Game interaction control method and device and electronic equipment

By applying force fields and realizing character binding interaction in jumping games, the problem of lack of innovative elements in existing games is solved, and the game is playedability and fun is improved, bringing a continuous gaming experience.

CN120053964APending Publication Date: 2025-05-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510109123.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-21
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

The lack of innovative elements in existing jump games has led to insufficient continuous gameplay experience for players.

Method used

By applying a force field in the game scene, the game characters are shifted in a specific direction, and through character binding and interactive behavior, diversified prop acquisition and character displacement are achieved.

Benefits of technology

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

✦ 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, and the method comprises the steps: applying a first force field in a game scene, so as to enable a plurality of game roles in the game scene to shift towards a first scene direction during displacement; if the position relation between the first role and the second role which are subjected to displacement meets a first interaction condition, the first role and the second role are bound, so that the first role and the second role form a role set in the game scene and are subjected to overall displacement; if the first role executes the target interaction behavior in the overall displacement process, canceling the binding between the first role and the second role, applying a displacement influence of shifting towards a second scene direction to the first role, and applying a displacement influence of shifting towards a third scene direction to the second role; and if the target object acted by the target interaction behavior comprises the first prop, controlling the first role to obtain the first prop. According to the mode, interaction among a plurality of game roles is diversified, and the playability and interestingness of the game are improved.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of game design, and in particular, to a game interaction control method, apparatus, and electronic device. Background Art

[0002] In a jumping game, players can be guided to perform specific operations through elaborate maps. To provide players with sufficient game content and fun, a large amount of high-quality level design is required. Therefore, existing gameplay usually focuses on character control and level design, lacking new innovative elements and making it difficult to bring players a continuous gaming experience. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a game interaction control method, apparatus, and electronic device to enrich the gameplay and enhance the players' gaming interest and experience.

[0004] In a first aspect, the present disclosure provides a game interaction control method, which includes: providing a game scene corresponding to a target task, controlling a first force field to be applied in the game scene so that multiple game characters in the game scene shift towards a first scene direction when performing displacement, where the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first item in the game scene; when a first character performs displacement in the game scene, in response to the positional relationship between the first character and a second character satisfying a first interaction condition, binding the first character and the second character together so that the first character and the second character form a character group in the game scene and perform overall displacement, where the first character and the second character are different characters among the multiple game characters; in response to the first character performing a target interaction behavior during the overall displacement process, controlling the binding between the first character and the second character to be cancelled, applying a displacement influence to the first character to shift towards a second scene direction, and applying a displacement influence to the second character to shift towards a third scene direction; determining a target object on which the target interaction behavior acts; and in response to the target object including the first item, controlling the first character to obtain the first item.

[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: a scene providing module, configured to provide a game scene corresponding to a target task, and control a first force field to be applied in the game scene, so that multiple game characters in the game scene are offset in the direction of the first scene when performing displacement. Wherein, the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first item in the game scene; a character binding module, configured to, when a first character performs displacement in the game scene, in response to the positional relationship between the first character and a second character satisfying a first interaction condition, bind the first character and the second character, so that the first character and the second character form a character set in the game scene and perform overall displacement. Wherein, the first character and the second character are different characters among the multiple game characters; a binding cancellation module, configured to, in response to the first character performing a target interaction behavior during the overall displacement process, control the cancellation of the binding between the first character and the second character, and apply a displacement influence to the first character to offset in the direction of the second scene, and apply a displacement influence to the second character to offset in the direction of the third scene; an object determination module, configured to determine a target object on which the target interaction behavior acts; an item acquisition module, configured to, in response to the target object including the first item, control the first character to acquire the first item.

[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned game interaction control method.

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

[0009] The present disclosure provides a game interaction control method, device and electronic device. First, a game scene corresponding to a target task is provided, and a first force field is controlled to be applied in the game scene so that multiple game characters in the game scene are displaced in the direction of the first scene when they are displaced, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene; when the first character is displaced in the game scene, in response to the positional relationship between the first character and the second character satisfying a first interaction condition, the first character and the second character are bound so that the first character and the second character form a character set in the game scene and are displaced as a whole, wherein the first character and the second character are different characters from the multiple game characters; then, in response to the first character performing a target interaction behavior during the overall displacement process, the binding between the first character and the second character is controlled to be cancelled, and a displacement effect of displacing in the direction of the second scene is applied to the first character, and a displacement effect of displacing in the direction of the third scene is applied to the second character; a target object to which the target interaction behavior acts is determined; and in response to the first prop being included in the target object, the first character is controlled to obtain the first prop. This method enriches the game elements, improves the playability and fun of the game by adding prop elements to the game scenes and diversifying the interactions between multiple game characters, and also helps to provide players with a continuous gaming experience.

[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present disclosure;

[0014] Figure 2 A rendering of an effect after a first character performs a target interactive behavior provided by an embodiment of the present disclosure;

[0015] Figure 3Schematic diagram of binding a first role provided by an embodiment of the present disclosure to the first role;

[0016] Figure 4 Schematic diagram of unbinding a role set provided by an embodiment of the present disclosure;

[0017] Figure 5 Schematic diagram of displaying a first window provided by an embodiment of the present disclosure;

[0018] Figure 6 Schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;

[0019] Figure 7 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.

[0021] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.

[0022] In one embodiment of the present disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0023] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0025] In a possible implementation, the present disclosure provides a game interaction control method, such as Figure 1 As shown, the method comprises the following specific steps:

[0026] Step S102, providing a game scene corresponding to the target task, controlling the application of a first force field in the game scene so that multiple game characters in the game scene are offset toward the first scene when moving, wherein the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first prop in the game scene.

[0027] In specific implementation, the above game scenario is usually provided at the start of a game session. In one way, the game session runs for a specified length of time in the game system. During this specified length of time, game characters can all enter the game scenario of the game session, that is, the game characters in the game session can enter the game scenario of the game session at different times. In another way, multiple game characters in the game session can enter the game scenario at the same time. For example, when the number of game characters waiting to participate in the game session reaches a specified number, all the game characters waiting to participate in the game session are controlled to enter the game scenario corresponding to the game session simultaneously.

[0028] The game scenario corresponding to the above game session is also the game scenario corresponding to the target task. This target task is used to instruct multiple game characters to collect the first item in the game scenario. It can also be understood that this target task is a task of collecting the first item. Game characters can complete the target task by collecting the first item, and thus obtain a task reward when completing the target task. The item type corresponding to the above first item can be determined according to R & D requirements. For example, the first item can be an illustrated handbook type item or a skill type item, etc.

[0029] In specific implementation, the first scene direction corresponding to the above first force field can be determined according to the game rules. For example, the first force field can be a vertically upward force field, so as to control the game characters in the game scenario to move in the vertically upward direction according to the first force field; the first force field can also be a vertically downward gravitational field, so as to control the game characters in the game scenario to move in the vertically downward direction according to the gravitational field, that is, to control the game characters in the game scenario to produce a displacement effect of falling downward. Specifically, the above first force field is a global field. Generally, as long as the game characters make a displacement in the game scenario, they will be affected by the first force field.

[0030] Step S104, when the first character makes a displacement in the game scenario, in response to the position relationship between the first character and the second character satisfying the first interaction condition, bind the first character and the second character, so that the first character and the second character form a character set in the game scenario and perform an overall displacement, where the first character and the second character are different characters among multiple game characters.

[0031] In specific implementation, the specific conditions corresponding to the above first interaction condition can be determined according to R & D requirements. For example, the first interaction condition can be that the first character collides with the second character, or when the first character triggers a preset skill, the distance between the second character and the first character is less than a preset distance value, etc. When the position relationship between the first character and the second character satisfies the first interaction condition, bind the first character and the second character. Thus, the first character and the second character form a character set in the game scenario, and the game characters in the character set are regarded as a whole and perform an overall displacement.

[0032] In an alternative embodiment, the game characters in the character set move according to the movement of the first character. Specifically, when the game characters in the character set move as a whole, the relative positional relationship between the game characters in the character set remains unchanged.

