Game interaction control method and device and electronic equipment

By using terminal devices in the game to provide a graphical user interface and skill action model, the problem of simple and single skills of game characters is solved, and the playability and usage rate of game characters is improved.

CN120132337APending Publication Date: 2025-06-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510283239.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-10
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

Some game characters have simpler and single skills, resulting in lower usage and poor playability of game characters.

Method used

Provide a graphical user interface through the terminal device, displaying the game scene and allowing players to control the game character to trigger and release skills, use the skill action model to display the range of skills, and continuously release skills within that range to obtain game buffs.

Benefits of technology

Improves the playability of game characters and its usage rate in game games, and enhances the accuracy of players attacking enemy characters and the freedom of combat of game characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN120132337A_ABST
Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, and the method comprises the steps: responding to a first game role to trigger a first game skill in a game scene, and displaying a skill action model in the game scene in a first display mode; responding to the first game role to release the first game skill, switching the skill action model from the first display mode to a second display mode, and determining a skill action area of the first game skill based on the display position of the skill action model in the game scene, and then controlling the first game role to continuously release the first game skill in the skill action area, so that the first game role obtains the game gain in the skill action area. According to the mode, the accuracy of determining the skill action area of the first game skill is improved through display of the skill action model, so that the accuracy of attacking an enemy role by a player is improved, and the playability and the combat freedom degree of the game role are improved.
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Description

Technical Field

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

[0002] In games, different game characters have their own unique skills. However, the skills of some game characters are relatively simple and single. For example, the skill of a certain game character is to release a blinding effect in a straight line direction after clicking, resulting in a low usage rate and poor playability of this game character in the game. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a game interaction control method, device, and electronic device to improve the playability of game characters and their usage rate in game matches.

[0004] In a first aspect, the present disclosure provides a game interaction control method, which includes: providing a graphical user interface through a terminal device, where the graphical user interface includes at least part of the game scene, and the game scene includes a first game character controlled by the terminal device; in response to the first game character triggering a first game skill in the game scene, displaying a skill effect model in a first display manner in the game scene; in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner, and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene; controlling the first game character to continuously release the first game skill in the skill effect area so that the first game character obtains a game bonus in the skill effect area; where the game bonus is used to provide a specified bonus effect for the first game character.

[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: an interface display module for providing a graphical user interface through a terminal device, where the graphical user interface includes at least part of the game scene, and the game scene includes a first game character controlled by the terminal device; a skill trigger module for, in response to the first game character triggering a first game skill in the game scene, displaying a skill effect model in a first display manner in the game scene; a skill release module for, in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner, and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene; a bonus obtaining module for controlling the first game character to continuously release the first game skill in the skill effect area so that the first game character obtains a game bonus in the skill effect area; where the game bonus is used to provide a specified bonus effect for the first game character.

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

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

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

[0009] A game interaction control method, device and electronic device provided by the present disclosure first provide a graphical user interface through a terminal device. The graphical user interface includes at least part of a game scene, and the game scene includes a first game character controlled by the terminal device. Then, in response to the first game character triggering a first game skill in the game scene, a skill effect model is displayed in the game scene in a first display manner. Then, in response to the first game character releasing the first game skill, the skill effect model is switched from the first display manner to a second display manner, and the skill effect area of the first game skill is determined based on the display position of the skill effect model in the game scene. The first game character is controlled to continuously release the first game skill in the skill effect area so that the first game character obtains a game bonus in the skill effect area, where the game bonus is used to provide a specified bonus effect for the first game character. In this way, the accuracy of determining the skill effect area of the first game skill is improved through the display of the skill effect model, which helps to improve the accuracy of the player attacking the enemy character and also helps to improve the playability and combat freedom of the game character.

[0010] Other features and advantages of the present disclosure will be described in the following specification, or some features and advantages can be inferred from the specification without doubt, or can be learned by implementing the above technologies of the present disclosure.

[0011] To make the above objects, features and advantages of the present disclosure more obvious and understandable, the following preferred embodiments are specifically described below in conjunction with the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

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

[0014] Figure 2 Schematic diagram of the display of a first control provided by an embodiment of the present disclosure;

[0015] Figure 3 Schematic diagram of a skill effect model displayed in a first display manner provided by an embodiment of the present disclosure;

[0016] Figure 4 Schematic diagram of the display change of a first control provided by an embodiment of the present disclosure;

[0017] Figure 5 Schematic diagram of the display of a skill identifier provided by an embodiment of the present disclosure;

[0018] Figure 6 Schematic diagram of the display of a skill change icon provided by an embodiment of the present disclosure;

[0019] Figure 7 Schematic diagram of a second game character within a target distance range displayed in a specified display manner provided by an embodiment of the present disclosure;

[0020] Figure 8 Schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;

[0021] Figure 9 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some, but not all, of the embodiments of the present disclosure. The components of the embodiments of the present disclosure usually described and illustrated in the drawings here can be arranged and designed in various different configurations.

[0023] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure claimed, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0024] One of the game interaction control methods in an embodiment of the present disclosure can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0025] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the game interaction control method are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.

[0026] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The local terminal device can provide the graphical user interface to the player in various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] In a possible embodiment, the embodiment of the present disclosure provides a game interaction control method, as Figure 1 shown, the method includes the following specific steps:

[0028] Step S102, provide a graphical user interface through a terminal device, where the graphical user interface includes at least part of the game scene, and the game scene includes a first game character controlled by the terminal device.

[0029] The above terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. Specifically, the above terminal device may be a mobile phone, a tablet computer, a personal computer, etc. By running the game program corresponding to the target game, the terminal device can provide the graphical user interface corresponding to the target game, and the graphical user interface is used to display the scene picture of the game scene. The game scene includes at least one game character, and at least one of the at least one game character includes a first game character controlled by the terminal device. It may also include game characters belonging to different game camps from the first game character, or game characters belonging to the same game camp as the first game character. When the game characters in the game scene belong to different game camps, each game camp includes at least one game character, and there is a hostile relationship between different game camps, that is, a certain game character needs to attack the game characters belonging to different game camps from it, so as to help the game camp to which the game character belongs to win.

[0030] Step S104, in response to the first game character triggering the first game skill in the game scene, display the skill effect model in the game scene in the first display manner.

[0031] In specific implementation, the triggering method corresponding to the first game character triggering the first game skill in the game scene can be determined according to R & D requirements. For example, when the player triggers the specified control displayed in the graphical user interface or triggers the specified key on the keyboard, the first game character is controlled to trigger the first game skill in the game scene. The first game skill is one of the game skills that the first game character can use, and the skill effect corresponding to the first game skill can be determined according to R & D requirements. For example, the first game skill can cause damage to other game characters in the game scene, or enable the game character that releases the first game skill to obtain game buffs, thus helping the first game character to win. Triggering the first game skill here can be understood as pre-deploying the skill effect model in the game scene.

[0032] When the first game character triggers the first game skill in the game scene, the skill effect model will be displayed in the game scene in the first display manner, that is, the skill effect model is pre-deployed in the game scene, and the pre-deployment performance of the skill effect model is displayed. Among them, the specific display manner corresponding to the first display manner can be determined according to R & D requirements. For example, the first display manner can display the skill effect model in the first color or the first shape. The first color can be blue, yellow, etc., and the first shape can be a trapezoid, a rectangle, etc. Specifically, the above skill effect model is usually a three-dimensional model, and the model shape of the skill effect model can be determined according to R & D requirements. For example, the skill effect model can be a cuboid, a cone, or a three-dimensional trapezoid, etc.

