Game interaction control method and device and electronic equipment
By controlling the game characters to release skills and hit enemy characters in competitive games, causing damage and improving their own skill effects, the problem of single game skills and limited scene changes is solved, and the game playability and player experience is improved.
Patent Information
- Application Number
- CN202510506180.9
- 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 competitive games, the game skills that player characters can use are relatively single, and the game scene content and scene changes are limited, resulting in low player interest in the game.
The terminal device provides a graphical user interface to control the first game character to release the game skills and hit the second game character, causing damage while adding new target game buffs to the first game character to improve their skill effects.
It improves the playability and combat effectiveness of the game characters and enhances the player's gaming experience.
Smart Images

Figure CN120459641A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game design, and in particular to a game interactive control method, device, and electronic device. Background Art
[0002] In competitive games, player characters can use game skills to attack enemy characters. However, the game skills currently available to player characters are relatively simple, and the game scene content and scene changes are limited, resulting in low player interest in the game. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device to improve game playability and gaming experience.
[0004] In a first aspect, the present disclosure provides a game interaction control method, which includes: providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including: a first game character controlled by the terminal device, and a second game character; in response to a first release operation for a first game skill, controlling the first game character to release the first game skill in the game scene; in response to the first game skill hitting the second game character, controlling damage to the second game character and adding a target game gain to the first game character; wherein the target game gain is used to enhance the skill effect of the first game skill and / or the second game skill possessed by the first game character.
[0005] In a second aspect, the present disclosure provides a game interaction control device, which includes: an interface display module for providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including: a first game character controlled by the terminal device, and a second game character; a skill release module for responding to a first release operation for a first game skill, controlling the first game character to release the first game skill in the game scene; a skill improvement module for responding to the first game skill hitting the second game character, controlling the damage to the second game character, and adding a target game gain to the first game character; wherein the target game gain is used to improve the skill effect of the first game skill and / or the second game skill possessed by the first game character.
[0006] In a third aspect, the present disclosure provides an electronic device comprising 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, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a game interaction control method, device, and electronic device. First, a graphical user interface is provided through a terminal device. The graphical user interface includes a game scene. The game scene includes: a first game character controlled by the terminal device, and a second game character. Then, in response to a first release operation for a first game skill, the first game character is controlled to release the first game skill in the game scene. Then, in response to the first game skill hitting the second game character, damage is caused to the second game character, and a target game gain is added to the first game character. The target game gain is used to enhance the skill effect of the first game skill and / or the second game skill possessed by the first game character. In this method, when the first game character uses the first game skill to hit other game characters in the game scene, damage is caused to the other game characters, and the skill effect of the game skill possessed by the first game character is enhanced, thereby improving the playability and combat effectiveness of the first game character, and helping to enhance the player's gaming experience.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed 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 disclosure 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 disclosure. For ordinary technicians in this field, 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 disclosure;
[0014] Figure 2 A schematic diagram showing a target ray and a first marker provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of displaying a second identifier provided in an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of displaying a target virtual object provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0019] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0020] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0021] In one embodiment of the present disclosure, 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.
[0022] 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.
[0023] 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.
[0024] 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:
[0025] Step S102: providing a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character.
[0026] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interactive system. Specifically, the above-mentioned terminal device can be a mobile phone, a tablet computer or a personal computer, etc. By running the game program corresponding to the target game, the terminal device can provide a graphical user interface corresponding to the target game, and the graphical user interface is used to display the scene screen of the game scene. The game scene includes at least multiple game characters, and the multiple game characters can belong to different game camps or to the same game camp. When multiple game characters belong to different game camps, each game camp includes one or more game characters, and there is a hostile relationship between different game camps, that is, a certain game character needs to attack a game character that belongs to a different game camp, so as to help the game camp to which the game character belongs to win.
[0027] The first game character and the second game character are different game characters. The second game character can be a game character belonging to the same game camp as the first game character, or a game character belonging to a different game camp than the first game character, or an NPC (Non-Player Character) in the game scene, etc.
[0028] Step S104 , in response to a first release operation for the first game skill, controlling the first game character to release the first game skill in the game scene.