[0033] Step S106, in response to the first character performing a target interaction behavior during the overall displacement process, control to cancel the binding between the first character and the second character, and apply a displacement influence to the first character to offset in the direction of the second scene, and apply a displacement influence to the second character to offset in the direction of the third scene.

[0034] In specific implementation, the specific behavior corresponding to the above target interaction behavior can be determined according to the game rules. For example, the target interaction behavior can be that the first character triggers a target item during the overall displacement process, or the first character collides with a target object during the overall displacement process, or the first character triggers a specified control or releases a target game skill, etc. When the first character performs a target interaction behavior during the overall displacement process, first, the binding between the first character and the second character is cancelled, and then an acceleration in the direction of the second scene for a preset duration is applied to the first character, and an acceleration in the direction of the third scene for a preset duration is applied to the second character, so that the second character can displace in the direction of the second scene in the game scene in a short time, and the second character can displace in the direction of the third scene in the game scene in a short time. Among them, the specific duration corresponding to the preset duration can be determined according to the R & D requirements, and the preset duration is usually relatively short, for example, 0.1 second or 0.2 second, etc.

[0035] It should be noted that when the first character performs a target interaction behavior, the displacement influence on the first character to offset in the direction of the second scene is instantaneous, and the displacement influence on the second character to offset in the direction of the third scene is also instantaneous, and will not last continuously, while the first force field applied to the first character and the second character lasts continuously and will not disappear.

[0036] In a specific embodiment, the above second scene direction is the direction opposite to the first scene direction; for example, if the first scene direction is the vertically downward direction, then the second scene direction is the vertically upward direction, or a direction with a small offset from the vertically upward direction, etc.

[0037] In another specific embodiment, the above third scene direction is the same as the second scene direction, or the third scene direction is the direction from the first character to the second character, or the third scene direction is the same as the first scene direction.

[0038] In specific implementation, when the third scene direction is the same as the second scene direction, when the first character performs the target interaction behavior during the overall displacement process, the first character and the second character can obtain the same displacement influence; when the third scene direction is the direction from the first character to the second character, it is equivalent to that when the first character performs the target interaction behavior during the overall displacement process, the second character will move away from the first character; when the third scene direction is the same as the first scene direction, that is, when the third scene direction is the opposite direction to the second scene direction, it is equivalent to providing a negative displacement influence to the second character, resulting in the second character moving in a direction that is not conducive to the second character completing the target task.

[0039] Step S108, determine the target object on which the target interaction behavior acts.

[0040] When the first character performs the target interaction behavior during the overall displacement process, it is also necessary to determine the target object on which the target interaction behavior acts. The target object can include one or more objects, and the target object can be a prop or a game character, etc.

[0041] Step S110, in response to the first prop being included in the target object, control the first character to obtain the first prop.

[0042] In specific implementation, when the first character performs the target interaction behavior during the overall displacement process, if the first prop is included in the target object on which the target interaction behavior acts, control the first character to obtain the first prop, which is beneficial for the first character to complete the target task and win the game.

[0043] A game interaction control method provided by an embodiment of the present invention enriches game elements, improves the playability and interestingness of the game, and also helps to bring a continuous game experience to players by adding prop elements in the game scene and diversifying the interactions among multiple game characters.

[0044] The following embodiments are used to describe the influence on the target object after performing the target interaction behavior.

[0045] Specifically, in response to the third character being included in the target object, control to apply a displacement influence to the third character to offset in the fourth scene direction.

[0046] In specific implementation, when the first character performs a target interaction behavior during the overall displacement, if the target object of the target interaction behavior includes any one or more third characters in the game scene other than the first character and the second character, control is exerted to apply an acceleration towards the fourth scene direction for a specified duration to each third character, so that each third character can displace towards the fourth scene direction in the game scene within a short time. Among them, the specific duration corresponding to the specified duration can be determined according to R & D requirements, and this specified duration is usually relatively short. For example, 0.1 second or 0.2 second, etc.

[0047] It should be noted that when the first character performs the target interaction behavior, the displacement influence on the third character in the direction of the fourth scene is instantaneous and will not last continuously.

[0048] In a specific embodiment, the above-mentioned second scene direction is the direction opposite to the first scene direction; the above-mentioned fourth scene direction is the same as the second scene direction, or the fourth scene direction is the direction from the first character to the third character, or the fourth scene direction is the same as the first scene direction.

[0049] In specific implementation, when the fourth scene direction is the same as the second scene direction, when the first character performs the target interaction behavior during the overall displacement, the first character and the third character can obtain the same displacement influence; when the fourth scene direction is the direction from the first character to the third character, it is equivalent to that when the first character performs the target interaction behavior during the overall displacement, the third character will move away from the first character; when the fourth scene direction is the same as the first scene direction, that is, when the fourth scene direction is the direction opposite to the second scene direction, it is equivalent to providing a negative displacement influence to the third character, resulting in the third character moving in a direction that is not conducive to the third character completing the target task.

[0050] The following embodiments are used to describe the ways of binding and unbinding between characters.

[0051] Specifically, a second item is configured in the above-mentioned game scene, and the item type corresponding to the second item can be determined according to R & D requirements. For example, the second item can be a magnet item or a suction item, etc. Based on this, in response to the first character obtaining the second item, control is exerted to configure the first character to bind the first character and the second character when the positional relationship between the first character and the second character meets the first interaction condition.

[0052] In specific implementation, the above-mentioned second character is also a game character within the item action range of the second item in the game scene and other than the first character. When the first character obtains the second item, the first character will be bound to the second character.

[0053] Further, the above-mentioned first character is configured with a target item, and the item type corresponding to the target item can be determined according to R & D requirements. For example, the target item can be a firecracker item, a balloon item, or a skill item, etc. Based on this, the specific process of controlling the cancellation of the binding between the first character and the second character in response to the first character performing a target interaction behavior during the overall displacement process may include: in response to the first character triggering the target item during the overall displacement process, determining that the first character performs a target interaction behavior during the overall displacement process, and controlling the cancellation of the binding between the first character and the second character.

[0054] In specific implementation, the triggering method of the above-mentioned target item can be determined according to R & D requirements. For example, the triggering method of the target item can be a triggering operation on a specified control displayed in the graphical user interface, or an operation of triggering the first character or the target item configured for the first character, etc. During the overall displacement process of the first character, when the player triggers the target item configured for the first character, it is equivalent to the first character performing a target interaction behavior during the overall displacement process. At this time, the binding between the first character and the second character is cancelled.

[0055] Further, the specific process of determining the target object affected by the target interaction behavior may include: determining the item effect range of the target item in the game scene; determining the target object within the item effect range as the target object affected by the target interaction behavior.

[0056] The item effect range of the above-mentioned target item can be determined according to the game rules. For example, the item effect range of the target item can be a preset distance range centered on the target item, or a preset distance range centered on the first character. The size of the preset distance range can be determined according to the game rules.

[0057] In an alternative embodiment, the number of available uses of the target item configured for the first character can be determined according to the game rules. For example, the number of available uses of the target item configured for the first character can be a fixed number; the number of available uses of the target item configured for the first character can be matched with the number of items of the target item obtained by the first character in the game scene, that is, the more items of the target item the first character obtains in the game scene, the more available uses of the target item the first character has; the maximum value of the number of available uses of the target item configured for the first character is less than a preset quantity threshold, and the preset quantity threshold can be determined according to R & D requirements. For example, the preset quantity threshold can be 3 times or 2 times, etc.

[0058] Based on the above description, in response to the first character triggering the target item during the overall displacement, control is performed to reduce the number of available uses of the target item owned by the first character. That is, each time the first character triggers the target item, the number of available uses of the target item owned by the first character is reduced by one. When the number of available uses of the target item owned by the first character reaches zero, the first character cannot trigger the target item.

[0059] Furthermore, target items are configured in the game scene, that is, one or more target items are configured in the game scene. Game characters in the game scene can obtain target items during the overall displacement process. The acquisition methods of the target items can include various types and can be specifically determined according to R & D requirements.