[0033] Step S106: In response to the first game character releasing the first game skill, switch the skill effect model from the first display mode to the second display mode, and determine the skill effect area of the first game skill based on the display position of the skill effect model in the game scene.

[0034] In specific implementation, the triggering method for the first game character to release the first game skill can be determined according to R & D requirements. For example, when the player triggers a specified control displayed in the graphical user interface or triggers a specified key on the keyboard, control the first game character to release the first game skill. When the first game character releases the first game skill, first, the display mode of the skill effect model displayed in the game scene will be switched from the first display mode to the second display mode, so that the player can understand the release status of the first game skill in real time. Among them, the second display mode is different from the first display mode, and the specific display mode corresponding to the second display mode can be determined according to R & D requirements. For example, the second display mode can display the skill effect model in a second color or a second shape, the second color is different from the first color, and the second shape is different from the first shape.

[0035] When the skill effect model is displayed in the second display mode in the game scene, the skill effect area of the first game skill will be determined based on the display position of the skill effect model in the game scene. This skill effect area is used to indicate the skill release range of the first game skill. Specifically, the scene area covered by the display position of the skill effect model in the game scene can be determined as the skill effect area of the first game skill, or the scene area corresponding to a preset distance range centered on the display position of the skill effect model can be determined as the skill effect area of the first game skill. For example, the scene area with the display position of the skill effect model as the center and a preset length as the radius can be determined as the skill effect area of the first game skill. In this way, the player can understand the skill effect area of the first game skill and the enemy characters located within the skill effect area through the skill effect model displayed in the game scene, which helps the first game character accurately attack the enemy characters.

[0036] Step S108: Control the first game character to continuously release the first game skill in the skill effect area so that the first game character obtains a game bonus in the skill effect area; where the game bonus is used to provide a specified bonus effect for the first game character.

[0037] In specific implementation, when switching the display mode of the skill effect model from the first display mode to the second display mode, the first game skill will be continuously released in the skill effect area determined based on the display position of the skill effect model, and the skill duration of the first game skill can be determined according to R & D requirements. For example, the skill duration of the first game skill can be 10 seconds or 15 seconds, etc. During the continuous release of the first game skill, if the first game character releasing the first game skill is within the skill effect area of the first game skill, the first game skill will obtain a game buff, and the buff effect corresponding to the game buff can be determined according to R & D requirements. For example, the game buff can be to increase the movement speed of the first game character, increase the attack power of the first game character, and increase the attribute recovery speed of the first game character, etc.

[0038] A game interaction control method provided by an embodiment of the present invention improves the accuracy of determining the skill effect area of the first game skill through the display of the skill effect model, thereby helping to improve the accuracy of the player attacking the enemy character, and also helping to improve the playability and combat freedom of the game character.

[0039] The following embodiments are used to describe the way the first game character triggers the first game skill.

[0040] Specifically, the above graphical user interface includes a first control, and the display position and display style of the first control in the graphical user interface can be determined according to R & D requirements. For example, the first control can be displayed on the left or right side of the graphical user interface, etc. The above first control is used to trigger the first game skill, that is, in response to the trigger operation on the first control, control the first game character to trigger the first game skill in the game scene.

[0041] In specific implementation, the above trigger operation on the first control can be determined according to R & D requirements. For example, the trigger operation on the first control can be a click operation or a long-press operation on the first control, etc.

[0042] In an alternative embodiment, in response to the trigger operation on the first control, control to switch the first control to a cancel control; in response to the trigger operation on the cancel control, control the first game character to cancel triggering the first game skill in the game scene and cancel the display of the skill effect model in the game scene. The display style of the cancel control can be determined according to R & D requirements. Through the cancel control, the triggering of the first game skill can be cancelled at any time, that is, cancel the pre-deployment state of the first game skill. It should be noted that after the first game skill is released in the game scene, it cannot be cancelled.

[0043] Such as Figure 2 is a schematic diagram of the display of a first control provided by an embodiment of the present invention. Figure 2The circular control with a skull is the first control, and the human model with a gray avatar is the first game character. When the player triggers the first control displayed in the graphical user interface, it enters the pre-deployment state (i.e., triggers the first game skill), and thus the skill effect model is displayed in the first display manner in the game scene.

[0044] As Figure 3 shown is a schematic diagram of a skill effect model displayed in the first display manner provided by an embodiment of the present invention. Figure 3 The light gray model in front of the first game character in Figure 2 is the skill effect model displayed in the first display manner. When the player triggers Figure 3 the first control in Figure 2 the first control becomes a cancellation control, and the skill effect model displayed in the first display manner is shown in front of the first game character. Among them, the cancellation control is also

[0045] In an alternative embodiment, the specific process of displaying the skill effect model in the first display manner in the game scene may include: displaying the skill effect model in the first display manner in a preset scene area in the game scene; wherein, the preset scene area includes one of the following: a fixed scene area in the game scene, and a scene area near the scene position where the first game character is located in the game scene.

[0046] In specific implementation, the above-mentioned preset scene area may be a certain fixed scene area pre-set in the game scene, or a scene area near the scene position where the first game character is located, for example, the front area, left area, right area or rear area of the first game character, etc.

[0047] In an alternative embodiment, after the first game character triggers the first game skill in the game scene and thus the skill effect model is displayed in the first display manner in the game scene, the player can adjust the display position of the skill effect model in the game scene according to needs. Specifically, in response to the position adjustment operation for the skill effect model, based on the position adjustment operation, the display position of the skill effect model in the game scene is adjusted.

[0048] The specific operations corresponding to the above position adjustment operation can be determined according to R & D requirements. For example, the position adjustment operation can be a triggering operation on a position adjustment control displayed in the graphical user interface; it can also be an operation to adjust the scene picture displayed in the graphical user interface, etc. That is, the display position of the skill effect model in the graphical user interface remains unchanged. Due to the change of the scene picture displayed in the graphical user interface, the display position of the skill effect model in the game scene will change.

[0049] In an alternative embodiment, in response to the first game character releasing the first game skill, the first control is adjusted to an inoperable state; in response to the duration of the inoperable state reaching a preset time threshold, the first control is controlled to be adjusted to an operable state.

[0050] In specific implementation, when the first game character releases the first game skill in the game scene, the cancel control is switched to the first control, but the first control is in an inoperable state. That is, during the release process of the first game skill in the game scene, the player cannot trigger the first game skill again. When the duration of the first control being in an inoperable state reaches the preset time threshold, the first control is adjusted to an operable state; where the preset time threshold can match the release duration of the first game skill, or can be a fixed duration set according to R & D requirements.

[0051] In an alternative embodiment, in response to the first game character releasing the first game skill, a release progress indicator of the first game skill is displayed on the first control; where the release progress indicator is used to indicate the release progress of the first game skill in the game scene.