[0029] In specific implementation, the specific operation corresponding to the above-mentioned first release operation can be determined according to research and development requirements. For example, the first release operation can be a click operation or a long press operation on the skill control corresponding to the first game skill displayed in the graphical user interface, or it can be a trigger operation on a designated button on the keyboard or game controller, etc. When the player performs the first release operation for the first game skill, the first game character will release the first game skill in the game scene. During the skill effect time of the first game skill, the first game skill may hit the game character in the game scene, or it may miss the game character in the game scene. The specific operation can be determined based on the position and timing of the player releasing the first game skill, or it can be determined based on the movement and attack of the game character in the game scene.
[0030] For example, when a first game character releases a first game skill in a game scene, a second game character in the game scene is in the skill action area of the first game skill, and the second game character does not dodge or defend against the attack of the first game skill. At this time, the first game skill will hit the second game character.
[0031] Step S106, in response to the first game skill hitting the second game character, controlling the damage to the second game character and adding a target game gain to the first game character; wherein the target game gain is used to enhance the skill effects of the first game skill and the second game skill possessed by the first game character.
[0032] When the first game skill released by the first game character hits the second game character in the game scene, damage will be caused to the second game character; wherein, the damage caused to the second game character can be determined according to research and development requirements. For example, the damage caused to the second game character may include at least one of the following: increasing the damage value corresponding to the second game character, reducing the health value of the second game character, slowing down the movement speed of the second game character, causing the movement of the second game character to leave traces, etc.
[0033] When a first game skill hits a second game character, dealing damage to the second character, a target game buff is added to the first game character. This target game buff can enhance the effectiveness of the first game character's skill when used with the first game skill, and can also enhance the effectiveness of the second game skill when used with the first game character. The first and second game skills are different game skills, and the corresponding skill effect of the second game skill can be determined based on R&D requirements.
[0034] In practice, the specific gain effects corresponding to the aforementioned target game gains can be determined based on R&D requirements. For example, a target game gain could increase the damage dealt to a second game character when a first game character uses a first game skill to hit a second game character. Alternatively, a target game gain could increase the skill range and duration of the first game character's use of the first or second game skills. Adding a target game gain to the first game character increases the first game character's attack power, helping to improve the first game character's chances of winning the game, thereby enhancing the player's gaming experience.
[0035] The disclosed embodiment provides a game interaction control method. When a first game character uses a first game skill to hit other game characters in a game scene, it will cause damage to other game characters and enhance the skill effect of the game skill possessed by the first game character, thereby enhancing the playability and combat effectiveness of the first game character and helping to enhance the player's gaming experience.
[0036] The following embodiment is used to describe the skill release method of the first game skill.
[0037] Specifically, the above-mentioned response to the first release operation of the first game skill and the specific process of controlling the first game character to release the first game skill in the game scene may include: responding to the first release operation of the first game skill and controlling the launch of the target prop from the position of the first game character toward the first direction.
[0038] In a specific implementation, the specific direction corresponding to the first direction can be determined according to R&D requirements. For example, the first direction can be directly in front of the first game character, directly behind the first game character, or in front of the right or left of the first game character. The prop style corresponding to the target prop can be determined according to R&D requirements. For example, the target prop can be a virtual syringe, a virtual spring, or a virtual suction gun.
[0039] For example, when a player performs a first release operation for a first game skill, the first game character will release the first game skill in the game scene, that is, starting from the position of the first game character, a target prop will be launched in a first direction. The maximum launch distance of the target prop can be determined according to R&D requirements. For example, the maximum launch distance of the target prop can be 5 meters or 4 meters.
[0040] Furthermore, the above-mentioned specific process of controlling the damage to the second game character and adding a target game gain to the first game character in response to the first game skill hitting the second game character may include: reducing the attribute parameters of the second game character and adding a target game gain to the first game character in response to the target prop hitting the second game character.
[0041] In a specific implementation, the first game skill hits the second game character, that is, the target prop hits the second game character. When the target prop hits the second game character, the target prop stops firing in the first direction and moves in the opposite direction of the first direction to the position of the first game character, so that the next time the first game character releases the first game skill, the target prop continues to be fired from the position of the first game character in the first direction.