[0060] One acquisition method of the target item is: in response to the target object including the target item, control is performed to increase the number of available uses of the target item owned by the first character. That is, when the first character triggers the target item during the overall displacement process, first, the number of available uses of the target item owned by the first character is reduced. Then, when the item effect range of the target item in the game scene includes the target item, control is performed to enable the first character to obtain the target item, thereby increasing the number of available uses of the target item owned by the first character.

[0061] In an optional embodiment, in response to the target object further including a third character, control is performed to increase the number of available uses of the target item owned by the third character, or control is performed to keep the number of available uses of the target item owned by the third character unchanged. That is, when the first character triggers the target item during the overall displacement process, if the item effect range of the target item in the game scene includes the target item and the third character, it can be controlled that both the first character and the third character obtain the target item, thereby increasing the number of available uses of the target item owned by the first character and also increasing the number of available uses of the target item owned by the third character; it can also be controlled that only the first character obtains the target item and the third character does not obtain the target item, thereby increasing the playability of the game.

[0062] One acquisition method of the target item is: in response to the first character and the target item set in the game scene satisfying a specified positional relationship, control is performed to enable the first character to obtain the target item, that is, to increase the number of available uses of the target item owned by the first character. The above-specified positional relationship can be determined according to R & D requirements. For example, the target item is on the movement path passed by the first character, or the distance between the target item and the first character is less than a preset distance, etc.

[0063] In an alternative embodiment, in response to the target object including a third character, control is performed to transfer at least part of the first items collected by the third character to the first character. Specifically, when the first character triggers a target item during the overall displacement process, if the third character is within the item effect range of the target item in the game scene, not only will a displacement effect towards the fourth scene direction be applied to the third character, but the first character will also plunder at least part of the first items collected by the third character, that is, transfer at least part of the first items collected by the third character to the first character, so that the first character can obtain more first items, which helps the first character complete the target task. Among them, the number of items included in at least part of the first items can be a fixed number, for example, 2 or 3; the number of items included in at least part of the first items can also be determined according to the number of first items collected by the third character. Generally, the more first items the third character collects, the more first items at least part of which will be plundered by the first character.

[0064] In an alternative embodiment, when the first character performs a target interaction behavior during the overall displacement process, the specific process of applying a second displacement effect that causes the first character to deviate towards the second scene direction may include: determining the application angle of the second displacement effect towards the second scene direction applied to the first character according to the minimum angle between the current displacement direction of the first character and the horizontal plane. This method can make the second displacement effect applied to the first character more in line with the laws of nature.

[0065] For example, when the minimum angle between the current displacement direction of the first character and the horizontal plane is less than 45 degrees, it is determined that the application angle of the second displacement effect towards the second scene direction applied to the first character is randomly lifted by 30 - 40 degrees; when the minimum angle between the current displacement direction of the first character and the horizontal plane is between 45 degrees and 60 degrees, it is determined that the application angle of the second displacement effect towards the second scene direction applied to the first character is randomly lifted by 10 - 20 degrees; when the minimum angle between the current displacement direction of the first character and the horizontal plane is between 60 degrees and 75 degrees, it is determined that the application angle of the second displacement effect towards the second scene direction applied to the first character is randomly lifted by 5 - 10 degrees; when the minimum angle between the current displacement direction of the first character and the horizontal plane is between 75 degrees and 90 degrees, it is determined that the application angle of the second displacement effect towards the second scene direction applied to the first character is randomly offset by -10 to 10 degrees.

[0066] Such as Figure 2The figure shows the effect diagram after a first character performs a target interaction behavior provided by an embodiment of the present invention. The target prop is a firecracker prop. When the first character triggers the firecracker prop, a blasting effect will be displayed at the prop trigger position, and it will control the third character within the prop trigger range of the target prop to be affected by the blast, and receive a force from the first character and the third character pointing from the self-detonation position to the prop range, so that the game character located above the prop trigger position obtains an upward impact force, and the game character located below the prop trigger position obtains a downward impact force, and this impact force is an instantaneous force. Figure 2 The mouse avatar in it is a game character in the game scene. The firecrackers in the dialog boxes displayed near each game character are the target props, and the numbers displayed in the dialog boxes are used to indicate the available usage times of the target props. Figure 2 The display position of the blasting effect in it is the prop trigger position, Figure 2 The three game characters in it are the effect diagrams of being displaced in different directions after being affected by the blast.

[0067] In an alternative embodiment, when the first character triggers the target prop, a greater impact force is applied to the game characters in the first direction within the prop trigger range of the target prop, and a smaller impact force is applied to the game characters in the second direction within the prop trigger range of the target prop.

[0068] In an alternative embodiment, the second character is configured with a target prop. In response to the second character triggering the target prop during the overall displacement process, it is determined that the second character performs the target interaction behavior during the overall displacement process, and the binding between the first character and the second character is controlled to be cancelled. That is to say, during the overall displacement process of the character set, if a certain game character in the character set triggers the corresponding configured target prop, it is equivalent to that the game character performs the target interaction behavior during the overall displacement process. At this time, the binding between the game character and other characters in the character set is cancelled.

[0069] In an alternative embodiment, the specific process of binding the first character and the second character in response to the position relationship between the first character and the second character satisfying the first interaction condition may further include: in response to the first character obtaining a second prop, determining the prop action range of the second prop in the game scene, and determining the game characters within the prop action range as the second character; binding the first character and the second character.

[0070] In specific implementation, the prop action range of the second prop in the game scene can be determined according to the game rules. For example, the prop action range of the target prop can be a preset distance range centered on the position of the target prop in the game, or a preset distance range centered on the first character. The size of the preset distance range can be determined according to the game rules.

[0071] Further, after binding the first character and the second character, in response to reaching the item effect duration of the second item or the first character performing a specified in-game action, control is performed to cancel the binding between the first character and the second character.

[0072] In specific implementation, the item effect duration of the above-mentioned second item can be determined according to R & D requirements. For example, the item effect duration of the second item is 10 seconds or 15 seconds, etc. The specific in-game actions corresponding to the above-mentioned specified in-game actions can be determined according to R & D requirements. For example, the first character is located on the ground or a specified platform.

[0073] The following embodiments are used to describe the character binding method.

[0074] Specifically, the specific process of binding the first character and the second character in response to the positional relationship between the first character and the second character satisfying the first interaction condition may include: in response to the positional relationship between the first character and the second character satisfying the first interaction condition, control is performed to apply a displacement effect to the second character that offsets in the direction of the fifth scene, so that the second character is adsorbed near the first character, and the first character and the second character are bound.

[0075] In specific implementation, in order to make the first character and the second character adsorb together, it is necessary to perform a forced displacement on the second character when binding the first character and the second character, that is, apply a displacement effect to the second character that offsets in the direction of the fifth scene. Among them, the fifth scene direction is the direction in which the second character points to the first character.

[0076] It should be noted that when the first character obtains the second item, it is equivalent to the positional relationship between the first character and the second character within the item effect range of the second item in the game scene satisfying the first interaction condition. At this time, a forced displacement will be performed on the second character; it can also be understood that the position of the character obtaining the second item remains unchanged, and the nearby characters are forced to displace. However, if multiple nearby characters all obtain the second item, then multiple nearby characters may all perform forced displacements so that the multiple nearby characters adsorb together.

[0077] In an alternative embodiment, the specific process of binding the first character and the second character may include: based on the relative positional relationship between the first character and the second character, arranging and binding the first character and the second character along the first scene direction into a character set, so that there is only a positional difference in the first scene direction in the bound character set. That is, the above-mentioned adsorption of the second character near the first character is determined according to the relative position between the second character and the first character.

[0078] In specific implementation, the above-mentioned first scenario direction can be the vertically oriented direction. At this time, if the second character is located above the first character, the second character will be adsorbed above the first character; if the second character is located below the first character, the second character will be adsorbed below the first character. When there are multiple second characters above the first character, the multiple second characters can be adsorbed at different positions above the first character, or the vertical arrangement relationship of the multiple second characters can be determined according to the distances between the multiple second characters and the first character, and the multiple second characters can be adsorbed above the first character according to this vertical arrangement relationship. Among them, the adsorption position of the second character closer to the first character is closer to the first character.

