Interaction control method and device in game and electronic equipment
By controlling the displacement of controlled virtual characters towards the target direction in the game and collide with scene objects to apply skill effects, the game character skills release methods are enriched and the player's gaming experience and retention rate are improved.
Patent Information
- Application Number
- CN202510201381.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-21
- Publication Date
- 2025-07-08
AI Technical Summary
The single way of releasing character skills in the game leads to insufficient game interest, poor game experience, and low retention rate.
The terminal device provides a graphical user interface to control the displacement of the controlled virtual character towards the target direction, and exert skill effects when collide with the game scene object during the displacement, including explosion effects and skill elements, enriching the way of skill release.
It improves the player's gaming experience, increases the fun and retention rate of the game.
Smart Images

Figure CN120268044A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of games, and in particular, to an interaction control method, device, and electronic device in a game. Background Art
[0002] In a game, a character can usually release a skill in a specified direction or at a specified position to generate a skill effect in the game scene. However, the above-mentioned skill effect release method is relatively single, which is difficult to attract the player's game interest, resulting in a poor game experience for the player and a low player retention rate. Summary of the Invention
[0003] In view of this, the purpose of the present disclosure is to provide an interaction control method, device, and electronic device in a game to enrich the skill release method of game characters, improve the player's game experience, and increase the player retention rate.
[0004] In a first aspect, an embodiment of the present disclosure provides an interaction control method in a game. A graphical user interface is provided through a terminal device; the graphical user interface displays a game scene where a controlled virtual character is located, and the controlled virtual character is configured with a target skill. The method includes: in response to a first trigger instruction for the target skill, controlling the controlled virtual character to move in a target direction in the game scene, where the target direction is determined based on a direction control operation received through the terminal device; during the movement, in response to the controlled virtual character colliding with a scene object in the game scene, applying a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0005] In a second aspect, an embodiment of the present disclosure provides an interaction control device in a game. A graphical user interface is provided through a terminal device; the graphical user interface displays a game scene where a controlled virtual character is located, and the controlled virtual character is configured with a target skill. The device includes: a skill trigger module for controlling the controlled virtual character to move in a target direction in the game scene in response to a first trigger instruction, where the target direction is determined based on a direction control operation received through the terminal device; a skill effect application module for, during the movement, in response to the controlled virtual character colliding with a scene object in the game scene, applying a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, where the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned interaction control method in a game.
[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium storing machine-executable instructions which, when called and executed by a processor, cause the processor to implement the above-mentioned interactive control method in the game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The above-mentioned interactive control method, device and electronic device in a game respond to a first trigger instruction for a target skill, control a controlled virtual character to move in a target direction in a game scene, where the target direction is determined based on a direction control operation received through a terminal device; during the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene. This method enriches the skill release method of game characters, improves the game experience of players, and increases the player retention rate.
[0010] Other features and advantages of the present disclosure will be described in the following specification, and in part will be obvious from the specification, or will be understood by implementing the present disclosure. The objectives and other advantages of the present disclosure are achieved and obtained by the structures specifically pointed out in the specification, claims and drawings.
[0011] To make the above objectives, features and advantages of the present disclosure more obvious and understandable, the following preferred embodiments are specifically given below, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] 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 skilled in the art, other drawings can be obtained based on these drawings without creative efforts.
[0013] Figure 1 It is a flowchart of an interactive control method in a game provided by an embodiment of the present disclosure;
[0014] Figure 2 It is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0015] Figure 3 It is another schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0016] Figure 4 Another schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic structural diagram of an interaction control device in a game provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners
[0019] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some but not all of the embodiments of the present disclosure. All other embodiments obtained by those skilled in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.
[0020] In a game, a character can usually release a skill in a specified direction or at a specified position to produce a skill effect in the game scene. However, the above-mentioned skill effect release method is relatively single, difficult to attract players' game interest, resulting in a poor game experience for players and a low player retention rate.
[0021] Based on this, an interaction control method, device, and electronic device in a game provided by an embodiment of the present disclosure can be applied to the skill release process in the game.
[0022] The interaction control method in a game in one of the embodiments disclosed in the present invention can run on a local terminal device or a server. When the interaction control method in the game runs on the server, this method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0023] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the user operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0025] See also Figure 1 First, an interactive control method in a game provided by an embodiment of the present invention is introduced, and a graphical user interface is provided through a terminal device. The graphical user interface displays the game scene where the controlled virtual character is located. Usually, a virtual camera bound to the controlled virtual character is pre-set, and the field of view direction of the controlled virtual character is simulated by the virtual camera. The game scene is photographed by the virtual camera to obtain a scene picture. The way in which the graphical user interface displays the game scene where the controlled virtual character is located is usually to display the scene picture photographed by the virtual camera corresponding to the controlled virtual character. The target skills configured for the controlled virtual character can be the skills that the controlled virtual character has, or can be the skills that the controlled virtual character has after obtaining a certain game prop or triggering a certain game time, which is not limited here.
[0026] The method comprises the following steps:
[0027] Step S102: In response to a first trigger instruction for a target skill, control the controlled virtual character to displace in a target direction in the game scene, where the target direction is determined based on a direction control operation received through a terminal device.
[0028] The above first trigger instruction can be generated by a player's touch operation on a touch screen. For example, on the graphical user interface of a mobile device, there is a control control for triggering a skill, and the player can generate a first trigger instruction by triggering the control control.
