggering the control for this second skill or by triggering a specified shortcut key. Second skills of different skill types have different skill effects, and the objects on which these skill effects act are also different. Specifically, the object on which the skill effect acts can be determined according to the skill type. For example, if the skill type is the movement control type and the object of action is the controlled character, after releasing the second skill, the controlled character can be controlled to move to the target position; another example is that if the skill type is the terrain modification type and the object of action is a specified area in the game scene, after the terrain of this specified area is modified, it can have an impact on the controlled character or the enemy character located in this specified area, for example, causing damage, generating a buff, etc.

[0126] In the above method, after releasing the first skill, based on the type of the preset scenario target corresponding to the skill release position, it can affect the skill type of the newly generated skill, and the newly generated skill can have an impact on various characters or the scene; this method enriches the interaction method between the game character and the scene terrain. By selecting the type of the preset scenario target, the player can obtain the corresponding new skill, enriching the player's game space and improving the efficiency of the game session.

[0127] The following embodiments provide specific ways of the skill effects of the second skill on various objects.

[0128] In one way, it is determined that the skill type of the second skill is the movement control type, and the controlled character is controlled to move to the target position.

[0129] 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 release of the second skill or 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 beneficial to improving the movement efficiency.

[0130] Alternatively, the target position can also be a position selected by the player during the release of the second skill. For example, the target position can be a position near an enemy character, a position near an obstacle, etc.

[0131] 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 a specified object, the extension model is controlled to stop extending, and based on the object position of the specified object, the target position is determined; in response to the movement control instruction, the controlled character is controlled to move to the target position.

[0132] The extension model can be a vine model, a spider silk model, etc.; the extension model can continuously increase the model length to achieve extension in the game scene model. For example, the extension model can be generated and start to extend from the arm of the controlled character or can be generated and start to extend from the mouth of the controlled character.

[0133] The specified object can be an enemy character or a specified model in the scene, such as a rockery model, a wall model, etc. The target position can be the surrounding position of the specified object. For example, the position within 1 meter of the specified object, etc.

[0134] The movement control instruction can be generated by triggering a specific control; after the extension model stops extending, by triggering the control, the controlled character can move to the target position. During the process of moving to the target position, there is no need to generate a movement control instruction.

[0135] In actual implementation, the controlled character can switch from the position where the second skill is released to the target position or can move to the target position at a preset movement speed. For example, move quickly to the target position at a speed of 10 meters per second, so as to achieve the quick movement of the controlled character.

[0136] 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 according to the adjusted extension direction. The direction adjustment instruction can be generated by triggering a control or can be generated by triggering the scene screen. For example, perform a sliding operation on the control, and generate a direction adjustment instruction through the sliding contact point; another example is to perform an operation on the scene screen and then generate a direction adjustment instruction.

[0137] Players can adjust the extension direction of the extension model according to the position of the specified object. For example, if the specified object is located in the front left of the controlled character, the extension direction is adjusted to the front left. During the extension process of the extension model, the extension direction can be continuously adjusted, and the extension model extends according to the latest adjusted extension direction.

[0138] Specifically, the above 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 extends in the game scene. During the extension of the extension end, the virtual camera of the controlled character moves along with the extension end.

[0139] Reference 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 continuously increases, and the extension end continuously moves away from the controlled character.

[0140] Figure 7 Figure 14 is the scene picture taken by the virtual camera when the extension model just starts to extend. At this time, the virtual camera can also capture the controlled character. Figure 8 Figure 16 is the scene picture taken by the virtual camera when the extension model has extended a long distance. Since the virtual camera moves along with the extension end, this extension segment is always located in the scene picture. However, when the extension end is far away from the controlled character, the controlled character cannot be captured.

[0141] Furthermore, in response to the extension model extending to the specified object or the controlled character moving to the target position, it is determined that the specified object is an enemy character of the controlled character, and the enemy character is controlled to enter the specified character state. Among them, in the specified character state, the enemy character does not respond to the movement control instruction and / or the skill release instruction.

[0142] The specified character state can specifically be a stun state, a coma state, etc. In the specified character state, the enemy character can not respond to the movement control instruction, that is, the enemy character cannot move, or moves randomly without being controlled by the movement control instruction. The enemy character can also not respond to the skill release instruction, that is, the enemy character cannot release skills. In actual implementation, in the specified character state, the enemy character can only not respond to one of the movement control instruction or the skill release instruction, or can not respond to both the movement control instruction and the skill release instruction.

