Game interaction control method and device and electronic equipment

By using terminal devices in the game to control characters and update their interaction parameters, the problem of single game mode in game games is solved, and the game interest and resource utilization are improved.

CN120094206APending Publication Date: 2025-06-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510097210.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-21
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

In game games, the game between players and enemies is relatively single, resulting in players' interest in games being reduced, game resources being idle, and resources being wasted.

Method used

The terminal device provides a graphical user interface to display the game scene and control the controlled role, respond to skill release instructions, determine the role that meets the preset conditions, update its interaction parameters, and control the role to enter the specified state when the interaction parameters reach the threshold.

Benefits of technology

It enriches the game between players and enemies, increases the player's interest in games, and improves the utilization rate of game resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the steps that a graphical user interface is provided through terminal equipment, the graphical user interface displays at least part of a game scene, and the game scene comprises a controlled role; the controlled role is controlled through the terminal equipment; in response to the skill release instruction, determining that a first role meeting a preset condition exists in the game scene, and updating interaction parameters for the first role; and in response to the interaction parameter reaching a preset parameter threshold, controlling the first role to enter a specified role state. In the mode, after the skill release instruction is generated, when the first role of the preset condition exists, the interaction parameter for the first role can be updated, and when the interaction parameter reaches the preset parameter threshold value, the role can be controlled to enter the specified role state; according to the mode, the game playing mode between the player and the enemy is enriched, the game interestingness of the player is improved, and the utilization rate of game resources can be increased.
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Description

Technical Field

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

[0002] In the game, players compete with enemies through game skills. For example, players can release skills to enemy characters, and when the enemy characters are hit by skills, the enemy characters will be damaged. The game mode between players and enemies is relatively simple, which reduces the game interest of players, resulting in more idle game resources and waste of game resources. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to enrich the game mode between the player and the enemy, improve the player's interest in the game, and improve the utilization rate of game resources.

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled character; the controlled character is controlled through the terminal device; the method includes: responding to a skill release instruction, determining that there is a first character that meets preset conditions in the game scene, updating the interaction parameters for the first character; in response to the interaction parameters reaching a preset parameter threshold, controlling the first character to enter a specified character state.

[0005] In the second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled character; the controlled character is controlled through the terminal device; the device includes: a parameter update module, which is used to respond to a skill release instruction, determine that there is a first character that meets preset conditions in the game scene, and update the interaction parameters for the first character; a state control module, which is used to control the first character to enter a specified character state in response to the interaction parameter reaching a preset parameter threshold.

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

[0007] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a skill release instruction, it is determined that there is a first character that meets the preset conditions in the game scene, and the interaction parameters for the first character are updated; in response to the interaction parameters reaching the preset parameter threshold, the first character is controlled to enter the specified character state.

[0008] In this method, after a skill release instruction is generated, when a first character that meets preset conditions exists, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the character can be controlled to enter the specified character state. This method enriches the game mode between the player and the enemy, increases the player's interest in the game, and can improve the utilization rate of game resources.

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

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

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

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

[0013] Figure 2 A schematic diagram of a prompt mark provided by an embodiment of the present invention;

[0014] Figure 3 A schematic diagram of a horizontal distance threshold and a preset angle threshold provided in an embodiment of the present invention;

[0015] Figure 4 A schematic diagram of target ranges corresponding to a first operation and a second operation respectively provided in an embodiment of the present invention;

[0016] Figure 5 A schematic diagram of a mobile imprint provided by an embodiment of the present invention;

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

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

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

[0020] Taking into account that the game mode between players and enemies is relatively simple, the game strategies that players can adopt are limited, which reduces the players' interest in the game, causes more game resources to be idle, and causes a waste of game resources. Based on this, an interactive control method, device and electronic device for a game provided in an embodiment of the present invention can be applied to various games, for example, games that release skills.

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

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

[0023] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

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

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

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

[0027] Step S102, in response to the skill release instruction, determining that there is a first character that meets the preset conditions in the game scene, and updating the interaction parameters for the first character;

[0028] The skill release command may be generated by triggering a skill release control or a shortcut key; for example, the skill release control may be triggered by operations such as clicking, long pressing, or sliding, thereby generating a skill release command.

[0029] The preset condition can be determined based on the position and orientation of the controlled character, the position and orientation of the first character, and other parameters. When there is a first character that meets the preset condition in the game scene, the interaction parameter for the first character is updated, and the interaction parameter can be increased or decreased. For example, the interaction parameter is increased by one.

[0030] The interaction parameters can be saved in association with the controlled character, and game characters other than the controlled character can also generate the aforementioned skill release instructions. When the first character meets the preset conditions, the interaction parameters are saved in association with the game character.

[0031] In another way, the interaction parameter can be saved in association with the first character, and game characters other than the controlled character can also generate the aforementioned skill release instructions. When the first character meets the preset conditions, the interaction parameter can also be updated, that is, the interaction parameter can be updated jointly by the controlled character and game characters other than the controlled character.

[0032] Step S104, in response to the interaction parameter reaching a preset parameter threshold, controlling the first character to enter a specified character state.

[0033] After the interaction parameter is updated, it is detected whether the interaction parameter reaches the preset parameter threshold. For example, the interaction parameter is updated from 0, and after being updated to 6, it reaches the preset parameter threshold.

[0034] The designated role state may be a restricted state for the first role, for example, restricted actions, restricted release of skills, restricted interaction with the scene model, etc. The designated role state usually lasts for a specified time. When the specified time is reached, the designated role state stops and the first role returns to a normal state. In the normal state, the first role is not restricted and can act normally, release skills, interact with the scene model, etc.

[0035] Alternatively, when the first character enters the designated character state, the designated character state is stopped by controlling a designated event, and the designated event may include the controlled character approaching the designated range of the first character, the first character being within the field of vision of the controlled character, the first character being hit by a skill, etc.

[0036] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interaction parameters for the first character are updated; in response to the interaction parameters reaching a preset parameter threshold, the first character is controlled to enter a specified character state.

[0037] In this method, after a skill release instruction is generated, when a first character that meets preset conditions exists, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the character can be controlled to enter the specified character state. This method enriches the game mode between the player and the enemy, increases the player's interest in the game, and can improve the utilization rate of game resources.

[0038] Furthermore, in response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is controlled to be updated; in response to the controlled character interacting with the preset target, the interaction progress of the preset target is updated according to the updated target game behavior parameter.

[0039] The target game behavior parameter can be used to control the controlled character to interact with the preset target. It can also be understood that the target game behavior parameter controls whether the controlled character can interact with the preset target, or controls the number of interactions between the controlled character and the preset target.

[0040] When the aforementioned interaction parameter reaches a preset parameter threshold, the target game behavior parameter of the controlled character is updated, and the target game behavior parameter may be increased or decreased, for example, the target game behavior parameter is increased by one.

[0041] The preset target may be a specified scene model in the game scene, such as a device model, a building model, etc. When the controlled character interacts with the preset target, the interaction progress of the preset target is updated according to the updated target behavior game parameter; for example, if the updated target game behavior parameter is greater than the preset parameter threshold, the interaction progress of the preset target is updated; if the updated target game behavior parameter is less than or equal to the preset parameter threshold, the updating of the interaction progress of the preset target is stopped.

[0042] For another example, the updated target game behavior parameter is used to determine the progress change value of the interaction progress of the preset target. For example, the larger the updated target game behavior parameter is, the larger the progress change value of the interaction progress is.

[0043] The interaction progress of the preset target can start from zero and gradually increase. When it increases to 100%, it is determined that the interaction of the preset target is completed; the interaction progress of the preset target can also indicate the task completion progress of the game task. When the interaction progress of the preset target is completed, the controlled character completes the game task.

[0044] In the above method, after the skill release instruction is generated, when the first character meets the preset conditions, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the interaction progress of the preset target can be increased. This method improves the release benefits of game skills, increases the interaction progress while controlling the enemy's state, has high operating efficiency, and enriches the game method between players and enemies, increases players' interest in the game, and can improve the utilization rate of game resources.

[0045] In one implementation, it is determined that there is a first character that meets a preset condition in the game scene, and a prompt mark is displayed in association with the first character; wherein the prompt mark is used to prompt that the first character meets the preset condition.

[0046] like Figure 2In the example, the prompt mark can be a symbol or a graphic, which is displayed at a designated position of the first character, such as the top or bottom of the first character, and moves with the first character. The prompt mark can also be a display format, such as a glowing display of the character model of the first character, a bold display of the edges, etc. The aforementioned skill release instruction can be triggered by Figure 2 The skill release controls in are generated.