[0029] The above first trigger instruction can also be generated by a player operating a human-computer interaction device connected to the terminal device. The human-computer interaction device can be a keyboard, a mouse, a game controller, etc., which is not limited here. Triggering an operation on a certain key of the keyboard, mouse or game controller usually can generate a first trigger instruction.
[0030] After generating the first trigger instruction, the current orientation of the controlled virtual character can be used as the target direction, and the controlled virtual character can be controlled to move from the current position towards the target direction. For example, when the controlled virtual character can perform game behaviors such as jumping or flying, when the controlled virtual character is in the air, the controlled virtual character can be made to face the ground, and then the controlled virtual character can be controlled to move towards the target direction and collide with the ground. When the controlled virtual character is on the ground, it can also select a scene object to collide with, such as a virtual character or a building in the game scene, determine the target direction, and make the controlled virtual character displace towards the target direction so that the controlled virtual character collides with the corresponding scene object.
[0031] The above direction control operation can be implemented by a mouse or by relevant controls pre-set on the graphical user interface. The direction control operation will cause the virtual camera to rotate to change the viewing direction of the controlled virtual character. During the skill release process, the viewing direction is the target direction.
[0032] The controlled virtual character usually needs to move towards the target direction. When the target direction of the controlled virtual character is updated, the moving direction of the controlled virtual character can be directly controlled to become the updated target direction. Since the change in the moving direction of the controlled virtual character is usually relatively slow during the displacement process. An acceleration in the updated target direction can be added to the moving speed of the controlled virtual character, and the controlled virtual character can be controlled to continue moving so that its moving direction gradually changes to the target direction.
[0033] Step S104: During the displacement, in response to the controlled virtual character colliding with a scene object in the game scene, apply the skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to the first scene position in the game scene.
[0034] Among them, the above-mentioned scene objects are usually virtual buildings, the ground surface, etc. in the game scene, and can also include virtual characters in the game scene, which are not restricted here. When the controlled virtual character collides with a scene object in the game scene, a target skill application area can be determined first based on the displacement collision position. Specifically, a planar area within a certain range around the displacement collision position can be used as the target skill application area, or a spatial area within a certain range around the displacement collision position can be used as the target skill application area. This is not restricted here.
[0035] The above-mentioned skill application effects can be explosion effects. Virtual characters in the target skill application area will be affected by the explosion effects, with their health values decreasing or the degree of injury increasing. The above-mentioned skill application effects can also be randomly generating skill elements in the target skill application area. When the skill elements touch other virtual characters, the health values of the virtual characters will decrease or the degree of injury will increase. The above two skill effects can be superimposed or appear sequentially over time, which is not restricted here.
[0036] The above-mentioned first scene position can be a fixed position in the game scene. For example, it can be the position of the "main camp" of the game camp where the controlled virtual character is located in the game scene. After the controlled virtual character moves to the "main camp", it can avoid being attacked by enemy virtual characters. The above-mentioned first scene position can also be not fixed. For example, it can be the position of other virtual characters in the game camp where the controlled virtual character is located, or the position of the controlled virtual character before the first trigger instruction is generated. It can be specifically set according to requirements, which is not restricted here.
[0037] After the controlled virtual character collides with a scene object in the game scene, the controlled virtual character can be directly transferred from the displacement collision position to the first scene position in the game scene, or after the skill application effect is completed, the controlled virtual character can be transferred from the position collision position to the first scene position in the game scene, or after a specified duration has passed after the collision moment, the controlled virtual character can be transferred from the position collision position to the first scene position in the game scene. It can be specifically set according to requirements, which is not restricted here.
[0038] The above-mentioned interactive control method in a game controls a controlled virtual character to move in a target direction in the game scene in response to a first trigger instruction for a target skill, where the target direction is determined based on a direction control operation received through a terminal device; during the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, a skill effect corresponding to the target skill is applied in the game scene based on the displacement collision position, and the controlled virtual character is transferred from the displacement collision position to a first scene position in the game scene. This method enriches the skill release method of the game character, improves the player's gaming experience, and increases the player retention rate.
[0039] The following embodiments provide a specific method for controlling a controlled virtual character to move in a target direction in the game scene in response to a first trigger instruction for a target skill.
[0040] Generally, a virtual camera corresponding to the controlled virtual character is preset. The virtual camera can be bound to the controlled virtual character or have a fixed relative position relationship with the controlled virtual character. The above-mentioned graphical user interface usually displays a scene picture obtained by the virtual camera corresponding to the controlled virtual character taking pictures of the game scene. The shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character. When displaying the first position indication mark, the first position indication mark is usually displayed in the center of the scene picture. The first position indication mark is used to indicate: the displacement collision position between the controlled virtual character and the game scene when the controlled virtual character moves in the target direction in the game scene. As Figure 2 shown, the first position indication mark consists of an ellipse and an arrow. When it is necessary to display a crosshair, the crosshair usually overlaps with the first position indication mark.
[0041] If a ray emitted along the target direction starting from the virtual camera can intersect a scene object in the game scene, the first position indication mark can be displayed, and the first position indication mark is usually also displayed in the center of the scene picture. When a ray emitted along the target direction starting from the virtual camera does not intersect a scene object in the game scene, such as when it is emitted into the sky, the first position mark is usually not displayed.
[0042] In practical applications, before controlling the controlled virtual character to move in the target direction, the controlled virtual character can be moved to a certain position. Specifically, in response to a second trigger instruction for a target skill, the current position of the controlled virtual character in the game scene is determined as the first scene position, and the controlled virtual character is moved from the first scene position to the second scene position. The second scene position can be a position above the first scene position or a fixed position in the game scene for the target skill, and no limitation is imposed here.
