Interaction method and device in game, electronic equipment and readable storage medium

By enabling skill release in a top-down perspective with strategic positioning and fog clearing, the method enhances gameplay interaction and user experience in virtual games.

CN120305670APending Publication Date: 2025-07-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410052465.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

The method of skill release in existing virtual games is monotonous, resulting in poor playability and reducing user gaming experience.

Method used

Provides a game interaction method that allows players to select skill release positions and trigger skill release by displaying the game scene from a top view perspective, combining the fog coverage effect and the preset fog removal area to limit skill release.

Benefits of technology

It improves the playability of virtual games, enhances the user's gaming experience, and increases the challenge and fun of the game by limiting the skill release position and perspective switching.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an interaction method and device in a game, electronic equipment and a computer readable storage medium. The method comprises the steps that at least part of a game scene and a first virtual character in the game scene are displayed; in response to a trigger operation for the first skill, displaying the game scene in an overlook view angle; determining a first position as a release position of the first skill in response to a selection operation for displaying the first position of the game scene in allusion to the overlooking view angle; and in response to a release operation for the first skill, releasing the first skill at the release position. According to the scheme provided by the invention, skill release can be carried out in an overlooking view angle, the playability of the virtual game is improved, and thus the game experience of a user is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to an interaction method, device, electronic device, and computer-readable storage medium in a game. Background Art

[0002] Currently, when releasing skills in virtual games, it is usually achieved by the player clicking on the operation control corresponding to the skill. This way of releasing skills is too monotonous and has poor playability, thereby reducing the user's gaming experience. Summary of the Invention

[0003] This application provides an interaction method, device, electronic device, and computer-readable storage medium in a game, which can release skills from a top-down perspective, improve the playability of virtual games, and thus enhance the user's gaming experience. The specific solutions are as follows:

[0004] In a first aspect, an embodiment of this application provides an interaction method in a game, the method including:

[0005] Display at least part of the game scene and a first virtual character in the game scene;

[0006] In response to a trigger operation for a first skill, display the game scene from a top-down perspective;

[0007] In response to a selection operation for a first position in the game scene displayed from a top-down perspective, determine the first position as the release position of the first skill;

[0008] In response to a release operation for the first skill, release the first skill at the release position.

[0009] In a second aspect, an embodiment of this application provides an interaction device in a game, the device including:

[0010] A first display unit, configured to display at least part of the game scene and a first virtual character in the game scene;

[0011] A second display unit, configured to display the game scene from a top-down perspective in response to a trigger operation for a first skill;

[0012] A determination unit, configured to determine the first position as the release position of the first skill in response to a selection operation for a first position in the game scene displayed from a top-down perspective;

[0013] A third display unit, configured to release the first skill at the release position in response to a release operation for the first skill.

[0014] In a third aspect, the present application further provides an electronic device, including:

[0015] a processor; and

[0016] a memory for storing a data processing program, and after the electronic device is powered on and runs the program through the processor, it executes the method described in the first aspect.

[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, and when the program is run by a processor, it executes the method described in the first aspect.

[0018] Compared with the prior art, the present application has the following advantages:

[0019] The interaction method in the game provided by the embodiment of the present application includes: displaying at least part of the game scene and a first virtual character in the game scene; in response to a trigger operation for a first skill, displaying the game scene from a top-down perspective; in response to a selection operation for a first position of the game scene displayed from the top-down perspective, determining the first position as the release position of the first skill; and in response to a release operation for the first skill, releasing the first skill at the release position.

[0020] It can be seen that in the interaction method in the game provided by the embodiment of the present application, after a trigger operation for a first skill, the game scene is displayed from a top-down perspective. In this way, the player can release the first skill from the top-down perspective. Specifically, the player can select a first position in the game scene displayed from the top-down perspective and use it as the release position of the first skill. In this way, after a release operation for the first skill is triggered, the first skill can be successfully released at the release position. The solution provided by the present application can release skills from a top-down perspective, improving the playability of virtual games and thus enhancing the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] Figure 1 is a system architecture diagram of the interaction method in the game provided by the embodiment of the present application

[0022] Figure 2 is a flowchart of the interaction method in the game provided by the embodiment of the present application;

[0023] Figure 3-a is a schematic diagram of an example of a first-person perspective provided in the interaction method in the game provided by the embodiment of the present application;

[0024] Figure 3-b is a schematic diagram of an example of a third-person perspective provided in the interaction method in the game provided by the embodiment of the present application;

[0025] Figure 3-cIt is a schematic diagram of an example of a top-down view provided in the interaction method in the game provided by the embodiments of the present application;

[0026] Figure 4 It is an interface operation schematic diagram of an example of performing a top-down view switching operation in the interaction method in the game provided by the embodiments of the present application;

[0027] Figure 5 It is a comparison schematic diagram of an example with and without a fog coverage effect in the interaction method in the game provided by the embodiments of the present application;

[0028] Figure 6 It is a schematic diagram of an example of a fog clearance area in the interaction method in the game provided by the embodiments of the present application;

[0029] Figure 7 It is a schematic diagram of an example of selecting the release position of the first skill in the interaction method in the game provided by the embodiments of the present application;

[0030] Figure 8 It is a schematic diagram of an example of displaying a scene model in the prior art provided in the interaction method in the game provided by the embodiments of the present application;

[0031] Figure 9 It is a schematic diagram of an example of a virtual character being displayed with a wall-piercing outline in the first-person view in the interaction method in the game provided by the embodiments of the present application;

[0032] Figure 10 It is a schematic diagram of an example of a two-dimensional picture corresponding to the game scene displayed in a top-down view in the interaction method in the game provided by the embodiments of the present application;

[0033] Figure 11 It is a structural block diagram of an example of the interaction device in the game provided by the embodiments of the present application;

[0034] Figure 12 It is a structural block diagram of an example of an electronic device provided by the embodiments of the present application. Detailed implementation manners

[0035] Many specific details are set forth in the following description in order to provide a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar generalizations without departing from the connotation of the present application. Therefore, the present application is not limited by the specific implementations disclosed below.

[0036] It should be noted that the terms "first", "second", "third", etc. in the claims, the description and the drawings of this application are used to distinguish similar objects, and are not used to describe a specific order or sequence. Data used in this way can be interchanged under appropriate circumstances, so that the embodiments of this application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "comprising", "having" and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0037] Before detailing the implementation manners of this application, relevant concepts are first introduced.

[0038] 1. Game software application product: A game software application product refers to an application program developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.

[0039] In the embodiments of this application, the game software application product (hereinafter referred to as the virtual game) is a three-dimensional (3D) game application, and specifically can be any one of application programs such as multiplayer online battle arena games (abbreviated as Moba) and multiplayer online role-playing games (abbreviated as MMORPG).

[0040] 2. Virtual character: A virtual character refers to a character that does not exist in reality, including fictional characters in at least one creative work such as TV dramas, movies, comics, and games. A virtual character can be a user character operated by a user, or a non-user character (abbreviated as NPC) that is not operated by a user. Among them, the non-user character can lead the user to play the game and interact with the virtual character operated by the user.

[0041] In the embodiments of the present application, a user can use a terminal device to operate a virtual character located in a virtual game scene to perform game behaviors, which include but are not limited to at least one of adjusting body postures, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.

[0042] 3. Server: The server is a server device that provides functions such as computing and storage for the client. It can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms.

[0043] In the embodiments of the present application, the server is a device that provides functions such as computing and storage in virtual games for the terminal device.

[0044] 4. Terminal device: The terminal device is any device with computing hardware that can support and execute various application programs. The terminal device includes but is not limited to desktop computers, laptop computers, mobile phones, tablet computers, servers, etc.

[0045] In the embodiments of the present application, the terminal device can support and execute any one of application programs such as multiplayer online tactical competitive games and multiplayer online role-playing games.

[0046] The terminal device may have one or more multi-touch sensitive screens for sensing and obtaining inputs of touch or swipe operations performed by the user at multiple points on one or more touch display screens. The terminal can also be connected to a keyboard and / or a mouse and / or a gamepad, etc., so that the user can perform interface operations through the keyboard and / or the mouse and / or the gamepad.

[0047] 5. Network: A network is a data link formed by physically connecting each workstation or host together using physical links. The network can use standard communication technologies and / or protocols. The network can be the Internet, but can also be any network, including but not limited to any combination of a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a wired or wireless network, a private network, or a virtual private network. In some embodiments, technologies and / or formats including hyper text mark-up language (HTML), extensible markup language (XML), etc. are used to represent the data exchanged through the network. Additionally, conventional encryption technologies such as secure socket layer (SSL), transport layer security (TLS), virtual private network (VPN), internet protocol security (IPsec), etc. can be used to encrypt all or some of the links.

[0048] For the above reasons, in order to be able to release skills from a top-down perspective, improve the playability of virtual games, and thus enhance the user's gaming experience, the first embodiment of this application provides an interaction method in a game. This method is applied to an electronic device, which can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, a server, a terminal device, etc., or other electronic devices capable of game marking. The embodiments of this application do not specifically limit this.

[0049] Before introducing the interaction method in the game provided by this application, the following first combines with the attached Figure 1 Introduce the system architecture of the interaction method in the game provided by the embodiments of this application.

[0050] As Figure 1 shown, the system architecture of the interaction method in the game provided by the embodiments of this application includes a terminal device 101 and a server 102. Among them, the terminal device 101 communicates and exchanges data with the server 102 through a network 103. The terminal device 101 can include multiple terminals, and the server can include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be connected to each other through different networks.