[0143] In the above method, two timing opportunities for the enemy character to enter the specified character state are provided. One is that when the extension model extends to the specified object, which can be understood as the extension model coming into contact with the specified character, or the distance between the extension end of the extension model and the specified object being less than the preset distance. When the extension model extends to the specified object and the specified object is an enemy character, the enemy character enters the specified character state. The other is that when the controlled character moves to the target position, after the extension model extends to the specified object and a movement control instruction is generated, and the controlled character moves to the target position, and the specified object is an enemy character, the enemy character enters the specified character state.

[0144] The specified character state can be preset with a state duration, such as 10 seconds. After the state duration ends, the enemy character ends the specified character state. Additionally, the state duration of the enemy character in the specified character state can be determined according to the extension duration of the extension model. The extension duration can be understood as the duration from when the extension model starts to extend from the position of the controlled character until it extends to the enemy object. It can be that the longer the extension duration, the shorter the state duration; or it can be that the longer the extension duration, the longer the state duration.

[0145] In the above method, the controlled character can be quickly moved to the target position through the movement control skill. When moving near the enemy character, it affects the control state of the enemy character; through movement control and state control, the game between the two sides is realized, enriching the game method and improving the game efficiency.

[0146] In another method, it is determined that the skill type of the second skill is terrain control type, and the scene terrain of the game scene is updated. After updating the scene terrain, the movement paths of the controlled character or the enemy character in the scene can be changed. For example, the ways of updating the scene terrain such as adding obstacles and deleting obstacles; after updating the scene terrain, it may have a beneficial or detrimental effect on the controlled character or the enemy character. For example, when the controlled character is in the area where the scene terrain is updated, the attack ability and movement speed can be increased; when the enemy character is 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.

[0147] Specifically, the skill release area of the second skill is determined, and the area terrain of the skill release area is updated to the first specified terrain; in response to the enemy character of the controlled character being in the skill release area of the first specified terrain, a debuff is applied to the enemy character.

[0148] The first specified terrain can be a gravel terrain, a swamp terrain, etc. The skill release area can have a specified 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 in the skill release area of the first specified terrain, the skill release area has a debuff effect on the enemy character.

[0149] Specifically, applying debuffs to the enemy character includes at least one of the following: reducing the specified attribute value of the enemy character; providing the location of the enemy character to the controlled character; reducing the specified action progress of the enemy character. The specified attribute value can be the health value, attack power value, defense power value, etc.; when the enemy character is in the skill release area of the first specified terrain, the specified attribute value can be reduced by a preset amount, such as reducing by 50, reducing by 10%, etc., or the specified attribute value can be reduced according to the duration of the enemy character in the skill release area, such as the longer the duration of the enemy character in the skill release area, the more the specified attribute value is reduced.

[0150] When the enemy character is in the skill release area of the first specified terrain, the location of the enemy character is exposed; for example, the character identifier of the enemy character can be displayed on the map to indicate the location of the enemy character, or in the game scene, the orientation of the enemy character can be indicated by displaying the character identifier, etc.

[0151] When the enemy character is in the skill release area of the first specified terrain, reduce the specified action progress of the enemy character. The specified action can be an action that affects the progress of the enemy character's game, such as password cracking action, antidote refining action, etc.; the specified action progress can be determined according to the execution duration of the specified action; for example, when the execution duration of the specified action reaches 100 seconds, the specified action progress reaches the preset progress threshold, and the specified action is completed.

[0152] When the enemy character is in the skill release area of the first specified terrain, the specified action progress can be reduced by a preset amount, such as reducing by 20, reducing by 30%, etc., or the specified action progress can be reduced according to the duration of the enemy character in the skill release area, such as the longer the duration of the enemy character in the skill release area, the more the specified action progress is reduced.

[0153] In one way of determining the skill release area, it is determined that the second release instruction is generated by the third release operation, and based on the character orientation and character position of the controlled character, the skill release area of the second skill is determined from the game scene.

[0154] The third release operation can be a click operation, double-click operation, etc. on the first skill control. After executing the third release operation, the second release instruction can be generated, and this second release instruction is used to release the second skill, and then the scene terrain is changed in the skill release area.

[0155] The second release instruction can include the character orientation and character position, or the character orientation and character position can be obtained after generating the second release instruction. The skill release area can be near the controlled character or at a specific distance, and the orientation of the skill release area relative to the controlled character can have a specified relationship with the character orientation.

[0156] In one example, the skill release area is a circular area with a radius of 5 meters. The center of the area of the skill release area is 5 meters away from the controlled character, and the center of the area of the skill release area is located in the direction of the character's orientation. Therefore, after the character's position and the character's 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 reverse direction of the character's orientation. In this case, after the character's position and the character's orientation are determined, the skill release area can also be uniquely determined.

[0157] The above method can quickly determine the skill release area and improve the skill release efficiency.

[0158] In another method for determining the skill release area, it is determined that the second release instruction is generated by the fourth release operation. 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.