[0043] The generation method of the above second trigger instruction can be similar to that of the first trigger instruction, such as being generated by triggering an operation on a control on the graphical user interface, or by operating a human-computer interaction device. There is no limitation here.
[0044] When the second scene position is at a certain position above the first scene position, it is possible to control the controlled virtual character to vertically move a preset distance from the current position to reach the second scene position directly above the first scene position; it is also possible to control the controlled virtual character to obliquely move upward by a specified height to reach the first position in the upper area of the first scene position, where the first position is not directly above the first scene position.
[0045] In some cases, during the upward movement of the controlled virtual character, the player can also control the movement direction of the controlled virtual character on the horizontal plane through movement control operations. The above movement control operations can be implemented through the keys on the keyboard, the joystick in the gamepad, or the touchable virtual joystick control on the graphical user interface, without limitation here. Or, after the controlled virtual character has moved to the first position, it is possible to control the controlled virtual character to move within the horizontal plane and adjust the viewing direction of the controlled virtual character, etc. Specifically, it can be set according to requirements.
[0046] In practical applications, the height of the movement of the controlled virtual character can also be controllable. For example, when the player can generate a second trigger instruction by pressing a certain key, the pressing time of the key can be used as a parameter in the first trigger instruction. The height of the movement of the controlled virtual character can be positively correlated with this parameter. Assuming that the player only clicks the key, the height of the movement of the controlled virtual character is the preset first height. Assuming that the player presses the key for 2s, the height of the movement of the controlled virtual character is the sum of the first height and the product of the preset unit height and 2, which is higher than the first height. Specifically, it can be set according to requirements, and there is no limitation here.
[0047] After moving the controlled virtual character to the second scene position, the player can generate a first trigger instruction. In response to the first trigger instruction for the target skill, control the controlled virtual character to displace from the second scene position towards the target direction in the game scene.
[0048] To advance the game process, each link in the skill release process usually needs to be time-limited. After the second trigger instruction is generated, timing can start, such as starting a countdown from 5s. Within 5s, the player can generate a first trigger instruction. In response to the timing reaching the preset first duration, that is, the above 5s, control the controlled virtual character to displace from the second scene position towards the target direction in the game scene. It can be regarded as the game system automatically generating a first trigger instruction to control the controlled virtual character to move towards the target direction from the second scene position.
[0049] Similarly, the duration of the displacement of the controlled virtual character can also be controlled by timing. In response to the first trigger instruction, timing starts; in response to the timing reaching a preset second duration and the controlled virtual character not colliding with the scene object in the game scene, the displacement of the controlled virtual character is controlled to be cancelled.
[0050] After generating the first trigger instruction for the target skill, the controlled virtual character can be controlled to move in a first display form towards the target direction in the game scene. Among them, the volume of the first display form is larger than the initial display form of the controlled virtual character. On the one hand, it can produce a more exciting visual effect, and on the other hand, it can increase the impact probability between the controlled virtual character and the scene object, improving the hit rate of the skill.
[0051] During the displacement of the controlled virtual character from the second scene position towards the target direction, the controlled virtual character can be controlled to make a specified posture, such as a diving posture. The moving speed can remain unchanged or gradually increase, which can be specifically set according to requirements.
[0052] During the process of the controlled virtual character moving from the first scene position to the second scene position, or after the controlled virtual character moves to the second scene position, the player can perform a direction control operation. In response to the direction control operation, the target direction of the controlled virtual character needs to be updated. As the target direction is updated, the scene picture captured by the virtual camera will also be updated. The first position identifier is always displayed in the center of the scene picture, but the intersection point of the target direction of the controlled virtual character it indicates and the surface of the scene object in the game scene has changed.
[0053] The moving speed of the controlled virtual character can usually be unchanged or gradually increase, which is not restricted here. When the player changes the target direction through the direction control operation, in order to adjust the controlled virtual character to move towards the target direction, an acceleration in the updated target direction can be superimposed on the moving speed of the controlled virtual character, so as to obtain the updated moving speed of the controlled virtual character, and make the controlled virtual character gradually turn towards the updated target direction. When the moving direction of the controlled virtual character is the same as the updated target direction, the acceleration is cancelled. At this time, there is no need to change the moving direction of the controlled virtual character, so the acceleration can be stopped.
[0054] During the displacement of the controlled virtual character, if the character state of the controlled virtual character does not meet a certain or certain specified conditions preset, the displacement of the controlled virtual character can be controlled to be cancelled. If the displacement of the controlled virtual character is cancelled, the controlled virtual character can be controlled to be transferred to the first scene position in the game scene. At this time, the target skill does not produce the corresponding skill effect, and it can be considered that the target skill release fails.
[0055] In specific implementation, during the displacement process, in response to the health value of the controlled virtual character being lower than a preset threshold, it can be determined that the character state of the controlled virtual character does not meet the specified conditions. During the movement of the controlled virtual character, it may be affected by the functions of other virtual characters, resulting in a decrease in the health value of the controlled virtual character. Or, the health value of the controlled virtual character will decrease as the controlled virtual character moves. If the health value of the controlled virtual character decreases to 0, or other thresholds greater than 0, it can be considered that the controlled virtual character cannot continue to move, that is, it does not meet the specified conditions. It can also be determined that the character state of the controlled virtual character does not meet the specified conditions in response to the controlled virtual character being attacked a specified number of times.