[0042] In an optional embodiment, the specific process of reducing the attribute parameters of the second game character may include at least one of the following: reducing the health value of the second game character; reducing the movement speed of the second game character within a first preset time period; during the movement of the second game character, switching the display mode of the movement track left by the second game character in the game scene to a target display mode, and increasing the display time of the movement track.
[0043] In specific implementation, the specific duration corresponding to the above-mentioned first preset duration can be determined according to research and development requirements. For example, the first preset duration can be 60 seconds or 15 seconds. In the mechanism for the second game character to leave a movement track in the game scene during movement, the display mode of the movement track left by the second game character in the game scene is replaced with the target display mode and the display duration of the movement track of the target display mode is extended, so as to facilitate the enemy character to discover the second game character and thus attack the second game character. The above-mentioned target display mode is more eye-catching than the display mode of the movement track. The specific display mode corresponding to the target display can be determined according to research and development requirements.
[0044] In an optional embodiment, the specific pattern of the movement trail left by the second game character in the game scene can be determined based on R&D requirements. For example, the movement trail can be footprints, blood drops, or air currents left by the first game character in the game scene. The target display method can replace the movement trail with bloodstains, luminous objects of a specified color, or a movement trail displayed as an outline.
[0045] Furthermore, the target item has a built-in storage space; the storage space of the target item launched from the first game character's position toward the first direction is empty; based on this, in response to the target item hitting the second game character, the storage space of the target item is controlled to be adjusted to a full state.
[0046] In specific implementation, the storage size of the built-in storage space of the target prop can be determined according to R&D requirements. When the player uses the first game skill for the first time, the storage space of the target prop launched from the position of the first game character toward the first direction is empty, that is, the storage space of the target prop is empty. When the first game character uses the first game skill and hits the second game character through the target prop, the storage space of the target prop is adjusted to a full state, that is, the storage space of the target prop is filled.
[0047] In one specific embodiment, the target item can be a syringe. The first game character can use the syringe to attack in the game scene. When the first game character attacks with the syringe, the syringe fires in a straight line, not in a fan-shaped pattern. The syringe's attack range is longer, reaching a maximum range that can be determined based on research and development. When the syringe hits an enemy character in the game scene that is not in the same faction as the first game character (this enemy character is equivalent to the second game character), blood is immediately drawn, which means that the syringe's internal storage space is adjusted to full. Blood draws cannot be accumulated multiple times. After the syringe completes a blood draw, the next time the first game character uses the syringe to attack or uses a second game skill, the corresponding skill effect is enhanced. When the syringe's internal storage space is empty, the storage space may be displayed in a first color. When the syringe's internal storage space is full, the storage space may be displayed in a second color. The first and second colors are different, and the specific colors corresponding to the first and second colors can be determined based on research and development needs. For example, the first color may be a green mist, and the second color may be pink or red, with a certain floodlight effect.
[0048] After the syringe hits an enemy character, the enemy character will experience a 60-second blood loss state. This blood loss state can reduce the enemy character's health and slow the enemy character's movement speed by 30%. If the enemy character leaves a trail in the game scene, the trail will be replaced with blood and the duration will be extended to 15 seconds. The blood trail left by the enemy character will be visible to all players corresponding to the character in the game scene. If the enemy character does not leave a trail in the game scene, the blood trail will not be left in the game scene.
[0049] In an optional embodiment, the blood loss state can be canceled when the enemy character is in a specified state. The specified state can be determined according to research and development requirements.
[0050] The following implementation is used to describe a method for improving the skill effect of a first game skill.
[0051] Specifically, after adding a target game gain for the first game character, in response to the second release operation for the first game skill, the target ray emitted from the position of the first game character toward the second direction is controlled; in response to the target ray hitting the target object in the game scene, the first identifier of the first preset range is controlled to be generated at the hit point position of the target ray in the game scene; in response to the second game character touching the first identifier, damage is caused to the second game character.
[0052] In a specific implementation, the second release operation can be the same as or different from the first release operation. The specific operation corresponding to the second release operation can be determined based on R&D requirements. For example, the second release operation can be a long press operation on the skill control corresponding to the first game skill displayed in the graphical user interface, or a trigger operation on a designated button on the keyboard or game controller. The specific direction corresponding to the second direction can be determined based on R&D requirements. The second direction can be the same as or different from the first direction. For example, the second direction can be directly in front of, directly behind, to the left or to the right of the first game character.