[0159] The fourth release operation can be a long-press operation, a swipe operation, etc. on the first skill control. For the sake of operation distinction, the fourth release operation and the third release operation are different operation methods; for example, the fourth release operation is a long-press operation, and the third release operation is a click operation.

[0160] When generating the second release instruction 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 swipe operation, the operation touch point of the swipe operation is the second operation parameter, etc.

[0161] Specifically, the above 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 display area; in response to the release operation of the long-press operation, the scene area indicated by the area indication mark at the time of the release operation is saved as the second operation parameter of the fourth release operation; the scene area saved in the second operation parameter is the skill release area.

[0162] Long-press the first skill control to trigger the display of the area indication mark. The scene range covered by the area indication mark is the temporarily determined skill release area. When performing a continuous release operation of the long-press operation, such as a finger-lifting operation, the scene area indicated by the area indication mark at the time of the release operation is the skill release area; this scene area is saved in the second operation parameter, and thus, based on the second operation parameter of the fourth release operation, the skill release area can be determined.

[0163] Further, in response to a long - press operation on the first skill control, based on the duration of the long - press operation, determine the display position of the area indication identifier in the game scene, and display the area indication identifier at the display position.

[0164] After long - pressing the first skill control, the display position of the area indication identifier 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's facing, or the area indication identifier moves from the front - left of the controlled character to the front - right, etc.

[0165] Exemplarily, the longer the duration, the greater the distance between the area indication identifier and the controlled character. For example, when long - pressing the first skill control, the area indication identifier 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 indication identifier and the controlled character. A maximum distance can also be set, for example, 10 meters. When the distance between the area indication identifier and the controlled character reaches 10 meters, the area indication identifier stops moving.

[0166] In another way, after long - pressing the first skill control, move the operation touch point. The first skill control moves with the operation touch point. When the operation touch point moves upward, the area indication identifier moves in the direction of the character's facing and away from the direction of the controlled character; when the operation touch point moves to the left, the area indication identifier moves to the front - left of the controlled character.

[0167] After the area indication identifier moves to the position desired by the player, then perform the release operation corresponding to the long - press operation, and the scene area indicated by the area indication identifier can be used as the skill release area. This method allows the player to precisely select the skill release area, thereby changing the scene terrain of the skill release area and increasing the game space for the player to execute the skill release.

[0168] In actual implementation, generate an extended path between the position of the controlled character and the skill release area, update the path terrain of the extended path to the second specified terrain; in response to the enemy character of the controlled character being located on the extended path of the second specified terrain, apply a debuff to the enemy character.

[0169] Figure 9 In the example in, in the game scene, the extended path can be displayed in ways such as flame burning or ground cracking; for example, after the controlled character releases the second skill, the ground starts to crack from the position of the controlled character and gradually extends until it reaches the skill release area, and then, in the skill release area, the scene terrain is changed, for example, from a flat ground terrain to a gravel terrain.

[0170] This extended path also has a debuff effect on enemy characters. When an enemy character moves onto the extended path, such as stepping on the extended path, it reduces the specified attribute value of the enemy character, provides the location of the enemy character to the controlled character, reduces the specified action progress of the enemy character, etc.

[0171] Furthermore, starting from the location of the controlled character, an extended path is gradually generated until the extended path extends to the skill release area; for enemy characters of the controlled character located on or in the adjacent area of the extended path, debuffs are applied to the enemy characters.

[0172] During the process of gradually generating the extended path, attack models such as gravel and sparks can be generated in the extended path and its adjacent areas. When an enemy character is located in the extended path and its adjacent areas, the enemy character is attacked by the attack models, thereby applying debuffs to the enemy character. For example, it reduces the health value of the enemy character, reduces the movement speed of the enemy character, etc.

[0173] In the above manner, the extended path and the skill release area jointly change the scene terrain, improve the debuff effect on enemy characters, and further increase the game space for players to execute skill releases.

[0174] There is also another way. Determine that the skill type of the second skill is a buff type and apply a buff to the controlled character. After the controlled character is buffed, the visual effect of the controlled character can be updated. For example, the controlled character puts on armor, or updates the skin of the controlled character to a metal-effect skin, etc. This buff can have a specific duration, such as 8 seconds. After 8 seconds, this buff disappears.

[0175] Specifically, in response to the controlled character being affected by the first attack skill of the 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 the second attack skill, increase the attack range and / or attack intensity of the second attack skill.

[0176] 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 health value of the controlled character is reduced. Another example is that when the first attack skill is a push-back skill, the distance by which the controlled character is pushed back is reduced, etc.