[0056] During the displacement process, if the displacement duration of the controlled virtual character exceeds the specified duration, it is determined that the character state of the controlled virtual character does not meet the specified conditions. In this case, a countdown can be performed based on the specified duration and the displacement duration of the controlled virtual character. When the countdown reaches 0, it is confirmed that the character state of the controlled virtual character does not meet the specified conditions.
[0057] The following embodiments provide a specific method for, in response to a controlled virtual character colliding with a scene object in a game scene, applying the skill effect corresponding to a target skill in the game scene based on the displacement collision position, and transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0058] Under normal circumstances, it is necessary to determine the target skill effect area based on the displacement collision position; apply the skill effect corresponding to the target skill in the target skill effect area. When determining the target skill effect area, a circular plane area centered on the collision position with a preset length as the radius can be determined; it is determined that the target skill effect area is a circular plane area, that is, on the surface of the scene object, or a spherical space area, which can include both the scene object and the space area above the scene object.
[0059] The game scene usually includes multiple virtual characters. In response to the first virtual character being in the target skill effect area, update the specified attribute parameters of the first virtual character. Among them, the first virtual character can be any virtual character, or a virtual character in a different game camp from the controlled virtual character. The above-mentioned specified attribute parameters can include the health value of the character, the degree of damage received, durability, etc., which are not limited here.
[0060] Skill effect elements can also be generated in the target skill effect area to achieve the skill effect. The skill effect elements can be centered on the collision position and gradually expand to the boundary of the target skill effect area, or randomly appear in the target skill effect area. In response to the interaction between the skill effect elements and the second virtual character in the target skill effect area, the specified attribute parameters of the second virtual character are updated. Generally, when the skill effect elements appear or move to the position where the second virtual character is located, it is considered that the two have interacted.
[0061] After the controlled virtual character collides with a scene object in the game scene, before transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene, the target mask effect can be controlled to be superimposed and displayed on the graphical user interface within a specified duration, so that at least part of the scene images captured by the virtual camera are not displayed on the graphical user interface. The above target mask effect can be a static effect or a dynamic effect. For example, the scene image can be gradually covered by specifying interface elements. Specifically, mosaic effects, pure white effects, halo effects, etc. can be gradually displayed in the scene image, which are not limited here. After the specified duration, the superimposed display of the target mask effect is cancelled, so that all the scene images captured by the virtual camera are displayed on the graphical user interface.
[0062] When the controlled virtual character collides with a scene object in the game scene, the controlled virtual character can be controlled to be in an invisible state relative to other virtual characters in the game scene within a specified duration. During this specified duration, the controlled virtual character is also controlled to be in a non-attackable state. The attacks of other virtual characters on the controlled virtual character will not affect the controlled virtual character. After the specified duration, the controlled virtual character is then controlled to be in a visible state relative to other virtual characters in the game scene. This can create the effect of the controlled virtual character suddenly disappearing and then reappearing, and other players need to reasonably arrange the movement strategies of the virtual characters they control in the scene, increasing the fun of the game and thus improving the player retention rate.
[0063] After the controlled virtual character collides with a scene object, timing can start. When the specified duration is reached, the controlled virtual character is transferred from the displacement collision position to the first scene position in the game scene. After the displacement of the controlled virtual character is cancelled, timing can also start. When the specified duration is reached, the controlled virtual character is transferred from the position where the displacement is cancelled to the first scene position in the game scene.
[0064] After the role state of the controlled virtual character does not meet the specified conditions and the displacement of the controlled virtual character is cancelled, before controlling the controlled virtual character to move to the first scene position, a first display effect can also be generated in the scene picture displayed on the graphical user interface, and before the controlled virtual character moves to the first scene position, the controlled virtual character is made invisible relative to other virtual characters in the game scene.
[0065] The embodiments of the present disclosure also provide another interactive control method in a game. This method is implemented on the basis of the method Figure 1 shown.
[0066] In this method, when the controlled virtual character does not generate a first trigger instruction (also referred to as "skill not activated"), it stands on the surface of a certain scene object in the game scene, such as the inner surface of a certain building. When the player controls to generate a first trigger instruction (also referred to as "skill activated"), the character rises into the air. At this time, a countdown progress and a prompt of "press the left mouse button to start diving" are displayed in the graphical user interface, and a aiming mark (equivalent to the above-mentioned "first position indication identifier") is displayed at the position where the crosshair aims at the ground. As Figure 3 shown, a crosshair identifier is displayed at the center position of the graphical user interface, the aiming mark coincides with the crosshair identifier, the crosshair identifier is represented by a cross identifier, the aiming mark is displayed in the shape of a flame, and the countdown progress is a circular identifier centered on the crosshair identifier.
[0067] After the player presses the left button, the character changes to another form and starts diving. During the diving stage, the diving direction can be adjusted by turning the view angle, and the countdown identifier in the graphical user interface is updated to display the diving countdown, as Figure 4 shown.
[0068] During the diving stage, the character can be attacked. If the attack causes the character's health to drop to 0, the diving stage ends prematurely and directly enters the white-hot chamber stage. If the character hits the scene before the countdown ends, an explosion is triggered. If the countdown reaches zero during the diving flight of the character, it directly enters the white-hot chamber stage.
[0069] When the character explosion is triggered, enemy characters within a certain range around the impact position will receive a high amount of damage, and a circular pulse (equivalent to the above-mentioned "specified effect element") spreads outward centered on the impact position, and the pulse causes a single damage to the enemy targets it encounters.