[0079] As Figure 3 shown in the schematic diagram of binding between the first character and the second character provided by the embodiment of the present invention, Figure 3 the mouse wearing a hat in the figure is the first character, and the magnet model above the first character is the second prop. Figure 3 The mice located on both sides of the magnet in the upper image are the second characters near the first character. Figure 3 The lower image shows a schematic diagram of adsorbing and binding the second characters near the first character to the first character as a whole when the displacement path of the first character passes through the magnet prop.

[0080] In an alternative embodiment, when the first character performs a target interaction behavior during the overall displacement process, or when the prop action duration of the second prop obtained by the first character is reached or the first character performs a specified game behavior, the binding between the first character and the second character is cancelled. In response to cancelling the binding between the first character and the second character, a displacement influence for offsetting in the sixth scenario direction is applied to the second character to separate the second character from the first character. Among them, the sixth scenario direction is the direction from the first character to the second character.

[0081] In an alternative embodiment, when there are multiple second characters, in response to the target second character among the second characters performing a target interaction behavior during the overall displacement process, the first bound character arranged before the target second character and the second bound character arranged after the target second character are determined according to the arrangement order of all the bound characters in the character set; in response to the first character belonging to the first bound character, the binding between the target second character, the second bound character and other characters is controlled to be cancelled, so that the target second character and the second bound character are separated from the character set for individual displacement, and the binding and overall displacement between the first bound characters are maintained; in response to the first character belonging to the second bound character, the binding between the target second character, the first bound character and other characters is controlled to be cancelled, so that the target second character and the first bound character are separated from the character set for individual displacement, and the binding and overall displacement between the first bound characters are maintained.

[0082] In a specific implementation, the vertically arranged character set includes a first character that obtains the second prop and multiple second characters that do not obtain the second prop. If a second character performs a target interactive behavior during the overall displacement process, it is necessary to determine the first bound character located above the second character and the second bound character located below the second character according to the arrangement order of all bound characters in the character set. Then, the second character is controlled to separate from the first bound character and the second bound character, and the binding relationship between the second character and all characters in the character set is released. If the first bound character is the first character, then it is also necessary to maintain the binding between the first bound character and the game character before the first bound character according to the arrangement order of all bound characters in the character set; if the second bound character is the first character, then it is necessary to maintain the binding between the second bound character and the game character after the second bound character according to the sorting order of all bound characters in the character set.

[0083] In an optional embodiment, a displacement effect of offsetting the target second character and the first bound character in the direction of the second scene is also applied, and a displacement effect of offsetting the second bound character in the direction of the third scene is applied to the second bound character, so that the target second character can be controlled to separate from the first bound character and the second bound character.

[0084] In another optional embodiment, when there are multiple second roles, in response to the target second role in the second role performing the target interactive behavior during the overall displacement process, the first binding role arranged before the target second role and the second binding role arranged after the target second role are determined according to the arrangement order of all the binding roles in the role set; the binding between the target second role and all the binding roles in the role set is controlled to be cancelled; wherein, if the game role arranged before the first binding role includes at least one, the binding between the first binding role and the game role arranged before the first binding role is maintained; if the game role arranged after the second binding role includes at least one, the binding between the second binding role and the game role arranged after the second binding role is maintained. At the same time, the bound game role is kept moving following the movement of the specified game role.

[0085] In a specific implementation, the designated game character may be the last game character to obtain the second item among the game characters in a binding relationship, or may be a randomly selected game character from the game characters that maintain a binding relationship, or may be the game character at the bottom.

[0086] like Figure 4 FIG. 1 is a schematic diagram of unbinding a role set provided by an embodiment of the present invention. Figure 4It includes three mouse avatars, representing three game characters with a binding relationship. When the game character at the bottom triggers the target item, the game character at the bottom unbinds from the two game characters above it, and the two game characters above continue to maintain the binding relationship.

[0087] The following embodiments are used to describe the method of obtaining items set in the game scene.

[0088] Specifically, during the overall displacement of the first character, in response to the first character satisfying a specified positional relationship with the first item and / or the third item set in the game scene, control the first character to obtain the first item and / or the third item, where the third item is a game item that can provide a specific game effect after use. It can also be understood that during the overall displacement of the first character, the character set will perform an overall displacement. When a certain game character in the character set satisfies a specified positional relationship with a certain item set in the game scene, control that game character to obtain the item to be obtained. This increases the fun of the game.

[0089] In specific implementation, the above-mentioned first item and third item are different types of items, and the triggering effects corresponding to the first item and the third item are also different. The specific positional relationship corresponding to the above-mentioned specified positional relationship can be determined according to R & D requirements. For example, the specified positional relationship can be that the first character collides with an item in the game scene, or the item in the game scene is located on the path passed by the first character. When the first character satisfies the specified positional relationship with a certain item set in the game scene, the first character automatically obtains the item. Among them, when the item obtained by the first character is the third item, the specific game effect corresponding to the third item will also be automatically triggered.

[0090] In an alternative embodiment, the above-mentioned third item includes the above-mentioned second item and the above-mentioned target item.

[0091] Furthermore, the type of item corresponding to the above-mentioned third item can be determined according to R & D requirements, and the specific game effect corresponding to the third item can also be determined according to R & D requirements. Different third items have different specific game effects.

[0092] In an alternative embodiment, after the displacement path of the first character passes through the third item, the first character automatically obtains the third item and immediately triggers the specified game effect corresponding to the third item. The above-mentioned third item includes at least one of the following:

[0093] First, a game item that controls the reduction of the movement speed in the second scene direction.

[0094] In specific implementation, when the first character obtains a game item that controls the reduction of the movement speed in the second scene direction, the movement speed of the first character in the second scene direction is controlled to be reduced within the first preset duration. However, the first force field applied to the first character remains unchanged, and when the first character is within the item trigger range of the triggered target item, the impact force applied to the first character remains unchanged. Among them, the specific duration corresponding to the first preset duration can be determined according to the R & D requirements.

[0095] The second type is a game item that controls the reduction of the acceleration in the horizontal direction.

[0096] The third type is a game item that controls the increase of the upper limit of the number of target items carried.

[0097] In specific implementation, when the displacement path of the first character passes through a game item that controls the increase of the upper limit of the number of target items carried, it is first necessary to determine whether the number of target items currently held by the first character (equivalent to the number of available uses of the above-mentioned target item) has reached the upper limit. If it has reached the limit, the number of target items currently held by the first character remains unchanged; if it has not reached the limit, the number of target items currently held by the first character is controlled to increase. For example, if the upper limit is 3, then when the displacement path of the first character passes through the target item, if the number of target items currently held by the first character is 2, then the number of carried items will be increased by one, and the number of target items currently held by the first character will be increased to 3.

[0098] The fourth type is a game item that controls the increase of the first force field applied to the game character.

[0099] In specific implementation, when the displacement path of the first character passes through a game item that controls the increase of the first force field applied to the game character, the first force field applied to the first character is controlled to increase, so that the first character accelerates and displaces in the direction of the first scene. The player can cancel the increase of the first force field applied to the first character by quickly clicking the break free control displayed in the graphical user interface, so that the first force field applied to the first character remains unchanged.

[0100] The fifth type is a game item that controls the cancellation of the first force field applied to the game character.

[0101] In specific implementation, when the displacement path of the first character passes through a game item that controls the cancellation of the first force field applied to the game character, the first force field applied to the first character is controlled to be cancelled, so that the first character accelerates and displaces in the direction of the second scene for a certain period of time.

[0102] The sixth type is a game item that controls the forced displacement of nearby game characters. This game item is equivalent to the above-mentioned second item.

[0103] Further, in response to the first character obtaining the target third item, control is performed to re-provide a fourth item at the scene position of the target third item; wherein, the fourth item is any one of the third items. The above-mentioned target third item can be any third item set in the game scene. This method helps to quickly refresh the items in the game scene, thereby increasing the playability and excitement of the game.