[0177] 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 is buffed, the attack range increases to a circular area with a radius of 15 meters. Another example is that the default attack intensity of the second attack skill is to reduce the health value by 10. After the controlled character is buffed, the attack intensity increases to reduce the health value by 20. When the controlled character releases the second attack skill, it can increase both the attack range and the attack intensity, or only increase one of the attack range or the attack intensity.

[0178] In the above method, by releasing the second skill, the controlled character itself is buffed, improving its attack ability against enemy characters and further increasing the game space for players to execute skill releases.

[0179] In actual implementation, the type of the preset scene target has an associated relationship with the skill type of the second skill; specifically, if the type of the preset scene target is the ground type, it is determined that the skill type of the second skill is the movement control type; if the type of the preset scene target is the obstacle type, it is determined that the skill type of the second skill is the terrain control type; if the type of the preset scene target is the interactive object type, it is determined that the skill type of the second skill is the buff type.

[0180] Specifically, it is determined that the controlled character has the usage permission for the second skill of multiple skill types, and a type selection control is provided to the controlled character; in response to the selection instruction for the type selection control, the selected skill type is determined; in response to the second release instruction, the second skill corresponding to the selected skill type is released.

[0181] This type selection control can be used to switch between multiple skill types; for example, by clicking on 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.

[0182] Through the above method, players can refer to the desired skill type, select the preset scene target of a specific preset scene target type, guide players to consider the skill type of subsequent new skills when selecting targets, improve players' ability to reasonably determine game strategies during the game, and enhance the strategic nature and game space of the game.

[0183] Corresponding to the above method embodiment, refer to Figure 10 An interactive control device for a game as shown, which 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; the device includes:

[0184] A skill release module 1000, configured 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;

[0185] A function control module 1002, configured to control and 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, wherein the changed interactive function has an effect on the controlled character and / or the enemy character of the controlled character.

[0186] The interactive control device of the above 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; the method includes: in response to the triggering of the first skill, 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, controlling to 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.

[0187] In the above manner, after releasing the skill, the type of the preset scene target corresponding to the skill release position can affect the interactive function of the preset scene target, and this interactive function has an effect on the controlled character and / or the enemy character; this manner enriches the interaction method between the game character and the scene terrain. By selecting the type of the preset scene target, the player can obtain the corresponding interactive function, enriching the player's game space and improving the game efficiency.

[0188] The above function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is the 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 on the preset scene target, control the movement state of the enemy character.

[0189] The above device further includes a movement control module, which is used to: in response to the enemy character of the controlled character being located on the preset scene target, control the enemy character to stay on the preset scene target until the continuous duration of the enemy character staying on the preset scene target reaches a first preset duration.

[0190] The above device further includes a target 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 the changed interactive function.

[0191] The above function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is the 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 for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0192] The above device further 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 for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0193] The above function control module is used to: determine that the type of the preset scene target corresponding to the skill release position is the interactive object type, and cancel the preset interactive function of the preset scene target.

[0194] The above 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 the preset progress threshold, control and change the interactive function of the preset scene target in the game scene based on the type of the preset scene target.

[0195] The above 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, pause counting the processing progress of the preset scene target.

[0196] The above device further includes a progress control module, which is used to: in response to the enemy character of the controlled character performing a preset behavior and the processing progress not reaching the preset progress threshold, pause counting the processing progress of the preset scene target.

[0197] The above progress control module is used to: in response to the existence of a preset scene target at the skill release position, count the processing duration; count the processing progress of the preset scene target within the processing duration; the above function control module is used to: in response to the processing duration not reaching the second preset duration and the processing progress reaching the preset progress threshold, control and change the interactive function of the preset scene target in the game scene based on the type of the preset scene target.

[0198] The above device further includes a character control module, which is used to: in response to a movement control instruction for the controlled character, 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 end of the processing progress statistics.

[0199] The above device further includes a target selection module, which is used to: in response to a long press operation on the skill release control, display a position indication identifier in the game scene; in response to the existence of a preset scene target at the scene position indicated by the position indication identifier, display the preset scene target in a first display format.

[0200] The above device further 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 identifier, determine the final preset scene target based on the types of the multiple preset scene targets, and display the final preset scene target in a first display format.

[0201] The above device further includes a skill configuration module for: determining the skill type of the second skill based on the type of the preset scenario target corresponding to the skill release position, and configuring the usage permission corresponding to the second skill for the controlled character, where the second skills of different skill types have different skill effects; in response to the triggering of the second skill, controlling the controlled character to release the second skill of the skill type in the game scenario.

[0202] The above skill configuration module is used for: determining that the number of configured permissions of the controlled character for the second skill is less than the preset number threshold, and configuring the usage permission corresponding to the second skill for the controlled character.