[0047] The game system can automatically detect whether the game character in the game scene meets the preset conditions. The game character that meets the preset conditions is the first character, and a prompt mark is displayed in association with the first character. When the first character is within the field of vision of the controlled character, the first character is displayed in the scene screen, and the prompt mark is displayed in association with the first character.

[0048] The function of the prompt mark is to prompt the player that the first character meets the preset conditions. If a skill release instruction is generated at this time, the interaction parameters can be updated.

[0049] In the above method, prompting the first character that meets the preset conditions through the prompt mark is conducive to guiding the player to generate skill release instructions at the right time, thereby improving operation efficiency and skill benefits.

[0050] Furthermore, the above-mentioned preset condition includes: the first character is located in a target range in the game scene. The target range can be determined according to parameters such as the position and orientation of the controlled character, the position and orientation of the first character, etc. When there is a game character other than the controlled character within the target range, the game character is the first character that meets the preset condition.

[0051] The scene position within the above target range satisfies at least one of the following: the horizontal distance between the scene position and the controlled character is less than a horizontal distance threshold; the relative direction of the scene position with respect to the controlled character and the angle between the direction of the controlled character are less than a preset angle threshold; the vertical distance between the scene position and the controlled character is less than a vertical distance threshold.

[0052] exist Figure 3 In the example of , the target range in the horizontal direction is shown. The distance between the first character in the target range and the controlled character is less than a preset horizontal distance threshold, such as 50 meters; the relative direction of the first character in the target range relative to the controlled character and the angle between the direction of the controlled character are less than a preset angle threshold, such as 45 degrees.

[0053] The game scene is a three-dimensional space, which is divided into horizontal and vertical directions. In the vertical direction, the distance between the scene position and the controlled character in the vertical direction is less than the vertical distance threshold, such as 5 meters.

[0054] The above-mentioned preset conditions also include: the first character is within the field of vision of the controlled character. It can be understood that the first character can be displayed on the scene screen shot by the virtual camera of the controlled character, that is, the controlled character can "see" the first character.

[0055] Furthermore, the above-mentioned preset condition also includes: there is no obstacle between the designated character part of the first character and the designated character part of the controlled character. The designated character part may be a character head, a character chest, etc.

[0056] In actual implementation, a ray may be generated between the designated character part of the first character and the designated character part of the controlled character, and the ray is not blocked or interrupted by the scene model in the game scene.

[0057] In one implementation, in response to a skill release instruction, a preset condition is determined based on the instruction parameters of the skill release instruction; wherein the instruction parameters are used to indicate: the operation type of the skill release operation that generates the skill release instruction; determining that there is a first character that meets the preset conditions in the game scene, and updating the interaction parameters for the first character.

[0058] In this method, the instruction parameter affects the preset condition. Since the instruction parameter indicates the operation type of the skill release operation, the operation type affects the preset condition. The operation type may include a click operation, a double-click operation, a long press operation, a slide operation, etc. Different operation types correspond to different preset conditions. For example, the operation type may affect the horizontal distance threshold, the preset angle threshold, the vertical distance threshold, etc. in the aforementioned preset conditions.

[0059] Specifically, determine that the operation type of the skill release operation indicated by the instruction parameters is the first operation, and determine the preset condition corresponding to the first operation as the final preset condition; determine that the operation type of the skill release operation indicated by the instruction parameters is the second operation, and determine the preset condition corresponding to the second operation as the final preset condition, wherein the second operation is different from the first operation; wherein the preset condition corresponding to the second operation has a different target range from the preset condition corresponding to the first operation.

[0060] The above-mentioned first operation can be a click operation, a double-click operation, a long press operation, a sliding operation, etc., and the second operation can be a click operation, a double-click operation, a long press operation, a sliding operation, etc.; the second operation is different from the first operation, for example, the first operation is a click operation, the second operation is a long press operation, or a continuous operation of a long press operation and a sliding operation.

[0061] In this method, the operation type includes two operations, a first operation and a second operation, and the target ranges in the preset conditions corresponding to the two operations are different, that is, two target ranges are set; at least one of the horizontal distance threshold, the preset angle threshold, and the vertical distance threshold of the target range corresponding to the first operation is different from the corresponding threshold in the target range corresponding to the second operation.

[0062] In one method, in the preset conditions corresponding to the first operation, the horizontal distance between the scene position within the target range and the controlled character is less than a first horizontal distance threshold; in the preset conditions corresponding to the second operation, the horizontal distance between the scene position within the target range and the controlled character is less than a second horizontal distance threshold; wherein the first horizontal distance threshold is less than the second horizontal distance threshold.

[0063] In this manner, the first horizontal distance threshold corresponding to the first operation is smaller than the second horizontal distance threshold. For example, the first operation is a click operation, the second operation is a long press operation, and the second horizontal distance threshold of the target range corresponding to the long press operation is larger than the first horizontal distance threshold corresponding to the click operation.

[0064] In another embodiment, in the preset conditions corresponding to the first operation, the relative direction of the scene position within the target range with respect to the controlled character and the angle between the orientation of the controlled character are less than a first preset angle threshold; in the preset conditions corresponding to the second operation, the relative direction of the scene position within the target range with respect to the controlled character and the angle between the orientation of the controlled character are less than a second preset angle threshold; wherein the first preset angle threshold is greater than the second preset angle threshold.

[0065] In this method, the first preset angle threshold corresponding to the first operation is smaller than the second preset angle threshold. For example, the first operation is a click operation, the second operation is a long press operation, and the second preset angle threshold of the target range corresponding to the long press operation is smaller than the first preset angle threshold corresponding to the click operation.

[0066] exist Figure 4 In the example, the target range corresponding to the first operation and the target range corresponding to the second operation are compared and shown. When the first operation is a click operation and the second operation is a long press operation, the player can reduce the preset angle threshold and extend the horizontal distance threshold through the long press operation, so as to better "focus" on the range at a farther distance in front of the controlled character.

[0067] In one example, the game system may detect the target range corresponding to the first operation by default. When the game character is not within the target range corresponding to the first operation, but the scene image captured by the virtual camera of the controlled character is displayed, the game character may exceed the horizontal distance threshold of the target range corresponding to the first operation. At this time, by triggering the second operation, for example, a long press operation, the target range can be updated to the target range corresponding to the second operation. Since the target range corresponding to the second operation has a larger horizontal distance threshold, the game character may be within the target range corresponding to the second operation. The game character acts as the first character and is associated with a display prompt mark. At this time, the player can trigger a skill release instruction and update the interaction parameters.

[0068] In the above method, players can choose the appropriate operation type according to the position of the game character, and update the target range at the same time to increase the probability that the game character is within the target range, quickly update the interaction parameters, and improve operation efficiency and skill benefits.

[0069] In a specific implementation method, in response to a skill triggering instruction, a scene screen of a game scene is enlarged and displayed; in response to a skill releasing instruction corresponding to the skill triggering instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interaction parameters for the first character are updated.

[0070] The skill trigger command may be generated by a long press operation, a sliding operation, etc. acting on the skill release control. For example, in the process of long pressing the skill release control, the scene screen of the game scene is enlarged and displayed.

[0071] In actual implementation, the virtual camera of the controlled character can be controlled to move towards the controlled character, thereby enlarging the scene image within the field of view in front of the controlled character. In the enlarged scene image, the scene area range of the displayed game scene will be reduced.

[0072] The skill trigger instruction may correspond to the aforementioned second operation, that is, the skill trigger instruction is generated by triggering the second operation. Since the horizontal distance threshold of the target range corresponding to the second operation is larger and the preset angle threshold is smaller, it can also be understood that the scene range facing forward of the controlled character is enlarged and displayed, and the scene range that deviates more from the direction of the controlled character is no longer displayed in the scene screen.

[0073] The skill release instruction can be generated by a long press operation, a sliding operation, etc. on the skill release control. For example, the aforementioned skill trigger instruction can be a long press operation on the skill release control, and the skill release instruction is a long press end operation. When the skill release instruction is generated, there is a first character in the target range, and the interaction parameters for the first character are updated.

[0074] Furthermore, in response to the skill trigger instruction, a specified scene effect is displayed in association with the scene screen; wherein the specified scene effect is used to indicate that the skill trigger instruction has been generated. The specified scene effect may be a grayscale effect, a mask effect, a shadow effect, etc., thereby indicating that the skill trigger instruction has been generated and the current target range has been updated.

[0075] In one method, in response to a skill trigger instruction, after the scene screen of the game scene is enlarged and displayed, in response to a movement control instruction, the movement of the controlled character is controlled at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated.