[0053] The display style of the above-mentioned target ray can be determined according to the research and development needs. For example, the target ray can be a ray of a specified color, or a ray with a luminous effect, etc. After the first game character emits the target ray toward the second direction, if the target ray hits the target object in the game scene, the target ray will stop emitting toward the second direction, and the target ray will determine the hit point position directly below the hit target object, and generate a first identifier at the hit point position; wherein, the hit point position can be the position of the target object in the game scene. The first preset range corresponding to the above-mentioned first identifier is the range for detecting the contact detection between the game character in the game scene and the first identifier. When the game character is within the first preset range, it is determined that the game character has touched the first identifier, and damage is caused to the game character.
[0054] The specific range corresponding to the first preset range can be determined based on R&D requirements. For example, the first preset range can be a range of a preset distance from the impact point, or a cylindrical range with the impact point as the center and a preset length as the radius, and the height of the cylindrical range is a preset height. The preset length and preset height can be determined based on R&D requirements, for example, a preset length of 3 meters and a preset height of 3 meters. The display style of the first identifier can be determined based on R&D requirements, for example, the first identifier can be a display model of a specified color and / or a specified shape.
[0055] In the process of emitting the target ray from the position of the first game character toward the second direction, in response to the target ray hitting the second game character, damage is caused to the second game character.
[0056] In an optional embodiment, the target ray can cross obstacles in the game scene whose height is less than or equal to a preset height threshold. The target object is: an obstacle in the game scene whose height is greater than the preset height threshold, or a second game character. Specifically, the preset height threshold can be determined based on R&D needs, for example, the preset height threshold can be 1.5 meters or 1 meter. In other words, the target ray can cross low obstacles in the game scene during the launch process.
[0057] If the target object is an obstacle in the game scene that is higher than a preset height threshold, the system will search for a landing point in the vertical downward direction of the location where the target ray hits the obstacle. This landing point can be the game scene floor, steps, or the floor of a house. If the target object is a second game character in the game scene, the second game character's location will be used as the landing point, causing damage to the second game character.
[0058] In one specific embodiment, assuming the target item is a syringe, if the syringe is already filled with blood, the skill effect of the first game skill is enhanced. When the player activates the first game skill again, the syringe ejects the filled blood, and the attack is accompanied by a blood ray (equivalent to the target ray) in the extended direction of the attack (equivalent to the second direction). This blood ray can cross low obstacles up to 1.5 meters. A physical collision destroys the blood ray and plays a hit effect. The blood ray travels at a preset speed (e.g., 30 m / s or 20 m / s) in the extended direction of the attack, and can fly for a maximum preset duration (e.g., 3 seconds or 4 seconds). If the blood ray hits a second game character, it deals one point of damage to the second game character. If both the syringe and the blood ray from the same source hit the second game character simultaneously, the second game character only suffers one damage. This means that any second game character cannot be damaged by the other mechanic within the specified duration.
[0059] The blood ray generates a cylindrical model with a preset radius and height at the impact point. This cylindrical model represents the first marker. When a game character in the game scene collides with the first marker, the character's movement speed is reduced by 50% for 0.5 seconds. The speed reduction amount and speed reduction duration are for example purposes only; developers can set them arbitrarily based on the game rules.
[0060] like Figure 2 Shown is a schematic diagram of displaying a target ray and a first marker provided by an embodiment of the present invention. Figure 2 The character model with the black head portrait is the first game character, the character model with the white head portrait is the second game character, the syringe held by the first game character is the target prop, the ray emitted by the target prop is the target ray, and when the target ray hits the second game character, the position of the second game character is used as the hit point position to generate a first identifier, which is Figure 2 The oval symbol under the feet of the second game character in the game.
[0061] The following example is used to describe the second game skill.
[0062] Specifically, before adding a target game gain to the first game character, in response to a skill release operation for the second game skill, a second identifier within a second preset range is controlled to be generated in the game scene; in response to the second game character touching the second identifier, damage is caused to the second game character.