[0104] Further, a status bar is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the status bar is used to display the item icons of the third items obtained by the first character. Specifically, the status bar can display the item icons of multiple third items obtained by the first character, and the earlier the item is obtained, the more forward its display position in the item bar.

[0105] In specific implementation, the display position of the above-mentioned status bar can be determined according to R & D requirements. For example, the status bar can be displayed below or above the graphical user interface. In an optional embodiment, the item icons corresponding to the third items obtained by the first character are displayed in the status bar. When the specific game effect corresponding to a certain third item fails, the item icon corresponding to that third item is cancelled from display in the status bar. Among them, the display style of the item icon corresponding to each third item is pre-set, and the display style of the item icon in the status bar can change according to the remaining effective time of the specific game effect corresponding to the third item. Among them, the item icon is also used to indicate: the influence of the specific game effect corresponding to the third item, and the failure time of the specific game effect corresponding to the third item. The influence of the game effect here includes negative influence, positive influence, and neutral influence, etc.

[0106] The following embodiments are used to describe the completion method of the target task.

[0107] Specifically, a first window is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the first window includes: at least one target task, as well as the first item required to complete the target task and game rewards.

[0108] In specific implementation, a first window is displayed in the graphical user interface provided by the terminal device corresponding to each game character in the game scene corresponding to the target task. The first window includes one or more target tasks, as well as the first item required to complete each target task and game rewards. As Figure 5 shown is a schematic diagram of the display of a first window provided by an embodiment of the present invention. Figure 5 The position labeled 1 corresponds to the first window. The first window includes two target tasks. Among them, the item icon in front of the equal sign corresponding to each target task is the item icon of the first item required to complete the corresponding target task, and the reward icon behind the equal sign is used to indicate the game rewards obtained for completing the corresponding target task.

[0109] Based on the above description, in response to the first character obtaining all the first items required to complete the first target task, control is performed to display a completion mark on the first target task in the first window, and control is performed to enable the first character to obtain the game rewards corresponding to the first target task. The display style corresponding to the above completion mark can be determined according to R & D requirements. For example, the completion mark can be a tick mark or a circle mark, etc. This method allows players to clearly see the target tasks that have been completed and the target tasks that have not been completed, which helps players with game strategy planning.

[0110] The following embodiments are used to describe the interaction methods between game characters and scene components.

[0111] Specifically, multiple scene components are set in the game scene; the scene components are used to launch the game character in a specified direction in the game scene; among them, the display style and display position of the scene components can be determined according to R & D requirements. For example, one or more scene components can be provided in the game scene, and different scene components are placed at different positions in the game scene. The scene component can be a cannon component, a tank component, a rocket component, etc. As Figure 5 the cannon component in is the scene component set in the game scene.

[0112] Based on the above description, in response to the first character completing the target interaction with the target scene component among the multiple scene components, control is performed to launch the first character in a specified direction in the game scene, so that the first character makes a displacement in the specified direction in the game scene. The target scene component can be any one of the multiple scene components, and the specific interaction method corresponding to the above target interaction can be determined according to R & D requirements. For example, the target interaction can be that the first character enters the target scene component, or the first character touches the target scene component, or the distance between the first character and the target scene component is less than a preset distance value, etc. The specific direction corresponding to the above specified direction can be determined according to R & D requirements. For example, the specified direction can be the above second scene direction, or any scene direction different from both the first scene direction and the second scene direction.

[0113] In an alternative embodiment, the specific process of controlling the launch of the first character in a specified direction in the game scene in response to the first character completing the target interaction with the target scene component may include: in response to the first character entering the target scene component, control is performed to display the first character within the target scene component; in response to a trigger instruction for the target scene component or the duration of the first character entering the target scene component reaching a preset duration, control is performed to launch the first character in a specified direction in the game scene.

[0114] In specific implementation, after the player controls the first character to enter the target scene component, the first character will be displayed within the target scene component, and the character avatar of the first character, etc., can also be displayed within the target scene component. At this time, if the player triggers the target scene component or the duration of the first character entering the target scene component reaches a preset duration, control the target scene component to launch, that is, launch the first character in a specified direction. Among them, the specific duration corresponding to the preset duration can be determined according to R & D requirements. For example, the preset duration can be 5 seconds or 10 seconds, etc.

[0115] Furthermore, the specific process of controlling the display of the first character within the target scene component in response to the first character entering the target scene component may include: in response to the first character moving to the position where the target scene component is located, control to display a first control in the graphical user interface provided by the terminal device corresponding to the first character; in response to a trigger operation on the first control, control the first character to enter the target scene component and display the first character within the target scene component. The display style and trigger method of the above-mentioned first control can be determined according to R & D requirements.

[0116] In an alternative embodiment, multiple scene components are respectively arranged on floating platforms at different heights in the game scene; the first character moving to the position where the target scene component is located includes: the first character moving to the floating platform where the target scene component is located. For example, there are floating platforms at different stages in the high altitude of the game scene, and there are a total of 10 stages of floating platforms. Scene components are arranged on the floating platforms below the highest layer for the game characters to rise again.

[0117] In an alternative embodiment, in response to the first character entering the target scene component, control to switch the first control to a second control; in response to a trigger operation on the second control, control the first character to leave the target scene component and display the first character on the floating platform where the target scene component is located. Specifically, the display style and trigger method of the above-mentioned second control can both be determined according to R & D requirements.

[0118] In an alternative embodiment, a virtual camera is included in the game scene, and the scene image captured by the virtual camera of the game scene is displayed in the graphical user interface provided by the terminal device corresponding to the first character; based on this, in response to launching the first character in a specified direction in the game scene, control to adjust the camera parameters of the virtual camera so that the game scene range in the scene image displayed in the graphical user interface corresponding to the first character is larger than the game scene range before the first character is launched.

[0119] In specific implementation, the graphical user interface provided by the terminal device corresponding to each game character is used to display the scene picture obtained by shooting the game scene through a virtual camera. The scene pictures displayed in the graphical user interface corresponding to each game character may be the same or different. When the scene pictures displayed in the graphical user interface corresponding to each game character are different, the virtual cameras for shooting the scene pictures are different, that is, different game characters correspond to different virtual cameras in the game scene. The virtual camera corresponding to each game character is used to follow the corresponding game character for shooting, so as to obtain the scene picture displayed in the graphical user interface of the corresponding game character.

[0120] When the first character is launched in a specified direction in the game scene, the camera parameters of the virtual camera corresponding to the first character will be adjusted. It can also be understood as adjusting the virtual camera to take an aerial shot, so that the game scene range in the scene picture displayed in the graphical user interface provided by the terminal device corresponding to the first character becomes larger, so that players can see a larger game scene range, which helps players view the surrounding environment and obtain game props, etc. Among them, adjusting the camera parameters of the virtual camera can be to adjust the shooting angle of the virtual camera, or to raise the position of the virtual camera, etc.

[0121] The gameplay in the above method is simple and intuitive, the on-screen aggregation effect is outstanding, and the player interaction elements can further improve the activity effect. The player's gameplay process has a high adaptability to the original jumping gameplay and is suitable for linking with the existing function system.

[0122] Corresponding to the above method embodiments, an embodiment of the present invention provides a game interaction control device, as Figure 6 shown. The device includes:

[0123] A scene providing module 60, configured to provide a game scene corresponding to a target task, and control a first force field to be applied in the game scene, so that multiple game characters in the game scene shift in the direction of the first scene when performing displacement. Among them, the game scene includes multiple game characters, and the target task is used to instruct multiple game characters to collect a first item in the game scene.

[0124] A character binding module 61, configured to, when the first character performs displacement in the game scene, in response to the position relationship between the first character and the second character satisfying a first interaction condition, bind the first character and the second character, so that the first character and the second character form a character set in the game scene and perform overall displacement. Among them, the first character and the second character are different characters among the multiple game characters.

[0125] The binding cancellation module 62 is used to respond to the first character performing a target interaction behavior during the overall displacement process, control the cancellation of the binding between the first character and the second character, apply a displacement influence to the first character to offset in the direction of the second scene, and apply a displacement influence to the second character to offset in the direction of the third scene.