[0076] When the scene screen is zoomed in, that is, the target range is updated to the target range of the second operation, the movement of the controlled character is restricted, and the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated. For example, if the movement speed of the controlled character before the skill trigger instruction is generated is 2 meters per second, then the first movement speed may be 1 meter per second.

[0077] In the above method, the scene screen is enlarged to allow the player to quickly observe the first character at a farther distance, thereby increasing the probability that the game character is within the target range, quickly updating the interaction parameters, and improving the operation efficiency and skill benefits.

[0078] In actual implementation, the above-mentioned designated role state includes: the movement speed of the first role is reduced. That is, when the interaction parameter reaches the preset parameter threshold, the movement speed of the first role is controlled to be reduced. For example, when the first role is not in the designated role state, the movement speed is 5 meters per second, and when the first role is in the designated role state, the movement speed is reduced to 2 meters per second.

[0079] Furthermore, the number of game characters with designated role identities in the game scene is determined; wherein the designated role identity is the role identity to which the controlled character belongs; and based on the number of characters, the duration of the designated role state is determined.

[0080] The aforementioned number of characters can be understood as the number of game characters with the same character identity as the controlled character. The designated character identity can be a survivor identity, a lurker identity, etc. In a game match, the identity of the game character can be assigned by the game system or selected by the player controlling the game character. The duration of the designated character state can decrease as the number of characters increases, or it can increase as the number of characters increases.

[0081] In this embodiment, considering the fairness of the game, the duration of the designated role state is determined according to the number of roles. When there are a large number of game characters with designated role identities in the game scene, each game character with the designated role identity can generate the aforementioned skill release instruction, and when the interaction parameter reaches the preset parameter threshold, the first character enters the designated role state.

[0082] That is, the more characters there are, the higher the probability that the first character enters the designated character state, which is more disadvantageous to the first character. Based on this, the more characters there are, the shorter the duration of the designated character state. For example, when there is only one game character with a designated character identity in the game scene, the controlled character, when the first character enters the designated character state, the duration is 10 seconds; for another example, when there are two game characters with designated character identities in the game scene, when the first character enters the designated character state, the duration is 5 seconds.

[0083] In one implementation, in response to the controlled character interacting with a preset target, the target game behavior parameter is reduced and the interaction progress of the preset target is increased.

[0084] When the interaction parameter reaches the preset parameter threshold, the target game behavior parameter increases, such as each time the interaction parameter reaches the preset parameter threshold, the target game behavior parameter increases by one. The target game behavior parameter can be used to control the number of interactions between the controlled character and the preset target, or to control the increased interaction progress of the controlled character and the preset target. For example, each time the controlled character interacts with the preset target, the target game behavior parameter decreases by one. When the target game behavior parameter is zero, the controlled character can no longer interact with the preset target.

[0085] When the controlled character interacts with the preset target, the interaction progress of the preset target is increased. Each time the controlled character interacts with the preset target, the interaction progress increases by a specified progress value, such as 5% for each interaction. In another way, the progress value of the interaction progress increase is determined according to the target game behavior parameter, such as if the target game behavior parameter is 1, the interaction progress increases by 5%; if the target game behavior parameter is 2, the interaction progress increases by 10%.

[0086] Furthermore, the number of game characters with specified role identities in the game scene is determined; wherein the specified role identity is the role identity to which the controlled character belongs; based on the number of characters, the progress increase value of the preset target is determined; and the interactive progress of the preset target is controlled to increase the progress increase value.

[0087] The aforementioned number of characters can be understood as the number of game characters with the same character identity as the controlled character. The designated character identity can be a survivor identity, a lurker identity, etc. In a game match, the identity of the game character can be assigned by the game system or selected by the player controlling the game character. The progress increment value of the preset goal can decrease as the number of characters increases, or it can increase as the number of characters increases.

[0088] In this embodiment, considering the fairness of the game, the progress increment value of the preset target is determined according to the number of characters. When there are a large number of game characters with designated role identities in the game scene, each game character with designated role identities can generate the aforementioned skill release instruction, and when the interaction parameter reaches the preset parameter threshold, the first character enters the designated role state.

[0089] That is, the more characters there are, the higher the probability that the first character enters the designated character state, which is more disadvantageous to the first character. Based on this, the more characters there are, the less the progress increase value of the preset target. For example, when there is only one game character with a designated character identity in the game scene, the controlled character, when the first character enters the designated character state, the progress increase value of the preset target is 20%; for another example, when there are two game characters with designated character identities in the game scene, when the first character enters the designated character state, the progress increase value of the preset target is 10%.

[0090] In one implementation, in response to the movement of the first character, a movement mark is displayed at the scene position where the first character moves, and the movement mark is controlled to last for a specified time period; wherein the movement mark is used to indicate that the first character moves through the scene position.

[0091] During the movement of the first character, the scene position passed by the first character can be collected, specifically the position where the feet of the character model of the first character contact the scene model; the scene position can be collected regularly at preset time intervals, for example, once per second.

[0092] After the scene position is collected, a moving mark is displayed at the scene position. The moving mark can be displayed at the scene position or near the scene position, and the scene position is indicated by the moving mark. Figure 5 In the example, a movement mark is displayed at the scene position where the first character passes; continuous movement marks can indicate the movement path of the first character.

[0093] After each movement mark is displayed, the display time of the movement mark can be counted. When the display time reaches a specified time, such as 20, the movement mark is cancelled.

[0094] By displaying the moving mark, the controlled character can be assisted to quickly find the first character and place the first character at a position that meets the aforementioned preset conditions, so as to increase the probability that the game character is within the target range, quickly update the interaction parameters, and improve the operation efficiency and skill benefits.

[0095] Furthermore, the above-mentioned moving mark has an interactive effect. In response to the controlled character moving to the moving mark, the moving speed of the controlled character is increased. For example, when the controlled character moves to the moving mark, the moving speed can be increased, such as the moving speed is increased by 30%, and the increased moving speed can last for a certain period of time, such as 2 seconds. Each time the controlled character moves to the moving mark, the moving speed can be increased by 30% and last for 2 seconds.

[0096] When the controlled character moves along the moving mark, that is, is always located at the moving mark, the controlled character can always have the increased moving speed.

[0097] In one method, when the controlled character is in a first specified state, in response to the controlled character moving to a moving mark, the movement speed of the controlled character is increased; wherein the first specified state includes: the controlled character is not being chased by the first character, and / or the distance between the controlled character and the first character is greater than a preset distance threshold.

[0098] If the controlled character is not in the first specified state, even if the controlled character moves to the moving mark, the moving speed of the controlled character will not increase. The first specified state may include that the controlled character is not being chased by the first character, when the first character moves toward the controlled character, and the distance between the first character and the controlled character is less than the distance threshold corresponding to the pursuit state, the controlled character enters the pursuit state, that is, the controlled character is being chased by the first character; when the first character does not move toward the controlled character, or the distance between the first character and the controlled character is greater than the aforementioned distance threshold, it can be determined that the controlled character is not being chased by the first character.

[0099] The first specified state may also include that the distance between the controlled character and the first character is greater than a preset distance threshold, such as 10 meters. When the distance between the controlled character and the first character is greater than the preset distance threshold, the first character is timed to move toward the controlled character, and the controlled character is also in the first specified state.

[0100] The above-mentioned first specified state may include both that the controlled character is not being pursued by the first character, and that the distance between the controlled character and the first character is greater than a preset distance threshold, or it may only include one of the first specified state including: the controlled character is not being pursued by the first character, or that the distance between the controlled character and the first character is greater than a preset distance threshold.

[0101] Furthermore, after the controlled character moves to the movement mark and the movement speed of the controlled character is increased, the movement mark of the controlled character is deleted. In the game, when the movement speed of the controlled character is increased, such as the controlled character moves by running, in this case, the movement mark of the controlled character will be displayed in the game scene.

[0102] In the present embodiment, when the controlled character moves to the movement mark of the first character, the movement mark of the controlled character will not be displayed even if the movement speed of the controlled character increases, thereby reducing the first character's pursuit of the controlled character, increasing the probability that the controlled character controls the first character to be within the target range, quickly updating the interaction parameters, and improving the operation efficiency and skill benefits.

[0103] Further, in response to the controlled character moving to the movement mark, the movement mark is controlled to be deleted. When the controlled character moves to the movement mark of the first character, the movement mark of the first character is deleted.