[0052] In specific implementation, during the process of the first game character releasing the first game skill in the game scene, a release progress indicator of the first game skill will be displayed on the first control. The display style of the release progress indicator can be determined according to R & D requirements. For example, the release progress indicator can be displayed as an annular progress bar or a linear progress bar, etc. Where the release progress indicator is used to indicate the release progress of the first game skill in the game scene, and this release progress matches the remaining release duration of the first game skill.

[0053] Furthermore, in response to the release progress of the first game skill in the game scene reaching a preset progress threshold, a skill duration countdown is displayed on the first control; in response to the end of the skill duration countdown, the first control is adjusted to an operable state, and the first game character's release of the first game skill ends.

[0054] In specific implementation, the specific value corresponding to the above preset progress threshold can be determined according to R & D requirements. For example, the preset progress threshold can be that the remaining release duration of the first game skill is 10 seconds or 15 seconds, etc.

[0055] As shown Figure 4 in the figure is a schematic diagram of the display change of a first control provided by an embodiment of the present invention. Figure 4 The first first control in it is the display state when the player does not trigger the first control. At this time, the first control is in a triggerable state. When the player triggers the first control, the first control switches to a cancel control. When the player controls the first game character to release the first game skill in the game scene, the cancel control switches to a first control with a release progress identifier of the first game skill displayed, that is, Figure 4 the second control in it. The release progress identifier of the first game skill is marked by a circular progress bar outside the first control. The progress of the release progress identifier will change according to the skill duration of the first game skill. When the release progress of the first game skill in the game scene reaches a preset progress threshold, a skill duration countdown will be displayed on the first control, that is, Figure 4 the 10-second countdown displayed on the third control in it. After the countdown ends, the first control switches to Figure 4 the display state of the first control in it.

[0056] The following embodiments are used to describe the release method of the first game skill.

[0057] Specifically, the specific process of switching the skill effect model from the first display mode to the second display mode in response to the first game character releasing the first game skill and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene may include: switching the skill effect model from the first display mode to the second display mode in response to the first game character releasing the first game skill; determining a circular area in the game scene with the display position of the skill effect model in the game scene as the center and a preset length as the radius as the skill effect area of the first game skill.

[0058] In specific implementation, the specific length corresponding to the above preset length can be determined according to R & D requirements. For example, the preset length can be 50 meters or 20 meters, etc. Specifically, the center of the skill effect area of the first game skill can be the position center point of the display position of the skill effect model in the game scene.

[0059] In an alternative embodiment, in response to the skill effect model being switched from the first display mode to the second display mode, control a skill identifier to be displayed on the skill effect model displayed in the game scene; wherein, the skill identifier is used to indicate the display position of the skill effect model and / or the skill effect distance of the first game skill.

[0060] In specific implementation, the display style and display position of the above-mentioned skill identifier can be determined according to R & D requirements. For example, the skill identifier can be displayed above or to the left of the skill effect model. The skill identifier can be used only to indicate the display position of the skill effect model, or only to indicate the skill effect distance of the first game skill, or both to indicate the display position of the skill effect model and the skill effect distance of the first game skill. Among them, the skill effect distance matches the skill effect range of the first game skill.

[0061] As Figure 5 shown is a schematic diagram of the display of a skill identifier provided by an embodiment of the present invention. Figure 5 The dark gray model displayed in front of the first game character in [Figure number] is the skill effect model displayed in the second display mode. The identifier displayed above the skill effect model is the skill identifier. The "15m" displayed on the skill identifier indicates that the skill effect distance of the first game skill is 15 meters; the display position of the skill identifier is used to indicate the display position of the skill effect model.

[0062] In an alternative embodiment, in response to the first game character releasing the first game skill, control to identify the skill effect area of the first game skill in the thumbnail map displayed in the graphical user interface. For example, a circular identifier of a preset color can be displayed in the thumbnail map, and the circular identifier is used to indicate the range of the skill effect area of the first game skill. Players can understand the corresponding effect range of the skill effect area through the skill effect area of the first game skill identified in the thumbnail map, which is used for players to make strategic deployments.

[0063] As Figure 5 shown in the upper right corner of [Figure number] is the thumbnail map corresponding to the game scene. The circular identifier displayed in the thumbnail map is used to indicate the skill effect area of the first game skill, and the center of the circular identifier is the center of the skill effect model.

[0064] In an alternative embodiment, in response to the skill identifier being displayed on the skill effect model, send skill release information to the terminal device corresponding to the target game character in the game scene, so as to identify the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character.

[0065] In specific implementation, the specific information corresponding to the above skill release information can be determined according to R & D requirements. After the terminal device corresponding to the target game character receives the skill release information, it will identify the skill effect area of the first game skill released by the first game character in the game scene and / or the mini-map provided by the terminal device corresponding to the target game character. It can also be understood that the skill identifier corresponding to the skill effect model is displayed on the skill effect area, so as to prompt the target game character of the skill effect area of the first game skill, which helps the enemy character stay away from the skill effect area of the first game skill to avoid damage, and also helps the friendly character use the first game skill to assist the first game character in attacking the enemy character.

[0066] In a specific embodiment, the above target game character includes: a game character belonging to the same game camp as the first game character, and / or a game character that is at a preset distance from the first game character and belongs to a different game camp from the first game character. Among them, the preset distance can be determined according to R & D requirements. For example, the preset distance can be 200 meters or 300 meters, etc.

[0067] Based on the above description, the specific process of identifying the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character can include: if the target game character is a game character belonging to the same game camp as the first game character, the skill identifier corresponding to the skill effect model is displayed in the first display format in the graphical user interface provided by the terminal device corresponding to the target game character, and the skill effect area of the first game skill is identified in the thumbnail map of the game scene; if the target game character is a game character belonging to a different game camp from the first game character, the skill identifier corresponding to the skill effect model is displayed in the second display format in the graphical user interface provided by the terminal device corresponding to the target game character.

[0068] In specific implementation, the above first display format and second display format are different display formats. For example, the first display format can display the skill identifier in the first color, and the second display format can display the skill identifier in the second color; the first display format can display the skill identifier in the first shape, and the second display format can display the skill identifier in the second shape, etc.

[0069] In a specific embodiment, if the target game character is a game character belonging to the same game camp as the first game character, the display format of the skill identifier displayed in the graphical user interface provided by the terminal device corresponding to the target game character is the same as the display format of the skill identifier displayed in the graphical user interface corresponding to the first game character.

[0070] Further, the specific process of controlling the first game character to continuously release the first game skill in the skill effect area may include: controlling the first game character to continuously release the first game skill in the skill effect area within a preset time period; wherein, the preset time period matches the corresponding duration of the first game character.

[0071] When the player triggers the first game character to release the first game skill in the game scene, the skill model displayed in the game scene will be switched from the first display mode to the second display mode, and the first game skill will be continuously released within the skill effect area indicated by the skill effect model displayed in the game scene. The release duration of the first game skill is also the duration corresponding to the preset time period. The duration corresponding to the preset time period can be determined according to R & D requirements. For example, the duration corresponding to the preset time period can be 10 seconds or 15 seconds, etc.

[0072] In an alternative embodiment, in response to the fourth game character attacking the skill effect model, control is performed to reduce the corresponding duration of the first game skill; wherein, the fourth game character is a game character in the game scene that belongs to a different game camp from the first game character. Specifically, the fourth game character can attack the skill effect model corresponding to the first game skill, thereby reducing the skill duration corresponding to the first game skill. When the skill duration corresponding to the first game skill reaches zero, the skill effect model is destroyed, thereby ending the release of the first game skill in the game scene.