[0126] The object determination module 63 is used to determine the target object on which the target interaction behavior acts.

[0127] The item acquisition module 64 is used to respond to the target object including the first item, and control the first character to obtain the first item.

[0128] The above game interaction control device enriches game elements, improves the playability and interestingness of the game, and also helps to bring a continuous game experience to players by adding item elements in the game scene and diversifying the interactions between multiple game characters.

[0129] Specifically, the above device further includes a displacement influence module, which is used to: respond to the target object including the third character, and control to apply a displacement influence to the third character to offset in the direction of the fourth scene.

[0130] Further, the direction of the second scene is the direction opposite to the direction of the first scene; the direction of the third scene is the same as the direction of the second scene, or the direction of the third scene is the direction from the first character to the second character, or the direction of the third scene is the same as the direction of the first scene.

[0131] Further, the direction of the second scene is the direction opposite to the direction of the first scene; the direction of the fourth scene is the same as the direction of the second scene, or the direction of the fourth scene is the direction from the first character to the third character, or the direction of the fourth scene is the same as the direction of the first scene.

[0132] Further, a second item is configured in the above game scene. Based on this, the above device further includes: an item acquisition module, which is used to respond to the first character acquiring the second item, and control to configure the first character to bind the first character and the second character when the positional relationship between the first character and the second character meets the first interaction condition.

[0133] Further, the first character is configured with a target item. Based on this, the above binding cancellation module 62 is used to: respond to the first character triggering the target item during the overall displacement process, determine that the first character performs a target interaction behavior during the overall displacement process, and control to cancel the binding between the first character and the second character.

[0134] Further, the above-mentioned object determination module 93 is configured to: determine the prop action range of the target prop in the game scene; determine the target object within the prop action range as the target object for the target interaction behavior.

[0135] Further, the above-mentioned second character is equipped with a target prop. Based on this, the above-mentioned device further includes an unbinding module, which is configured to: in response to the second character triggering the target prop during the overall displacement process, determine that the second character executes the target interaction behavior during the overall displacement process, and control to cancel the binding between the first character and the second character.

[0136] Further, the above-mentioned character binding module 61 is configured to: based on the relative position relationship between the first character and the second character, arrange and bind the first character and the second character into a character set along the first scene direction, so that there is only a position difference in the first scene direction for the bound character set.

[0137] Further, when there are multiple second characters, the above-mentioned device further includes a binding maintenance module, which is configured to: in response to the target second character among the second characters executing the target interaction behavior during the overall displacement process, determine the first bound character arranged before the target second character and the second bound character arranged after the target second character according to the arrangement order of all bound characters in the character set; in response to the first character belonging to the first bound character, control to cancel the binding between the target second character, the second bound character and other characters, so that the target second character and the second bound character break away from the character set for separate displacement, and maintain the binding and overall displacement between the first bound characters; in response to the first character belonging to the second bound character, control to cancel the binding between the target second character, the first bound character and other characters, so that the target second character and the first bound character break away from the character set for separate displacement, and maintain the binding and overall displacement between the first bound characters.

[0138] Further, the above-mentioned device further includes a displacement influence module, which is configured to: apply a displacement influence that offsets in the second scene direction to the target second character and the first bound character, and apply a displacement influence that offsets in the third scene direction to the second bound character.

[0139] Further, the above-mentioned character binding module 61 is configured to: in response to the first character obtaining the second prop, determine the prop action range of the second prop in the game scene, and determine the game characters within the prop action range as the second characters; bind the first character and the second characters.

[0140] Further, the above-mentioned device further includes an unbinding module, which is configured to: after binding the first character and the second character, in response to reaching the prop action duration of the second prop or the first character executing a specified game behavior, control to cancel the binding between the first character and the second character.

[0141] Further, the above-mentioned role binding module 61 is further configured to: in response to the positional relationship between the first role and the second role satisfying the first interaction condition, control to apply a displacement influence to the second role to offset in the direction of the fifth scene, so that the second role is adsorbed near the first role, and bind the first role and the second role.

[0142] In an alternative embodiment, the above-mentioned fifth scene direction is the direction from the second role to the first role.

[0143] Further, the above-mentioned device further includes a role separation module, configured to: in response to canceling the binding between the first role and the second role, control to apply a displacement influence to the second role to offset in the direction of the sixth scene, so that the second role is separated from the first role.

[0144] Further, the above-mentioned sixth scene direction is the direction from the first role to the second role.

[0145] Further, the above-mentioned device further includes a prop acquisition module, configured to: during the overall displacement of the first role, in response to the first role satisfying a specified positional relationship with the first prop and / or the third prop set in the game scene, control the first role to acquire the first prop and / or the third prop, where the third prop is a game prop that can provide a specific game effect after use.

[0146] Further, a first window is displayed in the graphical user interface provided by the terminal device corresponding to the first role, and the first window includes: at least one target task, and the first prop and game rewards required to complete the target task.

[0147] Further, the above-mentioned device further includes a task completion module, configured to: in response to the first role acquiring all the first props required to complete the first target task, control to display a completion mark on the first target task in the first window, and control the first role to obtain the game rewards corresponding to the first target task.

[0148] The game interaction control device provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding contents in the foregoing method embodiments.

[0149] Embodiments of the present invention also provide an electronic device, as Figure 7 shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.

[0150] Specifically, the above game interaction control method includes: providing a game scene corresponding to a target task, controlling the application of a first force field in the game scene, so that multiple game characters in the game scene deviate towards the first scene direction when performing displacement. Among them, the game scene includes multiple game characters, and the target task is used to instruct multiple game characters to collect a first item in the game scene; when a first character performs displacement in the game scene, in response to the positional relationship between the first character and a second character satisfying a first interaction condition, binding the first character and the second character together, so that the first character and the second character form a character set in the game scene and perform overall displacement. Among them, the first character and the second character are different characters among the multiple game characters; in response to the first character performing a target interaction behavior during the overall displacement process, controlling to cancel the binding between the first character and the second character, applying a displacement influence to the first character to deviate towards the second scene direction, and applying a displacement influence to the second character to deviate towards the third scene direction; determining the target object to which the target interaction behavior applies; in response to the target object including the first item, controlling the first character to obtain the first item.

[0151] The above game interaction control method enriches game elements, improves the playability and interestingness of the game, and also helps to bring players a continuous game experience by increasing the prop elements in the game scene and the diversification of the interaction between multiple game characters.

[0152] In an alternative embodiment, the above method further includes: in response to the target object including a third character, controlling to apply a displacement influence to the third character to deviate towards the fourth scene direction.

[0153] In an alternative embodiment, the second scene direction is a direction opposite to the first scene direction; the third scene direction is the same as the second scene direction, or the third scene direction is the direction from the first character to the second character, or the third scene direction is the same as the first scene direction.

[0154] In an alternative embodiment, the second scene direction is a direction opposite to the first scene direction; the fourth scene direction is the same as the second scene direction, or the fourth scene direction is the direction from the first character to the third character, or the fourth scene direction is the same as the first scene direction.

[0155] In an alternative embodiment, a second item is configured in the game scene, and the above method further includes: in response to the first character obtaining the second item, controlling to configure the first character to bind the first character and the second character together when the positional relationship between the first character and the second character satisfies the first interaction condition.

[0156] In an alternative embodiment, the above-mentioned first character is configured with a target item. In response to the first character performing a target interaction behavior during the overall displacement process, the step of controlling the cancellation of the binding between the first character and the second character includes: in response to the first character triggering the target item during the overall displacement process, determining that the first character performs the target interaction behavior during the overall displacement process, and controlling the cancellation of the binding between the first character and the second character.

[0157] In an alternative embodiment, the above-mentioned step of determining the target object affected by the target interaction behavior includes: determining the item action range of the target item in the game scene; determining the target object within the item action range as the target object affected by the target interaction behavior.