[0104] In one implementation, in response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and based on the character state of the controlled character or the first character, a parameter update value is determined; the interaction parameter of the first character is controlled to update the parameter update value.

[0105] The size of the parameter update value is determined according to the role state of the controlled role or the first role. For example, one or more specified states can be pre-set for the controlled role, and different specified states correspond to different parameter update values. When the controlled role is not in the specified state, the parameter update value is the default value.

[0106] Similarly, one or more designated states may be preset for the first character, and different designated states correspond to different parameter update values. When the first character is not in a designated state, the parameter update value is a default value.

[0107] Specifically, it is determined that the controlled character is in the second specified state, and the parameter update value is determined to be the first update value; it is determined that the controlled character is not in the second specified state, and the parameter update value is determined to be the second update value; wherein the second specified state includes: the controlled character is harmed by the first character, and the historical time when the controlled character is harmed is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0108] For example, the second designated state is that the controlled character has been hurt by the first character not long ago. For example, the first character releases an attack skill, an attack prop, etc., and the controlled character is hit, then the controlled character is hurt by the first character. The time when the first character is hurt is recorded, and when a skill release instruction is given, the time length from the historical time when the controlled character was hurt to the current time is calculated. If the time length is less than a preset time distance, such as 10 seconds, if the time length is less than a preset time threshold, it can be determined that the controlled character is in the second designated state.

[0109] When the controlled character is in the second specified state, the parameter update value is the first update value, and when the controlled character is not in the second specified state, the parameter update value is the second update value, and the first update value is greater than the second update value. For example, the first update value is 2 and the second update value is 1. That is, when the controlled character is in the second specified state, the parameter update value is higher, and the updated interaction parameter is also larger.

[0110] In another method, it is determined that the first character is in a third specified state, and the parameter update value is determined to be a first update value; it is determined that the first character is not in the third specified state, and the parameter update value is determined to be a second update value; wherein the third specified state includes: the first character causes damage to game characters other than the controlled character, and the historical time when the first character causes damage is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0111] For example, the third designated state is that the first character has recently caused damage to other game characters other than the controlled character. For example, if the first character releases attack skills, attack props, etc., and other game characters other than the controlled character are hit, then the first character causes damage to other game characters other than the controlled character. The time when the first character causes damage is recorded. When a skill release instruction is issued, the time length from the historical time when the first character causes damage to the current time is calculated. If the time length is less than a preset time distance, such as 10 seconds, if the time length is less than a preset time threshold, it can be determined that the first character is in the third designated state.

[0112] When the first character is in the third specified state, the parameter update value is the first update value, and when the first character is not in the third specified state, the parameter update value is the second update value, and the first update value is greater than the second update value. For example, the first update value is 2 and the second update value is 1. That is, when the first character is in the third specified state, the parameter update value is higher, and the updated interaction parameter is also larger.

[0113] In the above method, the parameter update value is determined by the state of the controlled character or the first character, thereby controlling the update amplitude of the interaction parameter, increasing the update speed of the interaction parameter, and improving the operation efficiency and skill benefits.

[0114] In one method, in a designated character state, a designated behavior of a first character is restricted; the orientation of the first character when a skill release instruction is generated is obtained; based on the orientation of the first character, the degree to which the designated behavior is restricted is determined; in response to the first character performing the designated behavior, the designated behavior is restricted according to the degree of restriction.

[0115] In this method, the specified behavior may be a moving behavior, a skill release behavior, an interaction behavior with a scene model, etc.; the restriction on the guided behavior may be whether the specified behavior is allowed to be executed, the execution speed of the specified behavior, etc. In this embodiment, the direction of the first character determines the degree of restriction, and the degree of restriction may specifically be a restriction duration, a speed reduction degree, etc.

[0116] The correspondence between the orientation of the first character and the restriction degree can be preset, for example, the orientation of the first character is divided into a plurality of orientation ranges, each orientation range corresponding to a restriction degree. When the first character performs a specified behavior, the restriction degree is queried from the above correspondence according to the orientation of the first character, and then the specified behavior is restricted according to the queried restriction degree.

[0117] For example, if the first character is facing east, the restriction is a 20% reduction in speed; if the first character is facing west, the restriction is a 30% reduction in speed, and so on.

[0118] Furthermore, the orientation of the controlled character when the skill release instruction is generated is obtained; based on the direction angle of the orientation of the first character and the orientation of the controlled character, the degree of restriction of the specified behavior is determined.

[0119] When determining the degree of restriction, it is necessary to refer to the relative direction of the first character's orientation and the controlled character's orientation, that is, the direction angle. The degree of restriction is determined based on the direction angle. For example, if the direction angle is 10 degrees, the degree of restriction is a 50% speed reduction, if the direction angle is 20 degrees, the degree of restriction is a 20% speed reduction, etc.

[0120] Specifically, the above-mentioned degree of restriction includes: restriction duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is within a preset angle range, and determining the restriction duration to be a first duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is not within the preset angle range, and determining the restriction duration to be a second duration; wherein the second duration is less than the first duration.

[0121] The preset angle range can be preset, for example, 0-90 degrees, 90-180 degrees, etc. In one example, the preset angle range is 90-180 degrees. When the direction angle of the first character's orientation and the controlled character's orientation is between 90-180 degrees, it can be understood that the first character and the controlled character are in a "face-to-face" relationship.

[0122] When the direction angle of the first character's direction and the controlled character's direction is within the preset angle range, there is a longer limit time, such as 20 seconds. When the direction angle of the first character's direction and the controlled character's direction is not within the preset angle range, there is a shorter limit time, such as 10 seconds.

[0123] In the above method, the restriction degree of the first character is determined according to the character orientation. By adjusting the character orientation, the restriction degree of the first character can be increased, the updating speed of the interaction parameters can be increased, and the operation efficiency and skill benefits can be improved.

[0124] In one method, the above-mentioned skill release instructions include multiple ones; the number of times that the orientation of the first character corresponding to the skill release instruction meets the preset orientation condition is counted; in response to the number reaching a preset number threshold, the first character is controlled not to respond to the movement control instruction and / or the skill release instruction within a third time length, and the first character is controlled to reduce the movement speed within a fourth time length; wherein the third time length and the fourth time length both belong to the time length within the specified character state.

[0125] The controlled character may generate skill release instructions multiple times in the game, and count whether the orientation of the first character satisfies a preset orientation condition each time a skill release instruction is generated. If so, count the number of times the orientation of the first character satisfies the preset orientation condition. When the number reaches a preset number threshold, after the first character enters the designated character state, the first character does not respond to movement control instructions and / or skill release instructions within a third time period. For example, the first character may not respond to both movement control instructions and skill release instructions within the third time period, or may not respond to one of the movement control instructions or skill release instructions.

[0126] During the fourth duration, the first character reduces the moving speed. The lengths of the third duration and the fourth duration can be preset, for example, the duration of the designated character state is 10 seconds, and the third duration and the fourth duration are 5 seconds respectively.

[0127] Specifically, in response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is determined; in response to the target game behavior parameter being less than a specified parameter threshold, the target game behavior parameter is increased; in response to the target game behavior parameter reaching the specified parameter threshold, the target game behavior parameter is kept unchanged.

[0128] The target game behavior parameter is preset with a specified parameter threshold, such as 3, so that the target game behavior parameter cannot be increased indefinitely. When the interaction parameter reaches the preset parameter threshold and the target game behavior parameter is less than the specified parameter threshold, such as 2, the target game behavior parameter is increased, such as to 3. When the interaction parameter reaches the preset parameter threshold and the target game behavior parameter reaches the specified parameter threshold, such as 3, the target game behavior parameter remains unchanged and the target game behavior parameter is no longer increased. This time the interaction parameter reaches the preset parameter threshold and has no effect on the target game behavior parameter.

[0129] This method can guide the controlled character to interact with the preset target as quickly as possible and consume the target game behavior parameters. When the target game behavior parameters are consumed to below the preset parameter threshold, the target game behavior parameters can continue to be updated. By guiding the controlled character to interact with the preset target as quickly as possible, the interaction progress of the preset target can be quickly increased, the progress of the game can be increased, and the efficiency of the game can be improved.

[0130] Further, the interaction parameter of the first character is associated with the controlled character and saved; that is, the interaction parameter is updated after the controlled character generates a skill release instruction. In response to the controlled character entering the fourth specified state, the interaction parameter of the first character associated with the controlled character is set as the initial parameter; wherein the fourth specified state is related to the survival state of the controlled character.