[0051] In one embodiment of the present application, the interactive method in the game can be run on a local client device or a server. When the interactive method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0052] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods 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 client, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0053] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0054] In a possible implementation, an embodiment of the present invention provides an interactive method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.

[0055] The following, combined Figures 2 to 10 The interactive method in the game provided by the embodiment of the present application is introduced.

[0056] like Figure 2 As shown, the interactive method in the game provided by the present application includes the following steps S201 to S204.

[0057] Step S201: Display at least part of the game scene and the first virtual character in the game scene.

[0058] Step S201 is used to display the game screen of the virtual game in the graphical user interface of the terminal that controls the first virtual character. The game screen includes at least part of the game scene and the first virtual character in the game scene.

[0059] It should be noted that in the graphical user interface of the terminal that controls the first virtual character in this application, in addition to displaying the first virtual character in the game scene, it can also display virtual characters controlled by other terminals, and can also display non-player characters (NPCs, Non-Player Characters) that are not controlled by users. This application does not specifically limit this.

[0060] The game scene can be part of the game scene corresponding to the virtual game or the entire game scene corresponding to the virtual game. The game scene provides a virtual space for virtual characters to perform game actions.

[0061] Step S202 of the interaction method in the game: In response to the triggering operation for the first skill, display the game scene from a top-down perspective.

[0062] Step S202 is used to switch the game perspective for the first skill, switching from the normal perspective to the top-down perspective. It can be understood that the game perspectives in virtual games usually include the first-person perspective and the third-person perspective.

[0063] Among them, the first-person perspective refers to the subjective perspective of the user, that is, simulating the picture visible to the user's eyes in the virtual game. In the first-person perspective, the user cannot see the virtual character operated by the user, or can only see a small part of the virtual character operated by the user, such as the hand. The third-person perspective refers to observing from the perspective of a third person. In the third-person perspective, the user can see the virtual character operated by the user.

[0064] The top-down perspective in this application can be a type of perspective in the third-person perspective.

[0065] The following will introduce the game perspectives through Figure 3-a 、 Figure 3-b and Figure 3-c :

[0066] As Figure 3-a shown, it is a schematic diagram of an example of the first-person perspective provided in the interaction method in the game provided by the embodiment of this application. The game screen presented by this perspective can include the hand, partial arm, and / or partial weapon of virtual character 2, and virtual character 1.

[0067] As Figure 3-bAs shown, it is a schematic diagram of an example of the third-person perspective provided in the interaction method in the game according to the embodiment of the present application. It can be seen that the third-person perspective is the perspective of viewing the game scene from behind the virtual character 3, and the game screen presented by this perspective may include the virtual character 3 and the virtual character 4.

[0068] As Figure 3-c shown, it is a schematic diagram of an example of the top-down perspective provided in the interaction method in the game according to the embodiment of the present application. The top-down perspective is also called the referee perspective or the commander perspective. The game screen presented by the top-down perspective is the shooting screen obtained by shooting the game scene by a virtual camera above the game scene.

[0069] It can be understood that there is a virtual camera set in the virtual game. The virtual camera refers to an assumed camera in the software of an electronic device and is a tool for presenting viewpoints in a three-dimensional virtual environment. During the game process, the displayed game screen is the shooting screen captured by the virtual camera, and different game screens can be provided by moving the virtual camera.

[0070] In the present application, the skill that can perform the triggering operation in step S202 can be any skill in the virtual game or a specific skill in the virtual game. In the specific implementation, the triggering operation for the first skill can be performed through one or more of a control, voice, swipe gesture, keyboard, mouse, etc. For example, the triggering operation for the first skill can be performed through the selection control of the first skill and the switching control of the top-down perspective, so as to switch the game perspective to the top-down perspective.

[0071] As Figure 4 shown, it is a schematic diagram of an interface operation example of performing a top-down perspective switching operation in the interaction method in the game according to the embodiment of the present application. Figure 4 It includes interface 4-a, interface 4-b, and interface 4-c. As shown in interface 4-a, the user operating the first virtual character performs a triggering operation on the selection control of skill 1. After that, as shown in interface 4-b, the switching control "Flyview" for switching the current front view perspective to the top-down perspective is displayed in the graphical user interface. The user operating the first virtual character performs a triggering operation on the top-down perspective switching control "Flyview". After that, as shown in interface 4-c, the front view perspective shown in interface 4-b is switched to the top-down perspective shown in interface 4-c.

[0072] It can be understood that the game perspective is usually the front view perspective. Through the triggering operation on the first skill in step S202, the current game perspective can be successfully switched to the top-down perspective, providing a basis for releasing the first skill in the top-down perspective subsequently.

[0073] Step S203: In response to a selection operation for the first position in the game scene displayed from a top-down perspective, determine the first position as the release position of the first skill.

[0074] Step S203 is used to select the release position for releasing the first skill from the game scene displayed from a top-down perspective.

[0075] In an alternative embodiment, any position in the game scene displayed from a top-down perspective can be used as the first position. The selection operation for the first position can be triggered by clicking or long-pressing the first position with a mouse. The click operation can be a single-click operation or a double-click operation; the selection operation for the first position can also be triggered by a shortcut key on the keyboard; the selection operation for the first position can also be triggered by touching a touch-sensitive screen. The present application does not specifically limit the triggering of the selection operation for the first position.

[0076] In another alternative embodiment, the first position can be a position in the target area in the game scene displayed from a top-down perspective. The target area will be introduced in detail in the subsequent embodiments of the present application.

[0077] Step S204: In response to a release operation for the first skill, release the first skill at the release position.

[0078] Step S204 is used to release the first skill at the selected first position.

[0079] Similarly, the release operation of the first skill can be triggered by one or more of a control, voice, swipe gesture, keyboard, mouse, etc. After the release operation of the first skill is triggered, the skill can be released based on the first position selected in step S203, so as to display the screen of releasing the first skill at the first position in the graphical user interface of the terminal controlling the first virtual character.

[0080] In an alternative embodiment, when presenting the game scene from a top-down perspective, the present application can also trigger a perspective return operation for the top-down perspective, so as to switch the currently presented game scene from the top-down perspective to the game perspective before the triggering operation of the first skill in step S202 for presenting the game screen.

[0081] Specifically, the perspective return operation can be triggered by the above-mentioned switching control for the top-down perspective, or can also be triggered by a shortcut key. For example, in practical applications, the current top-down perspective can be exited by the shortcut key "Esc" and returned to the previous perspective.

[0082] The interaction method in the game provided by the embodiment of the present application includes: displaying at least part of the game scene and the first virtual character in the game scene; in response to the triggering operation for the first skill, displaying the game scene from a top-down perspective; in response to the selection operation for the first position of the game scene displayed from the top-down perspective, determining the first position as the release position of the first skill; in response to the release operation for the first skill, releasing the first skill at the release position.

[0083] It can be seen that in the interaction method in the game provided by the embodiment of the present application, after the triggering operation for the first skill, the game scene is displayed from a top-down perspective. In this way, the player can release the first skill from the top-down perspective. Specifically, the player can select the first position in the game scene displayed from the top-down perspective and use it as the release position of the first skill. In this way, after the triggering release operation for the first skill, the first skill can be successfully released at the release position. The solution provided by the present application can release skills from the top-down perspective, improving the playability of the virtual game and thus enhancing the user's game experience.

[0084] It should be noted that with the continuous development of game technology, more and more novel gameplay methods have been introduced in virtual games. Currently, the release of skills by users in the top-down perspective in virtual games has received extensive attention. However, the use threshold for skill release in the top-down perspective is too low and does not require the user's game skills. The user can control the virtual character to move to a relatively safe position in the game scene and then release skills on other virtual characters in the game scene. In addition, in the top-down perspective, the user can release skills without distance limitation. The user can release skills on other virtual characters on the same floor as the controlled virtual character or on positions not on the same floor as the controlled virtual character. This makes the user basically in an "invincible" state in the top-down perspective. Over time, it will lead to the loss of playability of the virtual game, and the user will also be unable to improve their game skills in the game, thereby reducing the user's game experience.

[0085] In an alternative embodiment, at least part of the game scene displayed in step S201 of the present application may have a fog coverage effect.

[0086] The fog coverage effect in the present application refers to covering a layer of "fog" in the game scene so that the user cannot directly view the game scene with the fog coverage effect. In the specific implementation, the fog coverage effect can be achieved by adding a dim light effect in the game scene. In this way, in terms of visual presentation, the game scene with the fog coverage effect can be displayed as dim light. It should be noted that in the present application, the game scene with the fog coverage effect is not completely invisible visually, but the scene details of the game scene are blocked by the fog.

[0087] Such asFigure 5 , which is a comparative schematic diagram of an example of an interactive method in a game provided in an embodiment of the present application with and without a fog covering effect. Figure 5 The area framed by the white dotted line is the area without fog coverage effect. Figure 5 The area outside the white dotted line is the area with fog coverage. It can be seen that the difference between the area with fog coverage and the area without fog coverage is that the area with fog coverage shows a dark light effect as a whole, while the area without fog coverage shows a bright light effect as a whole. In terms of visual presentation, the area with fog coverage looks like there is no light on in the dark, while the area without fog coverage looks like there is light on in the dark and is illuminated by light. It should be noted that Figure 5 The white dotted line in FIG. 3 is a dividing line used to facilitate the comparison between the area with fog coverage effect and the area without fog coverage effect. In actual application, the white dotted line shown in FIG. 3 does not exist in the screen of the graphical user interface presented on the terminal device. The embodiment of the present application may also include the following steps:

[0088] According to the triggering operation for the first skill, a fog clearing area is determined for the first virtual character, and the fog covering effect corresponding to the fog clearing area is cleared.