[0073] In an alternative embodiment, in response to the first game character releasing the first game skill, control is performed to display a skill change icon at a position near the skill effect model displayed in the second display mode; wherein, the skill change icon is used to indicate the remaining duration of the first game skill and / or the skill effective distance of the first game skill.

[0074] In specific implementation, the specific position corresponding to the position near the skill effect model can be determined according to R & D requirements. For example, the near position can be above, below, to the left, or to the right of the skill effect model, etc. The skill change icon can be used only to indicate the remaining duration of the first game skill, or only to indicate the skill effective distance of the first game skill, or can also indicate both the remaining duration of the first game skill and the skill effective distance of the first game skill.

[0075] When the skill change icon indicates the remaining duration of the first game skill, the skill change icon changes following the duration of the first game skill. That is, under different durations of the first game skill, the display style of the skill change icon will be different. When the skill change icon indicates the skill effective range of the first game skill, the skill effective range of the first game skill changes following the movement of the first game character; among them, the skill effective range of the first game skill is directly proportional to the distance between the first game character and the skill effect model. It can also be understood that when the first game character moves within the skill effect range, the closer the distance between the first game character and the skill effect model, the shorter the skill effective range indicated by the skill change icon.

[0076] In an alternative embodiment, in response to the first game character releasing the first game skill, the movement range of the first game character is restricted within the skill effect range of the first game skill. Since the movement range of the first game character is restricted within the skill effect range of the first game skill, the first game character can continuously obtain game buffs and attack the enemy.

[0077] If the skill effect range of the first game skill is a circular range centered on the skill effect model with a preset length as the radius, when the skill change icon is used to indicate the skill effective range of the first game skill, the maximum value of the skill effective range is the preset length, and the minimum value is 0.

[0078] As Figure 6 shown is a display schematic diagram of a skill change icon provided by an embodiment of the present invention. Figure 6 Below the skill effect model in [Figure] are two progress bars as the skill change icon. The left progress bar in the skill change icon is used to indicate the change in the skill effective range of the first game skill following the movement of the first game character, and the right progress bar is used to indicate the change in the remaining duration of the first game skill following the release progress of the first game. Generally, the longer the duration of the first game skill, the less the remaining progress of the right progress bar.

[0079] The following embodiments are used to describe the release effects of the first game skill in different skill modes.

[0080] Specifically, the release effect of the above-mentioned first game skill is determined according to the skill mode selection operation for the first game skill before the game starts; among them, the skill parameters corresponding to the first game skill in different skill modes are different, and the release effects corresponding to the first game skill in different skill modes are different. This method enriches the playability and combat freedom of the first game character.

[0081] There are at least two skill modes for the first game skill. Different skill modes correspond to different skill interactions and skill release effects. Players can select the skill mode corresponding to the game character they choose in the character selection interface before the game starts. For example, before the game round corresponding to the game scene starts, multiple candidate game characters will be provided in the character selection interface. Players can select the first game character and choose any one of the skill options corresponding to the two skill modes of the first game character. When a player selects a certain skill option, a selection instruction for the corresponding skill mode can be triggered, so as to determine the selected skill mode as the skill mode corresponding to the first game skill in the game round.

[0082] In an alternative embodiment, the release effect of the first game skill includes one of the following:

[0083] The release effect corresponding to Skill Mode 1 is: when the first game character releases the first game skill, in response to the first game character killing a game character in the game scene, the duration of the first game skill is refreshed. This method can encourage the first game character to continue fighting in the game round.

[0084] The above-mentioned refreshing of the duration of the first game skill can be to increase the duration of the first game skill, or to increase the duration of the first game skill to the maximum duration. For example, the maximum duration of the first game skill is 30 seconds. When the first game character kills a game character in the game scene during the continuous release of the first game skill, the skill duration of the first game skill will be refreshed to 30 seconds.

[0085] In an alternative embodiment, when refreshing the duration of the first game skill, the remaining duration of the first game skill indicated by the skill change icon displayed near the skill effect model is updated. Specifically, when refreshing the duration of the first game skill, the remaining duration of the first game skill indicated by the skill change icon needs to be consistent with the refreshed duration.

[0086] The release effect corresponding to Skill Mode 2 is: when the first game character releases the first game skill, a target distance range centered on the skill effect model is determined in the game scene, and the character models of the second game characters within the target distance range are displayed in the game scene in a specified display manner. This method helps to detect and locate the attacking characters in the game scene.

[0087] The above target distance range can be a circular range in the game scene with the center point of the skill effect model as the center and a preset length as the radius, or a rectangular range in the game scene with the center of the skill effect model as the center and a preset length as the side length, etc. The specific display method corresponding to the above specified display method can be determined according to R & D requirements. For example, the specified display method can be to display the second game character in a perspective manner when the second game character within the target distance range is blocked by an obstacle; the specified display method can also be to display the second game character within the target distance range in red or with a border.

[0088] In an alternative embodiment, the above second game character can be a game character within the target distance range that belongs to a different game camp from the first game character, or a game character within the target distance range that belongs to the same game camp as the first game character, etc.

[0089] In an alternative embodiment, in response to displaying the character model of the second game character within the target distance range in the specified display method in the game scene, control the character position of the second game character to be marked in the thumbnail map displayed in the graphical user interface, so that the player can accurately locate the character position of the second game character through the thumbnail map.

[0090] As Figure 7 shown is a schematic diagram of a method for displaying a second game character within a target distance range in a specified display method provided by an embodiment of the present invention. Figure 7 The mesh effect in [diagram] marks the target distance range, which is usually larger than the scene range displayed in the graphical user interface. Figure 7 The human model with a black head in [diagram] is the second game character displayed in the specified display method. Figure 7 The thumbnail map is shown in the upper right corner of [diagram]. The thumbnail map displays a skill icon to indicate the skill effect range of the first game skill. The circular range on the thumbnail map is also the target distance range. The black triangle mark within the target distance range is used to indicate the character position of the second game character within the target distance range, and the gray triangle mark in the thumbnail map is used to indicate the character position of the first game character.

[0091] In an alternative embodiment, when the first game character releases the first game skill, in response to the movement control operation for the first game character, control the first game character to move in the game scene based on the movement control operation; in response to the first game character being knocked down, or the release of the first game skill ending, teleport the first game character to the position where the skill effect model is located. This method can be only the release effect corresponding to skill mode one, or only the release effect corresponding to skill mode two, or both the release effect corresponding to skill mode one and the release effect corresponding to skill mode two.

[0092] In an alternative embodiment, in response to the first game character being teleported to the position where the skill effect model is located, control is performed to restore the attribute parameters corresponding to the first game character to the specified attribute values. Among them, the attribute parameters can be health points, attack parameters, defense parameters, etc.

[0093] In specific implementation, the specific operations corresponding to the above-mentioned movement control operations can be determined according to R & D requirements. For example, the movement control operation can be a triggering operation on the movement control widget displayed in the graphical user interface, or a triggering operation on a specified key on the keyboard, or a screen sliding operation, etc. The player can control the first game character to move arbitrarily in the game scene through the movement control operation. After the first game character releases the first game skill in the game scene, the first game character can leave the position where the skill through model is located, and after the first game character is knocked down or the first game skill release ends, the first game character is automatically teleported back to the position where the skill effect model is located to protect the first game character and prevent the first game character from being continuously damaged.