[0203] The skill types of the above second skill include multiple types; for each skill type, there is a preset first number threshold for the number of configured permissions; for multiple skill types, there is a preset second number threshold for the number of configured permissions; the second number threshold is greater than or equal to the first number threshold; the above skill configuration module is used for: determining that the number of configured permissions of the controlled character for the skill type of the second skill is less than the first number threshold, and the number of configured permissions of the controlled character for multiple skill types is less than the second number threshold, and configuring the usage permission corresponding to the second skill for the controlled character.

[0204] The sum of the preset first number thresholds for the number of configured permissions corresponding to each of the above skill types is greater than the second number threshold.

[0205] The above skill configuration module is used for: if the type of the preset scenario 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 scenario 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 scenario target is an interaction object type, determining that the skill type of the second skill is a buff type.

[0206] The above device further includes a movement module for: determining that the skill type of the second skill is a movement control type, and controlling the controlled character to move to the target position.

[0207] The above movement module is used for: generating an extension model from the position where the controlled character is located, and controlling the extension model to extend in the game scenario; in response to the extension model extending to the specified object, controlling the extension model to stop extending, and determining the target position based on the object position of the specified object; in response to the movement control instruction, controlling the controlled character to move to the target position.

[0208] The above device further includes an extension module for: in response to the direction adjustment instruction, adjusting the extension direction of the extension model, and controlling the extension model to extend in accordance with the adjusted extension direction.

[0209] The above-mentioned extension model includes a fixed end and an extended end; the fixed end is located at the position of the controlled character, and the extended end extends in the game scene; during the extension of the extended end, the virtual camera of the controlled character moves following the extended end.

[0210] The above-mentioned device further includes a state control module, which is used for: in response to the extension model extending to a specified object or the controlled character moving to a target position, determining that the specified object is an enemy character of the controlled character, and controlling 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.

[0211] The above-mentioned device further includes a duration determination module, which is used for: according to the extension duration of the extension model, determining the state duration of the enemy character in the specified character state.

[0212] The above-mentioned device further includes a terrain update module, which is used for: determining that the skill type of the second skill is a terrain control type, and updating the scene terrain of the game scene.

[0213] The above-mentioned terrain update module is used for: determining the skill release area of the second skill, and updating the area terrain of the skill release area to the first specified terrain; the above-mentioned device further includes a debuff module, which is used for: in response to the enemy character of the controlled character being located in the skill release area of the first specified terrain, debuffing the enemy character.

[0214] The above-mentioned device further includes a path generation module, which is used for: generating an extended path between the position where the controlled character is located and the skill release area, and updating the path terrain of the extended path to the second specified terrain; the above-mentioned device further includes a debuff module, which is used for: in response to the enemy character of the controlled character being located on the extended path of the second specified terrain, debuffing the enemy character.

[0215] The above-mentioned path generation module is used for: starting from the position where the controlled character is located, gradually generating an extended path until the extended path extends to the skill release area; the above-mentioned device further includes a debuff module, which is used for: in response to the enemy character of the controlled character being located on the extended path or the adjacent area of the extended path, debuffing the enemy character.

[0216] The above-mentioned debuff module is used for at least one of the following: reducing the specified attribute value of the enemy character; providing the controlled character with the location of the enemy character; reducing the specified behavior progress of the enemy character.

[0217] The above-mentioned device further includes a buff module, which is used for: determining that the skill type of the second skill is a buff type, and buffing the controlled character.

[0218] The above-mentioned gain module is used to: in response to the controlled character being subjected to the first attack skill of 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 the second attack skill, increase the attack range and / or attack intensity of the second attack skill.

[0219] The above-mentioned device further includes a skill operation module, which is used to: determine that the controlled character has the usage permission of the second skill of multiple skill types, provide a type selection control to the controlled character; in response to a selection instruction for the type selection control, determine the selected skill type; in response to a first release instruction, release the second skill corresponding to the selected skill type.

[0220] This embodiment further provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned interactive control method of the game. This electronic device can be a server or a terminal device.

[0221] See Figure 11 As shown, this electronic device includes a processor 100 and a memory 101. 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 above-mentioned interactive control method of the game.

[0222] Furthermore, Figure 11 The shown electronic device further includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.

[0223] Among them, the memory 101 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is realized between this system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of simplicity of representation, Figure 11 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0224] The processor 100 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 100 or the instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium 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. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0225] The processor in the above electronic device can implement the following operations in the interactive control method of the above game by executing computer-executable instructions:

[0226] 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 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; 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, controlling to 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.

[0227] Determine that the type of the preset scene target corresponding to the skill release position is the 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.

[0228] In response to an enemy character of a controlled character being located at a preset scene target, control the enemy character to stay at the preset scene target until the duration for which the enemy character stays at the preset scene target reaches a first preset duration.

[0229] 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 interaction function.