[0089] When switching the game perspective to a top-down perspective, first determine the area in the game screen where the fog cover effect will be cleared.

[0090] When the game scene is displayed from a bird's-eye view, a fog clearing area may be determined for the first virtual character. In the present application, the fog clearing area may be determined as an area within a certain range around the first virtual character, or may be a preset fog clearing area. For example, the area where the first virtual character interacts with other virtual characters most frequently in the game scene may be determined as a preset fog clearing area.

[0091] In a specific implementation, the fog clearing area may be circular, rectangular, or irregular in shape. The present application does not specifically limit the shape of the fog clearing area.

[0092] In addition, the first position in the present application may be a position in the fog clearing area after the fog covering effect is cleared, that is, the target area is the fog clearing area in which the fog covering effect is cleared in the game scene displayed from a bird's-eye view.

[0093] After the fog clearing area is determined, the fog covering effect in the fog clearing area can be cleared, providing a basis for releasing skills in the fog clearing area.

[0094] Specifically, after determining the fog clearing area, the fog covering effect corresponding to the fog clearing area is cleared, and the fog clearing area after clearing the fog covering effect is displayed. In practical applications, if the fog covering effect is to superimpose a layer of dim light effect on the game scene, the dim light effect corresponding to the determined fog clearing area can be removed so that the fog clearing area is presented in the form of bright light in the game screen.

[0095] It should be noted that in an optional implementation manner, in this application, the position selection operation cannot be performed on the area with the fog covering effect. Therefore, the position in the area with the fog covering effect cannot be determined as the skill release position, and thus the skill cannot be released in the area with the fog covering effect. In this way, by setting the fog covering effect on the game scene to balance the intensity of skill release from the top-down perspective, the release of skills from the top-down perspective is restricted, increasing the playability of the virtual game.

[0096] Through this step, when triggering the operation for the first skill, after switching the game screen to display the game scene from the top-down perspective, the fog clearing area that can clear the fog covering effect can be determined from the game scene with the fog covering effect, so that the first virtual character can release the first skill based on the fog clearing area. In the game interaction method provided by the embodiments of this application, first, the game scene with the fog covering effect is displayed. After triggering the top-down perspective switching operation for the first skill, the game scene is displayed from the top-down perspective, and the fog covering effect in the determined fog clearing area for the first virtual character is cleared. In this way, the player can release the first skill from the top-down perspective, and in the game scene displayed from the top-down perspective, the fog clearing area without the fog covering effect and other areas with the fog covering effect except the fog clearing area are displayed. In this way, a position can be selected in the fog clearing area to release the first skill, avoiding releasing the skill at any position in the game scene from the top-down perspective. In this way, by setting the fog covering effect on the game scene and clearing the fog covering effect for some areas, the user can select the position to release the skill from the limited fog clearing areas from the top-down perspective, restricting the release of skills from the top-down perspective, increasing the playability of the virtual game, and thus improving the user's game experience.

[0097] In an optional implementation manner, the step of "determining the fog clearing area for the first virtual character" may include the following steps:

[0098] Determine a first area with the first virtual character as the center and the first preset distance as the radius;

[0099] Determine the first area as the fog clearing area.

[0100] In an optional specific implementation, when the terminal controlling the first virtual character is in a situation where the game scene is displayed from a bird's-eye view, the virtual character belonging to the same camp as the first virtual character can always be displayed in the graphical user interface of the terminal controlling the first virtual character, regardless of whether or not the virtual character is in an area with a fog covering effect. That is, the game scene displayed from a bird's-eye view can also include a second virtual character in the same camp as the first virtual character.

[0101] Therefore, after the triggering operation is performed on the first skill, the interactive method in the game provided by the embodiment of the present application may further include the following steps:

[0102] According to the triggering operation for the first skill, a second virtual character in the game scene is displayed, and the second virtual character and the first virtual character are in the same camp;

[0103] Currently, in a head-up perspective, the first virtual character can usually only release skills in an area near the first virtual character. In this application, in order to increase the playability and novelty in a top-down perspective, the first virtual character can release skills in an area near the first virtual character and in an area near virtual characters belonging to the same camp as the first virtual character in a top-down perspective.

[0104] Since the release of skills in a bird's-eye view needs to be performed in a fog-clearing area, in this application, an area near the first virtual character and an area near virtual characters belonging to the same camp as the first virtual character can be determined as a fog-clearing area.

[0105] Therefore, the step of “determining the fog clearing area for the first virtual character” can be implemented in the following manner:

[0106] Determine a second area with the second virtual character as the center and a second preset distance as the radius;

[0107] The second area is identified as the fog clearing area.

[0108] It should be noted that the removal of fog effects in the fog removal area in the present application may not be visible to the enemy virtual character. Specifically, after the fog is cleared in the determined fog removal area, the fog removal area after the fog is cleared may be displayed only on the terminal controlling the first virtual character, or the fog removal area after the fog is cleared may be displayed on both the terminal controlling the first virtual character and the terminal controlling the second virtual character. The fog removal area after the fog is cleared may not be displayed on the terminal controlling the virtual character belonging to a different camp from the first virtual character.

[0109] In practical applications, the second preset distance may also be 0. When the second preset distance is 0, it means that the area near the corresponding second virtual character cannot clear the fog covering effect.

[0110] In an alternative embodiment, for a skill that can be released by switching to a top-down view, a preset fog clearing strategy may be set. The preset fog clearing strategy may include one of a first strategy preset for a character and a second strategy preset for a skill. Among them, the first strategy preset for a character may set respective corresponding fog clearing ranges for different character types, and the second strategy preset for a skill may set respective corresponding fog clearing ranges for the skill user of a first skill and virtual characters belonging to the same team as the skill user.

[0111] Therefore, the first distance can be determined in the following manner:

[0112] When the preset fog clearing strategy is the first strategy, determine the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy as the first preset distance;

[0113] When the preset fog clearing strategy is the second strategy, determine the fog clearing radius corresponding to the skill user of the first skill indicated by the second strategy as the first preset distance.

[0114] Correspondingly, the second distance can be determined in the following manner:

[0115] When the preset fog clearing strategy is the first strategy, determine the fog clearing radius corresponding to the character type of the second virtual character indicated by the first strategy as the second preset distance;

[0116] When the preset fog clearing strategy is the second strategy, determine the fog clearing radius corresponding to the virtual characters belonging to the same camp as the skill user of the first skill indicated by the second strategy as the second preset distance.

[0117] As shown in Table 1, it is an example table of the first strategy preset for a character in the interaction method in the game provided by the embodiments of the present application.

[0118] Table 1.

[0119]

[0120]

[0121] If the character type of the first virtual character is a physical attack type, the first preset distance is 10 meters, and the fog clearing area is a circular area centered on the first virtual character with a radius of 10 meters; if the character type of the first virtual character is a spell attack type, the first preset distance is 20 meters, and the fog clearing area is a circular area centered on the first virtual character with a radius of 20 meters; if the character type of the first virtual character is a support type, the first preset distance is 15 meters, and the fog clearing area is a circular area centered on the first virtual character with a radius of 15 meters; if the character type of the first virtual character is a tank type, the first preset distance is 5 meters, and the fog clearing area is a circular area centered on the first virtual character with a radius of 5 meters.

[0122] As shown in Table 2, it is an example table of the second strategy preset for skills in the interaction method in the game provided by the embodiments of the present application.

[0123] Table 2.

[0124]

[0125] If the skill used by the first virtual character is Skill 1, the first preset distance is 10 meters, the fog clearing area determined according to the position of the first virtual character is a circular area centered on the first virtual character with a radius of 10 meters, and the fog clearing area determined according to the position of the teammate character (such as the second virtual character) of the first virtual character is a circular area centered on the teammate character with a radius of 5 meters; if the skill used by the first virtual character is Skill 2, the first preset distance is 20 meters, the fog clearing area determined according to the position of the first virtual character is a circular area centered on the first virtual character with a radius of 20 meters, and the fog clearing area determined according to the position of the teammate character (such as the second virtual character) of the first virtual character is a circular area centered on the teammate character with a radius of 10 meters.

[0126] As Figure 6 shown, it is a schematic diagram of an example of the fog clearing area in the interaction method in the game provided by the embodiments of the present application. When the user controlling the first virtual character switches to a top-down view for the first skill, the fog clearing area after fog clearing will be displayed in the game scene presented in the top-down view. Figure 6 The area 1 shown in Figure 6 is the first area determined with the first virtual character as the center of the circle and the first preset distance as the radius.

[0127] As Figure 7 shown, it is a schematic diagram of an example of selecting the release position of the first skill in the interaction method in the game provided by the embodiments of the present application. The user operating the first virtual character can select from the fog clearing area (Figure 7 The first position can be selected from the area 1 and the area 2 shown in FIG. 1 , and any position can be selected from the area 1 as the first position, or any position can be selected from the area 2 as the first position. Figure 7 The example shown is selecting the first position from area 2 determined by taking the second virtual character as the center and the second preset distance as the radius.

[0128] It should be noted that in the present application, when the terminal controlling the first virtual character displays the game scene from a top-down perspective, the user operating the first virtual character can still operate the first virtual character to move in the game scene. When the first virtual character moves in the game scene, the corresponding fog clearing area around the first virtual character will be updated accordingly.