[0131] For example, the fourth designated state may be a death state, a fainting state, etc.; when the controlled character attacks, is damaged, etc., it may enter the fourth designated state. When the controlled character enters the fourth designated state, the aforementioned accumulated interaction parameters take effect and are reset to initial parameters, such as zero. When the controlled character stops the fourth designated state, such as reviving from a death state, it is converted to a normal state and starts from the initial parameters to continue accumulating interaction parameters.

[0132] Corresponding to the above method embodiment, see Figure 6 The interactive control device of a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; the device includes:

[0133] A parameter updating module 60 is used to determine, in response to a skill release instruction, that there is a first character that meets a preset condition in the game scene, and to update an interaction parameter for the first character;

[0134] The state control module 62 is used to control the first character to enter a specified character state in response to the interaction parameter reaching a preset parameter threshold.

[0135] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interactive parameters for the first character are updated; in response to the interactive parameters reaching a preset parameter threshold, the first character is controlled to enter a specified character state.

[0136] In this method, after a skill release instruction is generated, when a first character that meets preset conditions exists, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the character can be controlled to enter the specified character state. This method enriches the game mode between the player and the enemy, increases the player's interest in the game, and can improve the utilization rate of game resources.

[0137] The above-mentioned device also includes an interaction control module, which is used to: in response to the interaction parameter reaching a preset parameter threshold, control the update of the target game behavior parameter of the controlled character; in response to the controlled character interacting with the preset target, update the interaction progress of the preset target according to the updated target game behavior parameter.

[0138] The above-mentioned device also includes a prompt module, which is used to: determine that there is a first character that meets the preset conditions in the game scene, and display a prompt mark in association with the first character; wherein the prompt mark is used to: prompt that the first character meets the preset conditions.

[0139] The above-mentioned preset conditions include: the first character is located in a target range in the game scene.

[0140] The scene position within the above target range satisfies at least one of the following: the horizontal distance between the scene position and the controlled character is less than a horizontal distance threshold; the relative direction of the scene position with respect to the controlled character and the angle between the direction of the controlled character are less than a preset angle threshold; the vertical distance between the scene position and the controlled character is less than a vertical distance threshold.

[0141] The above-mentioned preset condition also includes: the first character is within the field of vision of the controlled character.

[0142] The above-mentioned preset condition also includes: there is no obstacle between the designated character part of the first character and the designated character part of the controlled character.

[0143] The above-mentioned parameter update module is used to: respond to a skill release instruction, determine the preset conditions based on the instruction parameters of the skill release instruction; wherein the instruction parameters are used to indicate: the operation type of the skill release operation that generates the skill release instruction; determine whether there is a first character that meets the preset conditions in the game scene, and update the interaction parameters for the first character.

[0144] The above-mentioned parameter update module is used to: determine that the operation type of the skill release operation indicated by the instruction parameter is the first operation, and determine the preset condition corresponding to the first operation as the final preset condition; determine that the operation type of the skill release operation indicated by the instruction parameter is the second operation, and determine the preset condition corresponding to the second operation as the final preset condition, wherein the second operation is different from the first operation; wherein the preset condition corresponding to the second operation is different from the target range in the preset condition corresponding to the first operation.

[0145] In the preset conditions corresponding to the above-mentioned first operation, the horizontal distance between the scene position within the target range and the controlled character is less than the first horizontal distance threshold; in the preset conditions corresponding to the second operation, the horizontal distance between the scene position within the target range and the controlled character is less than the second horizontal distance threshold; wherein the first horizontal distance threshold is less than the second horizontal distance threshold.

[0146] In the preset conditions corresponding to the above-mentioned first operation, the relative direction of the scene position within the target range relative to the controlled character and the angle between the orientation of the controlled character are less than the first preset angle threshold; in the preset conditions corresponding to the second operation, the relative direction of the scene position within the target range relative to the controlled character and the angle between the orientation of the controlled character are less than the second preset angle threshold; wherein the first preset angle threshold is greater than the second preset angle threshold.

[0147] The above-mentioned parameter update module is used to: respond to a skill trigger instruction, enlarge the scene screen of the game scene; respond to a skill release instruction corresponding to the skill trigger instruction, determine whether there is a first character that meets the preset conditions in the game scene, and update the interaction parameters for the first character.

[0148] The above-mentioned device also includes a special effect display module, which is used to: respond to a skill trigger instruction and display a specified scene special effect in association with the scene picture; wherein the specified scene special effect is used to: indicate that the skill trigger instruction has been generated.

[0149] The above-mentioned device also includes a movement control module, which is used to: control the movement of the controlled character at a first movement speed in response to the movement control instruction; wherein the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated.

[0150] The above-mentioned designated character state includes: the movement speed of the first character is reduced.

[0151] The above-mentioned device also includes a duration determination module, which is used to: determine the number of game characters with specified role identities in the game scene; wherein the specified role identity is the role identity to which the controlled character belongs; based on the number of characters, determine the duration of the specified role state.

[0152] The above-mentioned interaction control module is used to: in response to the controlled character interacting with the preset target, reduce the target game behavior parameter and increase the interaction progress of the preset target.

[0153] The above-mentioned interaction control module is used to: determine the number of game characters with specified role identities in the game scene; wherein the specified role identity is the role identity to which the controlled character belongs; based on the number of characters, determine the progress increase value of the preset target; control the interaction progress of the preset target to increase the progress increase value.

[0154] The above-mentioned device also includes a mark display module, which is used to: in response to the movement of the first character, display a movement mark at the scene position where the first character moves, and control the movement mark to last for a specified period of time; wherein the movement mark is used to: indicate that the first character moves through the scene position.

[0155] The above device also includes a speed increasing module, which is used to increase the moving speed of the controlled character in response to the controlled character moving to the moving mark.

[0156] The mark display module is used to: when the controlled character is in a first specified state, in response to the controlled character moving to the moving mark, increase the moving speed of the controlled character; wherein the first specified state includes: the controlled character is not being chased by the first character, and / or the distance between the controlled character and the first character is greater than a preset distance threshold.

[0157] The above device also includes a mark deletion module, which is used to delete the movement mark of the controlled character.

[0158] The above device also includes a first deletion module, which is used to control the deletion of the movement mark in response to the controlled character moving to the movement mark.

[0159] The above-mentioned parameter update module is used to: respond to a skill release instruction, determine whether there is a first character that meets the preset conditions in the game scene, and determine the parameter update value based on the character state of the controlled character or the first character; control the interaction parameter of the first character to update the parameter update value.

[0160] The above-mentioned parameter update module is used to: determine that the controlled character is in the second specified state, and determine that the parameter update value is the first update value; determine that the controlled character is not in the second specified state, and determine that the parameter update value is the second update value; wherein the second specified state includes: the controlled character is injured from the first character, and the historical time when the controlled character is injured is less than the preset time distance from the current time; the first update value is greater than the second update value.

[0161] The above-mentioned parameter update module is used to: determine that the first character is in a third specified state, and determine that the parameter update value is a first update value; determine that the first character is not in the third specified state, and determine that the parameter update value is a second update value; wherein the third specified state includes: the first character causes damage to game characters other than the controlled character, and the historical time when the first character causes damage is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0162] In the above-mentioned designated character state, the designated behavior of the first character is restricted; the above-mentioned device also includes a restriction module, which is used to: obtain the orientation of the first character when generating a skill release instruction; based on the orientation of the first character, determine the degree to which the designated behavior is restricted; in response to the first character performing the designated behavior, restrict the designated behavior according to the degree of restriction.

[0163] The restriction module is used to: obtain the orientation of the controlled character when generating a skill release instruction; and determine the degree to which the specified behavior is restricted based on the direction angle of the orientation of the first character and the orientation of the controlled character.

[0164] The above-mentioned restriction degree includes: restriction duration; the above-mentioned restriction module is used to: determine that the direction angle of the first character's orientation and the controlled character's orientation is within a preset angle range, and determine the restriction duration to be a first duration; determine that the direction angle of the first character's orientation and the controlled character's orientation is not within the preset angle range, and determine the restriction duration to be a second duration; wherein the second duration is less than the first duration.

[0165] The above-mentioned skill release instructions include multiple ones; the above-mentioned device also includes a number statistics module, which is used to: count the number of times that the orientation of the first character corresponding to the skill release instruction meets the preset orientation condition; in response to the number reaching the preset number threshold, control the first character not to respond to the movement control instruction and / or the skill release instruction within a third time length, and control the first character to reduce the movement speed within a fourth time length; wherein the third time length and the fourth time length both belong to the time length within the specified character state.

