Game interaction control method and device and electronic equipment
By generating invisible channels in the game, the character avoids hunting is solved, and the problem of single action path of virtual characters is improved, the game interest and retention rate is improved, and resource waste is reduced.
Patent Information
- Application Number
- CN202510519686.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-21
- Publication Date
- 2025-08-12
AI Technical Summary
In some games, the hunted virtual characters have a single action path, resulting in low game interest in players, affecting game retention and wasting system resources.
Generate channels between virtual characters by responding to player instructions, making characters invisible in the channel, allowing characters to move through the channel to avoid hunting of the rival camp.
It enriches players' gaming experience, increases game interest, reduces the waste of system resources, and improves game retention rate.
Smart Images

Figure CN120459627A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of graphical user interfaces, and in particular to a game interactive control method, device, and electronic device. Background Art
[0002] In some games, virtual characters participating in a match are divided into two camps. Characters in one camp must hunt down characters from the other camp. The pursued character often must dodge obstacles in the game scene to escape the other characters. This approach results in a relatively limited movement path for the pursued character, leading to lower player interest, lowering game retention, and causing game servers to idle, resulting in wasted system resources. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game interactive control method, device and electronic device to enrich the player's gaming experience, improve the player's gaming interest, improve the game retention rate to a certain extent, and reduce the waste of game system resources.
[0004] In a first aspect, an embodiment of the present invention provides a game interaction control method, the method comprising: in response to a game match start instruction, providing a game scene corresponding to the game match, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; the first character has a first skill; in response to a trigger instruction for the first skill of the first character, determining a target position in the game scene, and generating a channel between the current position of the first character and the target position; in response to a movement control instruction for the first character, controlling the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible to characters in the game scene that are not in the channel.
[0005] In a second aspect, an embodiment of the present invention provides a game interaction control device, which includes: a game scene providing module, which is used to provide a game scene corresponding to the game in response to a game start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; the first character has a first skill; a channel generating module, which is used to respond to a trigger instruction for the first skill of the first character, determine the target position in the game scene, and generate a channel between the current position of the first character and the target position; a first movement control module, which is used to respond to a movement control instruction for the first character, and control the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible to the characters in the game scene that are not in the channel.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The above-mentioned game interaction control method, device, and electronic device provide a game scene corresponding to the game in response to a game match start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp and the first game camp have an adversarial relationship; the first character has a first skill; in response to a trigger instruction for the first character's first skill, a target position in the game scene is determined, and a channel is generated between the first character's current position and the target position; in response to a movement control instruction for the first character, the first character is controlled to move to the target position through the channel; when the first character is in the channel, the first character is invisible to other characters in the game scene that are not in the channel. In this method, a player can control the character to generate a channel in the game scene and move to another position through the channel to avoid capture by characters in the opposing game camp, thereby enriching the player's gaming experience, increasing the player's gaming interest, improving game retention to a certain extent, and reducing the waste of gaming system resources.
[0010] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a scenario scope provided by an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of a channel provided by an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of another channel provided by an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of another channel provided by an embodiment of the present invention;
[0018] Figure 6 A schematic diagram of another channel provided by an embodiment of the present invention;
[0019] Figure 7 A schematic structural diagram of a game interaction control device provided by an embodiment of the present invention;
[0020] Figure 8 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.
[0022] In one embodiment of the present invention, the game interaction control method can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0023] In an optional embodiment, 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 gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0025] In a possible implementation, the present disclosure provides a game interaction control method, such as Figure 1 As shown, the method includes the following specific steps:
[0026] Step S102, in response to a game match start instruction, provides a game scene corresponding to the game match, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; and the first character has a first skill.
[0027] The first game camp can be one or more characters. The second game camp can be one or more characters. The second game camp can be one or more characters. When a character in the game fights independently and is in a rivalry with all virtual characters other than itself, each virtual character in the game scene other than the first character can be considered a second game camp.
[0028] The first character is typically pre-assigned with the first skill. Alternatively, the first character may acquire the first skill after obtaining a virtual item in a game scene, or the first character may be assigned the first skill after their game behavior during a game match meets a preset condition. For example, the preset condition may be that the number of characters in the second game camp reaches a preset number. Specific settings can be made based on needs and are not limited here.
[0029] Step S104, responding to the triggering instruction of the first skill for the first character, determining the target position in the game scene, and generating a channel between the current position of the first character and the target position.
[0030] The triggering instruction for the first skill of the first character can be generated by the player through a human-computer interaction device connected to the terminal device controlling the first character. The human-computer interaction device can be a mouse, keyboard, game controller, touch screen, etc., and is not limited here. For example, when the terminal device is connected to a keyboard, a shortcut key corresponding to the first skill can be pre-set. When the player clicks the shortcut key, a triggering instruction for the first skill of the first character is generated; when the terminal device is equipped with a touch screen, a control for triggering the first skill can be set on the graphical user interface. The player can generate a triggering operation for the control through the touch screen, thereby generating a triggering instruction for the first skill of the first character. The specific settings can be made according to needs and are not limited here.
[0031] When generating a trigger command, it is typically necessary to simultaneously determine the target location within the game scene, i.e., the endpoint of the channel. The endpoint of the channel can be predefined to be located on the ground surface, or on the surface of a scene object within the game scene, such as a building or mountain. In actual use, the player can use a human-computer interaction device to select a specific ground location or the surface of a scene object to generate a trigger command for the first skill. For example, by positioning the mouse cursor at a specific ground location and then pressing the left mouse button to select that location.
[0032] The target location in the game scene can also be determined by limiting the direction and length of the channel. The channel's direction can be consistent with the direction of the first character, which the player can adjust to a desired direction as needed. The channel's direction can also be consistent with the first character's line of sight, which is typically represented by the shooting direction of a virtual camera bound to the first character. The player can adjust the line of sight to a desired direction by adjusting the field of view.
[0033] The player can determine the channel length when generating a trigger instruction for the first skill. For example, the player can limit the channel length by the duration of pressing the button that triggers the first skill; the player can also limit the channel length by the long press duration of the graphical user interface display for triggering the first skill control. Specifically, the channel length can be proportional to the above-mentioned press duration or long press duration. A length threshold can be pre-defined, that is, the length of the channel cannot exceed the length threshold. When the channel generated based on the direction and channel length of the channel defined by the player passes through the scene objects in the game scene, the channel length can be stopped from increasing when the channel length increases to the point where the channel is about to come into contact with the scene objects, and the current channel length is determined as the channel length defined by the player.