[0129] Therefore, the interactive method in the game provided in the embodiment of the present application may also include the following steps:

[0130] In response to the movement operation of the first virtual character, a picture of the movement of the first virtual character is displayed, and an updated first area is determined according to the position of the first virtual character;

[0131] The fog covering effect corresponding to the updated first area is cleared, the updated first area after the fog is cleared is displayed, and the picture of the first area covered by the fog is displayed with a delay.

[0132] In practical applications, when the first virtual character moves, the first area can be updated in real time according to the position of the first virtual character during the movement, that is, when the first virtual character moves, the first area also moves with the first virtual character.

[0133] In the present application, the position of the first virtual character during the movement can be obtained in real time, and the updated first area can be determined in real time with the position of the first virtual character as the center and the first preset distance as the radius. Afterwards, the fog effect is cleared in real time for the updated first area on the terminal controlling the first virtual character, and the updated first area after the fog effect is cleared is displayed in real time.

[0134] For example, the movement trajectory of the first virtual character is: position a→position b→position c. When the first virtual character is at position a, the updated first area is an area with position a as a circle and the first preset distance as a radius; when the first virtual character is at position b, the updated first area is an area with position b as a circle and the first preset distance as a radius; when the first virtual character is at position c, the updated first area is an area with position c as a circle and the first preset distance as a radius.

[0135] Similarly, for the movement of the second virtual character, the corresponding fog clearing area around the second virtual character will be updated accordingly. Therefore, correspondingly, the interaction method in the game provided by the embodiments of the present application may further include the following steps:

[0136] Respond to the movement operation of the second virtual character, and determine the updated second area according to the position where the second virtual character is located;

[0137] Clear the fog covering effect corresponding to the updated second area, display the updated second area after the fog is cleared, and delay the display of the picture where the second area is covered by the fog.

[0138] It should be noted that the update of the second area is similar to the update of the first area, and will not be elaborated here.

[0139] In an optional implementation manner, when the first virtual character moves from position a to position b, the first area previously determined with position a as the center and the first preset distance as the radius can be re - given the fog covering effect.

[0140] In practical applications, the area with the fog covering effect cannot be used as the selection area for the release position of the first skill. However, if a certain position in this area has been selected as the release position of the first skill and the release operation of the first skill has been triggered before the area is re - given the fog covering effect, even if the area is re - given the fog covering effect, the first skill can still be successfully released in this area. That is, for the first skill whose release operation has been triggered, regardless of whether the corresponding release position has the fog covering effect, the first skill can be successfully released at this release position.

[0141] In the present application, when the user controlling the first virtual character releases a skill at a certain position in the currently displayed fog - cleared area, the user may be controlling the first virtual character to move at the same time, or when the user controlling the first virtual character releases a skill at a certain position in the currently displayed fog - cleared area, the second virtual character is moving in the game scene. In this way, it may cause the currently displayed fog - cleared area to be covered by fog again, which will affect the gaming experience when the user releases the skill.

[0142] Therefore, in order not to affect the release of skills from the top - down perspective, for the area that needs to be re - covered with fog, the display of the picture where the area is covered by fog can be delayed, or the picture of the area gradually changing from the fog - cleared state to the fog - covered state can be displayed within a preset time period.

[0143] For the first position selected in this application, point selection detection can also be performed. If the point selection detection passes, the first position can be determined as the release position of the first skill. Therefore, before performing the step of "determining the first position as the release position of the first skill", the interaction method in the game provided by the embodiments of this application may further include the following steps: detecting whether the first position meets a preset position rule, where the preset position rule is used to constrain the selected position so that the selected position is a scene position reachable by the virtual character;

[0144] Correspondingly, the step of "determining the first position as the release position of the first skill" can be implemented through the following steps: when the first position meets the preset position rule, determine the first position as the release position of the first skill.

[0145] In the specific implementation, the preset position rule can be constrained in the following aspects to determine the release position of the first skill: the first aspect is to detect whether the selected position is a position reachable by the virtual character, and the second aspect is whether the selected position belongs to the position where the first skill is prohibited from being released.

[0146] When the selected first position is a position reachable by the virtual character and the selected first position does not belong to the position where the first skill is prohibited from being released, the first position can be determined as the release position of the first skill.

[0147] When the selected first position is a position unreachable by the virtual character, or the selected first position belongs to the position where the first skill is prohibited from being released, then the first position does not meet the preset position rule, that is, the first position cannot pass the point selection detection, and the first position cannot be used as the release position of the first skill. In this case, a point selection failure prompt message can be returned to the terminal controlling the first virtual character to prompt the user operating the first virtual character that the first position cannot be used as the release position of the first skill. In this way, the user operating the first virtual character can re-select the release position of the first skill from the fog-cleared area after the fog is cleared until the selected release position meets the preset position rule, and then trigger the release operation of the first skill for the selected position that meets the preset position rule, and then release the first skill at the selected position that meets the preset position rule.

[0148] In an alternative embodiment, the first skill may include a skill of generating a skill item at a release position. In this case, the generated skill item needs to be placed at the release position first. To avoid any visual glitches when the skill item is placed at the release position, for example, if the release position is a location on a wall, placing the skill item there may cause the item to penetrate the wall. Before performing the step of "determining the first position as the release position of the first skill", the interaction method in the game provided by the embodiments of the present application may also perform a point selection detection on the first position in the following manner: perform a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position.

[0149] Correspondingly, the step of "determining the first position as the release position of the first skill" may be: when the skill item does not collide with virtual objects in the game scene when placed at the first position, determine the first position as the release position of the first skill.

[0150] Specifically, the above step of "performing a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position" may be implemented through the following steps: place a preset bounding box at the first position and determine whether the preset bounding box collides with virtual objects in the game scene;

[0151] Correspondingly, the step of "when the skill item does not collide with virtual objects in the game scene when placed at the first position, determine the first position as the release position of the first skill" may specifically be: when the preset bounding box does not collide with virtual objects in the game scene, determine the first position as the release position of the first skill.

[0152] In the present application, collision detection can be performed at the selected first position to ensure that there will be no problem of item penetration when generating a specified item at this position. Among them, collision detection is a technical method for calculating the physical interaction between two or more artificial intelligence entities.

[0153] Generally, the steps for performing collision detection are as follows:

[0154] First, obtain the objects to be detected for collision (also known as colliders) and their physical properties, such as shape, size, and material, etc.;

[0155] Second, calculate the bounding box of each object. The bounding box is a simplified representation of a three-dimensional space used to quickly detect potential collisions between objects.

[0156] Finally, if the bounding boxes of two objects intersect, then further check whether their actual shapes intersect to determine whether a collision has occurred.

[0157] Among them, the bounding box is an algorithm for solving the optimal bounding space of a discrete point set, which uses a geometric body with a slightly larger volume and simple characteristics (called the bounding box) to approximately replace complex geometric objects. The bounding box can be an aabb (axis-aligned bounding box), a bounding sphere, or an oriented bounding box (obb). This application does not specifically limit the bounding box algorithm.

[0158] After obtaining the collision result of the collision detection, the suitability of the currently selected first position for placing the skill item can be evaluated based on the collision result.

[0159] If the skill item does not collide with the virtual objects around the first position after placing the skill item, the first position can be determined as the release position of the first skill to generate the skill item at the first position.

[0160] If placing the skill item causes the skill item to intersect with the virtual objects around the first position, it is determined that the first position is not suitable for placing the skill item, and an error message is returned to the user so that the user can re-select the release position of the first skill, so that no item intersection will occur when placing the skill item at the selected release position of the first skill.

[0161] In addition, in the case where the first skill is a skill that generates a skill item at the release position, the release operation for the first skill in step S204 may further include an operation for selecting the item orientation of the skill item. Correspondingly, the step "release the first skill at the release position" may include the following steps:

[0162] Generate a skill item at the release position and control the skill item to release the first skill in the orientation selected by the item orientation selection operation.

[0163] In this application, the item orientation selection operation can be triggered by one or more of a control, a mouse, a keyboard, voice, and a sliding gesture. For example, when the first position meets the preset position rule and placing the skill item at the first position will not cause item intersection, the user operating the first virtual character can hold down the left mouse button and then move the mouse to select the orientation when releasing the item, and then release the left mouse button to release the skill.

[0164] In practical applications, the number of scene models in the game scene is very large. In this application, in order to reduce the performance consumption caused by rendering scene models from a top-down perspective, some scene models can be selected from the game scene, and the selected part of the scene models are the scene models that can be presented in the game scene from a top-down perspective.

[0165] Therefore, the step of "displaying the game scene from a top-down perspective" can be specifically implemented through the following steps:

[0166] According to the preset scene display strategy, determine the first scene model that can be displayed in the game scene shown from a top-down perspective from the scene models in the game scene; display the first scene model in the game scene from a top-down perspective.

[0167] In this application, the preset scene display strategy can be implemented by classifying or adding labels to the scene models in the game scene, and the labels are used to identify whether each scene model in the game scene is the first scene model that can be displayed in the game scene presented from a top-down perspective.

[0168] In practical applications, the "Sublevel" (level division) function in the game engine can be used to classify or add labels to the scene models in the game scene, and Sublevel can be used to classify the scene models. In this application, according to the classification labels under Sublevel and the pre-agreed rules, some scene models that cannot be displayed from a top-down perspective can be excluded, so as to screen out the first scene models that can be displayed from a top-down perspective.

[0169] Currently, in virtual games, a certain height range is usually used to define a displayed layer. That is to say, if the height of a certain building structure falls within this range, it will be classified into this layer and then displayed in the picture. However, since there may be various scene models with different heights in the game scene, and the existing design can only simply define an overall height range, there may be scene models with a large height difference among the scene models displayed on the same layer. In this case, it may not conform to the cognition. For example, a building belonging to a lower floor may look taller than a building belonging to a higher floor.