[0166] The above-mentioned interaction control module is used to: determine the target game behavior parameter of the controlled character in response to the interaction parameter reaching a preset parameter threshold; increase the target game behavior parameter in response to the target game behavior parameter being less than a specified parameter threshold; and keep the target game behavior parameter unchanged in response to the target game behavior parameter reaching the specified parameter threshold.

[0167] The interaction parameters of the first character are saved in association with the controlled character; the device further comprises: a parameter setting module, for setting the interaction parameters of the first character associated with the controlled character as initial parameters in response to the controlled character entering a fourth designated state; wherein the fourth designated state is related to the survival state of the controlled character.

[0168] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.

[0169] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0170] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0171] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0172] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0173] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0174] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface displays at least part of a game scene, the game scene including a controlled character; the controlled character is controlled through the terminal device; in response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interactive parameters for the first character are updated; in response to the interactive parameters reaching a preset parameter threshold, the first character is controlled to enter a specified character state.

[0175] In response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is controlled to be updated; in response to the controlled character interacting with the preset target, the interaction progress of the preset target is updated according to the updated target game behavior parameter.

[0176] It is determined that there is a first character that meets the preset condition in the game scene, and a prompt mark is displayed in association with the first character; wherein the prompt mark is used to: prompt that the first character meets the preset condition.

[0177] The preset conditions include: the first character is located in a target range in the game scene.

[0178] The scene position within the target range satisfies at least one of the following: the horizontal distance between the scene position and the controlled character is less than a horizontal distance threshold; the relative direction of the scene position with respect to the controlled character and the angle between the direction of the controlled character are less than a preset angle threshold; the vertical distance between the scene position and the controlled character is less than a vertical distance threshold.

[0179] The preset condition also includes: the first character is within the field of vision of the controlled character.

[0180] The preset condition also includes: there is no obstacle between the designated character part of the first character and the designated character part of the controlled character.

[0181] In response to a skill release instruction, a preset condition is determined based on the instruction parameters of the skill release instruction; wherein the instruction parameters are used to indicate: the operation type of the skill release operation that generates the skill release instruction; determining that there is a first character that meets the preset conditions in the game scene, and updating the interaction parameters for the first character.

[0182] Determine that the operation type of the skill release operation indicated by the instruction parameters is the first operation, and determine the preset condition corresponding to the first operation as the final preset condition; determine that the operation type of the skill release operation indicated by the instruction parameters is the second operation, and determine the preset condition corresponding to the second operation as the final preset condition, wherein the second operation is different from the first operation; wherein the preset condition corresponding to the second operation has a different target range from the preset condition corresponding to the first operation.

[0183] In the preset conditions corresponding to the first operation, the horizontal distance between the scene position within the target range and the controlled character is less than a first horizontal distance threshold; in the preset conditions corresponding to the second operation, the horizontal distance between the scene position within the target range and the controlled character is less than a second horizontal distance threshold; wherein the first horizontal distance threshold is less than the second horizontal distance threshold.

[0184] In the preset conditions corresponding to the first operation, the angle between the relative direction of the scene position within the target range relative to the controlled character and the orientation of the controlled character is less than the first preset angle threshold; in the preset conditions corresponding to the second operation, the angle between the relative direction of the scene position within the target range relative to the controlled character and the orientation of the controlled character is less than the second preset angle threshold; wherein the first preset angle threshold is greater than the second preset angle threshold.

[0185] In response to a skill trigger instruction, a scene screen of a game scene is enlarged and displayed; in response to a skill release instruction corresponding to the skill trigger instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interaction parameters for the first character are updated.

[0186] In response to a skill trigger instruction, a specified scene special effect is displayed in association with the scene screen; wherein the specified scene special effect is used to indicate that the skill trigger instruction has been generated.

[0187] In response to the movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated.

[0188] The designated character status includes: the movement speed of the first character is reduced.

[0189] Determine the number of game characters with specified character identities in the game scene; wherein the specified character identity is the character identity to which the controlled character belongs; and determine the duration of the specified character state based on the number of characters.

[0190] In response to the controlled character interacting with the preset target, the target game behavior parameter is reduced and the interaction progress of the preset target is increased.

[0191] Determine the number of game characters with specified role identities in the game scene; wherein the specified role identity is the role identity to which the controlled character belongs; based on the number of characters, determine the progress increase value of the preset goal; control the interactive progress of the preset goal to increase the progress increase value.

[0192] In response to the movement of the first character, a movement mark is displayed at the scene position where the first character moves, and the movement mark is controlled to last for a specified time period; wherein the movement mark is used to indicate that the first character moves through the scene position.

[0193] In response to the controlled character moving to the movement mark, the movement speed of the controlled character is increased.

[0194] When the controlled character is in a first designated state, in response to the controlled character moving to the moving mark, the moving speed of the controlled character is increased; wherein the first designated state includes: the controlled character is not being chased by the first character, and / or the distance between the controlled character and the first character is greater than a preset distance threshold.

[0195] Delete the movement imprint of the controlled character.

[0196] In response to the controlled character moving to the movement mark, the movement mark is controlled to be deleted.

[0197] In response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and based on the character state of the controlled character or the first character, a parameter update value is determined; and the interaction parameter of the first character is controlled to update the parameter update value.

[0198] Determine that the controlled character is in the second specified state, and determine that the parameter update value is the first update value; determine that the controlled character is not in the second specified state, and determine that the parameter update value is the second update value; wherein the second specified state includes: the controlled character is injured from the first character, and the historical time when the controlled character is injured is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0199] Determine that the first character is in the third specified state, and determine that the parameter update value is the first update value; determine that the first character is not in the third specified state, and determine that the parameter update value is the second update value; wherein the third specified state includes: the first character causes damage to game characters other than the controlled character, and the historical time when the first character causes damage is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0200] In the designated role state, the designated behavior of the first role is restricted; the orientation of the first role when generating a skill release instruction is obtained; based on the orientation of the first role, the degree to which the designated behavior is restricted is determined; in response to the first character performing the designated behavior, the designated behavior is restricted according to the degree of restriction.

[0201] The orientation of the controlled character when the skill release instruction is generated is obtained; based on the direction angle of the orientation of the first character and the orientation of the controlled character, the degree to which the specified behavior is restricted is determined.

[0202] The degree of restriction includes: restriction duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is within a preset angle range, and determining the restriction duration to be a first duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is not within the preset angle range, and determining the restriction duration to be a second duration; wherein the second duration is less than the first duration.

[0203] The skill release instructions include multiple ones; counting the number of times that the orientation of the first character corresponding to the skill release instruction meets the preset orientation condition; in response to the number reaching a preset threshold, controlling the first character not to respond to movement control instructions and / or skill release instructions within a third time length, and controlling the first character to reduce the movement speed within a fourth time length; wherein the third time length and the fourth time length both belong to the time length within the specified character state.

[0204] In response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is determined; in response to the target game behavior parameter being less than a specified parameter threshold, the target game behavior parameter is increased; in response to the target game behavior parameter reaching the specified parameter threshold, the target game behavior parameter is kept unchanged.

[0205] The interaction parameters of the first character are associated with the controlled character and saved; in response to the controlled character entering the fourth specified state, the interaction parameters of the first character associated with the controlled character are set as initial parameters; wherein the fourth specified state is related to the survival state of the controlled character.

[0206] In this method, after a skill release instruction is generated, when a first character that meets preset conditions exists, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the character can be controlled to enter the specified character state. This method enriches the game mode between the player and the enemy, increases the player's interest in the game, and can improve the utilization rate of game resources.

[0207] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0208] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:

[0209] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface displays at least part of a game scene, the game scene including a controlled character; the controlled character is controlled through the terminal device; in response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interactive parameters for the first character are updated; in response to the interactive parameters reaching a preset parameter threshold, the first character is controlled to enter a specified character state.

[0210] In response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is controlled to be updated; in response to the controlled character interacting with the preset target, the interaction progress of the preset target is updated according to the updated target game behavior parameter.

[0211] It is determined that there is a first character that meets the preset condition in the game scene, and a prompt mark is displayed in association with the first character; wherein the prompt mark is used to: prompt that the first character meets the preset condition.

[0212] The preset conditions include: the first character is located in a target range in the game scene.

[0213] The scene position within the target range satisfies at least one of the following: the horizontal distance between the scene position and the controlled character is less than a horizontal distance threshold; the relative direction of the scene position with respect to the controlled character and the angle between the direction of the controlled character are less than a preset angle threshold; the vertical distance between the scene position and the controlled character is less than a vertical distance threshold.

[0214] The preset condition also includes: the first character is within the field of vision of the controlled character.