[0034] After determining the target location in the game scene, a channel needs to be generated between the current location and the target location. When there are no obstacles between the current location and the target location, the channel can be a straight channel with the current location and the target location as the two ends of the channel. When there are obstacles between the current location and the target location, a shortest channel to the target location that can bypass the obstacles can be generated with the current location as the channel entrance. This channel can be invisible, meaning that other characters can see other game scenes through it. The channel can also be an underground passage from the current location to the target location, etc. The specific settings can be set according to needs and are not limited here.
[0035] Step S106, responding to the movement control instruction for the first character, controlling the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible to the characters in the game scene that are not in the channel.
[0036] Players can generate movement control commands for the first character using a human-computer interaction device such as a game controller, keyboard, or touch screen to control the first character's movement. After the first character enters the tunnel entrance, the player can continue to control the first character's movement speed (increase or decrease), or the first character moves through the tunnel to the target location at a preset speed. The first character is generally not allowed to remain in the tunnel to prevent the first character from hiding in the tunnel, making it difficult for characters in the second game camp to discover the first character and thus unable to interact with the first character, thereby enhancing the fairness of the game.
[0037] You can pre-set the ability for any character in the game scene to enter the channel and move through it to the target location upon reaching the channel entrance. Alternatively, you can limit the ability for only characters with a first skill to enter the channel from the channel entrance and move through it to the target location. Alternatively, you can limit the ability for only characters in the first game camp, or only characters in the first and second game camps, to enter the channel from the channel entrance and move through it to the target location. This can be set based on your needs and is not a limitation here.
[0038] The above-mentioned game interaction control method provides a game scene corresponding to the game scene in response to a game match start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp and the first game camp have an adversarial relationship; the first character has a first skill; in response to a trigger instruction for the first character's first skill, a target position in the game scene is determined, and a channel is generated between the first character's current position and the target position; in response to a movement control instruction for the first character, the first character is controlled to move to the target position through the channel; when the first character is in the channel, the first character is invisible to other characters in the game scene that are not in the channel. In this method, a player can control the character to generate a channel in the game scene and move to another position through the channel to avoid capture by characters in the adversarial game camp, thereby enriching the player's gaming experience, increasing the player's gaming interest, improving game retention to a certain extent, and reducing the waste of gaming system resources.
[0039] The following embodiment provides an implementation method for responding to a trigger instruction for a first skill of a first character, determining a target position in a game scene, and generating a channel between the current position of the first character and the target position.
[0040] One or more scene objects are typically set up in a game scene. Players can select a scene object through a human-computer interaction device. For ease of description, the scene object selected by the player is referred to as the "first object." If the terminal device is equipped with a touch screen, the player can perform a long press, click, or other operations on the first object to generate a selection instruction for the first object. In response to the selection instruction for the first object in at least one scene object, the location of the first object can be directly determined as the target location.
[0041] It can also be specified that the distance between the target position and the first character must be less than a first distance threshold. The first distance threshold can be set as needed, for example, it can be 150 length units in the game scene. When the distance between the first object selected by the player through a specified touch operation and the first character is greater than or equal to the first distance threshold, a prompt mark can be displayed in the graphical user interface to indicate that the first object is not suitable for the first skill. Alternatively, the scene objects in the game scene whose distance from the first character is greater than or equal to the first distance threshold are set to an unselectable state, and the player cannot generate selection instructions for these scene objects. In this case, the distance between the first object selected by the player and the first character must be less than the first distance threshold.
[0042] The scene objects in the game scene usually include interactive scene objects, and players can usually change the state of the interactive scene objects through interactive operations. For example, when the interactive scene object is a baffle, the player can control the shattering of the baffle through interactive operations. When the distance between the virtual character controlled by the player and the interactive scene object meets the preset interaction distance, an interactive control for the interactive scene object will usually appear, and the player can control the virtual character to interact with the interactive scene object by triggering the interactive control. When implemented through a game program, it is usually necessary to call an interactive event. When triggering the first skill, it is also necessary to call an interactive event. If there are interactive scene objects within the interactive distance around the first character, releasing the first skill on the first character will cause an event conflict.
[0043] When a first character is controlled by a first terminal device, and a graphical user interface provided by the first terminal device displays a trigger control corresponding to a first skill, the player can trigger the trigger control to generate a trigger instruction for the first skill. If the scene corresponding to the first character includes interactive scene objects, the trigger control can be directly set to a non-triggerable state to avoid event conflicts. Specifically, the trigger control can be displayed in gray to indicate to the player that the trigger control cannot be triggered. Figure 2 A schematic diagram of the scene range is shown. The second distance threshold can be the interaction distance between the first object and the interactive scene object, or it can be slightly greater than the aforementioned interaction distance. If no, that is, there are no interactive scene objects around the first object, the first character can be controlled to release the first skill.
[0044] If a certain type of interactive scene object is pre-set as the player's selectable target for the first skill, the trigger control can be set to a non-triggerable state when the scene range corresponding to the first character includes any interactive scene object other than that type; that is, interactive scene objects of the set type whose distance from the first character is less than or equal to a second distance threshold can be selected as the target for the first skill. It can also be specified that the distance between the first character and the target for the first skill must be greater than the second distance threshold, that is, when the scene range corresponding to the first character includes any interactive scene object, the trigger control will be set to a non-triggerable state.
[0045] In game scenes, areas with preset virtual media types are typically set up. For example, areas with flowable media, such as quicksand and flowing water, can be pre-set to prevent channels from being established in these areas. If the first object is within the preset type of virtual media, the trigger control for the first skill displayed in the graphical user interface needs to be set to a non-triggerable state. This means that the player cannot trigger the trigger control. The trigger control can be displayed in gray to indicate that the player cannot trigger the trigger control.
[0046] In the game, the first object can be set to have a storage space, such as a house, a cabinet, etc. When the first character is in the storage space, the first character is invisible to the characters in the game scene that are not in the storage space, that is, the first character can hide in the storage space of the first object to avoid being hunted by the characters of the second game camp. After selecting the first object and changing the location of the first object to determine it as the target object, a channel can be generated between the current location of the first character and the storage space of the first object. Figure 3 As shown, the accommodation space in the first object is represented by a shaded area, that is, the first character can directly enter the accommodation space of the first object to avoid it.
[0047] When the target location is only one location on the ground, a passage entrance may be generated on the ground at the current location of the first character, and an underground passage may be generated between the passage entrance and the target location, such as Figure 4 The above underground passage can be generated based on the connection line between the passage entrance and the target location, that is, the shortest passage is generated.
[0048] A threshold for the number of channels that can be established in a game scene can be pre-set. This channel number threshold can be fixed, or it can be determined based on the number of characters in the game scene, or based on the number of characters with the first skill in the game scene. If only the first game camp includes characters with the first skill, the channel number threshold can be determined based on the number of characters with the first skill in the first game camp. For example, if the number of characters with the first skill is 3, the channel number threshold can be 2, 3, or 4. The specific setting can be based on needs and is not limited here.