[0170] As Figure 8 shown, it is a schematic diagram of an example of displaying a scene model in the prior art provided in the interactive method in the game provided by an embodiment of this application. Figure 8 In it, the first virtual character 20 is located on the scene model 21. The scene model 21 is a scene model that belongs to the 1F (first floor) and the virtual character can climb onto. It can be seen that when the first virtual character 20 climbs onto the scene model 21, at this time, the first virtual character 21 is still on the first floor, but in the visual presentation, the height of the first virtual character is higher than that of the scene model on the 2F (second floor), which will cause the illusion that the first virtual character is on a floor higher than the second floor.

[0171] In this case, the embodiment of the present application abandons the previous division method according to the height range, and directly uses the floor information of the scene model to define the floor. It can be understood that the floor information of the scene model refers to the floor information assigned to the scene model when the scene model is made in the development stage.

[0172] In an optional implementation, the step of "displaying the game scene from a bird's-eye view" can be implemented by the following steps:

[0173] Get the floor display mode corresponding to the first skill;

[0174] The game scene is displayed from a bird's-eye view according to the floor display mode.

[0175] In a specific implementation, a corresponding floor display mode can be set in advance for each skill that can be switched to a bird's-eye view, and the floor display mode can be used to indicate whether the corresponding skill can be switched to a floor. Specifically, the floor display mode can include a single-layer display mode and a multi-layer display mode. When the first skill is in a single-layer display mode, it means that the first skill can only be released on the current floor. When the first skill is in a multi-layer display mode, it means that the first skill can be released on multiple floors.

[0176] The current floor refers to the floor where the first virtual character that releases the first skill is currently located. In practical applications, when the first virtual character stands on a certain scene model, the floor corresponding to the scene model where the feet of the first virtual character are currently standing can be used as the current floor; when the first virtual character is in a jumping state, the floor corresponding to the scene model directly below the feet of the first virtual character can be used as the current floor.

[0177] Based on this, the game scene can be displayed from a bird's-eye view according to the floor display mode of the first skill. Specifically, when the floor display mode is a single-layer display mode, the game scene containing only a single-layer scene model is displayed from a bird's-eye view, and when the floor display mode is a multi-layer display mode, the game scene containing multi-layer scene models is displayed from a bird's-eye view.

[0178] In an optional implementation, when the floor display mode corresponding to the first skill is a single-layer display mode, the step of "displaying the game scene in a bird's-eye view according to the floor display mode" may include:

[0179] Obtaining the first floor where the first virtual character is located in the game scene;

[0180] Determine a second scene model belonging to the first floor from the scene model of the game scene;

[0181] The second scene model is displayed in the game scene from a top-down perspective.

[0182] When the floor display mode corresponding to the first skill is a multi-layer display mode, the step of "displaying the game scene from a bird's-eye view according to the floor display mode" may include:

[0183] Obtaining the first floor where the first virtual character is located in the game scene;

[0184] Determine, from the scene models of the game scene, a second scene model belonging to the first floor, and a third scene model belonging to a floor lower than the first floor;

[0185] The second scene model and the third scene model are displayed in the game scene from a bird's-eye view.

[0186] Among them, the first floor where the first virtual character is located in the game scene is the floor corresponding to the first scene model directly below the feet of the first virtual character. When the display mode of each floor corresponding to the first skill is a single-layer display mode, the second scene model belonging to the first floor is displayed in the game scene from a bird's-eye view; when the display mode of each floor corresponding to the first skill is a multi-layer display mode, when the game scene is displayed from a bird's-eye view, the displayed multi-layer floors may include the current floor and the floors below the current floor. Therefore, the second scene model belonging to the first floor and the third scene model whose floor is lower than the first floor can be displayed in the game scene from a bird's-eye view.

[0187] It should be noted that, when the display mode of each floor corresponding to the first skill is a multi-layer display mode, when the first virtual character is on the lowest floor, since there is no floor lower than the lowest floor, although the display mode of each floor corresponding to the first skill is a multi-layer display mode, only a single floor (the lowest floor) will be displayed in the game scene presented from a bird's-eye view; when the floor where the first virtual character is located is not the lowest floor, multiple layers will always be displayed in the game scene presented from a bird's-eye view.

[0188] Therefore, the step of "displaying the second scene model and the third scene model in the game scene from a bird's-eye view" is essentially: when the third scene model exists, the second scene model and the third scene model are displayed in the game scene from a bird's-eye view; when the third scene model does not exist, the second scene model is displayed in the game scene from a bird's-eye view.

[0189] In the present application, in the top-down perspective, the game screen presented in the top-down perspective can be changed by moving the perspective. Therefore, the interactive method in the game provided in the embodiment of the present application can also include the following steps:

[0190] When the game scene is displayed in a bird's-eye view, in response to a view movement operation, the game scene displayed in the bird's-eye view is moved according to the movement method indicated by the view movement operation, and the movement method includes at least one of the following: a first movement method for enlarging or reducing the game scene, a second movement method for rotating the game scene, and a third movement method for adjusting the bird's-eye view angle of the game scene.

[0191] The present application specifically provides the following methods for triggering the view movement operation:

[0192] Method 1: In response to a trigger operation on a view movement control, the view movement operation is triggered without changing the position and orientation of the first virtual character.

[0193] Method 2: when the virtual camera is aimed at the first virtual character to shoot and display the game scene from a bird's-eye view, a perspective movement operation is triggered in response to a movement operation on the first virtual character; or

[0194] Method three: when the virtual camera is aimed at the release position to shoot and display the game scene from a bird's-eye view, a perspective movement operation is triggered in response to a movement operation on the release position.

[0195] Among them, when the perspective movement operation is triggered by method one, the position and orientation of the first virtual character do not change. The perspective movement control is used to control the virtual camera lens to zoom in or out, thereby achieving zooming in or out of the game scene. The perspective movement control is used to control the scene map to rotate, thereby achieving rotation of the game scene. The perspective movement control is used to control the current overhead angle to be adjusted. For example, if the current overhead angle is 45°, the overhead angle can be adjusted to 30° or 60° through the perspective movement control.

[0196] Method 2 is essentially to trigger the perspective movement operation by controlling the first virtual character to move. It should be noted that the movement operation of the first virtual character includes the change of the position and direction of the first virtual character. In this case, the virtual camera is always aimed at the first virtual character to shoot to display the game scene from a bird's-eye view, that is, in method 2, the first virtual character is the center of the screen, and the effect of changing the game screen presented from a bird's-eye view can be achieved by moving the first virtual character.

[0197] In the first and second methods, the movement of the perspective in the bird's-eye view is always within the range of the floor where the current virtual character is located, and cannot exceed the floor where the current virtual character is located to display across floors.

[0198] In method three, the virtual camera is aimed at the release position to shoot to display the game scene from a bird's-eye view, that is, the release position in method three is the center of the screen, and the effect of changing the game screen presented from a bird's-eye view can be achieved by moving the release position. In method three, it is similar to a drone without collision moving in scene 1 without a fog covering effect. The drone can reach any position in scene 1, that is, the virtual camera can be aimed at any position in the scene area without a fog covering effect to shoot, and the floor displayed from a bird's-eye view can be changed. For example, the currently displayed floor is the 1st floor, and the scene model of the 2nd floor or the 3rd floor can be displayed from a bird's-eye view through method three.

[0199] The following describes a method for displaying an enemy virtual character belonging to a different camp from the first virtual character from a top-down perspective in an interactive method in a game provided by an embodiment of the present application:

[0200] For an enemy virtual character in an area with a fog covering effect, regardless of whether the enemy virtual character exists in the field of vision of a second virtual character belonging to the same camp as the first virtual character, the enemy virtual character will never be displayed in the game scene displayed from a bird's-eye view.

[0201] In the present application, a third virtual character in a different camp from the first virtual character is in a third area with a fog covering effect. When the third virtual character exists in the field of vision of the second virtual character, the third virtual character may not be displayed in the game scene displayed from a bird's-eye view.

[0202] When the third virtual character does not exist in the field of vision of the second virtual character, the third virtual character is not displayed in the game scene displayed in the top-down perspective.

[0203] For an enemy avatar in a fog-cleared area after the fog is cleared without the fog covering effect, the display method is different in different situations. For a fourth avatar in a different camp from the first avatar in a fog-cleared area after the fog is cleared, the following are the display methods of the fourth avatar in various situations:

[0204] Case 1: When the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in the game scene displayed in a bird's-eye view.

[0205] Case 2: When the fourth virtual character does not exist in the field of vision of the first virtual character and the field of vision of the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed in a top-down perspective.

[0206] In this application, the presence of the fourth virtual character in the field of view of the first virtual character can be understood as that in the facing direction of the first virtual character, the fourth virtual character is not blocked by any scene model and is fully displayed in the field of view of the first virtual character, and the fourth virtual character is "seen" by the first virtual character. Similarly, the presence of the fourth virtual character in the field of view of the second virtual character can be understood as that in the facing direction of the second virtual character, the fourth virtual character is not blocked by any scene model and is fully displayed in the field of view of the second virtual character.

[0207] For the fourth virtual character in the fog-clearing area after fog clearing and in a different camp from the first virtual character, when the fourth virtual character is present in the field of view of any one of the first virtual character and the second virtual character, the fourth virtual character can be displayed in the game scene shown in a top-down view. When the fourth virtual character is present in the field of view of any one of the first virtual character and the second virtual character, if the fourth virtual character is marked as a visible character by the user operating the first virtual character or the user operating the second virtual character, the fourth virtual character can also be displayed in the game scene shown in a top-down view.