[0070] When the character enters the white-hot room stage, all models in the field of vision except the character's own model are gradually covered by pure white. After the covering is completed, wait for a short period of time, then the position of the character teleports to the position when the skill is activated, and the field of vision gradually returns to the normal state from pure white. In the field of vision of other players, this character will disappear after the explosion and then reappear at the position where it activated the skill after a period of time.
[0071] This method enriches the skill release methods of game characters, improves the game experience of players, and increases the player retention rate.
[0072] For the above method embodiments, refer to Figure 5 An interactive control device in a game as shown, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual character is located, and the controlled virtual character is configured with a target skill; the device includes:
[0073] A skill trigger module 502, configured to control the controlled virtual character to displace towards a target direction in the game scene in response to a first trigger instruction, where the target direction is determined based on a direction control operation received through the terminal device;
[0074] A skill effect application module 504, configured to, during the displacement process, in response to the controlled virtual character colliding with a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0075] The above-mentioned interactive control device in a game controls the controlled virtual character to displace towards a target direction in the game scene in response to a first trigger instruction for a target skill, where the target direction is determined based on a direction control operation received through the terminal device; during the displacement process, in response to the controlled virtual character colliding with a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene. This method enriches the skill release methods of game characters, improves the game experience of players, and increases the player retention rate.
[0076] The above method further includes: during the displacement process, in response to the character state of the controlled virtual character not meeting the specified conditions, control to cancel the displacement of the controlled virtual character.
[0077] The above method further includes: during the displacement, in response to the health value of the controlled virtual character being lower than a preset threshold, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the displacement, in response to the controlled virtual character being attacked a specified number of times, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the displacement, in response to the displacement duration of the controlled virtual character exceeding a specified duration, determining that the character state of the controlled virtual character does not meet the specified conditions.
[0078] The above method further includes: in response to the cancellation of the displacement of the controlled virtual character, controlling to transfer the controlled virtual character to a first scene position in the game scene.
[0079] Before the step of controlling the controlled virtual character to displace in the target direction in the game scene, the above method further includes: in response to a second trigger instruction for a target skill, determining the current position of the controlled virtual character in the game scene as the first scene position, and moving the controlled virtual character from the first scene position to the second scene position.
[0080] The step of, in response to a first trigger instruction for a target skill, controlling the controlled virtual character to displace in the target direction in the game scene includes: in response to a first trigger instruction for a target skill, controlling the controlled virtual character to displace from the second scene position in the target direction in the game scene.
[0081] The above graphical user interface displays a scene picture obtained by photographing the game scene with a virtual camera corresponding to the controlled virtual character; the photographing direction of the virtual camera corresponds to the target direction of the controlled virtual character; the above method further includes: displaying a first position indication mark at the center of the scene picture; the first position indication mark is used to indicate: in the case where the controlled virtual character displaces in the target direction in the game scene, the displacement collision position between the controlled virtual character and the game scene.
[0082] The above method further includes: in response to a direction control operation to change the target direction, superimposing an acceleration in the changed target direction on the moving speed of the controlled virtual character to obtain an updated moving speed of the controlled virtual character.
[0083] The above method further includes: in response to the moving direction of the controlled virtual character being the same as the updated target direction, canceling the acceleration.
[0084] The step of, based on the displacement collision position, applying a skill effect corresponding to the target skill in the game scene includes: determining a target skill effect area based on the displacement collision position; applying a skill effect corresponding to the target skill in the target skill effect area.
[0085] The step of applying the skill effect corresponding to the target skill in the target skill area includes: updating the specified attribute parameters of the first virtual character in response to the first virtual character being in the target skill area in the game scene.
[0086] The step of generating a skill effect in the target skill area includes: generating a skill effect element in the target skill area, and updating the specified attribute parameters of the first virtual character in response to the interaction between the skill effect element and the first virtual character in the target skill area.
[0087] The above method further includes: starting timing in response to a second trigger instruction; controlling the controlled virtual character to displace from the second scene position towards the target direction in the game scene in response to the timing reaching a preset first duration.
[0088] The above method further includes: starting timing in response to a first trigger instruction; controlling to cancel the displacement of the controlled virtual character in response to the timing reaching a preset second duration and the controlled virtual character not colliding with the scene object in the game scene.
[0089] The game screen displayed on the above graphical user interface is a scene screen obtained by photographing the game scene through a virtual camera corresponding to the controlled virtual character; before transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene, the method further includes: controlling to superimpose and display a target mask effect within a specified duration, so that at least part of the scene screen obtained by photographing through the virtual camera is not displayed on the graphical user interface; canceling the superimposed display of the target mask effect after the specified duration, so that all the scene screens obtained by photographing through the virtual camera are displayed on the graphical user interface.
[0090] The above method further includes: controlling to configure the controlled virtual character to be in an invisible state relative to other virtual characters in the game scene within a specified duration; controlling to configure the controlled virtual character to be in a visible state relative to other virtual characters in the game scene after the specified duration.
[0091] The above transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene includes: transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene when the specified duration is reached; or transferring the controlled virtual character from the position where the displacement is canceled to the first scene position in the game scene when the specified duration is reached.
[0092] The above method further includes: controlling to configure the controlled virtual character to be in an invulnerable state within a specified duration.