[0049] When the player needs to control the first character to generate a channel, the system responds to a trigger command for the first character's first skill and determines whether the number of existing channels in the game scene has reached a threshold. The existing channel is generated by the first skill, specifically by the first character or another character. If so, the first channel in the existing channels is canceled, where the first channel is the channel with the earliest generation time among the existing channels. Simultaneously, a target location in the game scene is determined, and a channel is generated between the first character's current location and the target location.
[0050] The following embodiment provides a method for controlling a first character to move to a target position through a passage in response to a movement control instruction for the first character.
[0051] After a first character enters a tunnel, the first character can be controlled to move within the tunnel at a preset first speed and to a target location. The first speed is typically greater than the first character's initial speed within the game scene. The initial speed typically refers to the first character's movement speed within the game scene when not using any skills. Specifically, it can be the first character's maximum movement speed within the game scene. When the first character moves at a constant speed within the game scene, the initial speed can also be the constant speed. In response to the first character reaching the target location and then exiting the tunnel, the first character can be controlled to move within the game scene at a second speed. This second speed is typically greater than the first character's initial speed but less than or equal to the first speed. At this point, the first character's appearance can be controlled to produce a corresponding effect to indicate to the player that the first character is moving at a faster speed. Specifically, the first character's surface can be displayed as a slimy surface. If the first character meets preset conditions during movement, the first character is controlled to move within the game scene at the initial speed in response to the conditions being met. Simultaneously, the first character's appearance display effects can be canceled, such as the slimy surface effect.
[0052] In a specific implementation, the preset conditions may be one or more. A preset condition may be that the first character is attacked by a character from the second game camp, or that the first character leaves the passage for a first specified duration, for example, the first specified duration may be set to 5 seconds. Another preset condition may be that the first character moves a specified distance, for example, the first character moves a distance of 30 length units. The above preset conditions may also include any two of the above conditions simultaneously, or all three conditions simultaneously. That is, when the first character meets any of the conditions included in the preset conditions, the first character is deemed to have met the preset conditions.
[0053] After the first character meets preset conditions and reduces its speed from the first speed to the initial speed, it enters a skill cooldown period. The skill cooldown period for the first skill is typically preset, such as 30 seconds or 60 seconds. During the preset skill cooldown period, even if the first character reenters or exits the passage in the game scene, the first character will still move at the initial speed, not the first speed.
[0054] While the first character is moving outside the channel at the first speed, if the first character is attacked by a character in the second game camp, the first character is determined to be immune to the attack. In some games, characters can attack with both normal attacks and skills. While moving outside the channel at the first speed, the first character can be immune to both attacks, or to only one type of attack, such as only normal attacks or only skill attacks. This can be set based on your needs and is not limited here.
[0055] While the first character is moving outside the passage at a first speed, if the first character collides with a character in the second game camp, the first character is controlled to generate an impact force on the character, and the character is controlled to move based on the impact force. If the movement speed of the character in the second game camp that collides with the first character is relatively low, the character will generally move in the direction of the first character's movement due to the impact force. If the character's movement speed is relatively high, the change in the character's movement direction and speed due to the impact force can be determined based on mechanical principles, and the character can then be controlled to move in accordance with the changed movement direction and speed.
[0056] It can be pre-set so that all characters in the first game camp can enter the channel and move to the target location through the channel. Assume that in addition to the first character, the first game camp also includes a second character, where the second character is different from the first character. If the second character has the first skill, in response to the movement control command for the second character, the second character is controlled to move in the channel at the first speed and move to the target location. In other words, if the second character has not established the channel but has the first skill, the second character also moves in the channel at the first speed like the first character. If the second character does not have the first skill, in response to the movement control command for the second character, the second character is controlled to move in the channel at a third speed and move to the target location. The third speed is generally less than the first speed. The third speed can be greater than or equal to the initial speed of the second character in the game scene, and can be set specifically according to needs.
[0057] If the second character does not possess the first skill, in response to the second character leaving the passage, the second character is controlled to move at a fourth speed within the game scene. The fourth speed is less than the second character's initial speed within the game scene. This means that the second character leaving the passage is decelerated by 20%, for example. If the second character's initial speed is 10, the fourth speed may be 8.
[0058] When the second character leaves the channel, the second character can also be controlled to display a dizzy effect, or the virtual camera bound to the second character can be tilted so that the terminal device controlling the second character displays a tilted picture of the game scene.
[0059] If a character from the first game faction is already moving in a channel, the channel is blocked from other characters from the first game faction. This means that only one character from the first game faction can be in the channel. This setting prevents multiple characters from the first game faction from crowding the channel, leaving fewer characters elsewhere in the game scene, thus increasing the game scene's utilization.
[0060] Assume that the third character in the first game camp moves in the channel. The third character can be the above-mentioned first character or other characters in the first game camp. The third character can have the first skill or not. In response to the third character leaving the channel, a track indicator is displayed based on the movement track of the third character in the game scene; the track indicator can be displayed in the shape of footprints, water marks, etc. The track indicator is usually displayed at the position of the movement track in the game scene. Moreover, after the second specified time period, the track indicator is canceled, for example, the track indicator can be canceled after 8 seconds. Other virtual characters can follow the track indicator to find the third character to help the third character, or hunt down the third character, etc.
[0061] In the game setting, the first skill can have a skill level. Players can upgrade the first skill through the virtual props possessed by the character or the skills obtained by participating in the game. If the third character has the first skill and the level of the first skill reaches the preset level, when the third character leaves the channel, the trajectory indicator mark will be cancelled to reduce the probability of the third character being hunted down.
[0062] In one specific embodiment, a character in the second game camp can be configured to enter a passageway and move to a target location. Assuming the second game camp includes a fourth character, the fourth character can be any character in the second game camp. The player controlling the fourth character can generate movement control commands for the fourth character through the human-computer interaction device. In response to the movement control commands for the fourth character, the player controls the fourth character to enter the passageway entrance and move through the passageway to the target location.
[0063] Specifically, the fourth character can be controlled to move in the channel at a preset fifth speed. Among them, the fifth speed is usually greater than or equal to the movement speed of the characters in the first game camp in the channel, providing the possibility that the fourth character can catch up with the characters in the first game camp who entered the channel first. The fifth speed can be equal to the first speed, that is, if the first character enters the channel first, the fourth character cannot catch up with the first character. When another character that does not have the first skill enters the channel first, the character moves at a speed less than the first speed (i.e., less than the fifth speed), and the fourth character who enters the channel later may catch up with the character.