[0208] It should be noted that in a virtual game, a virtual character can mark an enemy virtual character as visible. This marking operation can be triggered by releasing a corresponding skill or by using a control. The marking operation can be triggered during the game or during the process of loading the game after the team formation. This application does not limit this.

[0209] When a virtual character is marked as visible, for the virtual character that makes the marking, the virtual character marked as visible becomes in a visible state. The position where the virtual character marked as visible is currently located and the current game behavior being performed will be displayed on the terminal controlling the virtual character that makes the marking. Moreover, for the virtual characters in the same camp as the virtual character that makes the marking, the virtual character marked as visible will also become in a visible state.

[0210] In the specific implementation, in the game screen presenting the game scene from a non-top-down view, the virtual characters blocked by the scene model can be displayed with wall-piercing outlines in the game screen. For example, when the game screen is displayed in the first-person view, the virtual characters not in the field of view of the first virtual character can be displayed with wall-piercing outlines.

[0211] In practical applications, wall-through outline rendering refers to the situation where when a player sees other players through a wall or other obstacles, the outlines of the models of other players will be outlined and displayed, so that players can clearly identify their presence. The wall-through outline rendering technology can enable players to more easily distinguish the real world and the virtual world they see. Through the wall-through outline rendering technology, players can better track the positions of other players, which is beneficial to improving the gaming experience.

[0212] As Figure 9 shown, it is a schematic diagram of an example where a virtual character is rendered with wall-through outline in the first-person perspective in the interaction method in the game provided by the embodiment of the present application. Among them, the first virtual character is in room 22, and the enemy virtual character is outside room 22. The enemy virtual character is blocked by the wall. At this time, the enemy virtual character can be rendered with wall-through outline and displayed in the game screen.

[0213] In an optional implementation manner, the display of the game scene in a top-down perspective in the present application may include displaying a three-dimensional picture corresponding to the game scene in a top-down perspective, or a two-dimensional picture corresponding to the game scene displayed in a top-down perspective; among them, the virtual characters can be displayed in different forms under the three-dimensional picture and the two-dimensional picture.

[0214] Specifically, the virtual characters that can be displayed in the game scene displayed in a top-down perspective are prominently displayed in the three-dimensional picture in a display manner after the character model is outlined; the virtual characters that can be displayed in the game scene displayed in a top-down perspective are prominently displayed by highlighting the character identifier in the two-dimensional picture.

[0215] In the three-dimensional picture corresponding to the game scene displayed in a top-down perspective, all virtual characters can be prominently displayed in a display manner after the corresponding character models are outlined. In a specific implementation manner, after the character models of the virtual characters are outlined, a contour halo effect can be added outside the outlines of the outlined virtual characters. The contour halo effect can have a color, and the contour halo effects added to different characters can have different colors. For example, a red contour halo effect is added around virtual character 1, a green contour halo effect is added around virtual character 2, and a blue contour halo effect is added around virtual character 3. In this way, when the game scene corresponding to the top-down perspective is displayed, players can more clearly observe the game information in the complex environment.

[0216] In the two-dimensional picture corresponding to the game scene displayed in a top-down perspective, all virtual characters can be displayed in the form of character identifiers in the two-dimensional picture, where the character identifier can be a character avatar, a character name, a string, etc. The present application does not specifically limit this.

[0217] As Figure 10As shown, it is a schematic diagram of an example of a two-dimensional screen corresponding to a game scene displayed from a top-down perspective in the interaction method in the game provided by the embodiment of the present application. It can be seen that in the two-dimensional screen, a two-dimensional plane map of the game scene is displayed, and both the first virtual character and the second virtual character are displayed in the form of avatars.

[0218] The following introduces the display method of items from a top-down perspective in the interaction method in the game provided by the embodiment of the present application:

[0219] In the present application, the items displayed from a top-down perspective are usually items placed in the game scene. For example, a virtual landmine placed by virtual character 1 at position 1, a virtual eye placed by virtual character 2 at position 2 for viewing the field of view at position 2, and a virtual trap placed by virtual character 3 at position 3.

[0220] In the specific implementation, the items placed by teammates can always be in a visible state. Therefore, in the three-dimensional screen, the first item placed by the second virtual character in the same camp as the first virtual character in the game scene is displayed. In addition, the item identifier of the first item placed by the second virtual orange in the game scene can also be correspondingly displayed in the two-dimensional screen.

[0221] When the game scene is displayed from a top-down perspective, the items placed by enemy virtual characters in the game scene have different display methods in different situations.

[0222] Specifically, in the case where there is a second item placed by a virtual character in a different camp from the first virtual character in the field of view of the first virtual character or the second virtual character, the second item is displayed in the three-dimensional screen.

[0223] In the case where the second item does not exist in the field of view of the first virtual character and the second virtual character, in response to the trigger operation that the second item is marked as a visible item by the user operating the second virtual character, the second item is displayed in the three-dimensional screen.

[0224] Similar to the fact that a virtual character can release a skill to mark an enemy virtual character as visible, in a virtual game, a virtual character can also mark the items placed by an enemy virtual character as visible. When an item is marked as visible, for the virtual character that makes the mark, the item marked as visible becomes in a visible state, and the position where the item marked as visible is currently located will be displayed on the terminal controlling the virtual character that makes the mark. Moreover, for the virtual characters in the same camp as the virtual character that makes the mark, the item marked as visible will also become in a visible state.

[0225] In addition, in a virtual game, a virtual character can also mark a certain game position in the game scene as visible. For the virtual character that makes the mark and the virtual characters belonging to the same camp as the virtual character that makes the mark, the marked game position will become visible.

[0226] It can be understood that when a skill is released, the skill usually has corresponding skill special effects.

[0227] In a possible implementation manner, when the game scene is displayed from a top-down perspective, all skills that can be released from the top-down perspective can display corresponding skill special effects.

[0228] In another possible implementation manner, skill special effects with gameplay significance can be selected to be displayed from a top-down perspective.

[0229] Therefore, the interaction method in the game provided by the embodiments of the present application may further include the following steps:

[0230] According to the release operation, detect whether the skill special effect of the first skill is an effect that can be displayed from a top-down perspective;

[0231] If the skill special effect of the first skill is an effect that can be displayed from a top-down perspective, display the skill special effect corresponding to the release of the first skill at the release position in the game scene displayed from a top-down perspective.

[0232] Specifically, for skills that can be released from a top-down perspective, an effect display flag bit can be set. The effect display flag bit is used to represent whether the corresponding skill displays the corresponding skill special effect when released from a top-down perspective. Among them, the flag bit is a boolean value, usually represented by 0 or 1 for two states, such as true / false, on / off, etc. In the embodiments of the present application, for each skill that can be released from a top-down perspective, an effect display flag bit can be used to represent whether the special effect should be displayed from a top-down perspective. For example, when the effect display flag bit is set to 1, it can represent that the corresponding skill special effect will be displayed from a top-down perspective, and when the effect display flag bit is set to 0, it represents that the corresponding skill special effect will not be displayed from a top-down perspective.

[0233] By setting the effect display flag, the display situation of the skill special effects corresponding to the skills released from a top-down perspective can be easily and efficiently controlled.

[0234] Therefore, the interaction method in the game provided by the embodiments of the present application may specifically include the following steps:

[0235] Obtain the skill display identification bit corresponding to the first skill. The skill display identification bit is used to represent whether the corresponding skill displays the corresponding skill special effect when released from a top-down perspective;

[0236] When the skill display flag bit corresponding to the first skill indicates that the corresponding skill special effect is displayed when the first skill is released from a top-down perspective, according to the release operation of the first skill, the first skill is released from a top-down perspective and the skill special effect of the first skill is displayed;

[0237] When the skill display flag bit corresponding to the first skill indicates that the corresponding skill special effect is not displayed when the first skill is released from a top-down perspective, according to the release operation of the first skill, only the first skill is released from a top-down perspective.

[0238] In an alternative embodiment, the skills released from a top-down perspective may have different special effect display modes for different terminals. Therefore, the interaction method in the game provided in the embodiments of the present application may further include the following steps:

[0239] According to the release operation, obtain the special effect display mode of the first skill;

[0240] Control each control terminal to display the special effect screen of releasing the first skill at the release position according to the special effect display mode.

[0241] Among them, the special effect display mode includes any one of the following: the special effect screen is displayed on the control terminal of the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in the same camp as the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in a different camp from the first virtual character, and the special effect screen is displayed on the control terminals of the virtual characters in the same game session as the first virtual character.

[0242] It should be noted that the virtual characters in the same game session as the first virtual character include the virtual characters in the same camp as the first virtual character and the virtual characters in a different camp from the first virtual character.

[0243] When the special effect screen of the same skill is displayed on the control terminals of the virtual characters in the same game session as the first virtual character, the special effect screen displayed on the control terminal of the virtual character in the same camp as the first virtual character and the special effect screen displayed on the control terminal of the virtual character in a different camp from the first virtual character may be the same or different, and the present application does not specifically limit this.

[0244] Corresponding to the interaction method in the game provided in the first embodiment of the present application, the second embodiment of the present application also provides an interaction device in the game, as Figure 11 shown, the interaction device 1100 in the game includes:

[0245] A first display unit 1101, configured to display at least part of the game scene and the first virtual character in the game scene;

[0246] The second display unit 1102 is configured to display the game scene from a top-down perspective in response to a trigger operation for the first skill;

[0247] The determination unit 1103 is configured to determine the first position as the release position of the first skill in response to a selection operation for the first position of the game scene displayed from a top-down perspective;

[0248] The third display unit 1104 is configured to release the first skill at the release position in response to a release operation for the first skill.