[0093] The step of controlling the controlled virtual character to move in the target direction in the game scene in response to the first trigger instruction for the target skill includes: in response to the first trigger instruction for the target skill, controlling the controlled virtual character to move in the target direction in the game scene in the first display form; the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0094] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned interactive control method in the game, for example:
[0095] In response to the first trigger instruction for the target skill, controlling the controlled virtual character to move in the target direction in the game scene, where the target direction is determined based on the direction control operation received through the terminal device; during the movement, in response to the controlled virtual character colliding with a scene object in the game scene, applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene.
[0096] The above method enriches the skill release method of the game character, improves the player's game experience, and increases the player's retention rate.
[0097] Optionally, the above method further includes: during the movement, in response to the character state of the controlled virtual character not meeting the specified conditions, controlling to cancel the movement of the controlled virtual character.
[0098] Optionally, the above method further includes: during the movement, in response to the health value of the controlled virtual character being lower than the preset threshold, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the movement, in response to the controlled virtual character being attacked a specified number of times, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the movement, in response to the movement duration of the controlled virtual character exceeding the specified duration, determining that the character state of the controlled virtual character does not meet the specified conditions.
[0099] Optionally, the above method further includes: in response to the movement of the controlled virtual character being cancelled, controlling to transfer the controlled virtual character to the first scene position in the game scene.
[0100] Optionally, before the step of controlling the controlled virtual character to move in the target direction in the game scene, the above method further includes: in response to the second trigger instruction for the target skill, determining the current position of the controlled virtual character in the game scene as the first scene position, and moving the controlled virtual character from the first scene position to the second scene position.
[0101] Optionally, the step of controlling the controlled virtual character to move in the target direction in the game scene in response to the first trigger instruction for the target skill includes: in response to the first trigger instruction for the target skill, controlling the controlled virtual character to move from the second scene position in the target direction in the game scene.
[0102] Optionally, the above-mentioned graphical user interface displays a scene picture captured by a virtual camera corresponding to the controlled virtual character for the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; the above method further includes: displaying a first position indication mark at the center of the scene picture; the first position indication mark is used to indicate: when the controlled virtual character moves in the target direction in the game scene, the displacement collision position between the controlled virtual character and the game scene.
[0103] Optionally, the above method further includes: in response to a direction control operation to change the target direction, superimposing an acceleration in the changed target direction on the moving speed of the controlled virtual character to obtain an updated moving speed of the controlled virtual character.
[0104] Optionally, the above method further includes: in response to the moving direction of the controlled virtual character being the same as the updated target direction, canceling the acceleration.
[0105] Optionally, the step of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position includes: determining the target skill action area based on the displacement collision position; applying the skill effect corresponding to the target skill in the target skill action area.
[0106] Optionally, the step of applying the skill effect corresponding to the target skill in the target skill action area includes: in response to the first virtual character in the game scene being in the target skill action area, updating the specified attribute parameters of the first virtual character.
[0107] Optionally, the step of generating a skill effect in the target skill action area includes: generating a skill effect element in the target skill action area, and in response to the skill effect element interacting with the first virtual character in the target skill action area, updating the specified attribute parameters of the first virtual character.
[0108] Optionally, the above method further includes: in response to the second trigger instruction, starting to time; in response to the timing reaching a preset first duration, controlling the controlled virtual character to move from the second scene position in the target direction in the game scene.
[0109] Optionally, the above method further includes: starting to time in response to a first trigger instruction; and controlling to cancel the displacement of the controlled virtual character in response to the elapse of a preset second duration and the controlled virtual character not colliding with a scene object in the game scene.
[0110] Optionally, the game screen displayed on the above graphical user interface is a scene screen obtained by photographing the game scene through a virtual camera corresponding to the controlled virtual character; before transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene, the method further includes: controlling to superimpose and display a target mask effect on the graphical user interface within a specified duration, so that at least part of the scene screen obtained by photographing through the virtual camera is not displayed on the graphical user interface; and canceling the superimposed display of the target mask effect after the specified duration, so that all the scene screens obtained by photographing through the virtual camera are displayed on the graphical user interface.
[0111] Optionally, the above method further includes: controlling to configure the controlled virtual character to be in an invisible state relative to other virtual characters in the game scene within a specified duration; and controlling to configure the controlled virtual character to be in a visible state relative to other virtual characters in the game scene after the specified duration.
[0112] Optionally, the transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene includes: transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene when the specified duration is reached; or transferring the controlled virtual character from the position where the displacement is canceled to a first scene position in the game scene when the specified duration is reached.
[0113] Optionally, the above method further includes: controlling to configure the controlled virtual character to be in a non-attackable state within a specified duration.
[0114] Optionally, the step of controlling the controlled virtual character to displace in a target direction in the game scene in response to a first trigger instruction for a target skill includes: controlling the controlled virtual character to displace in a target direction in the game scene in a first display form in response to a first trigger instruction for a target skill; and the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0115] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100, and the processor 100 executes the machine-executable instructions to implement the interactive control method in the above game.
[0116] Further, Figure 6The electronic device shown also includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
[0117] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk 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. 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 said bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 6 only a bidirectional arrow is used in the figure to represent it, but it does not mean that there is only one bus or one type of bus.
[0118] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 100 or the instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.
[0119] This embodiment also provides a machine-readable storage medium storing machine-executable instructions, which, when called and executed by a processor, cause the processor to implement the interactive control method in the above game.
[0120] An interactive control method, device, and electronic device in a game provided by an embodiment of the present disclosure include a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For example:
[0121] In response to a first trigger instruction for a target skill, control the controlled virtual character to move in a target direction in the game scene, where the target direction is determined based on a direction control operation received through a terminal device; during the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0122] The above method enriches the skill release method of game characters, improves the player's gaming experience, and increases the player retention rate.