[0064] In response to the fourth character moving in the channel to the location of the fifth character in the first game camp, control of the fifth character is assigned to the fourth character. The fifth character can be the first character mentioned above, or any other character in the first game camp other than the first character. In this case, it is determined that the fourth character has caught up with and captured the fifth character. Furthermore, the fourth character can be controlled to carry the fifth character to the target location. When the channel is connected to the accommodation space of the first object, the fourth character can carry the fifth character directly into the accommodation space and move out of the accommodation space. In this case, it can be determined that the fourth character directly found the fifth character in the accommodation space and captured it.
[0065] When the fourth character moves from the target location outside the passage, the fourth character can be controlled to be in a perspective state with respect to the characters in the first game camp. That is, the characters in the first game camp can see the fourth character, or the outline of the fourth character, through obstacles between them and the fourth character in the game scene. For any character in the first game camp, if there is an obstacle between the fourth character and the first character, it is determined whether the line connecting the fourth character and the first character is within the direction of the character's line of sight; if so, the fourth character's position information is provided to the first character.
[0066] The characters in the second game camp can also damage the entrance to the tunnel, preventing other characters from entering. Assuming the second game camp includes a sixth character, the sixth character can be any character in the second game camp. For example, the sixth character can be the fourth character mentioned above. After the fourth character moves out of the tunnel from the target location, it can return to the tunnel entrance. When the sixth character approaches the tunnel entrance, the player can control it to generate interactive commands targeting the tunnel entrance.
[0067] In one specific embodiment, an interactive control for the channel entrance can be displayed on the graphical user interface provided by the terminal device controlling the sixth character. The player can trigger this interactive control through a designated touch operation, thereby generating an interactive command for the channel entrance. In response to the interactive command generated by the sixth character for the channel entrance, if the channel entrance is determined to be damaged, the channel entrance can be displayed as damaged, such as being filled with waste or disappearing. When the channel entrance is damaged, characters in the game scene cannot enter the channel. The movement of characters within the channel is not affected.
[0068] If the entrance to the channel controlled by the sixth character is damaged, the sixth character will be in a perspective state relative to the characters in the first game camp, that is, the characters in the first game camp will see the sixth character, or the outline of the sixth character, through the obstacles between them and the sixth character in the game scene. For the seventh character in the first game camp, if there is an obstacle between the sixth character and the seventh character, it is determined whether the line connecting the sixth character and the seventh character is within the direction of the seventh character's line of sight; if so, the location information of the sixth character is provided to the seventh character. Specifically, the sixth character's identifier, such as the outline of the sixth character, can be displayed in the graphical user interface provided by the terminal device controlling the seventh character. The seventh character can be any character in the first game camp, or can be limited to a character in the first game camp with the first skill, or limited to a character who built the channel damaged by the sixth character, without any restriction here.
[0069] In a specific implementation, the character in the second game camp can be controlled to be in a perspective state for a preset duration, such as 15 seconds, after emerging from a tunnel or damaging a tunnel entrance. After the preset duration, the perspective state of the character is canceled, and other characters cannot see the character or its outline through obstacles between them.
[0070] When the eighth character in the first game camp moves in the underground passage, the first effect can be displayed on the ground surface corresponding to the underground passage. The eighth character can be any character in the first game camp. Figure 5 As shown, the ground above the underground passage arches, prompting the character in the second game camp that a character from the first game camp is moving through the underground passage. If the eighth character possesses the first skill, a second effect corresponding to the eighth character is displayed on the ground corresponding to the underground passage. This second effect is typically different from the first effect. If the character moving through the underground passage does not possess the first skill, the ground above the underground passage arches to create a circular effect. When the eighth character is moving through the underground passage, the ground above the underground passage arches to create a fish-fin-like effect. The specific settings can be customized and are not limited here.
[0071] In specific implementation, the first effect can be displayed on the entire surface above the underground passage, or on the surface corresponding to the location of the eighth character in the underground passage. Figure 6 As shown, the arching effect is only displayed on the ground surface above the eighth character's position in the underground passage.
[0072] For the above method embodiments, see Figure 7 The embodiment of the present invention shown provides a game interaction control device. The device includes:
[0073] The game scene providing module 702 is configured to provide a game scene corresponding to the game in response to a game match start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp is in an antagonistic relationship with the first game camp; and the first character has a first skill;
[0074] a channel generation module 704 for responding to a trigger instruction for a first skill of a first character, determining a target position in a game scene, and generating a channel between the current position of the first character and the target position;
[0075] The first movement control module 706 is used to respond to the movement control instruction for the first character and control the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible to the characters not in the channel in the game scene.
[0076] The above-mentioned game interaction control device provides a game scene corresponding to the game scene in response to a game match start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp and the first game camp have an adversarial relationship; the first character has a first skill; in response to a trigger instruction for the first character's first skill, the device determines a target position in the game scene and generates a channel between the first character's current position and the target position; in response to a movement control instruction for the first character, the device controls the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible to other characters in the game scene that are not in the channel. In this method, a player can control the character to generate a channel in the game scene and move through the channel to another position to avoid capture by characters in the adversarial game camp, thereby enriching the player's gaming experience, increasing the player's gaming interest, improving game retention to a certain extent, and reducing the waste of gaming system resources.
[0077] The game scene includes at least one scene object; the channel generation module is further used to: respond to a selection instruction for a first object in the at least one scene object, and determine the location of the first object as the target location.
[0078] The distance between the first object and the first character is less than a preset first distance threshold.
[0079] The above-mentioned first object has a holding space; when the first character is located in the holding space, the first character is invisible relative to the characters in the game scene that are not in the holding space; the channel generation module is also used to: generate a channel between the current position of the first character and the holding space of the first object.
[0080] The above-mentioned game scene includes interactive scene objects; the first character is controlled by a first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the above-mentioned device also includes: a first control state setting module, which is used to set the trigger control to an untriggerable state in response to the scene range corresponding to the first character including interactive scene objects; the scene range includes a scene position whose distance from the current position of the first character is less than or equal to a preset second distance threshold.
[0081] The above-mentioned first character is controlled by the first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the above-mentioned device also includes: a second control state setting module, which is used to set the trigger control to an untriggerable state in response to the first character being in a preset type of virtual medium.
[0082] The above-mentioned channel generation module is also used to: respond to the trigger instruction of the first skill for the first character, determine whether the number of existing channels in the game scene reaches the channel number threshold; the existing channels are generated through the first skill; if so, cancel the first channel in the existing channels, and determine the target position in the game scene, and generate a channel between the current position of the first character and the target position; the first channel is the channel with the earliest generation time among the existing channels.
[0083] The channel generation module is further configured to generate a channel entrance on the surface of the first character's current position, and to generate an underground channel between the channel entrance and the target position.
[0084] The first movement control module is further configured to control the first character to move in the channel at a preset first speed and to move to a target position.