[0094] The present disclosure designs a dual-mode skill tree system for the character. Different skill modes derive different skill interactions and skill release effects, thus greatly enriching the playability and combat freedom of the first game character, and thus helping to increase the usage rate of the first game character in the game session.

[0095] The following embodiments are used to describe the skill effects of the second game skill.

[0096] Specifically, in response to the first game character releasing the second game skill in the game scene, search for a third game character in the game scene that is at a preset distance from the first game character; among them, the third game character is a game character belonging to a different game camp from the first game character; identify the character position of the third game character in the thumbnail map displayed in the graphical user interface.

[0097] The above-mentioned second game skill is different from the first game skill. The specific distance value corresponding to the above-mentioned preset distance can be determined according to R & D requirements. For example, the preset distance can be 50 meters or 60 meters, etc. The triggering method for the first game character to release the second game skill in the game scene can be determined according to R & D requirements. For example, it can be controlled to release the second game skill in the game scene by triggering the third widget displayed in the graphical user interface or triggering a certain key on the keyboard.

[0098] In an alternative embodiment, the specific process of searching for a third game character in the game scene that is at a preset distance from the first game character can include: searching for a third game character in the game scene that is at a preset distance from the first game character once every preset time interval within a specified time period.

[0099] In specific implementation, the duration corresponding to the above-specified time period can be determined according to R & D requirements. For example, the specified time period can be 9 seconds or 10 seconds, etc. The specific duration corresponding to the above preset duration can be determined according to R & D requirements. For example, the preset duration can be 3 seconds or 4 seconds, etc.

[0100] For example, assume that the duration corresponding to the specified time period is 9 seconds. When the first game character releases the second game skill in the game scene, within 9 seconds, search for the third game character at a preset distance from the first game character every 3 seconds in the game scene, and mark the character position of the searched third game character in the thumbnail map. The marking method can be determined according to R & D requirements. For example, the character position of the third game character can be marked in the thumbnail map using a red arrow or a circular identifier.

[0101] In the above method, when the first game character releases the second game skill, the first game character can be used as the center to periodically scan the enemy characters within the preset distance range and mark the positions of the enemy characters, so as to facilitate the first game character to defend and attack.

[0102] Corresponding to the above method embodiments, the embodiments of the present invention further provide a game interaction control device, as Figure 8 shown, the device includes:

[0103] An interface display module 82, configured to provide a graphical user interface through a terminal device. The graphical user interface includes at least part of the game scene, and the game scene includes a first game character controlled by the terminal device.

[0104] A skill trigger module 81, configured to display a skill effect model in a first display manner in the game scene in response to the first game character triggering the first game skill in the game scene.

[0105] A skill release module 82, configured to switch the skill effect model from the first display manner to the second display manner in response to the first game character releasing the first game skill, and determine the skill effect area of the first game skill based on the display position of the skill effect model in the game scene.

[0106] A gain acquisition module 83, configured to control the first game character to continuously release the first game skill in the skill effect area, so that the first game character obtains a game gain in the skill effect area; wherein, the game gain is used to provide a specified gain effect for the first game character.

[0107] The above game interaction control device improves the accuracy of determining the skill effect area of the first game skill through the display of the skill effect model, thereby helping to improve the accuracy of the player's attack on the enemy character, and also helping to improve the playability and combat freedom of the game character.

[0108] Specifically, the above-mentioned skill trigger module 81 is used to: display a skill effect model in a first display manner in a preset scene area in the game scene; wherein, the preset scene area includes one of the following: a fixed scene area in the game scene, and a scene area near the scene position of the first game character in the game scene.

[0109] Furthermore, the above-mentioned device further includes an effect position adjustment module, which is used to: after responding to the first game character triggering the first game skill in the game scene and displaying the skill effect model in the first display manner in the game scene, respond to the position adjustment operation for the skill effect model, and based on the position adjustment operation, adjust the display position of the skill effect model in the game scene.

[0110] Furthermore, the above-mentioned skill release module 82 is used to: in response to the first game character releasing the first game skill, switch the skill effect model from the first display manner to the second display manner; determine the skill effect area of the first game skill for a circular area in the game scene with the display position of the skill effect model in the game scene as the center and a preset length as the radius.

[0111] Furthermore, the above-mentioned device further includes an identification display module, which is used to: in response to the skill effect model being switched from the first display manner to the second display manner, control the display of a skill identifier on the skill effect model displayed in the game scene; wherein, the skill identifier is used to indicate the display position of the skill effect model and / or the skill effect distance of the first game skill.

[0112] Furthermore, the above-mentioned device further includes an information sending module, which is used to: in response to the display of the skill identifier on the skill effect model, send skill release information to the terminal device corresponding to the target game character in the game scene, so as to identify the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character.

[0113] Furthermore, the above-mentioned target game character includes: a game character belonging to the same game camp as the first game character, and / or a game character that is at a preset distance from the first game character and belongs to a different game camp from the first game character.

[0114] Further, the identifying of the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character includes: if the target game character is a game character belonging to the same game camp as the first game character, displaying the skill identifier corresponding to the skill effect model in the first display format in the graphical user interface provided by the terminal device corresponding to the target game character, and identifying the skill effect area of the first game skill in the thumbnail map of the game scene; if the target game character is a game character belonging to a different game camp from the first game character, displaying the skill identifier corresponding to the skill effect model in the second display format in the graphical user interface provided by the terminal device corresponding to the target game character.

[0115] Further, the above device further includes a region indication module for: in response to the first game character releasing the first game skill, controlling the identification of the skill effect area of the first game skill in the thumbnail map displayed in the graphical user interface.

[0116] Further, the above device further includes a movement restriction module for: in response to the first game character releasing the first game skill, restricting the movement range of the first game character within the skill effect range of the first game skill.

[0117] Further, the above device further includes an icon display module for: in response to the first game character releasing the first game skill, controlling the display of a skill change icon at a position near the skill effect model displayed in the second display manner; wherein, the skill change icon is used to indicate the remaining duration of the first game skill and / or the skill effective distance of the first game skill.

[0118] In specific implementation, the skill effective distance of the above first game skill changes following the movement of the first game character; wherein, the skill effective distance of the first game skill is proportional to the distance between the first game character and the skill effect model.

[0119] Further, the release effect of the above first game skill is determined according to the skill mode selection operation for the first game skill before the start of the game; wherein, the skill parameters corresponding to the first game skill in different skill modes are different, and the release effects corresponding to the first game skill in different skill modes are different.

[0120] Further, the release effect of the above first game skill includes one of the following: when the first game character releases the first game skill, in response to the first game character killing a game character in the game scene, refreshing the duration of the first game skill; when the first game character releases the first game skill, determining a target distance range centered on the skill effect model in the game scene, and displaying the character models of the second game characters within the target distance range in the game scene in a specified display manner.

[0121] Further, when refreshing the duration of the first game skill, update the remaining duration of the first game skill indicated by the skill change icon displayed at a position near the skill effect model.