[0230] 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 for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0231] Generate a door model on the model of the preset scene target; wherein, the door model is used to: provide a path for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0232] Determine that the type of the preset scene target corresponding to the skill release position is an interaction object type, and cancel the preset interaction function of the preset scene target.

[0233] In response to the presence 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 to change the interaction function of the preset scene target in the game scene based on the type of the preset scene target.

[0234] In response to the distance between the controlled character and the preset scene target being less than or equal to a 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, pause counting the processing progress of the preset scene target.

[0235] In response to the enemy character of the controlled character performing a preset behavior and the processing progress not reaching the preset progress threshold, pause counting the processing progress of the preset scene target.

[0236] In response to the presence of a preset scene target at the skill release position, count the processing duration; count the processing progress of the preset scene target within the processing duration; in response to the processing duration not reaching a second preset duration and the processing progress reaching the preset progress threshold, control to change the interaction function of the preset scene target in the game scene based on the type of the preset scene target.

[0237] In response to a movement control instruction for the controlled character, control the controlled character to move at a first movement speed; wherein, the first movement speed is less than the movement speed of the controlled character after the end of counting the processing progress.

[0238] In response to a long - press operation on the skill release control, display a position indication identifier in the game scene; in response to the existence of a preset scene target at the scene position indicated by the position indication identifier, display the preset scene target in a first display format.

[0239] In response to the existence of multiple preset scene targets at the scene position indicated by the position indication identifier, determine the final preset scene target based on the types of the multiple preset scene targets, and display the final preset scene target in a first display format.

[0240] Based on the type of the preset scene target corresponding to the skill release position, determine the skill type of the second skill, and configure the usage permission corresponding to the second skill for the controlled character. Among them, the skills of the second skill with different skill types have different skill effects; in response to the triggering of the second skill, control the controlled character to release the second skill of the skill type in the game scene.

[0241] Determine that the number of configured permissions for the second skill of the controlled character is less than the preset quantity threshold, and configure the usage permission corresponding to the second skill for the controlled character.

[0242] The skill types of the second skill include multiple types; for each skill type, there is a preset first quantity threshold for the number of configured permissions; for multiple skill types, there is a preset second quantity threshold for the number of configured permissions; the second quantity threshold is greater than or equal to the first quantity threshold; determine that the number of configured permissions for the skill type of the second skill of the controlled character is less than the first quantity threshold, and the number of configured permissions for multiple skill types of the controlled character is less than the second quantity threshold, and configure the usage permission corresponding to the second skill for the controlled character.

[0243] The sum of the preset first quantity thresholds for the number of configured permissions corresponding to each skill type is greater than the second quantity threshold.

[0244] 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 interaction object type, determine that the skill type of the second skill is a buff type.

[0245] Determine that the skill type of the second skill is a movement control type, and control the controlled character to move to the target position.

[0246] Generate an extension model from the position where the controlled character is located, and control the extension model to extend in the game scene; in response to the extension model extending to a 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 a movement control instruction, control the controlled character to move to the target position.

[0247] In response to a direction adjustment instruction, adjust the extension direction of the extension model, and control the extension model to extend according to the adjusted extension direction.

[0248] 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 extends in the game scene; during the extension of the extension end, the virtual camera of the controlled character moves following the extension end.

[0249] In response to the extension model extending to a specified object or the controlled character moving to a target position, determine the specified object as the 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.

[0250] Determine the state duration of the enemy character in the specified character state according to the extension duration of the extension model.

[0251] Determine that the skill type of the second skill is terrain control type, and update the scene terrain of the game scene.

[0252] Determine the skill release area of the second skill, update the area terrain of the skill release area to the first specified terrain; in response to the enemy character of the controlled character being located in the skill release area of the first specified terrain, impose a debuff on the enemy character.

[0253] Generate an extension path between the position where the controlled character is located and the skill release area, update the path terrain of the extension path to the second specified terrain; in response to the enemy character of the controlled character being located on the extension path of the second specified terrain, impose a debuff on the enemy character.

[0254] Starting from the position where the controlled character is located, gradually generate an extension path until the extension path extends to the skill release area; in response to the enemy character of the controlled character being located on the extension path or the adjacent area of the extension path, impose a debuff on the enemy character.

[0255] The steps of imposing a debuff on the enemy character include at least one of the following: reducing the specified attribute value of the enemy character; providing the controlled character with the location of the enemy character; reducing the specified action progress of the enemy character.

[0256] Determine that the skill type of the second skill is a buff type, and buff the controlled character.

[0257] In response to the controlled character being subjected to a first attack skill from the 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 intensity of the second attack skill.