[0085] The above-mentioned device also includes: a second movement control module, which is used to control the first character to move at a second speed in the game scene in response to the first character moving outside the channel, and the second speed is greater than the initial speed of the first character, and the second speed is less than or equal to the first speed; a third movement control module, which is used to control the first character to move at the initial speed in the game scene in response to meeting a preset condition.
[0086] The above-mentioned preset conditions include at least one of the following: the first character is attacked by a character in the second game camp, the time the first character leaves the channel reaches a first specified time, and the moving distance of the first character reaches a specified distance.
[0087] The above-mentioned device also includes: a fourth movement control module, which is used to control the first character to move at an initial speed in response to the first character leaving the passage in the game scene within a preset skill cooling time.
[0088] The above-mentioned device also includes: an attack judgment module, which is used to determine that the first character is not damaged by the attack in response to the first character being attacked by a character in the second game camp while the first character is moving outside the channel at the second speed.
[0089] The above-mentioned device also includes: a fifth movement control module, which is used to control the first character to generate an impact force on the character in response to a collision between the first character and a character in the second game camp during the process of the first character moving at a second speed outside the channel, and control the character to move based on the impact force.
[0090] The above-mentioned first game camp also includes a second character; the above-mentioned device also includes: a sixth movement control module, which is used to respond to the movement control instruction for the second character if the second character has the first skill, control the second character to move in the channel at a first speed, and move to the target position; a seventh movement control module, which is used to respond to the movement control instruction for the second character if the second character does not have the first skill, control the second character to move in the channel at a third speed, and move to the target position; the third speed is less than the first speed.
[0091] The above-mentioned device also includes: an eighth movement control module, which is used to control the second character to move at a fourth speed in the game scene in response to the second character leaving the channel if the second character does not have the first skill; the fourth speed is less than the initial speed of the second character.
[0092] The above-mentioned device also includes: a ninth movement control module, used to control the movement of a third character in the channel, the third character being at least one of the following: the first character and other characters in the first game camp; an identification display module, used to respond to the third character leaving the channel, based on the movement trajectory of the third character in the game scene, display a trajectory indication identification; after a second specified time period, cancel the display of the trajectory indication identification.
[0093] The above-mentioned device also includes: a mark cancellation module, which is used to cancel the display of the trajectory indication mark in response to the third character leaving the channel if the third character has the first skill and the level of the first skill reaches a preset level.
[0094] The second game camp includes a fourth character; the device further includes: a tenth movement control module, which is used to respond to a movement control instruction for the fourth character and control the fourth character to move to a target position through the channel.
[0095] The tenth movement control module is further configured to control the fourth character to move in the channel at a preset fifth speed; the fifth speed being greater than or equal to the movement speed of the characters in the first game camp in the channel.
[0096] The above-mentioned device also includes: a control right configuration module, which is used to configure the control right of the fifth character for the fourth character in response to the fourth character moving in the channel to the position of the fifth character in the first game camp, wherein the fifth character is at least one of the following: the first character and other characters in the first game camp; a carrying control module, which is used to control the fourth character to carry the fifth character to the target position.
[0097] The above-mentioned second game camp includes a sixth character; the channel has a channel entrance; the above-mentioned device also includes: a damage status control module, which is used to respond to the interactive instructions generated by the sixth character for the channel entrance and determine that the channel entrance is in a damaged state; when the channel entrance is in a damaged state, the characters in the game scene cannot enter the channel.
[0098] The above-mentioned device also includes: a line of sight direction range judgment module, which is used to judge whether the connection between the sixth character and the seventh character is within the line of sight direction range of the seventh character in response to the sixth character's control channel entrance being in a damaged state and there being an obstacle between the sixth character and the seventh character; the seventh character is any character in the first game camp; and a position information providing module, which is used to provide the seventh character with the position information of the sixth character if so.
[0099] The above-mentioned channel quantity threshold is determined based on the number of characters with the first skill in the first game camp.
[0100] The above-mentioned device also includes: a first effect display module, which is used to display a first effect on the ground surface corresponding to the underground passage in response to the eighth character moving in the underground passage; the eighth character is any character in the first game camp.
[0101] The above-mentioned first effect display module is also used for: if the eighth character has the first skill, displaying the second effect corresponding to the eighth character on the surface corresponding to the underground passage.
[0102] The first effect display module is further configured to display the first effect on the ground surface corresponding to the location of the eighth character in the underground passage.
[0103] The above-mentioned device also includes: a channel state control module, which is used to control the channel to be in an inaccessible state for other characters in the first game camp in response to the character in the first game camp moving in the channel.
[0104] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interactive control method. The details are as follows:
[0105] In response to a game match start instruction, a game scene corresponding to the game match is provided, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; the first character has a first skill; in response to a trigger instruction for the first skill of the first character, a target position in the game scene is determined, and a channel between the current position of the first character and the target position is generated; in response to a movement control instruction for the first character, the first character is controlled to move to the target position through the channel; when the first character is in the channel, the first character is invisible to characters in the game scene that are not in the channel.
[0106] In the above method, players can control the characters to generate channels in the game scene and move to another location through the channels to avoid being captured by characters from the opposing game camp. This enriches the player's gaming experience, increases the player's gaming interest, improves the game retention rate to a certain extent, and reduces the waste of game system resources.
[0107] Optionally, the above-mentioned game scene includes at least one scene object; the step of determining the target position in the game scene in response to the trigger instruction of the first skill of the first character includes: responding to the selection instruction of the first object in at least one scene object, and determining the position of the first object as the target position.
[0108] Optionally, the distance between the first object and the first character is less than a preset first distance threshold.
[0109] Optionally, the above-mentioned first object has a holding space; when the first character is located in the holding space, the first character is invisible relative to the characters in the game scene that are not in the holding space; the step of generating a channel between the current position of the first character and the target position includes: generating a channel between the current position of the first character and the holding space of the first object.
[0110] Optionally, the above-mentioned game scene includes interactive scene objects; the first character is controlled by the first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the above-mentioned method also includes: in response to the scene range corresponding to the first character including interactive scene objects, setting the trigger control to an untriggerable state; the scene range includes a scene position whose distance from the current position of the first character is less than or equal to a preset second distance threshold.
[0111] Optionally, the first character is controlled by a first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the method further includes: in response to the first character being in a virtual medium of a preset type, setting the trigger control to an untriggerable state.
[0112] Optionally, the above-mentioned steps of responding to the trigger instruction of the first skill for the first character, determining the target position in the game scene, and generating a channel between the current position of the first character and the target position include: responding to the trigger instruction of the first skill for the first character, judging whether the number of stored channels in the game scene reaches a channel number threshold; the stored channels are generated by the first skill; if so, canceling the first channel in the stored channels, and determining the target position in the game scene, and generating a channel between the current position of the first character and the target position; the first channel is the channel with the earliest generation time among the stored channels.