[0123] Optionally, the above method further includes: during the movement, in response to the character state of the controlled virtual character not meeting the specified conditions, control to cancel the movement of the controlled virtual character.
[0124] Optionally, the above method further includes: during the movement, in response to the health value of the controlled virtual character being lower than a preset threshold, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the movement, in response to the controlled virtual character being attacked a specified number of times, determining that the character state of the controlled virtual character does not meet the specified conditions; or during the movement, in response to the movement duration of the controlled virtual character exceeding a specified duration, determining that the character state of the controlled virtual character does not meet the specified conditions.
[0125] Optionally, the above method further includes: in response to the movement of the controlled virtual character being cancelled, control to transfer the controlled virtual character to a first scene position in the game scene.
[0126] Optionally, before the step of controlling the controlled virtual character to move in a target direction in the game scene, the above method further includes: in response to a second trigger instruction for a target skill, determining the current position of the controlled virtual character in the game scene as the first scene position, and moving the controlled virtual character from the first scene position to a second scene position.
[0127] Optionally, the step of controlling the controlled virtual character to displace in the target direction in the game scene in response to the first trigger instruction for the target skill includes: in response to the first trigger instruction for the target skill, controlling the controlled virtual character to displace from the second scene position in the target direction in the game scene.
[0128] Optionally, the above graphical user interface displays a scene image captured by a virtual camera corresponding to the controlled virtual character of the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; the above method further includes: displaying a first position indication mark at the center of the scene image; the first position indication mark is used to indicate: when the controlled virtual character displaces in the target direction in the game scene, the displacement collision position between the controlled virtual character and the game scene.
[0129] Optionally, the above method further includes: in response to a direction control operation to change the target direction, superimposing an acceleration in the changed target direction on the moving speed of the controlled virtual character to obtain an updated moving speed of the controlled virtual character.
[0130] Optionally, the above method further includes: in response to the moving direction of the controlled virtual character being the same as the updated target direction, canceling the acceleration.
[0131] Optionally, the step of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position includes: determining the target skill action area based on the displacement collision position; applying the skill effect corresponding to the target skill in the target skill action area.
[0132] Optionally, the step of applying the skill effect corresponding to the target skill in the target skill action area includes: in response to the first virtual character in the game scene being in the target skill action area, updating the specified attribute parameters of the first virtual character.
[0133] Optionally, the step of generating a skill effect in the target skill action area includes: generating skill effect elements in the target skill action area, and in response to the skill effect elements interacting with the first virtual character in the target skill action area, updating the specified attribute parameters of the first virtual character.
[0134] Optionally, the above method further includes: in response to the second trigger instruction, starting to time; in response to the timing reaching a preset first duration, controlling the controlled virtual character to displace from the second scene position in the target direction in the game scene.
[0135] Optionally, the above method further includes: starting to time in response to a first trigger instruction; and in response to the timing reaching a preset second duration and the controlled virtual character not colliding with a scene object in the game scene, controlling to cancel the displacement of the controlled virtual character.
[0136] Optionally, the game screen displayed by the above graphical user interface is a scene screen obtained by photographing the game scene through a virtual camera corresponding to the controlled virtual character; before transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene, the method further includes: within a specified duration, controlling to superimpose and display a target mask effect on the graphical user interface, so that at least part of the scene screen obtained by photographing through the virtual camera is not displayed on the graphical user interface; after the specified duration, canceling the superimposed display of the target mask effect, so that all the scene screens obtained by photographing through the virtual camera are displayed on the graphical user interface.
[0137] Optionally, the above method further includes: within a specified duration, controlling to configure the controlled virtual character to be in an invisible state relative to other virtual characters in the game scene; after the specified duration, controlling to configure the controlled virtual character to be in a visible state relative to other virtual characters in the game scene.
[0138] Optionally, the transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene includes: when the specified duration is reached, transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene; or when the specified duration is reached, transferring the controlled virtual character from the position where the displacement is cancelled to a first scene position in the game scene.
[0139] Optionally, the above method further includes: within a specified duration, controlling to configure the controlled virtual character to be in a non-attackable state.
[0140] Optionally, the step of controlling the controlled virtual character to move in a target direction in the game scene in response to a first trigger instruction for a target skill includes: in response to the first trigger instruction for the target skill, controlling the controlled virtual character to move in the target direction in the game scene in a first display form; the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0141] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments, and will not be described herein again.
[0142] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly defined and limited, the terms "install", "connect", and "couple" should be understood in a broad sense. For example, it may be a fixed connection, a detachable connection, or an integral connection; it may be a mechanical connection or an electrical connection; it may be directly connected or indirectly connected through an intermediate medium, and it may be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0143] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The foregoing storage medium includes: various media that can store program codes such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs.
[0144] In the description of the present disclosure, 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 disclosure 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 should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0145] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not intended to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure 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 make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. An interactive control method in a game, characterized in that, Provide a graphical user interface through a terminal device; The graphical user interface displays a game scene where a controlled virtual character is located, and the controlled virtual character is configured with a target skill; The method includes: In response to a first trigger instruction for the target skill, control the controlled virtual character to displace in a target direction in the game scene, where the target direction is determined based on a direction control operation received through the terminal device; During the displacement, in response to the controlled virtual character colliding with a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene.