[0258] Determine the usage permission of the second skill of the controlled character configured with multiple skill types, and provide a type selection control for the controlled character; in response to a selection instruction for the type selection control, determine the selected skill type; in response to a first release instruction, release the second skill corresponding to the selected skill type.

[0259] In the above method, after releasing the skill, the type of the preset scene target corresponding to the skill release position can affect the interaction function of the preset scene target, and this interaction function has an effect on the controlled character and / or the enemy character; this method enriches the interaction method between the game character and the scene terrain. By selecting the type of the preset scene target, the player can obtain the corresponding interaction function, enriching the player's game space and improving the game efficiency.

[0260] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned interaction control method of the game.

[0261] The computer-executable instructions stored in the above computer-readable storage medium can implement the following operations in the above-mentioned interaction control method of the game by executing the computer-executable instructions:

[0262] An interaction control method of a 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; in response to the first skill being triggered, control 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, control to change the interaction function of the preset scene target in the game scene, where the changed interaction function has an effect on the controlled character and / or the enemy character of the controlled character.

[0263] Determine that the type of the preset scene target corresponding to the skill release position is the 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 on the preset scene target, control the movement state of the enemy character.

[0264] In response to the enemy character of the controlled character being located on the preset scene target, control the enemy character to stay on the preset scene target until the continuous duration of the enemy character staying on the preset scene target reaches a first preset duration.

[0265] 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 interaction function.

[0266] Determine that the type of the preset scene target corresponding to the skill release position is the obstacle type, and cancel the obstacle function of the preset scene target; among them, for the preset scene target after canceling the obstacle function, provide a path for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0267] Generate a door model on the model of the preset scene target; among them, the door model is used to: provide a path for the controlled character and / or the enemy character of the controlled character to pass through the preset scene target.

[0268] Determine that the type of the preset scene target corresponding to the skill release position is the interaction object type, and cancel the preset interaction function of the preset scene target.

[0269] In response to the presence 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 the preset progress threshold, based on the type of the preset scene target, control and change the interaction function of the preset scene target in the game scene.

[0270] 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, pause counting the processing progress of the preset scene target.

[0271] In response to the enemy character of the controlled character performing a preset behavior and the processing progress not reaching the preset progress threshold, pause counting the processing progress of the preset scene target.

[0272] In response to the presence of a preset scene target at the skill release position, count the processing duration; within the processing duration, count the processing progress of the preset scene target; in response to the processing duration not reaching the second preset duration and the processing progress reaching the preset progress threshold, based on the type of the preset scene target, control and change the interaction function of the preset scene target in the game scene.

[0273] In response to a movement control instruction for the controlled character, control the movement of the controlled character at a first movement speed; where the first movement speed is less than the movement speed of the controlled character after the end of the processing progress statistics.

[0274] In response to a long press operation on the skill release control, display a position indication identifier in the game scene; in response to the presence of a preset scene target at the scene position indicated by the position indication identifier, display the preset scene target in a first display format.

[0275] In response to the presence of multiple preset scene targets at the scene position indicated by the position indication identifier, determine the final preset scene target based on the types of the multiple preset scene targets, and display the final preset scene target in a first display format.

[0276] Determine the skill type of the second skill based on the type of the preset scenario target corresponding to the skill release position, and configure the usage permission corresponding to the second skill for the controlled character. Among them, the skills of the second skill with different skill types have different effects; in response to the triggering of the second skill, control the controlled character to release the second skill of the skill type in the game scenario.

[0277] Determine that the number of configured permissions of the controlled character for the second skill is less than the preset quantity threshold, and configure the usage permission corresponding to the second skill for the controlled character.

[0278] The skill types of the second skill include multiple types; for each skill type, there is a preset first quantity threshold for the number of configured permissions; for multiple skill types, there is a preset second quantity threshold for the number of configured permissions; the second quantity threshold is greater than or equal to the first quantity threshold; determine that the number of configured permissions of the controlled character for the skill type of the second skill is less than the first quantity threshold, and the number of configured permissions of the controlled character for multiple skill types is less than the second quantity threshold, and configure the usage permission corresponding to the second skill for the controlled character.

[0279] The sum of the preset first quantity thresholds for the number of configured permissions corresponding to each skill type is greater than the second quantity threshold.

[0280] If the type of the preset scenario target is the ground type, determine that the skill type of the second skill is the movement control type; if the type of the preset scenario target is the obstacle type, determine that the skill type of the second skill is the terrain control type; if the type of the preset scenario target is the interaction object type, determine that the skill type of the second skill is the buff type.

[0281] Determine that the skill type of the second skill is the movement control type, and control the controlled character to move to the target position.

[0282] Generate an extension model from the position where the controlled character is located, and control the extension model to extend in the game scenario; 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.