[0249] Optionally, the game scene has a fog coverage effect, and the interaction device in the game may further include a clearing unit, and the clearing unit is configured to:

[0250] Determine a fog clearing area for the first virtual character according to the trigger operation for the first skill, and clear the fog coverage effect corresponding to the fog clearing area.

[0251] Optionally, the first position is a position in the fog clearing area after clearing the fog coverage effect.

[0252] Optionally, the clearing unit is specifically configured to:

[0253] Determine a first area with the first virtual character as the center and a first preset distance as the radius;

[0254] Determine the first area as the fog clearing area.

[0255] Optionally, the game scene displayed from a top-down perspective further includes a second virtual character in the same camp as the first virtual character; the clearing unit is further specifically configured to:

[0256] Determine a second area with the second virtual character as the center and a second preset distance as the radius;

[0257] Determine the second area as the fog clearing area.

[0258] Optionally, the interaction device 1100 in the game further includes a fourth display unit, and the fourth display unit is configured to:

[0259] In response to a movement operation of the first virtual character, display a picture of the movement of the first virtual character, and determine an updated first area according to the position where the first virtual character is located;

[0260] Clear the fog coverage effect corresponding to the updated first area, display the updated first area after clearing the fog, and delay displaying the picture of the first area being covered by the fog.

[0261] Optionally, the clearing unit is further configured to determine the first preset distance in the following manner:

[0262] Determine the preset fog clearing strategy corresponding to the first skill, where the preset fog clearing strategy includes one of a first strategy preset for a character and a second strategy preset for a skill;

[0263] When the preset fog clearing strategy is the first strategy, determine the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy as the first preset distance;

[0264] When the preset fog clearing strategy is the second strategy, determine the fog clearing radius corresponding to the skill usage object using the first skill indicated by the second strategy as the first preset distance.

[0265] Optionally, the interaction device 1100 in the game further includes a detection unit, and the detection unit is configured to:

[0266] Detect whether the first position meets a preset position rule, where the preset position rule is used to constrain the selected position so that the selected position is a scene position reachable by the virtual character;

[0267] The determining unit 1103 is specifically configured to:

[0268] When the first position meets the preset position rule, determine the first position as the release position of the first skill.

[0269] Optionally, when the first skill includes generating a skill item at the release position, the detection unit is further configured to:

[0270] Perform a collision detection on the first position to determine whether the skill item collides with a virtual object in the game scene when placed at the first position;

[0271] The determining unit 1103 is specifically configured to:

[0272] When the skill item does not collide with a virtual object in the game scene when placed at the first position, determine the first position as the release position of the first skill.

[0273] Optionally, the detection unit is specifically configured to:

[0274] Place a preset bounding box at the first position and determine whether the preset bounding box collides with a virtual object in the game scene;

[0275] The determining unit 1104 is specifically configured to:

[0276] When the preset bounding box does not collide with the virtual object in the game scene, determine the first position as the release position of the first skill.

[0277] Optionally, the release operation for the first skill includes an operation of selecting the orientation of the skill item, and the third display unit 1105 is specifically configured to:

[0278] Generate the skill item at the release position, and control the skill item to release the first skill in the orientation selected by the operation of selecting the orientation of the item.

[0279] Optionally, the second display unit 1102 is specifically configured to:

[0280] According to a preset scene display strategy, determine a first scene model from the scene models in the game scene that can be displayed in the game scene displayed from a top-down perspective;

[0281] Display the first scene model in the game scene from a top-down perspective.

[0282] Optionally, the interaction device 1100 in the game further includes a moving unit, and the moving unit is configured to:

[0283] When the game scene is displayed from a top-down perspective, in response to a perspective movement operation, move the game scene displayed in the top-down perspective in the movement manner indicated by the perspective movement operation, and the movement manner includes at least one of the following: a first movement manner in which the game scene is enlarged or reduced, a second movement manner in which the game scene is rotated, and a third movement manner in which the top-down angle of the game scene is adjusted.

[0284] Optionally, the moving unit is specifically configured to:

[0285] In response to a triggering operation on a perspective movement control, trigger the perspective movement operation without changing the position and orientation of the first virtual character; or

[0286] When the virtual camera is aligned with the first virtual character for shooting and the game scene is displayed from a top-down perspective, trigger the perspective movement operation in response to a movement operation on the first virtual character; or

[0287] When the virtual camera is aligned with the release position for shooting and the game scene is displayed from a top-down perspective, trigger the perspective movement operation in response to a movement operation on the release position.

[0288] Optionally, the second display unit 1102 is specifically configured to:

[0289] Obtain the floor display mode corresponding to the first skill;

[0290] Display the game scene from a top-down perspective according to the floor display mode.

[0291] Optionally, the floor display mode includes a single-floor display mode, and the second display unit 1102 is specifically configured to:

[0292] Obtain the first floor where the first virtual character is located in the game scene;

[0293] Determine a second scene model belonging to the first floor from the scene model of the game scene;

[0294] Display the second scene model in the game scene from a top-down perspective.

[0295] Optionally, the floor display mode includes a multi-floor display mode, and the second display unit 1102 is specifically configured to:

[0296] Obtain the first floor where the first virtual character is located in the game scene;

[0297] Determine a second scene model belonging to the first floor and a third scene model whose floor is lower than the first floor from the scene model of the game scene;

[0298] Display the second scene model and the third scene model in the game scene from a top-down perspective.

[0299] Optionally, a fourth virtual character in a different camp from the first virtual character is in the fog clearance area after the fog covering effect is cleared, and the fourth display unit is further configured to:

[0300] When the fourth virtual character exists in the field of view of the first virtual character or the second virtual character, display the fourth virtual character in the game scene displayed from a top-down perspective.

[0301] Optionally, the fourth display unit is further configured to:

[0302] When the fourth virtual character does not exist in the field of view of the first virtual character and the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, display the fourth virtual character in the game scene displayed from a top-down perspective.

[0303] Optionally, the game scene displayed from a top-down perspective includes a three-dimensional image corresponding to the game scene displayed from a top-down perspective, or a two-dimensional image corresponding to the game scene displayed from a top-down perspective; the third display unit 1104 is further configured to:

[0304] In the game scene displayed from a top-down perspective, the virtual characters that can be displayed are highlighted in the three-dimensional image in a display manner after the character models are outlined.

[0305] In the game scene displayed from a top-down perspective, the virtual characters that can be displayed are highlighted with character identifiers in the two-dimensional image.

[0306] Optionally, the third display unit 1104 is further configured to:

[0307] In the three-dimensional image, display the first item placed by the second virtual character in the same camp as the first virtual character in the game scene.

[0308] Optionally, the third display unit 1104 is further configured to:

[0309] When there is a second item placed by a virtual character in a different camp from the first virtual character in the field of view of the first virtual character or the second virtual character, display the second item in the three-dimensional image.

[0310] Optionally, the third display unit 1104 is further configured to:

[0311] When the second item does not exist in the field of view of the first virtual character and the second virtual character, in response to a trigger operation in which the second item is marked as a visible item by the user operating the second virtual character, display the second item in the three-dimensional image.

[0312] Optionally, the third display unit 1104 is further configured to:

[0313] According to the release operation, obtain the special effect display mode of the first skill, and the special effect display mode includes any one of the following: the special effect image is displayed on the control terminal of the first virtual character, the special effect image is displayed on the control terminals of the virtual characters in the same camp as the first virtual character, the special effect image is displayed on the control terminals of the virtual characters in a different camp from the first virtual character, and the special effect image is displayed on the control terminals of the virtual characters in the same game session as the first virtual character;

[0314] Control each control terminal to display the special effect image of releasing the first skill at the release position according to the special effect display mode.

[0315] Optionally, the third display unit 1104 is further configured to:

[0316] Detect whether the skill special effect of the first skill is an effect that can be displayed in the top-down view according to the release operation;

[0317] If the skill special effect of the first skill is an effect that can be displayed in the top-down view, display the skill special effect corresponding to the release of the first skill at the release position in the game scene displayed in the top-down view.

[0318] Corresponding to the interaction method in the game provided in the first embodiment of the present application, the third embodiment of the present application further provides an electronic device for interaction in the game. As Figure 12 shown, the electronic device 1200 includes: a processor 1201; and a memory 1202 for storing a program of the interaction method in the game. After the device is powered on and runs the program of the interaction method in the game through the processor, the following steps are executed:

[0319] Display at least part of the game scene and a first virtual character in the game scene;

[0320] In response to a trigger operation for the first skill, display the game scene in the top-down view;

[0321] In response to a selection operation for a first position in the game scene displayed in the top-down view, determine the first position as the release position of the first skill;

[0322] In response to a release operation for the first skill, release the first skill at the release position.

[0323] Corresponding to the interaction method in the game provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the interaction method in the game. When the program is run by a processor, the following steps are executed:

[0324] Display at least part of the game scene and a first virtual character in the game scene;

[0325] In response to a trigger operation for the first skill, display the game scene in the top-down view;

[0326] In response to a selection operation for a first position in the game scene displayed in the top-down view, determine the first position as the release position of the first skill;

[0327] In response to a release operation for the first skill, release the first skill at the release position.

[0328] It should be noted that for the detailed descriptions of the devices, electronic devices, and computer-readable storage media provided in the second, third, and fourth embodiments of the present application, reference can be made to the relevant descriptions of the first embodiment of the present application, and details will not be repeated here.