[0063] In specific implementation, the specific operation corresponding to the above-mentioned skill release operation can be determined according to R&D requirements. For example, the skill release operation can be a click operation or a long press operation on the skill control corresponding to the second game skill displayed in the graphical user interface, or it can be a trigger operation on a designated button on the keyboard or game controller, etc. When the player performs the skill release operation for the second game skill, the first game character will release the second game skill in the game scene, that is, a second identifier within a second preset range is generated in the game scene. When the second game character in the game scene touches the second identifier, damage is caused to the second game character. The damage caused here can be determined according to R&D requirements. For example, the damage may include but is not limited to slowing down the movement speed of the second game character, reducing the health value of the second game character, etc.
[0064] The location of the second identifier within the game scene that generates the second preset range can be determined based on research and development requirements. For example, the location where the second identifier is generated can be a fixed location within the game scene, the location where the second game skill lands when hitting a game object within the game scene, or a location near the first game character. The second preset range corresponding to the second identifier is used to detect contact between game characters within the game scene and the second identifier. When a game character is within the second preset range, it is determined that the game character has contacted the second identifier, and damage is caused to the game character.
[0065] The specific range corresponding to the second preset range can be determined based on R&D requirements. For example, the second preset range can be a range of a preset distance from the impact point, or a cylindrical range with the impact point as the center and a preset length as the radius, and the height of the cylindrical range is a preset height. The preset length and preset height can be determined based on R&D requirements, for example, a preset length of 6 meters and a preset height of 3 meters. The display style of the second identifier can be determined based on R&D requirements, for example, the second identifier can be a display model with a preset color and / or a preset shape.
[0066] In an optional embodiment, the above-mentioned specific process of controlling the generation of a second identifier of a second preset range in the game scene in response to a skill release operation for the second game skill may include: responding to a skill release operation for the second game skill, determining skill release parameters based on the skill release operation; wherein the skill release parameters include a skill release angle and / or an initial skill release velocity; based on the skill release parameters, projecting a preset object into the game scene, and generating a second identifier of a second preset range at the landing position of the preset object in the game scene.
[0067] In specific implementations, different skill release operations correspond to different skill release parameters. These parameters can include only the skill release angle, only the skill release initial velocity, or both. The skill release initial velocity is the velocity in the ray direction of the projectile's trajectory. The angle between the direction of the skill release initial velocity and the ground plane of the game scene is the skill release angle.
[0068] For a fixed skill release duration, a higher initial velocity will launch the target farther, while a larger angle will launch the target higher. The object model corresponding to these targets can be determined based on R&D needs. For example, the target could be a blood trajectory or a marble.
[0069] When a preset object is projected from the position of the first game character into the game scene based on skill release parameters, if the preset object hits a game object in the game scene, the preset object will stop projecting and the target object will move toward the impact point directly below the hit game object to determine the impact point location, and a second identifier will be generated at the impact point location; the impact point location can be the position of the game object in the game scene. The game object can be a game character in the game scene, or an object in the game scene with physical collision, etc.
[0070] like Figure 3 FIG. 1 is a schematic diagram showing a display of a second identifier provided by an embodiment of the present invention. Figure 3 The black head portrait character model is the first game character, the white head portrait character model is the second game character, the syringe held by the first game character is the target prop, and the circular model behind the parabola emitted by the target prop is the preset object. When the preset object hits the second game character, the position of the second game character is used as the hit point position to generate a second identifier. The second identifier is Figure 3 The dark grey oval logo under the feet of the second game character in the game.
[0071] In an optional embodiment, the above-mentioned response to the skill release operation for the second game skill and the specific process of determining the skill release parameters based on the skill release operation may include: responding to the click operation of the skill control corresponding to the second game skill, and determining the preset skill release angle and the preset skill release initial velocity as the skill release parameters.
[0072] In specific implementations, the display position and display style of the skill control corresponding to the second game skill in the graphical user interface can be determined based on R&D requirements. The preset skill release angle and preset skill release initial velocity can be determined based on R&D requirements. For example, the preset skill release angle can be 45 degrees or 30 degrees; the preset skill release initial velocity can be 2 m / s.