[0283] In response to the direction adjustment instruction, adjust the extension direction of the extension model, and control the extension model to extend according to the adjusted extension direction.

[0284] The extension model includes a fixed end and an extension end; the fixed end is located at the position where the controlled character is located, and the extension end extends in the game scenario; during the extension of the extension end, the virtual camera of the controlled character moves following the extension end.

[0285] In response to the extended model extending to a specified object or the controlled character moving to the target position, determine that the specified object is the enemy character of the controlled character, and control the enemy character to enter the specified character state; wherein, in the specified character state, the enemy character does not respond to the movement control instruction and / or the skill release instruction.

[0286] Determine the state duration of the enemy character in the specified character state according to the extension duration of the extended model.

[0287] Determine that the skill type of the second skill is terrain control type, and update the scene terrain of the game scene.

[0288] Determine the skill release area of the second skill, and update the area terrain of the skill release area to the first specified terrain; in response to the enemy character of the controlled character being located in the skill release area of the first specified terrain, impose a debuff on the enemy character.

[0289] Generate an extended path between the position where the controlled character is located and the skill release area, and update the path terrain of the extended path to the second specified terrain; in response to the enemy character of the controlled character being located on the extended path of the second specified terrain, impose a debuff on the enemy character.

[0290] Starting from the position where the controlled character is located, gradually generate an extended path until the extended path extends to the skill release area; in response to the enemy character of the controlled character being located on the extended path or the adjacent area of the extended path, impose a debuff on the enemy character.

[0291] The steps of imposing a debuff on the enemy character include at least one of the following: reducing the specified attribute value of the enemy character; providing the controlled character with the location of the enemy character; reducing the specified action progress of the enemy character.

[0292] Determine that the skill type of the second skill is a buff type, and buff the controlled character.

[0293] In response to the controlled character being subjected to the first attack skill from the 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 the second attack skill, increase the attack range and / or attack intensity of the second attack skill.

[0294] Determine that the controlled character is configured with the usage permission of the second skill of multiple skill types, provide a type selection control to the controlled character; in response to the selection instruction for the type selection control, determine the selected skill type; in response to the first release instruction, release the second skill corresponding to the selected skill type.

[0295] In the above method, after releasing a skill, the type of the preset scenario target corresponding to the skill release position can affect the interaction function of the preset scenario target, and this interaction function has an effect on the controlled character and / or the enemy character; this method enriches the interaction method between the game character and the scenario terrain. By selecting the type of the preset scenario target, the player can obtain the corresponding interaction function, which enriches the player's game space and improves the efficiency of the game round.

[0296] The computer program product of the game interaction control method, device and electronic device provided by the embodiments of the present invention includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the methods described in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments and will not be elaborated herein.

[0297] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0298] In addition, in the description of the embodiments of the present invention, unless otherwise clearly defined and limited, the terms "installation", "connection" and "connection" 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 directly connected or indirectly connected through an intermediate medium, and it can be the communication inside 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 situations.

[0299] If the above function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks or optical discs that can store program codes.

[0300] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is 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. Therefore, it should not be construed as a limitation to the present invention. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0301] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting it. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions recorded in the foregoing embodiments or easily conceive of changes, or perform equivalent replacements for some of the technical features; 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 all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A 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; 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; 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.

2. The method according to claim 1, 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.

3. The method according to claim 2, 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.

4. The method according to claim 1, 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.

5. The method according to claim 1, 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.

6. The method according to claim 5, 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.

7. The method according to claim 1, 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.

8. The method according to claim 1, 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.

9. The method according to claim 8, 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.

10. The method according to claim 8, 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.

11. The method according to claim 8, 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 time not reaching the second preset time and the processing progress reaching the preset progress threshold, based on the type of the preset scene target, control is performed to change the interactive function of the preset scene target in the game scene.

12. The method according to claim 8, 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.

13. 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.

14. The method according to claim 13, 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.

15. 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: 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.

16. The method according to claim 15, 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.

17. The method according to claim 15, 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 controlled role with the usage permission corresponding to the second skill 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.

18. The method according to claim 17, 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.

19. The method according to claim 15, 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.

20. The method according to claim 15, 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.

21. The method according to claim 20, 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.

22. The method according to claim 21, 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.

23. The method according to claim 21, 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.

24. The method according to claim 21, 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.

25. The method according to claim 24, 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.

26. The method according to claim 15, 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.

27. The method according to claim 26, 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.

28. The method according to claim 27, 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.

29. The method according to claim 28, 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.

30. The method according to claim 27, 28 or 29, 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.

31. The method according to claim 15, 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.

32. The method according to claim 31, 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.

33. The method according to claim 15, 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.

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; The device comprises: a skill release module, configured 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 function control module 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.

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.