[0122] Further, the above device further includes a position identification module, configured to: in response to the role model of a second game character within a target distance range being displayed in a specified display manner in the game scene, control the identification of the role position of the second game character in the thumbnail map displayed in the graphical user interface.

[0123] Further, the above device further includes a character teleportation module, configured to: when the first game character releases the first game skill, in response to a movement control operation for the first game character, control the first game character to move in the game scene based on the movement control operation; in response to the first game character being knocked down or the release of the first game skill ending, teleport the first game character to the position where the skill effect model is located.

[0124] Further, the above device further includes an attribute recovery module, configured to: in response to the first game character being teleported to the position where the skill effect model is located, control the restoration of the attribute parameters corresponding to the first game character to a specified attribute value.

[0125] Further, the above device further includes a character search module, configured to: in response to the first game character releasing a second game skill in the game scene, search for a third game character that is at a preset distance from the first game character in the game scene; wherein the third game character is a game character belonging to a different game camp from the first game character; identify the role position of the third game character in the thumbnail map displayed in the graphical user interface.

[0126] Further, the above character search module is further configured to: within a specified time period, search for a third game character that is at a preset distance from the first game character in the game scene once every preset duration.

[0127] Further, the above gain acquisition module 83 is configured to: control the first game character to continuously release the first game skill in the skill effect area within a preset time period; wherein the preset time period matches the duration corresponding to the first game character.

[0128] Further, the above device further includes a time reduction module, configured to: in response to a fourth game character in the game scene attacking the skill effect model, control the reduction of the duration corresponding to the first game skill; wherein the fourth game character is a game character belonging to a different game camp from the first game character in the game scene.

[0129] The game interaction control device provided by the embodiments of the present disclosure has the same implementation principle and technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments.

[0130] An embodiment of the present invention further provides an electronic device, as Figure 9 shown. The electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.

[0131] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes at least part of a game scene, and the game scene includes a first game character controlled by the terminal device; in response to the first game character triggering a first game skill in the game scene, displaying a skill effect model in the game scene in a first display manner; in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner, and determining a skill effect area of the first game skill based on the display position of the skill effect model in the game scene; controlling the first game character to continuously release the first game skill in the skill effect area, so that the first game character obtains a game bonus in the skill effect area; where the game bonus is used to provide a specified bonus effect for the first game character.

[0132] The above-mentioned game interaction control method improves the accuracy of determining the skill effect area of the first game skill through the display of the skill effect model, which helps to improve the accuracy of the player's attack on the enemy character, and also helps to improve the playability and combat freedom of the game character.

[0133] In an alternative embodiment, the step of displaying the skill effect model in the game scene in the first display manner includes: displaying the skill effect model in the first display manner in a preset scene area in the game scene; where the preset scene area includes one of the following: a fixed scene area in the game scene, and a scene area near the scene position of the first game character in the game scene.

[0134] In an alternative embodiment, after the step of, in response to the first game character triggering a first game skill in the game scene, displaying the skill effect model in the game scene in the first display manner, the above method further includes: in response to a position adjustment operation for the skill effect model, adjusting the display position of the skill effect model in the game scene based on the position adjustment operation.

[0135] In an alternative embodiment, the step of, in response to the first game character releasing the first game skill, switching the skill effect model from the first display mode to the second display mode and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene includes: in response to the first game character releasing the first game skill, switching the skill effect model from the first display mode to the second display mode; and determining the skill effect area of the first game skill as a circular area centered on the display position of the skill effect model in the game scene with a preset length as the radius in the game scene.

[0136] In an alternative embodiment, the method further includes: in response to the skill effect model being switched from the first display mode to the second display mode, controlling a skill identifier to be displayed on the skill effect model displayed in the game scene; wherein the skill identifier is used to indicate the display position of the skill effect model and / or the skill effect distance of the first game skill.

[0137] In an alternative embodiment, the method further includes: in response to the skill identifier being displayed on the skill effect model, sending skill release information to the terminal device corresponding to the target game character in the game scene, so as to identify the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character.

[0138] In an alternative embodiment, the above-mentioned target game character includes: a game character belonging to the same game camp as the first game character, and / or a game character that is at a preset distance from the first game character and belongs to a different game camp from the first game character.

[0139] In an alternative embodiment, the step of identifying the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character includes: if the target game character is a game character belonging to the same game camp as the first game character, displaying the skill identifier corresponding to the skill effect model in the first display format in the graphical user interface provided by the terminal device corresponding to the target game character, and identifying the skill effect area of the first game skill in the thumbnail map of the game scene; if the target game character is a game character belonging to a different game camp from the first game character, displaying the skill identifier corresponding to the skill effect model in the second display format in the graphical user interface provided by the terminal device corresponding to the target game character.

[0140] In an alternative embodiment, the method further includes: in response to the first game character releasing the first game skill, controlling the skill effect area of the first game skill to be identified in the thumbnail map displayed in the graphical user interface.

[0141] In an alternative embodiment, the above method further includes: in response to a first game character releasing a first game skill, restricting the movement range of the first game character within the skill range of the first game skill.

[0142] In an alternative embodiment, the above method further includes: in response to a first game character releasing a first game skill, controlling a skill change icon to be displayed at a position near a skill effect model displayed in a second display manner; wherein, the skill change icon is used to indicate the remaining duration of the first game skill, and / or, the skill effective distance of the first game skill.

[0143] In an alternative embodiment, the skill effective distance of the above first game skill changes following the movement of the first game character; wherein, the skill effective distance of the first game skill is directly proportional to the distance between the first game character and the skill effect model.

[0144] In an alternative embodiment, the release effect of the above first game skill is determined according to a skill mode selection operation for the first game skill before the game starts; wherein, the skill parameters corresponding to the first game skill in different skill modes are different, and the release effects corresponding to the first game skill in different skill modes are different.

[0145] In an alternative embodiment, the release effect of the above first game skill includes one of the following: when the first game character releases the first game skill, in response to the first game character killing a game character in the game scene, refreshing the duration of the first game skill; when the first game character releases the first game skill, determining a target distance range centered on the skill effect model in the game scene, and displaying the character models of second game characters within the target distance range in the game scene in a specified display manner.

[0146] In an alternative embodiment, the above method further includes: when refreshing the duration of the first game skill, updating the remaining duration of the first game skill indicated by the skill change icon displayed at a position near the skill effect model.

[0147] In an alternative embodiment, the above method further includes: in response to the character models of second game characters within the target distance range being displayed in the game scene in a specified display manner, controlling the character positions of the second game characters to be marked in a thumbnail map displayed in the graphical user interface.

[0148] In an alternative embodiment, the above method further includes: when the first game character releases the first game skill, in response to a movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; in response to the first game character being knocked down, or the release of the first game skill ending, teleporting the first game character to the position where the skill effect model is located.

[0149] In an alternative embodiment, the above method further includes: in response to the first game character being teleported to the position where the skill effect model is located, controlling to restore the attribute parameters corresponding to the first game character to the specified attribute values.

[0150] In an alternative embodiment, the above method further includes: in response to the first game character releasing a second game skill in the game scene, searching in the game scene for a third game character that is at a preset distance from the first game character; wherein, the third game character is a game character belonging to a different game camp from the first game character; and identifying the character position of the third game character in the thumbnail map displayed in the graphical user interface.