[0113] Optionally, the step of generating a passage between the current position of the first character and the target position includes: generating a passage entrance on the surface of the current position of the first character, and generating an underground passage between the passage entrance and the target position.
[0114] Optionally, the step of controlling the first character to move through the channel to the target position includes: controlling the first character to move in the channel at a preset first speed and move to the target position.
[0115] Optionally, the first speed is greater than the initial speed of the first character; the method further includes: in response to the first character moving out of the channel, controlling the first character to move at a second speed in the game scene, the second speed being greater than the initial speed of the first character, and the second speed being less than or equal to the first speed; in response to satisfying a preset condition, controlling the first character to move at the initial speed in the game scene.
[0116] Optionally, the above-mentioned preset conditions include at least one of the following: the first character is attacked by a character in the second game camp, the time the first character leaves the channel reaches a first specified time, and the moving distance of the first character reaches a specified distance.
[0117] Optionally, after controlling the first character to move at the second speed in response to satisfying a preset condition, the method further includes: controlling the first character to move at the initial speed in response to the first character leaving the passage in the game scene within a preset skill cooling period.
[0118] Optionally, the above method further includes: in the process of the first character moving at the second speed outside the channel, in response to the first character being attacked by a character in the second game camp, determining that the first character has not been damaged by the attack.
[0119] Optionally, the above method also includes: when the first character moves outside the channel at a second speed, in response to a collision between the first character and a character in the second game camp, controlling the first character to generate an impact force on the character, and controlling the character to move based on the impact force.
[0120] Optionally, the first game camp also includes a second character; the method also includes: if the second character has the first skill, responding to the movement control instruction for the second character, controlling the second character to move in the channel at a first speed, and moving to the target position; if the second character does not have the first skill, responding to the movement control instruction for the second character, controlling the second character to move in the channel at a third speed, and moving to the target position; the third speed is less than the first speed.
[0121] Optionally, the above method also includes: if the second character does not have the first skill, in response to the second character leaving the channel, controlling the second character to move at a fourth speed in the game scene; the fourth speed is less than the initial speed of the second character.
[0122] Optionally, the above method also includes: controlling a third character to move in the channel, the third character being at least one of the following: the first character and other characters in the first game camp; in response to the third character leaving the channel, displaying a trajectory indication mark based on the movement trajectory of the third character in the game scene; and canceling the display of the trajectory indication mark after a second specified time period.
[0123] Optionally, the above method also includes: if the third character has the first skill and the level of the first skill reaches a preset level, in response to the third character leaving the channel, canceling the display of the trajectory indication mark.
[0124] Optionally, the second game camp includes a fourth character; the method further includes: responding to a movement control instruction for the fourth character, and controlling the fourth character to move to a target position through the channel.
[0125] Optionally, the step of controlling the fourth character to move to the target position through the channel includes: controlling the fourth character to move in the channel at a preset fifth speed; the fifth speed is greater than or equal to the movement speed of the characters in the first game camp in the channel.
[0126] Optionally, the above method also includes: in response to the fourth character moving in the channel to the location of the fifth character in the first game camp, configuring control rights of the fifth character for the fourth character, wherein the fifth character is at least one of the following: the first character and other characters in the first game camp; controlling the fourth character to carry the fifth character to the target location.
[0127] Optionally, the second game camp includes a sixth character; the channel has a channel entrance; the method further includes: responding to an interactive instruction generated by the sixth character for the channel entrance, and determining that the channel entrance is in a damaged state; when the channel entrance is in a damaged state, the characters in the game scene cannot enter the channel.
[0128] Optionally, the above method also includes: in response to the sixth character's control channel entrance being in a damaged state and there being an obstacle between the sixth character and the seventh character, determining whether the line between the sixth character and the seventh character is within the seventh character's line of sight; the seventh character is any character in the first game camp; if so, providing the sixth character's location information to the seventh character.
[0129] Optionally, the above-mentioned channel quantity threshold is determined based on the number of characters with the first skill in the first game camp.
[0130] Optionally, the above method also includes: in response to the eighth character moving in the underground passage, displaying a first effect on the ground surface corresponding to the underground passage; the eighth character is any character in the first game camp.
[0131] Optionally, the step of displaying the first effect on the surface corresponding to the underground passage includes: if the eighth character has the first skill, displaying the second effect corresponding to the eighth character on the surface corresponding to the underground passage.
[0132] Optionally, the step of displaying the first effect on the ground surface corresponding to the underground passage includes: displaying the first effect on the ground surface corresponding to the position of the eighth character in the underground passage.
[0133] Optionally, the above method further includes: in response to a character in the first game camp moving in the channel, controlling the channel to be inaccessible to other characters in the first game camp.
[0134] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0135] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0136] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0137] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0138] This embodiment further provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0139] The embodiments of the present invention provide a method, device, and electronic device for interactive game control, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the previous method embodiments. Specifically,
[0140] In response to a game match start instruction, a game scene corresponding to the game match is provided, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; the first character has a first skill; in response to a trigger instruction for the first skill of the first character, a target position in the game scene is determined, and a channel between the current position of the first character and the target position is generated; in response to a movement control instruction for the first character, the first character is controlled to move to the target position through the channel; when the first character is in the channel, the first character is invisible to characters in the game scene that are not in the channel.
[0141] In the above method, players can control the characters to generate channels in the game scene and move to another location through the channels to avoid being captured by characters from the opposing game camp. This enriches the player's gaming experience, increases the player's gaming interest, improves the game retention rate to a certain extent, and reduces the waste of game system resources.
[0142] Optionally, the above-mentioned game scene includes at least one scene object; the step of determining the target position in the game scene in response to the trigger instruction of the first skill of the first character includes: responding to the selection instruction of the first object in at least one scene object, and determining the position of the first object as the target position.
[0143] Optionally, the distance between the first object and the first character is less than a preset first distance threshold.
[0144] Optionally, the above-mentioned first object has a holding space; when the first character is located in the holding space, the first character is invisible relative to the characters in the game scene that are not in the holding space; the step of generating a channel between the current position of the first character and the target position includes: generating a channel between the current position of the first character and the holding space of the first object.
[0145] Optionally, the above-mentioned game scene includes interactive scene objects; the first character is controlled by the first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the above-mentioned method also includes: in response to the scene range corresponding to the first character including interactive scene objects, setting the trigger control to an untriggerable state; the scene range includes a scene position whose distance from the current position of the first character is less than or equal to a preset second distance threshold.