[0215] The preset condition also includes: there is no obstacle between the designated character part of the first character and the designated character part of the controlled character.

[0216] In response to a skill release instruction, a preset condition is determined based on the instruction parameters of the skill release instruction; wherein the instruction parameters are used to indicate: the operation type of the skill release operation that generates the skill release instruction; determining that there is a first character that meets the preset conditions in the game scene, and updating the interaction parameters for the first character.

[0217] Determine that the operation type of the skill release operation indicated by the instruction parameters is the first operation, and determine the preset condition corresponding to the first operation as the final preset condition; determine that the operation type of the skill release operation indicated by the instruction parameters is the second operation, and determine the preset condition corresponding to the second operation as the final preset condition, wherein the second operation is different from the first operation; wherein the preset condition corresponding to the second operation has a different target range from the preset condition corresponding to the first operation.

[0218] In the preset conditions corresponding to the first operation, the horizontal distance between the scene position within the target range and the controlled character is less than a first horizontal distance threshold; in the preset conditions corresponding to the second operation, the horizontal distance between the scene position within the target range and the controlled character is less than a second horizontal distance threshold; wherein the first horizontal distance threshold is less than the second horizontal distance threshold.

[0219] In the preset conditions corresponding to the first operation, the angle between the relative direction of the scene position within the target range relative to the controlled character and the orientation of the controlled character is less than the first preset angle threshold; in the preset conditions corresponding to the second operation, the angle between the relative direction of the scene position within the target range relative to the controlled character and the orientation of the controlled character is less than the second preset angle threshold; wherein the first preset angle threshold is greater than the second preset angle threshold.

[0220] In response to a skill trigger instruction, a scene screen of a game scene is enlarged and displayed; in response to a skill release instruction corresponding to the skill trigger instruction, it is determined that there is a first character that meets preset conditions in the game scene, and the interaction parameters for the first character are updated.

[0221] In response to a skill trigger instruction, a specified scene special effect is displayed in association with the scene screen; wherein the specified scene special effect is used to indicate that the skill trigger instruction has been generated.

[0222] In response to the movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated.

[0223] The designated character status includes: the movement speed of the first character is reduced.

[0224] Determine the number of game characters with specified character identities in the game scene; wherein the specified character identity is the character identity to which the controlled character belongs; and determine the duration of the specified character state based on the number of characters.

[0225] In response to the controlled character interacting with the preset target, the target game behavior parameter is reduced and the interaction progress of the preset target is increased.

[0226] Determine the number of game characters with specified role identities in the game scene; wherein the specified role identity is the role identity to which the controlled character belongs; based on the number of characters, determine the progress increase value of the preset goal; control the interactive progress of the preset goal to increase the progress increase value.

[0227] In response to the movement of the first character, a movement mark is displayed at the scene position where the first character moves, and the movement mark is controlled to last for a specified time period; wherein the movement mark is used to indicate that the first character moves through the scene position.

[0228] In response to the controlled character moving to the movement mark, the movement speed of the controlled character is increased.

[0229] When the controlled character is in a first designated state, in response to the controlled character moving to the moving mark, the moving speed of the controlled character is increased; wherein the first designated state includes: the controlled character is not being chased by the first character, and / or the distance between the controlled character and the first character is greater than a preset distance threshold.

[0230] Delete the movement imprint of the controlled character.

[0231] In response to the controlled character moving to the movement mark, the movement mark is controlled to be deleted.

[0232] In response to a skill release instruction, it is determined that there is a first character that meets preset conditions in the game scene, and based on the character state of the controlled character or the first character, a parameter update value is determined; and the interaction parameter of the first character is controlled to update the parameter update value.

[0233] Determine that the controlled character is in the second specified state, and determine that the parameter update value is the first update value; determine that the controlled character is not in the second specified state, and determine that the parameter update value is the second update value; wherein the second specified state includes: the controlled character is injured from the first character, and the historical time when the controlled character is injured is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0234] Determine that the first character is in the third specified state, and determine that the parameter update value is the first update value; determine that the first character is not in the third specified state, and determine that the parameter update value is the second update value; wherein the third specified state includes: the first character causes damage to game characters other than the controlled character, and the historical time when the first character causes damage is less than a preset time distance from the current time; the first update value is greater than the second update value.

[0235] In the designated role state, the designated behavior of the first role is restricted; the orientation of the first role when generating a skill release instruction is obtained; based on the orientation of the first role, the degree to which the designated behavior is restricted is determined; in response to the first character performing the designated behavior, the designated behavior is restricted according to the degree of restriction.

[0236] The orientation of the controlled character when the skill release instruction is generated is obtained; based on the direction angle of the orientation of the first character and the orientation of the controlled character, the degree to which the specified behavior is restricted is determined.

[0237] The degree of restriction includes: restriction duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is within a preset angle range, and determining the restriction duration to be a first duration; determining that the direction angle of the first character's orientation and the controlled character's orientation is not within the preset angle range, and determining the restriction duration to be a second duration; wherein the second duration is less than the first duration.

[0238] The skill release instructions include multiple ones; counting the number of times that the orientation of the first character corresponding to the skill release instruction meets the preset orientation condition; in response to the number reaching a preset threshold, controlling the first character not to respond to movement control instructions and / or skill release instructions within a third time length, and controlling the first character to reduce the movement speed within a fourth time length; wherein the third time length and the fourth time length both belong to the time length within the specified character state.

[0239] In response to the interaction parameter reaching a preset parameter threshold, the target game behavior parameter of the controlled character is determined; in response to the target game behavior parameter being less than a specified parameter threshold, the target game behavior parameter is increased; in response to the target game behavior parameter reaching the specified parameter threshold, the target game behavior parameter is kept unchanged.

[0240] The interaction parameters of the first character are associated with the controlled character and saved; in response to the controlled character entering the fourth specified state, the interaction parameters of the first character associated with the controlled character are set as initial parameters; wherein the fourth specified state is related to the survival state of the controlled character.

[0241] In this method, after a skill release instruction is generated, when a first character that meets preset conditions exists, the interaction parameters for the first character can be updated. When the interaction parameters reach the preset parameter threshold, the character can be controlled to enter the specified character state. This method enriches the game mode between the player and the enemy, increases the player's interest in the game, and can improve the utilization rate of game resources.

[0242] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0243] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0244] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0245] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0246] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0247] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled character; The controlled role is controlled by the terminal device; the method comprises: In response to a skill release instruction, determining that a first character that meets a preset condition exists in the game scene, and updating an interaction parameter for the first character; In response to the interaction parameter reaching a preset parameter threshold, the first character is controlled to enter a specified character state.

2. The method according to claim 1, characterized in that The method further comprises: In response to the interaction parameter reaching a preset parameter threshold, controlling to update a target game behavior parameter of the controlled character; In response to the controlled character interacting with a preset target, the interaction progress of the preset target is updated according to the updated target game behavior parameter.

3. The method according to claim 1, characterized in that In response to a skill release instruction, before determining that there is a first character that meets a preset condition in the game scene and updating an interaction parameter for the first character, the method further includes: It is determined that there is a first character that meets the preset condition in the game scene, and a prompt mark is displayed in association with the first character; wherein the prompt mark is used to: prompt that the first character meets the preset condition.

4. The method according to claim 1, characterized in that: The preset conditions include: The first character is located in a target range in the game scene.

5. The method according to claim 4, characterized in that The scene position within the target range satisfies at least one of the following: The horizontal distance between the scene position and the controlled character is less than a horizontal distance threshold; The relative direction of the scene position to the controlled character and the angle between the orientation of the controlled character are less than a preset angle threshold; The distance between the scene position and the controlled character in the vertical direction is less than a vertical distance threshold.

6. The method according to claim 1, characterized in that The preset conditions also include: The first character is located within the field of view of the controlled character.

7. The method according to claim 1, characterized in that The preset conditions also include: There is no obstacle between the designated character part of the first character and the designated character part of the controlled character.

8. The method according to claim 1, characterized in that In response to a skill release instruction, determining that there is a first character that meets a preset condition in the game scene, and updating an interaction parameter for the first character comprises: In response to a skill release instruction, determining a preset condition based on an instruction parameter of the skill release instruction; wherein the instruction parameter is used to indicate: an operation type of a skill release operation that generates the skill release instruction; Determine that there is a first character that meets the preset condition in the game scene, and update the interaction parameters for the first character.