[0151] In an alternative embodiment, the step of searching in the game scene for a third game character that is at a preset distance from the first game character includes: within a specified time period, searching in the game scene for a third game character that is at a preset distance from the first game character at every preset time interval.

[0152] In an alternative embodiment, the step of controlling the first game character to continuously release the first game skill in the skill effect area includes: controlling the first game character to continuously release the first game skill in the skill effect area within a preset time period; wherein, the preset time period matches the duration corresponding to the first game character.

[0153] In an alternative embodiment, the above method further includes: in response to a fourth game character in the game scene attacking the skill effect model, controlling to reduce the duration corresponding to the first game skill; wherein, the fourth game character is a game character belonging to a different game camp from the first game character in the game scene.

[0154] Furthermore, Figure 9 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0155] Among them, the memory 100 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is realized between this system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 9 only a single bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0156] The processor 101 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 101 or the instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute each method, step and logic block diagram disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0157] The embodiments of the present invention also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the above game interaction control method. For the specific implementation, reference can be made to the method embodiments and will not be elaborated here.

[0158] Specifically, the above game interaction control method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes at least part of the game scene, and the game scene includes a first game character controlled by the terminal device; in response to the first game character triggering a first game skill in the game scene, displaying a skill effect model in the game scene in a first display manner; in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner, and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene; controlling the first game character to continuously release the first game skill in the skill effect area, so that the first game character obtains a game bonus in the skill effect area; where the game bonus is used to provide a specified bonus effect for the first game character.

[0159] The above game interaction control method improves the accuracy of determining the skill effect area of the first game skill through the display of the skill effect model, which helps to improve the accuracy of the player attacking the enemy character, and also helps to improve the playability and combat freedom of the game character.

[0160] In an alternative embodiment, the step of displaying the skill effect model in the game scene in the first display manner includes: displaying the skill effect model in the first display manner in a preset scene area in the game scene; where the preset scene area includes one of the following: a fixed scene area in the game scene, and a scene area near the scene position where the first game character is located in the game scene.

[0161] In an alternative embodiment, after the step of, in response to the first game character triggering a first game skill in the game scene, displaying the skill effect model in the game scene in the first display manner, the above method further includes: in response to a position adjustment operation for the skill effect model, adjusting the display position of the skill effect model in the game scene based on the position adjustment operation.

[0162] In an alternative embodiment, the step of, in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner, and determining the skill effect area of the first game skill based on the display position of the skill effect model in the game scene includes: in response to the first game character releasing the first game skill, switching the skill effect model from the first display manner to a second display manner; determining the skill effect area of the first game skill as a circular area centered on the display position of the skill effect model in the game scene and with a preset length as the radius in the game scene.

[0163] In an alternative embodiment, the above method further includes: in response to the skill effect model switching from the first display mode to the second display mode, controlling a skill identifier to be displayed on the skill effect model displayed in the game scene; wherein, the skill identifier is used to indicate the display position of the skill effect model and / or the skill effect distance of the first game skill.

[0164] In an alternative embodiment, the above method further includes: in response to the skill identifier being displayed on the skill effect model, sending skill release information to the terminal device corresponding to the target game character in the game scene, so as to identify the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character.

[0165] In an alternative embodiment, the above target game character includes: a game character belonging to the same game camp as the first game character, and / or a game character that is at a preset distance from the first game character and belongs to a different game camp from the first game character.

[0166] In an alternative embodiment, the step of identifying the skill identifier corresponding to the skill effect model based on the skill release information in the terminal device corresponding to the target game character includes: if the target game character is a game character belonging to the same game camp as the first game character, displaying the skill identifier corresponding to the skill effect model in the first display format in the graphical user interface provided by the terminal device corresponding to the target game character, and identifying the skill effect area of the first game skill in the thumbnail map of the game scene; if the target game character is a game character belonging to a different game camp from the first game character, displaying the skill identifier corresponding to the skill effect model in the second display format in the graphical user interface provided by the terminal device corresponding to the target game character.

[0167] In an alternative embodiment, the above method further includes: in response to the first game character releasing the first game skill, controlling the skill effect area of the first game skill to be identified in the thumbnail map displayed in the graphical user interface.

[0168] In an alternative embodiment, the above method further includes: in response to the first game character releasing the first game skill, restricting the movement range of the first game character within the skill effect range of the first game skill.

[0169] In an alternative embodiment, the above method further includes: in response to the first game character releasing the first game skill, controlling a skill change icon to be displayed at a position near the skill effect model displayed in the second display mode; wherein, the skill change icon is used to indicate the remaining duration of the first game skill, and / or, the skill effective distance of the first game skill.

[0170] In an alternative embodiment, the effective range of the above-mentioned first game skill changes as the first game character moves; wherein, the effective range of the first game skill is directly proportional to the distance between the first game character and the skill effect model.

[0171] In an alternative embodiment, the release effect of the above-mentioned first game skill is determined according to the skill mode selection operation for the first game skill before the game starts; wherein, the skill parameters corresponding to the first game skill under different skill modes are different, and the release effects corresponding to the first game skill under different skill modes are different.

[0172] In an alternative embodiment, the release effect of the above-mentioned first game skill includes one of the following: when the first game character releases the first game skill, in response to the first game character killing a game character in the game scene, the duration of the first game skill is refreshed; when the first game character releases the first game skill, a target distance range centered on the skill effect model is determined in the game scene, and the character models of the second game characters within the target distance range are displayed in the game scene in a specified display manner.

[0173] In an alternative embodiment, the above method further includes: when refreshing the duration of the first game skill, updating the remaining duration of the first game skill indicated by the skill change icon displayed near the skill effect model.

[0174] In an alternative embodiment, the above method further includes: in response to the character models of the second game characters within the target distance range being displayed in the game scene in a specified display manner, controlling the character positions of the second game characters to be marked in the thumbnail map displayed in the graphical user interface.

[0175] In an alternative embodiment, the above method further includes: when the first game character releases the first game skill, in response to the movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; in response to the first game character being knocked down or the release of the first game skill ending, teleporting the first game character to the position where the skill effect model is located.

[0176] In an alternative embodiment, the above method further includes: in response to the first game character being teleported to the position where the skill effect model is located, controlling the attribute parameters corresponding to the first game character to be restored to the specified attribute values.

[0177] In an alternative embodiment, the above method further includes: in response to the first game character releasing the second game skill in the game scene, searching for a third game character in the game scene that is at a preset distance from the first game character; wherein, the third game character is a game character belonging to a different game camp from the first game character; marking the character position of the third game character in the thumbnail map displayed in the graphical user interface.

[0178] In an alternative embodiment, the step of searching for a third game character at a preset distance from the first game character in the game scenario includes: searching for a third game character at a preset distance from the first game character in the game scenario once every preset duration within a specified time period.

[0179] In an alternative embodiment, the step of controlling the first game character to continuously release the first game skill in the skill effect area includes: controlling the first game character to continuously release the first game skill in the skill effect area within a preset time period; wherein, the preset time period matches the corresponding duration of the first game character.

[0180] In an alternative embodiment, the method further includes: in response to a fourth game character in the game scenario attacking the skill effect model, controlling to reduce the corresponding duration of the first game skill; wherein, the fourth game character is a game character in the game scenario that belongs to a different game camp from the first game character.