2. The method according to claim 1, characterized in that, The method further includes: During the displacement, in response to the character state of the controlled virtual character not meeting the specified conditions, control to cancel the displacement of the controlled virtual character.
3. The method according to claim 2, characterized in that, The method further includes: During the displacement, in response to the health value of the controlled virtual character being lower than a preset threshold, determine that the character state of the controlled virtual character does not meet the specified conditions; or During the displacement, in response to the controlled virtual character being attacked a specified number of times, determine that the character state of the controlled virtual character does not meet the specified conditions; or During the displacement, in response to the displacement duration of the controlled virtual character exceeding a specified duration, determine that the character state of the controlled virtual character does not meet the specified conditions.
4. The method according to claim 3, characterized in that, The method further includes: In response to the displacement of the controlled virtual character being cancelled, control to transfer the controlled virtual character to the first scene position in the game scene.
5. The method according to any one of claims 1 to 4, characterized in that Before the step of controlling the controlled virtual character to displace in a target direction in the game scene, the method further includes: In response to a second trigger instruction for the target skill, determine the current position of the controlled virtual character in the game scene as the first scene position, and move the controlled virtual character from the first scene position to a second scene position.
6. The method according to claim 5, characterized in that, The step of, in response to a first trigger instruction for the target skill, controlling the controlled virtual character to displace in a target direction in the game scene includes: In response to a first trigger instruction for the target skill, control the controlled virtual character to displace from the second scene position in a target direction in the game scene.
7. The method according to claim 1, characterized in that The graphical user interface displays a scene picture obtained by a virtual camera corresponding to the controlled virtual character shooting the game scene; The shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; The method further includes: Display a first position indication mark at the center of the scene picture; The first position indication mark is used to indicate: when the controlled virtual character displaces in a target direction in the game scene, the displacement collision position of the controlled virtual character and the game scene.
8. The method according to claim 1, wherein The method further includes: Changing the target direction in response to the direction control operation, and superimposing an acceleration in the changed target direction on the movement speed of the controlled virtual character to obtain an updated movement speed of the controlled virtual character.
9. The method according to claim 8, characterized in that, The method further includes: Canceling the acceleration in response to the movement direction of the controlled virtual character being the same as the updated target direction.
10. The method according to claim 1, wherein The step of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position includes: Determining a target skill effect area based on the displacement collision position; Applying the skill effect corresponding to the target skill in the target skill effect area.
11. The method according to claim 10, wherein The step of applying the skill effect corresponding to the target skill in the target skill effect area includes: Updating the specified attribute parameters of the first virtual character in response to the first virtual character in the game scene being in the target skill effect area.
12. The method according to claim 10, characterized in that, The step of generating a skill effect in the target skill effect area includes: Generating skill effect elements in the target skill effect area, and updating the specified attribute parameters of the first virtual character in response to an interaction between the skill effect elements and the first virtual character in the target skill effect area.
13. The method according to claim 5, wherein The method further includes: Starting to time in response to the second trigger instruction; Controlling the controlled virtual character to displace from the second scene position towards the target direction in the game scene in response to the time reaching a preset first duration.
14. The method according to claim 13, wherein, The method further includes: Starting to time in response to the first trigger instruction; Controlling to cancel the displacement of the controlled virtual character in response to the time reaching a preset second duration and the controlled virtual character not colliding with a scene object in the game scene.
15. The method according to claim 1 or 4, characterized in that, The game screen displayed on the graphical user interface is a scene screen obtained by photographing the game scene through a virtual camera corresponding to the controlled virtual character; Before transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene, the method further includes: Controlling to superimpose and display a target mask effect on the graphical user interface within a specified duration, so that at least part of the scene screen obtained by photographing through the virtual camera is not displayed on the graphical user interface; After the specified duration, canceling the superimposed display of the target mask effect, so that all the scene screens obtained by photographing through the virtual camera are displayed on the graphical user interface.
16. The method according to claim 15, characterized in that, The method further includes: Controlling to configure the controlled virtual character to be in an invisible state relative to other virtual characters in the game scene within the specified duration; After the specified duration, controlling to configure the controlled virtual character to be in a visible state relative to other virtual characters in the game scene.
17. The method according to claim 16, characterized in that, Transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene includes: Transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene when the specified duration is reached; or When the specified duration is reached, transfer the controlled virtual character from the position where the displacement is cancelled to the first scene position in the game scene.
18. The method according to claim 16, wherein The method further includes: During the specified duration, control the controlled virtual character to be in a non-attackable state.
19. The method according to claim 1, wherein The step of controlling the controlled virtual character to move in the target direction in the game scene in response to a first trigger instruction for the target skill includes: In response to a first trigger instruction for the target skill, control the controlled virtual character to move in the target direction in the game scene in a first display form; the volume of the first display form is larger than the initial display form of the controlled virtual character.
20. An interactive control device in a game, characterized in that, Provide a graphical user interface through a terminal device; The graphical user interface displays the game scene where the controlled virtual character is located, and the controlled virtual character is configured with a target skill; the device includes: A skill trigger module, configured to control the controlled virtual character to move in the target direction in the game scene in response to a first trigger instruction, where the target direction is determined based on a direction control operation received through the terminal device; A skill effect application module, configured to, during the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, apply a skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to the first scene position in the game scene.
21. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method in the game according to any one of claims 1-19.
22. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the interactive control method in the game according to any one of claims 1-19.
Citation Information
Cited By
Interaction control method and apparatus in game, and electronic device
WO2026175078A1