9. The method according to claim 8, characterized in that The step of determining a preset condition based on the instruction parameters of the skill release instruction includes: Determining that the instruction parameter indicates that the operation type of the skill release operation is a first operation, and determining the preset condition corresponding to the first operation as the final preset condition; Determining that the instruction parameter indicates that the operation type of the skill release operation is a second operation, and determining a preset condition corresponding to the second operation as a final preset condition, wherein the second operation is different from the first operation; The preset condition corresponding to the second operation has a different target range from that in the preset condition corresponding to the first operation.

10. The method according to claim 9, characterized in that In the preset condition corresponding to the first operation, the horizontal distance between the scene position within the target range and the controlled character is less than a first horizontal distance threshold; In the preset condition corresponding to the second operation, the horizontal distance between the scene position within the target range and the controlled character is less than a second horizontal distance threshold; The first horizontal distance threshold is smaller than the second horizontal distance threshold.

11. The method according to claim 9, characterized in that In the preset condition corresponding to the first operation, the relative direction of the scene position within the target range relative to the controlled character and the angle between the orientation of the controlled character are less than a first preset angle threshold; In the preset condition corresponding to the second operation, the relative direction of the scene position within the target range with respect to the controlled character and the angle between the orientation of the controlled character are less than a second preset angle threshold; Among them, the first preset angle threshold is greater than the second preset angle threshold.

12. The method according to claim 1, characterized in that In response to a skill release instruction, determining that there is a first character that meets a preset condition in the game scene, and updating an interaction parameter for the first character comprises: In response to a skill triggering instruction, a scene screen of the game scene is magnified and displayed; In response to a skill release instruction corresponding to the skill trigger instruction, it is determined that there is a first character that meets a preset condition in the game scene, and an interaction parameter for the first character is updated.

13. The method according to claim 12, characterized in that The method further comprises: In response to a skill trigger instruction, a specified scene special effect is displayed in association with the scene screen; wherein the specified scene special effect is used to indicate that the skill trigger instruction has been generated.

14. The method according to claim 12, characterized in that After the step of amplifying and displaying the scene screen of the game scene in response to the skill triggering instruction, the method further includes: In response to the movement control instruction, the controlled character is controlled to move at a first movement speed; wherein the first movement speed is less than the movement speed of the controlled character before the skill trigger instruction is generated.

15. The method according to claim 1, characterized in that The designated character state includes: a movement speed of the first character is reduced.

16. The method according to claim 1, characterized in that In response to the interaction parameter reaching a preset parameter threshold, before the step of controlling the first character to enter a specified character state, the method further includes: Determine the number of game characters with a specified character identity in the game scene; wherein the specified character identity is the character identity to which the controlled character belongs; Based on the number of roles, the duration of the designated role state is determined.

17. The method according to claim 2, characterized in that In response to the controlled character interacting with a preset target, the step of updating the interaction progress of the preset target according to the updated target game behavior parameter comprises: In response to the controlled character interacting with a preset target, the target game behavior parameter is reduced and the interaction progress of the preset target is increased.

18. The method according to claim 17, characterized in that The step of increasing the interaction progress of the preset target includes: Determine the number of game characters with a specified character identity in the game scene; wherein the specified character identity is the character identity to which the controlled character belongs; Based on the number of roles, determining a progress increment value of the preset goal; Controlling the interactive progress of the preset target to increase the progress increase value.

19. The method according to claim 1, characterized in that The method further comprises: In response to the movement of the first character, a movement mark is displayed at the scene position where the first character moves, and the movement mark is controlled to last for a specified time period; wherein the movement mark is used to indicate that the first character moves through the scene position.

20. The method according to claim 19, characterized in that The method further comprises: In response to the controlled character moving to the movement mark, the movement speed of the controlled character is increased.

21. The method according to claim 20, characterized in that In response to the controlled character moving to the movement mark, the step of increasing the movement speed of the controlled character comprises: When the controlled character is in a first specified state, in response to the controlled character moving to the moving mark, the moving speed of the controlled character is increased; wherein the first specified state includes: the controlled character is not being chased by the first character, and / or the distance between the controlled character and the first character is greater than a preset distance threshold.

22. The method according to claim 20, characterized in that After the step of increasing the moving speed of the controlled character in response to the controlled character moving to the moving mark, the method further includes: deleting the moving mark of the controlled character.

23. The method according to claim 19, characterized in that The method further comprises: In response to the controlled character moving to the movement mark, the movement mark is controlled to be deleted.

24. The method according to claim 1, characterized in that In response to a skill release instruction, determining that there is a first character that meets a preset condition in the game scene, and updating an interaction parameter for the first character comprises: In response to a skill release instruction, determining that there is a first character that meets a preset condition in the game scene, and determining a parameter update value based on a character state of the controlled character or the first character; Controlling the interaction parameter of the first role to update the parameter update value.

25. The method according to claim 24, characterized in that The step of determining a parameter update value based on the role state of the controlled role comprises: Determining that the controlled character is in a second specified state, and determining that a parameter update value is a first update value; Determining that the controlled character is not in the second specified state, and determining that the parameter update value is a second update value; Among them, the second specified state includes: the controlled character is hurt by the first character, and the historical time when the controlled character is hurt is less than a preset time distance from the current time; the first update value is greater than the second update value.

26. The method according to claim 24, characterized in that The step of determining a parameter update value based on the role state of the first role includes: Determining that the first role is in a third specified state, and determining that a parameter update value is a first update value; Determining that the first role is not in the third specified state, and determining that the parameter update value is a second update value; Among them, the third specified state includes: the first character causes damage to game characters other than the controlled character, and the historical time when the first character caused the damage is less than a preset time distance from the current time; the first update value is greater than the second update value.

27. The method according to claim 1, characterized in that In the designated role state, the designated behavior of the first role is restricted; after the step of controlling the first role to enter the designated role state in response to the interaction parameter reaching a preset parameter threshold, the method further includes: Obtaining the orientation of the first character when the skill release instruction is generated; Determining, based on the orientation of the first character, a degree to which the designated behavior is restricted; In response to the first character performing the designated behavior, the designated behavior is restricted according to the restriction degree.

28. The method according to claim 27, characterized in that The step of determining the degree to which the designated behavior is restricted based on the orientation of the first character comprises: Obtaining the orientation of the controlled character when generating the skill release instruction; The degree to which the designated behavior is restricted is determined based on the orientation of the first character and the direction angle of the orientation of the controlled character.

29. The method according to claim 28, characterized in that The degree of restriction includes: a restriction duration; the step of determining the degree to which the specified behavior is restricted based on the direction angle of the orientation of the first character and the orientation of the controlled character includes: Determining that the direction angles of the orientation of the first character and the orientation of the controlled character are within a preset angle range, and determining that the limited duration is a first duration; It is determined that the direction angles of the orientation of the first character and the orientation of the controlled character are not within a preset angle range, and the limited time duration is determined to be a second time duration; wherein the second time duration is less than the first time duration.

30. The method according to claim 1, characterized in that The skill release instructions include a plurality of instructions; after the step of controlling the first character to enter a specified character state in response to the interaction parameter reaching a preset parameter threshold, the method further includes: Counting the number of times the orientation of the first character corresponding to the skill release instruction meets a preset orientation condition; In response to the number of times reaching a preset number threshold, the first character is controlled not to respond to movement control instructions and / or skill release instructions within a third time period, and the first character is controlled to reduce the movement speed within a fourth time period; wherein the third time period and the fourth time period both belong to the time period within the specified character state.

31. The method according to claim 2, characterized in that In response to the interaction parameter reaching a preset parameter threshold, the step of controlling and updating the target game behavior parameter of the controlled character comprises: In response to the interaction parameter reaching a preset parameter threshold, determining a target game behavior parameter of the controlled character; In response to the target game behavior parameter being less than a specified parameter threshold, increasing the target game behavior parameter; In response to the target gaming behavior parameter reaching a specified parameter threshold, the target gaming behavior parameter is maintained unchanged.

32. The method according to claim 1, characterized in that The interaction parameter of the first role is associated with the controlled role and saved; the method further includes: In response to the controlled character entering a fourth specified state, the interaction parameters of the first character associated with the controlled character are set as initial parameters; wherein the fourth specified state is related to the survival state of the controlled character.

33. An interactive control device for a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled character; The controlled role is controlled by the terminal device; the device comprises: A parameter updating module, configured to respond to a skill release instruction, determine that there is a first character that meets a preset condition in the game scene, and update an interaction parameter for the first character; The state control module is used to control the first character to enter a specified character state in response to the interaction parameter reaching a preset parameter threshold.

34. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-32.

35. 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 interactive control method of the game described in any one of claims 1-32.