[0181] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk, or an optical disc that can store program codes.

[0182] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and thus cannot be understood as a limitation to the present invention. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0183] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting it. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the technical field of the present invention can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.

Claims

1. A game interactive control method, characterized in that: The method comprises: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, and the game scene includes a first game character controlled by the terminal device; In response to the first game character triggering a first game skill in the game scene, displaying a skill action model in the game scene in a first display manner; In response to the first game character releasing the first game skill, switching the skill action model from the first display mode to a second display mode, and determining a skill action area of ​​the first game skill based on a display position of the skill action model in the game scene; The first game character is controlled to continuously release the first game skill in the skill action area, so that the first game character obtains a game gain in the skill action area; wherein the game gain is used to provide a specified gain effect for the first game character.

2. The method according to claim 1, characterized in that The step of displaying the skill action model in the game scene in a first display mode comprises: The skill action model is displayed in a first display mode in a preset scene area in the game scene; wherein the preset scene area includes the following: a fixed scene area in the game scene, and a scene area near the scene position of the first game character in the game scene.

3. The method according to claim 1, characterized in that After the step of displaying the skill action model in the game scene in a first display mode in response to the first game character triggering the first game skill in the game scene, the method further includes: In response to a position adjustment operation on the skill action model, the display position of the skill action model in the game scene is adjusted based on the position adjustment operation.

4. The method according to claim 1, characterized in that: The step of switching the skill action model from the first display mode to the second display mode in response to the first game character releasing the first game skill, and determining the skill action area of ​​the first game skill based on the display position of the skill action model in the game scene includes: In response to the first game character releasing the first game skill, switching the skill action model from the first display mode to a second display mode; In the game scene, a circular area with a display position of the skill action model in the game scene as the center and a preset length as the radius is used to determine the skill action area of ​​the first game skill.

5. The method according to claim 1, characterized in that The method further comprises: In response to the skill action model switching from the first display mode to the second display mode, a skill identifier is controlled to be displayed on the skill action model displayed in the game scene; wherein the skill identifier is used to indicate the display position of the skill action model and / or the skill action distance of the first game skill.

6. The method according to claim 5, characterized in that The method further comprises: In response to displaying a skill identifier on the skill action model, skill release information is sent to a terminal device corresponding to a target game character in the game scene, so that the skill identifier corresponding to the skill action model is identified in the terminal device corresponding to the target game character based on the skill release information.

7. The method according to claim 6, characterized in that The target game character includes: a game character that belongs to the same game camp as the first game character, and / or a game character that is a preset distance away from the first game character and belongs to a different game camp than the first game character.

8. The method according to claim 7, characterized in that The step of identifying the skill identifier corresponding to the skill action model based on the skill release information in the terminal device corresponding to the target game character comprises: If the target game character is a game character that belongs to the same game camp as the first game character, a skill identifier corresponding to the skill action model is displayed in a first display format in a graphical user interface provided by a terminal device corresponding to the target game character, and a skill action area of ​​the first game skill is identified in a thumbnail map of the game scene; If the target game character is a game character belonging to a different game camp from the first game character, the skill identifier corresponding to the skill action model is displayed in a second display format in a graphical user interface provided by a terminal device corresponding to the target game character.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the first game character releasing the first game skill, a skill effect area of ​​the first game skill is identified in a thumbnail map displayed in the graphical user interface.

10. The method according to claim 1, characterized in that The method further comprises: In response to the first game character releasing the first game skill, the movement range of the first game character is limited within the skill action range of the first game skill.

11. The method according to claim 1, characterized in that: The method further comprises: In response to the first game character releasing the first game skill, a skill change icon is controlled to be displayed near the skill action model displayed in the second display mode; wherein the skill change icon is used to indicate the remaining duration of the first game skill, and / or the skill effective distance of the first game skill.

12. The method according to claim 10, characterized in that The skill effective distance of the first game skill changes with the movement of the first game character; wherein the skill effective distance of the first game skill is proportional to the distance between the first game character and the skill action model.

13. The method according to claim 1, characterized in that The release effect of the first game skill is determined according to the skill mode selection operation for the first game skill before the game starts; wherein, the skill parameters corresponding to the first game skill in different skill modes are different, and the release effects corresponding to the first game skill in different skill modes are different.

14. The method according to claim 13, characterized in that The release effect of the first game skill includes one of the following: When the first game character releases the first game skill, in response to the first game character killing a game character in the game scene, refreshing the duration of the first game skill; When the first game character releases the first game skill, a target distance range centered on the skill action model is determined in the game scene, and a character model of a second game character within the target distance range is displayed in the game scene in a specified display mode.

15. The method according to claim 14, characterized in that The method further comprises: When refreshing the duration of the first game skill, the remaining duration of the first game skill indicated by the skill change icon displayed near the skill action model is updated.

16. The method according to claim 14, characterized in that The method further comprises: In response to displaying a character model of a second game character within the target distance range in the game scene in a specified display manner, controlling to identify a character position of the second game character in a thumbnail map displayed in a graphical user interface.

17. The method according to claim 1, characterized in that The method further comprises: When the first game character releases the first game skill, in response to a movement control operation for the first game character, controlling the first game character to move in the game scene based on the movement control operation; In response to the first game character being knocked down or the first game skill being released, the first game character is teleported to the location where the skill action model is located.

18. The method according to claim 17, characterized in that The method further comprises: In response to the first game character being transmitted to the position where the skill action model is located, the attribute parameters corresponding to the first game character are controlled to be restored to the specified attribute values.

19. The method according to claim 1, characterized in that The method further comprises: In response to the first game character releasing a second game skill in the game scene, searching the game scene for a third game character that is a preset distance away from the first game character; wherein the third game character is a game character that belongs to a different game camp from the first game character; A character position of the third game character is identified in a thumbnail map displayed in the graphical user interface.

20. The method according to claim 19, characterized in that The step of searching for a third game character at a preset distance from the first game character in the game scene comprises: Within a specified time period, a third game character that is at a preset distance from the first game character is searched in the game scene once at preset time intervals.

21. The method according to claim 1, characterized in that The step of controlling the first game character to continuously release the first game skill in the skill action area includes: The first game character is controlled to continuously release the first game skill in the skill action area within a preset time period; wherein the preset time period matches the duration corresponding to the first game character.

22. The method according to claim 21, characterized in that The method further comprises: In response to a fourth game character in the game scene attacking the skill action model, controlling to reduce the duration corresponding to the first game skill; wherein the fourth game character is a game character in the game scene that belongs to a different game camp than the first game character.

23. A game interactive control device, characterized in that: The device comprises: An interface display module, used for providing a graphical user interface through a terminal device, wherein the graphical user interface includes at least a part of a game scene, and the game scene includes a first game character controlled by the terminal device; A skill triggering module, configured to display a skill action model in a first display mode in the game scene in response to the first game character triggering a first game skill in the game scene; a skill release module, configured to switch the skill action model from the first display mode to a second display mode in response to the first game character releasing the first game skill, and determine a skill action area of ​​the first game skill based on a display position of the skill action model in the game scene; A gain acquisition module is used to control the first game character to continuously release the first game skill in the skill action area so that the first game character obtains a game gain in the skill action area; wherein the game gain is used to provide a specified gain effect for the first game character.

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

25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 22.