[0146] Optionally, the first character is controlled by a first terminal device; the graphical user interface provided by the first terminal device displays the trigger control corresponding to the first skill; the method further includes: in response to the first character being in a virtual medium of a preset type, setting the trigger control to an untriggerable state.
[0147] Optionally, the above-mentioned steps of responding to the trigger instruction of the first skill for the first character, determining the target position in the game scene, and generating a channel between the current position of the first character and the target position include: responding to the trigger instruction of the first skill for the first character, judging whether the number of stored channels in the game scene reaches a channel number threshold; the stored channels are generated by the first skill; if so, canceling the first channel in the stored channels, and determining the target position in the game scene, and generating a channel between the current position of the first character and the target position; the first channel is the channel with the earliest generation time among the stored channels.
[0148] Optionally, the step of generating a passage between the current position of the first character and the target position includes: generating a passage entrance on the surface of the current position of the first character, and generating an underground passage between the passage entrance and the target position.
[0149] Optionally, the step of controlling the first character to move through the channel to the target position includes: controlling the first character to move in the channel at a preset first speed and move to the target position.
[0150] Optionally, the first speed is greater than the initial speed of the first character; the method further includes: in response to the first character moving out of the channel, controlling the first character to move at a second speed in the game scene, the second speed being greater than the initial speed of the first character, and the second speed being less than or equal to the first speed; in response to satisfying a preset condition, controlling the first character to move at the initial speed in the game scene.
[0151] Optionally, the above-mentioned preset conditions include at least one of the following: the first character is attacked by a character in the second game camp, the time the first character leaves the channel reaches a first specified time, and the moving distance of the first character reaches a specified distance.
[0152] Optionally, after controlling the first character to move at the second speed in response to satisfying a preset condition, the method further includes: controlling the first character to move at the initial speed in response to the first character leaving the passage in the game scene within a preset skill cooling period.
[0153] Optionally, the above method further includes: in the process of the first character moving at the second speed outside the channel, in response to the first character being attacked by a character in the second game camp, determining that the first character has not been damaged by the attack.
[0154] Optionally, the above method also includes: when the first character moves outside the channel at a second speed, in response to a collision between the first character and a character in the second game camp, controlling the first character to generate an impact force on the character, and controlling the character to move based on the impact force.
[0155] Optionally, the first game camp also includes a second character; the method also includes: if the second character has the first skill, responding to the movement control instruction for the second character, controlling the second character to move in the channel at a first speed, and moving to the target position; if the second character does not have the first skill, responding to the movement control instruction for the second character, controlling the second character to move in the channel at a third speed, and moving to the target position; the third speed is less than the first speed.
[0156] Optionally, the above method also includes: if the second character does not have the first skill, in response to the second character leaving the channel, controlling the second character to move at a fourth speed in the game scene; the fourth speed is less than the initial speed of the second character.
[0157] Optionally, the above method also includes: controlling a third character to move in the channel, the third character being at least one of the following: the first character and other characters in the first game camp; in response to the third character leaving the channel, displaying a trajectory indication mark based on the movement trajectory of the third character in the game scene; and canceling the display of the trajectory indication mark after a second specified time period.
[0158] Optionally, the above method also includes: if the third character has the first skill and the level of the first skill reaches a preset level, in response to the third character leaving the channel, canceling the display of the trajectory indication mark.
[0159] Optionally, the second game camp includes a fourth character; the method further includes: responding to a movement control instruction for the fourth character, and controlling the fourth character to move to a target position through the channel.
[0160] Optionally, the step of controlling the fourth character to move to the target position through the channel includes: controlling the fourth character to move in the channel at a preset fifth speed; the fifth speed is greater than or equal to the movement speed of the characters in the first game camp in the channel.
[0161] Optionally, the above method also includes: in response to the fourth character moving in the channel to the location of the fifth character in the first game camp, configuring control rights of the fifth character for the fourth character, wherein the fifth character is at least one of the following: the first character and other characters in the first game camp; controlling the fourth character to carry the fifth character to the target location.
[0162] Optionally, the second game camp includes a sixth character; the channel has a channel entrance; the method further includes: responding to an interactive instruction generated by the sixth character for the channel entrance, and determining that the channel entrance is in a damaged state; when the channel entrance is in a damaged state, the characters in the game scene cannot enter the channel.
[0163] Optionally, the above method also includes: in response to the sixth character's control channel entrance being in a damaged state and there being an obstacle between the sixth character and the seventh character, determining whether the line between the sixth character and the seventh character is within the seventh character's line of sight; the seventh character is any character in the first game camp; if so, providing the sixth character's location information to the seventh character.
[0164] Optionally, the above-mentioned channel quantity threshold is determined based on the number of characters with the first skill in the first game camp.
[0165] Optionally, the above method also includes: in response to the eighth character moving in the underground passage, displaying a first effect on the ground surface corresponding to the underground passage; the eighth character is any character in the first game camp.
[0166] Optionally, the step of displaying the first effect on the surface corresponding to the underground passage includes: if the eighth character has the first skill, displaying the second effect corresponding to the eighth character on the surface corresponding to the underground passage.
[0167] Optionally, the step of displaying the first effect on the ground surface corresponding to the underground passage includes: displaying the first effect on the ground surface corresponding to the position of the eighth character in the underground passage.
[0168] Optionally, the above method further includes: in response to a character in the first game camp moving in the channel, controlling the channel to be inaccessible to other characters in the first game camp.
[0169] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0170] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0171] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.
[0172] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0173] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0174] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A game interactive control method, characterized in that: The method comprises: In response to a game match start instruction, providing a game scene corresponding to the game match, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp is in an adversarial relationship with the first game camp; and the first character has a first skill; In response to a trigger instruction for a first skill of the first character, determining a target position in the game scene, and generating a channel between a current position of the first character and the target position; In response to a movement control instruction for the first character, the first character is controlled to move to the target position through the channel; when the first character is in the channel, the first character is invisible to characters in the game scene that are not in the channel.
2. The method according to claim 1, characterized in that The game scene includes at least one scene object; The step of determining a target position in the game scene in response to a trigger instruction for the first skill of the first character includes: In response to a selection instruction for a first object among the at least one scene object, a location of the first object is determined as a target location.
3. The method according to claim 2, characterized in that The distance between the first object and the first character is less than a preset first distance threshold.
4. The method according to claim 2, characterized in that The first object has a holding space; when the first character is located in the holding space, the first character is invisible to characters in the game scene that are not in the holding space; The step of generating a channel between the current position of the first character and the target position includes: A passage is generated between the current position of the first character and the accommodation space of the first object.
5. The method according to claim 1, wherein The game scene includes interactive scene objects; the first character is controlled by a first terminal device; The graphical user interface provided by the first terminal device displays a trigger control corresponding to the first skill; The method further comprises: In response to the scene range corresponding to the first character including an interactive scene object, the trigger control is set to an untriggerable state; the scene range includes a scene position whose distance from the current position of the first character is less than or equal to a preset second distance threshold.