[0329] Although the present application is disclosed above in preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be defined by the scope of the claims of the present application.

[0330] In a typical configuration, the node devices in the blockchain include one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0331] The memory may include non-permanent memory in the computer-readable medium, random access memory (RAM), and / or non-volatile memory in the form of, for example, read-only memory (ROM) or flash memory (flash RAM). The memory is an example of a computer-readable medium.

[0332] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) with other properties, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory, or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD), or other optical storage, magnetic cassette tapes, magnetic disk storage, or other magnetic storage media, or any other non-transmission media that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include transitory media, such as modulated data signals and carrier waves.

[0333] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems, or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0334] Although the present application is disclosed above with preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application shall be subject to the scope defined by the claims of the present application.

Claims

1. An interaction method in a game, characterized in that The method includes: Displaying at least a part of the game scene and a first virtual character in the game scene; In response to a triggering operation for a first skill, displaying the game scene from a top-down perspective; In response to a selection operation for a first position in the game scene displayed from the top-down perspective, determining the first position as the release position of the first skill; In response to a release operation for the first skill, releasing the first skill at the release position.

2. The method according to claim 1, wherein The game scene has a fog coverage effect, and the method further includes: According to the triggering operation for the first skill, determining a fog clearance area for the first virtual character and clearing the fog coverage effect corresponding to the fog clearance area.

3. The method according to claim 2, wherein The first position is a position in the fog clearance area after clearing the fog coverage effect.

4. The method according to claim 2, characterized in that, The determining the fog clearance area for the first virtual character includes: Determining a first area with the first virtual character as the center and a first preset distance as the radius; Determining the first area as the fog clearance area.

5. The method according to claim 2, characterized in that, The game scene displayed from the top-down perspective further includes a second virtual character in the same camp as the first virtual character; The determining the fog clearance area for the first virtual character includes: Determining a second area with the second virtual character as the center and a second preset distance as the radius; Determining the second area as the fog clearance area.

6. The method according to claim 4, wherein The method further includes: In response to a movement operation of the first virtual character, displaying a picture of the first virtual character moving and determining an updated first area according to the position where the first virtual character is located; Clearing the fog coverage effect corresponding to the updated first area, displaying the updated first area after clearing the fog, and delaying the display of the picture of the first area being covered by the fog.

7. The method according to claim 4, wherein The first preset distance is determined by the following method: Determining the preset fog clearance strategy corresponding to the first skill, where the preset fog clearance strategy includes one of a first strategy preset for the character and a second strategy preset for the skill; When the preset fog clearance strategy is the first strategy, determining the fog clearance radius corresponding to the character type of the first virtual character indicated by the first strategy as the first preset distance; When the preset fog clearance strategy is the second strategy, determining the fog clearance radius corresponding to the skill user of the first skill indicated by the second strategy as the first preset distance.

8. The method according to claim 1, wherein Before determining the first position as the release position of the first skill, the method further includes: Detecting whether the first position meets a preset position rule, where the preset position rule is used to constrain the selected position so that the selected position is a scene position reachable by the virtual character; The determining the first position as the release position of the first skill includes: When the first position meets the preset position rule, determining the first position as the release position of the first skill.

9. The method according to claim 1, wherein When the first skill includes generating a skill item at the release position, before determining the first position as the release position of the first skill, the method further includes: Performing a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position; The determining the first position as the release position of the first skill includes: When the skill item does not collide with virtual objects in the game scene when placed at the first position, determining the first position as the release position of the first skill.

10. The method according to claim 9, characterized in that, The performing a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position includes: Placing a preset bounding box at the first position and determining whether the preset bounding box collides with virtual objects in the game scene; The when the skill item does not collide with virtual objects in the game scene when placed at the first position, determining the first position as the release position of the first skill includes: When the preset bounding box does not collide with virtual objects in the game scene, determining the first position as the release position of the first skill.

11. The method according to claim 9, characterized in that, The release operation for the first skill includes an item orientation selection operation for the skill item, and releasing the first skill at the release position includes: Generating the skill item at the release position and controlling the skill item to release the first skill in the orientation selected by the item orientation selection operation.

12. The method according to claim 1, characterized in that, The displaying the game scene from a top-down perspective includes: Determining a first scene model that can be displayed in the game scene displayed from a top-down perspective from the scene models in the game scene according to a preset scene display strategy; Displaying the first scene model in the game scene from a top-down perspective.

13. The method according to claim 1, characterized in that The method further includes: When the game scene is displayed from a top-down perspective, in response to a perspective movement operation, moving the game scene displayed in the top-down perspective in the movement manner indicated by the perspective movement operation, and the movement manner includes at least one of the following: a first movement manner of enlarging or reducing the game scene, a second movement manner of rotating the game scene, and a third movement manner of adjusting the top-down angle of the game scene.

14. The method according to claim 13, wherein The perspective movement operation is triggered in the following manner: In response to a triggering operation on a perspective movement control, triggering the perspective movement operation without changing the position and orientation of the first virtual character; Or When the virtual camera is aligned with the first virtual character for shooting to display the game scene from a top-down perspective, triggering the perspective movement operation in response to a movement operation on the first virtual character; Or When the virtual camera is aligned with the release position for shooting to display the game scene from a top-down perspective, triggering the perspective movement operation in response to a movement operation on the release position.

15. The method according to claim 1, wherein Displaying the game scene from a top-down perspective, including: Obtaining the floor display mode corresponding to the first skill; Displaying the game scene from a top-down perspective according to the floor display mode.

16. The method according to claim 15, wherein, The floor display mode includes a single-floor display mode. Displaying the game scene from a top-down perspective according to the floor display mode includes: Obtaining the first floor where the first virtual character is located in the game scene; Determining a second scene model belonging to the first floor from the scene model of the game scene; Displaying the second scene model in the game scene from a top-down perspective.

17. The method according to claim 15, characterized in that The floor display mode includes a multi-floor display mode. Displaying the game scene from a top-down perspective according to the floor display mode includes: Obtaining the first floor where the first virtual character is located in the game scene; Determining a second scene model belonging to the first floor and a third scene model whose belonging floor is lower than the first floor from the scene model of the game scene; Displaying the second scene model and the third scene model in the game scene from a top-down perspective.

18. The method according to claim 5, characterized in that The third virtual character in a different camp from the first virtual character is in a third area with a fog coverage effect. In the case where the third virtual character exists in the field of view of the second virtual character, the third virtual character is not displayed in the game scene displayed from a top-down perspective.

19. The method according to claim 5, characterized in that The fourth virtual character in a different camp from the first virtual character is in the fog clearance area after clearing the fog coverage effect. The method further includes: In the case where the fourth virtual character exists in the field of view of the first virtual character or the second virtual character, the fourth virtual character is displayed in the game scene displayed from a top-down perspective.

20. The method according to claim 19, wherein The method further includes: In the case where the fourth virtual character does not exist in the field of view of the first virtual character and the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed from a top-down perspective.

21. The method according to claim 1, characterized in that, The game scene displayed from a top-down perspective includes a three-dimensional picture corresponding to the game scene displayed from a top-down perspective, or a two-dimensional picture corresponding to the game scene displayed from a top-down perspective; the method further includes: The virtual characters that can be displayed in the game scene displayed from a top-down perspective are prominently displayed in the three-dimensional picture in a display manner after stroke processing of the character model; The virtual characters that can be displayed in the game scene displayed from a top-down perspective are prominently displayed with character identifiers in the two-dimensional picture.

22. The method according to claim 21, wherein The method further includes: Displaying a first item placed by the second virtual character in the same camp as the first virtual character in the game scene in the three-dimensional picture.

23. The method according to claim 22, wherein The method further includes: In the case where a second item placed by a virtual character in a different camp from the first virtual character exists in the field of view of the first virtual character or the second virtual character, the second item is displayed in the three-dimensional picture.

24. The method according to claim 23, wherein The method further includes: In the case where the second item does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a trigger operation in which the user operating the second virtual character marks the second item as a visible item, the second item is displayed in the three-dimensional screen.

25. The method according to claim 1, characterized in that The method further includes: According to the release operation, obtain the special effect display mode of the first skill, and the special effect display mode includes any one of the following: the special effect screen is displayed on the control terminal of the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in the same camp as the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in a different camp from the first virtual character, and the special effect screen is displayed on the control terminals of the virtual characters in the same game session as the first virtual character; Control each control terminal to display the special effect screen of releasing the first skill at the release position according to the special effect display mode.

26. The method according to claim 1, wherein The method further includes: According to the release operation, detect whether the skill special effect of the first skill is a special effect that can be displayed in the top-down view; If the skill special effect of the first skill is a special effect that can be displayed in the top-down view, display the skill special effect corresponding to releasing the first skill at the release position in the game scene displayed in the top-down view.

27. An interactive device in a game, characterized in that, The device includes: A first display unit for displaying at least part of the game scene and a first virtual character in the game scene; A second display unit for displaying the game scene in a top-down view in response to a trigger operation for the first skill; A determination unit for determining the first position as the release position of the first skill in response to a selection operation for the first position of the game scene displayed in the top-down view; A third display unit for releasing the first skill at the release position in response to a release operation for the first skill.

28. An electronic device, characterized in that, Includes: A processor; And A memory for storing a data processing program, and after the electronic device is powered on and runs the program through the processor, the method described in any one of claims 1-26 is executed.

29. A computer-readable storage medium, characterized in that, Stores a data processing program, and the program is run by a processor to execute the method described in any one of claims 1-26.