[0158] In an alternative embodiment, the above-mentioned second character is configured with a target item. In response to the first character performing a target interaction behavior during the overall displacement process, the step of controlling the cancellation of the binding between the first character and the second character includes: in response to the second character triggering the target item during the overall displacement process, determining that the second character performs the target interaction behavior during the overall displacement process, and controlling the cancellation of the binding between the first character and the second character.

[0159] In an alternative embodiment, the above-mentioned step of binding the first character and the second character includes: based on the relative position relationship between the first character and the second character, arranging and binding the first character and the second character along the first scene direction into a character set, so that there is only a position difference in the first scene direction for the bound character set.

[0160] In an alternative embodiment, when there are multiple second characters, the above method further includes: in response to a target second character among the second characters performing a target interaction behavior during the overall displacement process, determining a first bound character arranged before the target second character and a second bound character arranged after the target second character according to the arrangement order of all bound characters in the character set; in response to the first character belonging to the first bound character, controlling the cancellation of the binding between the target second character, the second bound character and other characters, so that the target second character and the second bound character break away from the character set for separate displacement, and maintaining the binding and overall displacement between the first bound characters; in response to the first character belonging to the second bound character, controlling the cancellation of the binding between the target second character, the first bound character and other characters, so that the target second character and the first bound character break away from the character set for separate displacement, and maintaining the binding and overall displacement between the first bound characters.

[0161] In an alternative embodiment, the above method further includes: applying a displacement influence to the target second character and the first bound character to offset in the second scene direction, and applying a displacement influence to the second bound character to offset in the third scene direction.

[0162] In an alternative embodiment, the step of binding the first character and the second character in response to the positional relationship between the first character and the second character satisfying a first interaction condition includes: in response to the first character obtaining a second item, determining the item action range of the second item in the game scene, and determining the game characters within the item action range as the second character; binding the first character and the second character.

[0163] In an alternative embodiment, after the step of binding the first character and the second character, the method further includes: in response to reaching the item action duration of the second item or the first character performing a specified game behavior, controlling to cancel the binding between the first character and the second character.

[0164] In an alternative embodiment, the step of binding the first character and the second character in response to the positional relationship between the first character and the second character satisfying a first interaction condition includes: in response to the positional relationship between the first character and the second character satisfying the first interaction condition, controlling to apply a displacement effect to the second character that offsets in the direction of the fifth scene, so that the second character adsorbs near the first character, and binding the first character and the second character.

[0165] In an alternative embodiment, the above-mentioned fifth scene direction is the direction in which the second character points to the first character.

[0166] In an alternative embodiment, the method further includes: in response to canceling the binding between the first character and the second character, controlling to apply a displacement effect to the second character that offsets in the direction of the sixth scene, so that the second character separates from the first character.

[0167] In an alternative embodiment, the above-mentioned sixth scene direction is the direction in which the first character points to the second character.

[0168] In an alternative embodiment, the method further includes: during the overall displacement process of the first character, in response to the first character satisfying a specified positional relationship with the first item and / or the third item set in the game scene, controlling the first character to obtain the first item and / or the third item, where the third item is a game item that can provide a specific game effect after use.

[0169] In an alternative embodiment, a first window is displayed in the graphical user interface provided by the terminal device corresponding to the first character, and the first window includes: at least one target task, and the first item and game rewards required to complete the target task.

[0170] In an alternative embodiment, the method further includes: in response to the first character obtaining all the first items required to complete the first target task, controlling to display a completion mark on the first target task in the first window, and controlling the first character to obtain the game rewards corresponding to the first target task.

[0171] Further, Figure 7 The illustrated electronic device further includes a bus 102 and a communication interface 103. The processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0172] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, 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 7 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.

[0173] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 101 or the instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can 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 can be a microprocessor or the processor can 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 by the hardware decoding processor, or executed by the combination of the hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0174] An embodiment of the present invention further 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 game interaction control method. For specific implementation, reference can be made to the method embodiment, which will not be elaborated here.

[0175] Specifically, the above game interaction control method includes: providing a game scene corresponding to a target task, controlling a first force field to be applied in the game scene so that multiple game characters in the game scene deviate towards the first scene direction when performing displacement. Among them, the game scene includes multiple game characters, and the target task is used to instruct the multiple game characters to collect a first item in the game scene; when a first character performs displacement in the game scene, in response to the positional relationship between the first character and a second character satisfying a first interaction condition, binding the first character and the second character together so that the first character and the second character form a character set in the game scene and perform overall displacement. Among them, the first character and the second character are different characters among the multiple game characters; in response to the first character performing a target interaction behavior during the overall displacement process, controlling to cancel the binding between the first character and the second character, applying a displacement influence to the first character to deviate towards the second scene direction, and applying a displacement influence to the second character to deviate towards the third scene direction; determining the target object to which the target interaction behavior acts; in response to the target object including the first item, controlling the first character to obtain the first item.

[0176] The above game interaction control method enriches game elements, improves the playability and interestingness of the game, and also helps to bring players a continuous game experience by increasing the prop elements in the game scene and the diversification of the interaction among multiple game characters.

[0177] In an alternative embodiment, the above method further includes: in response to the target object including a third character, controlling to apply a displacement influence to the third character to deviate towards the fourth scene direction.

[0178] In an alternative embodiment, the second scene direction is a direction opposite to the first scene direction; the third scene direction is the same as the second scene direction, or the third scene direction is the direction from the first character to the second character, or the third scene direction is the same as the first scene direction.

[0179] In an alternative embodiment, the second scene direction is a direction opposite to the first scene direction; the fourth scene direction is the same as the second scene direction, or the fourth scene direction is the direction from the first character to the third character, or the fourth scene direction is the same as the first scene direction.

[0180] In an alternative embodiment, a second item is configured in the game scene, and the method further includes: in response to the first character obtaining the second item, controlling to configure the first character to bind the first character and the second character when the positional relationship between the first character and the second character satisfies a first interaction condition.

[0181] In an alternative embodiment, the first character is configured with a target item. The step of controlling to cancel the binding between the first character and the second character in response to the first character performing a target interaction behavior during the overall displacement process includes: in response to the first character triggering the target item during the overall displacement process, determining that the first character performs the target interaction behavior during the overall displacement process, and controlling to cancel the binding between the first character and the second character.

[0182] In an alternative embodiment, the step of determining the target object on which the target interaction behavior acts includes: determining the item action range of the target item in the game scene; and determining the target object within the item action range as the target object on which the target interaction behavior acts.

[0183] In an alternative embodiment, the second character is configured with a target item. The step of controlling to cancel the binding between the first character and the second character in response to the first character performing a target interaction behavior during the overall displacement process includes: in response to the second character triggering the target item during the overall displacement process, determining that the second character performs the target interaction behavior during the overall displacement process, and controlling to cancel the binding between the first character and the second character.

[0184] In an alternative embodiment, the step of binding the first character and the second character includes: based on the relative positional relationship between the first character and the second character, arranging and binding the first character and the second character into a character set along a first scene direction, so that there is only a positional difference in the first scene direction for the bound character set.

[0185] In an alternative embodiment, when there are multiple second characters, the method further includes: in response to a target second character among the second characters performing a target interaction behavior during the overall displacement process, determining a first bound character arranged before the target second character and a second bound character arranged after the target second character according to the arrangement order of all bound characters in the character set; in response to the first character belonging to the first bound character, controlling to cancel the binding between the target second character, the second bound character and other characters, so that the target second character and the second bound character break away from the character set for individual displacement, and maintaining the binding and overall displacement among the first bound characters; in response to the first character belonging to the second bound character, controlling to cancel the binding between the target second character, the first bound character and other characters, so that the target second character and the first bound character break away from the character set for individual displacement, and maintaining the binding and overall displacement among the first bound characters.

[0186] In an alternative embodiment, the above method further includes: applying a displacement influence that offsets in the direction of the second scenario to the target second role and the first bound role, and applying a displacement influence that offsets in the direction of the third scenario to the second bound role.

[0187] In an alternative embodiment, the step of binding the first role and the second role in response to the positional relationship between the first role and the second role satisfying the first interaction condition includes: in response to the first role obtaining the second item, determining the item action range of the second item in the game scenario, and determining the game roles within the item action range as the second role; binding the first role and the second role.