6. The method according to claim 1, characterized in that The first role is controlled by a first terminal device; The graphical user interface provided by the first terminal device displays a trigger control corresponding to the first skill; The method further comprises: In response to the first character being in a virtual medium of a preset type, the trigger control is set to a non-triggerable state.
7. The method according to claim 1, characterized in that The steps of responding to a trigger instruction for a first skill of the first character, determining a target position in the game scene, and generating a passage between the current position of the first character and the target position include: In response to a trigger instruction for a first skill of the first character, determining whether the number of stored channels in the game scene reaches a channel number threshold; the stored channels are generated by the first skill; If so, cancel the first channel in the stored channels, determine the target position in the game scene, and generate a channel between the current position of the first character and the target position; the first channel is the channel with the earliest generation time among the stored channels.
8. The method according to claim 1, characterized in that The step of generating a channel between the current position of the first character and the target position includes: A passage entrance is generated on the ground surface at the current position of the first character, and an underground passage is generated between the passage entrance and the target position.
9. The method according to claim 1, characterized in that The step of controlling the first character to move to the target position through the passage includes: The first character is controlled to move in the channel at a preset first speed and to move to the target position.
10. The method according to claim 9, characterized in that The first speed is greater than the initial speed of the first character; The method further comprises: In response to the first character moving out of the channel, controlling the first character to move at a second speed in the game scene, wherein the second speed is greater than an initial speed of the first character and less than or equal to the first speed; In response to a preset condition being met, the first character is controlled to move at the initial speed in the game scene.
11. The method according to claim 10, characterized in that The preset conditions include at least one of the following: the first character is attacked by a character in the second game camp, the first character leaves the channel for a first specified time, and the first character moves a specified distance.
12. The method according to claim 10, characterized in that In response to a preset condition being met, after controlling the first character to move at the second speed, the method further includes: Within a preset skill cooldown period, in response to the first character leaving the passage in the game scene, the first character is controlled to move at the initial speed.
13. The method according to claim 10, characterized in that The method further comprises: While the first character is moving outside the channel at the second speed, in response to the first character being attacked by a character in the second game camp, it is determined that the first character is not damaged by the attack.
14. The method according to claim 10, characterized in that The method further comprises: While the first character is moving outside the channel at the second speed, in response to a collision between the first character and a character in the second game camp, the first character is controlled to generate an impact force on the character, and the character is controlled to move based on the impact force.
15. The method according to claim 9, characterized in that The first game camp also includes a second character; and the method further includes: If the second character has the first skill, in response to a movement control instruction for the second character, control the second character to move in the channel at the first speed and to the target position; If the second character does not have the first skill, in response to a movement control instruction for the second character, the second character is controlled to move in the channel at a third speed and move to the target position; the third speed is less than the first speed.
16. The method according to claim 15, characterized in that The method further comprises: If the second character does not have the first skill, in response to the second character leaving the passage, the second character is controlled to move at a fourth speed in the game scene; the fourth speed is less than the initial speed of the second character.
17. The method according to claim 1, wherein The method further comprises: controlling a third character to move in the channel, wherein the third character is at least one of the following: the first character and other characters in the first game camp; In response to the third character leaving the passage, displaying a trajectory indicator based on the movement trajectory of the third character in the game scene; After the second specified time period, the track indication mark is canceled.
18. The method according to claim 17, characterized in that The method further comprises: If the third character has a first skill and the level of the first skill reaches a preset level, in response to the third character leaving the channel, the trajectory indication mark is canceled.
19. The method according to claim 1, wherein The second game camp includes a fourth character; The method further comprises: In response to the movement control instruction for the fourth character, the fourth character is controlled to move to the target position through the passage.
20. The method according to claim 19, characterized in that The step of controlling the fourth character to move to the target position through the passage comprises: The fourth character is controlled to move in the channel at a preset fifth speed; the fifth speed is greater than or equal to the moving speed of the characters in the first game camp in the channel.
21. The method according to claim 19, wherein The method further comprises: In response to the fourth character moving in the passage to a location of a fifth character in the first game camp, configuring control rights of the fifth character for the fourth character, wherein the fifth character is at least one of the following: the first character and another character in the first game camp; The fourth character is controlled to carry the fifth character to move to the target location.
22. The method according to claim 1, wherein The second game camp includes a sixth character; the passage has a passage entrance; The method further comprises: In response to an interaction instruction generated by the sixth character for the channel entrance, it is determined that the channel entrance is in a damaged state; when the channel entrance is in the damaged state, the characters in the game scene cannot enter the channel.
23. The method according to claim 22, characterized in that The method further comprises: In response to the sixth character controlling the passage entrance to be in a damaged state and an obstacle being present between the sixth character and a seventh character, determining whether a line connecting the sixth character and the seventh character is within a line of sight of the seventh character; the seventh character being any character in the first game camp; If so, the location information of the sixth character is provided to the seventh character.
24. The method according to claim 7, characterized in that The channel quantity threshold is determined based on the number of characters with the first skill in the first game camp.
25. The method according to claim 8, wherein The method further comprises: In response to the eighth character moving in the underground passage, a first effect is displayed on the ground surface corresponding to the underground passage; the eighth character is any character in the first game camp.
26. The method according to claim 25, characterized in that The step of displaying a first effect on the ground surface corresponding to the underground passage comprises: If the eighth character has the first skill, a second effect corresponding to the eighth character is displayed on the ground surface corresponding to the underground passage.
27. The method according to claim 25, characterized in that The step of displaying a first effect on the ground surface corresponding to the underground passage comprises: The ground surface corresponding to the location of the eighth character in the underground passage displays a first effect.
28. The method according to claim 1, wherein The method further comprises: In response to a character in the first game camp moving in the passage, the passage is controlled to be inaccessible to other characters in the first game camp.
29. A game interactive control device, characterized in that: The device comprises: A game scene providing module is configured to provide a game scene corresponding to the game game in response to a game match start instruction, wherein the game scene includes a first game camp and a second game camp; the first game camp includes a first character; the second game camp has an adversarial relationship with the first game camp; and the first character has a first skill; a channel generation module, configured to respond to a trigger instruction for a first skill of the first character, determine a target position in the game scene, and generate a channel between a current position of the first character and the target position; The first movement control module is used to respond to the movement control instruction for the first character and control the first character to move to the target position through the channel; when the first character is in the channel, the first character is invisible relative to the characters in the game scene that are not in the channel.
30. An electronic device, characterized in that: The game interactive control method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interactive control method according to any one of claims 1 to 28.
31. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 28.