[0188] In an alternative embodiment, after the step of binding the first role and the second role, the above method further includes: in response to reaching the item action duration of the second item or the first role performing a specified game behavior, controlling the cancellation of the binding between the first role and the second role.

[0189] In an alternative embodiment, the step of binding the first role and the second role in response to the positional relationship between the first role and the second role satisfying the first interaction condition includes: in response to the positional relationship between the first role and the second role satisfying the first interaction condition, controlling the application of a displacement influence that offsets in the direction of the fifth scenario to the second role, so that the second role adsorbs to a position near the first role, and binding the first role and the second role.

[0190] In an alternative embodiment, the above direction of the fifth scenario is the direction in which the second role points to the first role.

[0191] In an alternative embodiment, the above method further includes: in response to the cancellation of the binding between the first role and the second role, controlling the application of a displacement influence that offsets in the direction of the sixth scenario to the second role, so that the second role separates from the first role.

[0192] In an alternative embodiment, the above direction of the sixth scenario is the direction in which the first role points to the second role.

[0193] In an alternative embodiment, the above method further includes: during the overall displacement process of the first role, in response to the first role satisfying a specified positional relationship with the first item and / or the third item set in the game scenario, controlling the first role to obtain the first item and / or the third item, where the third item is a game item that can provide a specific game effect after use.

[0194] In an alternative embodiment, a first window is displayed in the graphical user interface provided by the terminal device corresponding to the first character. The first window includes: at least one target task, as well as the first items and game rewards required to complete the target task.

[0195] In an alternative embodiment, the method further includes: in response to the first character obtaining all the first items required to complete the first target task, controlling a completion mark to be displayed on the first target task in the first window, and controlling the first character to obtain the game rewards corresponding to the first target task.

[0196] If the described 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 this 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 may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0197] 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, and therefore should not be construed as a limitation of 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.

[0198] Finally, it should be noted that the above-described 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 of ordinary skill in the art should understand that any person skilled in the technical field of the present invention can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on 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 within the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.

Claims

1. A game interactive control method, characterized in that: The method comprises: Providing a game scene corresponding to a target task, controlling the application of a first force field in the game scene, so that a plurality of game characters in the game scene are displaced toward the first scene direction when moving, wherein the game scene includes a plurality of game characters, and the target task is used to instruct the plurality of game characters to collect a first prop in the game scene; When the first character moves in the game scene, in response to the positional relationship between the first character and the second character satisfying a first interaction condition, the first character and the second character are bound so that the first character and the second character form a character set in the game scene and move as a whole, wherein the first character and the second character are different characters from the plurality of game characters; In response to the first character performing a target interactive behavior during the overall displacement, controlling to cancel the binding between the first character and the second character, applying a displacement effect of offsetting in a second scene direction to the first character, and applying a displacement effect of offsetting in a third scene direction to the second character; Determine a target object of the target interactive behavior; In response to the target object including the first item, the first character is controlled to obtain the first item.

2. The method according to claim 1, characterized in that The method further comprises: In response to the target object including a third character, a displacement effect of shifting the third character toward a fourth scene direction is applied to the third character.

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

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

5. The method according to claim 1, characterized in that: A second prop is configured in the game scene, and the method further includes: In response to the first character acquiring the second prop, the first character is controlled to be configured to bind the first character and the second character when the position relationship between the first character and the second character meets the first interaction condition.

6. The method according to claim 5, characterized in that The first character is configured with a target prop, and the step of controlling the cancellation of the binding between the first character and the second character in response to the first character performing a target interactive behavior during the overall displacement includes: In response to the first character triggering the target prop during the overall displacement, determining that the first character performs the target interactive behavior during the overall displacement, and controlling the cancellation of the binding between the first character and the second character.

7. The method according to claim 6, characterized in that The step of determining the target object of the target interactive behavior comprises: Determine the prop action range of the target prop in the game scene; The target object within the action range of the prop is determined as the target object of the target interactive behavior.

8. The method according to claim 5, characterized in that The second character is configured with a target prop, and the method further comprises: In response to the second character triggering the target prop during the overall displacement, determining that the second character performs the target interactive behavior during the overall displacement, and controlling the cancellation of the binding between the first character and the second character.

9. The method according to claim 1, characterized in that: The step of binding the first role and the second role comprises: Based on the relative position relationship between the first character and the second character, the first character and the second character are arranged and bound into the character set along the first scene direction, so that the bound character set has a position difference only in the first scene direction.

10. The method according to claim 9, characterized in that When there are multiple second roles, the method further includes: In response to a target second character in the second characters performing a target interaction behavior during the overall displacement, determining a first binding character arranged before the target second character and a second binding character arranged after the target second character according to the arrangement order of all binding characters in the character set; In response to the first character belonging to the first bound character, controlling to cancel the binding between the target second character, the second bound character and other characters, so that the target second character and the second bound character are separated from the character set and are displaced individually, and the binding between the first bound characters and the overall displacement are maintained; In response to the first role belonging to the second bound role, control is performed to cancel the binding between the target second role, the first bound role and other roles, so that the target second role and the first bound role are separated from the role set and are displaced individually, and the binding and overall displacement between the first bound roles are maintained.

11. The method according to claim 10, characterized in that The method further comprises: A displacement effect is applied to the target second character and the first bound character so as to offset in the direction of the second scene, and a displacement effect is applied to the second bound character so as to offset in the direction of the third scene.

12. The method according to claim 5, characterized in that In response to the position relationship between the first character and the second character satisfying the first interaction condition, the step of binding the first character and the second character comprises: In response to the first character acquiring the second prop, determining a prop action range of the second prop in the game scene, and determining a game character within the prop action range as the second character; Bind the first role and the second role.

13. The method according to claim 12, characterized in that After the step of binding the first role and the second role, the method further includes: In response to reaching the prop effect duration of the second prop or the first character performing a specified game behavior, controlling to cancel the binding between the first character and the second character.

14. The method according to claim 1, characterized in that In response to the position relationship between the first character and the second character satisfying the first interaction condition, the step of binding the first character and the second character comprises: In response to the positional relationship between the first character and the second character satisfying a first interaction condition, a displacement effect is controlled to be applied to the second character in the direction of a fifth scene so that the second character is adsorbed near the first character, and the first character is bound to the second character.

15. The method according to claim 14, characterized in that The fifth scene direction is the direction in which the second character points to the first character.

16. The method according to claim 14, characterized in that The method further comprises: In response to canceling the binding between the first character and the second character, controlling to apply a displacement effect to the second character in a sixth scene direction so as to separate the second character from the first character.

17. The method according to claim 16, characterized in that The sixth scene direction is the direction in which the first character points to the second character.

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

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

20. The method according to claim 19, characterized in that The method further comprises: In response to the first character obtaining all the first props required to complete the first target task, a completion mark is controlled to be displayed on the first target task in the first window, and the first character is controlled to obtain a game reward corresponding to the first target task.

21. A game interactive control device, characterized in that: The device comprises: A scene providing module, used for providing a game scene corresponding to a target task, controlling the application of a first force field in the game scene, so that a plurality of game characters in the game scene are displaced toward the first scene direction when moving, wherein the game scene includes a plurality of game characters, and the target task is used for instructing the plurality of game characters to collect a first prop in the game scene; a role binding module, configured to bind the first character and the second character in response to a positional relationship between the first character and the second character satisfying a first interaction condition when the first character moves in the game scene, so that the first character and the second character form a role set in the game scene and move as a whole, wherein the first character and the second character are different characters from the plurality of game characters; a binding cancellation module, configured to control the cancellation of the binding between the first character and the second character in response to the first character performing a target interactive behavior during the overall displacement, and to apply a displacement effect of offsetting the first character in the direction of the second scene, and to apply a displacement effect of offsetting the second character in the direction of the third scene; An object determination module, used to determine a target object to which the target interaction behavior acts; The prop acquisition module is used to control the first character to obtain the first prop in response to the target object including the first prop.

22. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method described in any one of claims 1 to 20.

23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 20.

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