[0073] When the player clicks the skill control corresponding to the second game skill, a preset object is launched from the first game character's position at the preset skill release angle and preset skill release initial velocity. In other words, when the player releases the second game skill by clicking, the skill release parameters are not adjustable.
[0074] In another optional embodiment, the above-mentioned response to the skill release operation for the second game skill and the specific process of determining the skill release parameters based on the skill release operation include: responding to the drag operation of the skill control corresponding to the second game skill, and determining the skill release parameters based on the operation duration and operation direction corresponding to the drag operation.
[0075] In a specific implementation, the player can release the second game skill by dragging, and adjust the skill release parameters during the dragging process, so that the preset object can be projected into the game scene according to the skill release parameters adjusted by the player.
[0076] When the player releases the second game skill by dragging, in response to the end of the dragging operation, a preset object is projected into the game scene based on the skill release parameters determined when the dragging operation ends.
[0077] Furthermore, the skill release initial velocity indicated by the aforementioned skill release parameters increases in direct proportion to the duration of the skill release, and stops increasing when it reaches the maximum initial velocity. The maximum initial velocity can be determined based on research and development needs and is not specifically limited here.
[0078] Furthermore, before launching a preset object into the game scene based on the skill release parameters, in response to a skill release operation for the second game skill, the movement speed of the first game character is controlled to be reduced to a preset speed. The specific speed corresponding to the preset speed can be determined based on R&D requirements, for example, the preset speed can be 7.5m / s or 5m / s.
[0079] In an optional embodiment, during the process of projecting the preset object into the game scene, in response to a collision between the preset object and the second game character, control is performed to cause damage to the second game character.
[0080] In an optional embodiment, in response to the preset object colliding with the second game character, the position of the second game character in the game scene is determined as the landing position of the preset object, and a second identifier of a second preset range is generated at the landing position.
[0081] In a specific embodiment, the release of the second game skill includes a pre-swing phase and a charging phase. During the pre-swing phase and the charging phase, the movement speed of the first game character is reduced to a preset speed. When the player releases the second game skill by clicking, it first passes through a pre-swing phase of a preset duration. After the pre-swing phase ends, the preset object is projected into the game scene at a preset skill release angle and a preset skill release initial velocity. When the player releases the second game skill by dragging, it first passes through a pre-swing phase of a preset duration. After the pre-swing phase ends, the skill release angle and the skill release initial velocity can be adjusted based on the dragging operation. The preset object can be projected into the game scene by ending the dragging operation. Among them, the process of adjusting the skill release angle and the skill release initial velocity based on the dragging operation is also the charging phase.
[0082] In an optional embodiment, if the release of the second game skill is interrupted during the pre-swing phase, the skill control corresponding to the second game skill enters a skill cooldown phase. If the release of the second game skill is delayed during the charging phase, the second game skill is force-launched, that is, a preset object is launched into the game scene based on the skill release parameters at the time of interruption.
[0083] During the projectile process, if the preset object hits a physical object in the game scene (this physical object includes obstacles and the second game character in the game scene), the subsequent hit determination process begins. The hit object is usually not a game character in the same game camp as the first game character. After hitting the physical object, a ray is shot vertically downward at the hit location to find the hit point location, and a second marker within a second preset range is generated at the hit point location. When an enemy character in the game scene collides with the second marker, the enemy character is decelerated by 50% for 1 second.
[0084] In an optional embodiment, the same second identifier can cause damage to the same game character at most once. The existence time of the second identifier in the game scene can be determined according to R&D requirements. For example, the existence time can be 3 seconds or 2 seconds.
[0085] In an optional embodiment, in response to a second identifier within a second preset range being generated in a game scene, a first control is controlled to be displayed in a graphical user interface; in response to a trigger operation on the first control, a target virtual object is controlled to be generated within the second identifier, and the operating authority of the first game character is transferred to the target virtual object so as to control the target virtual object through a terminal device; in response to a first release operation on a first game skill, the target virtual object is controlled to release the first game skill in the game scene.
[0086] In a specific implementation, the display position and display style of the first control in the graphical user interface can be determined based on R&D requirements. When the player triggers the first control, a target virtual object is generated within the second identifier. The generation position of the target virtual object within the second identifier can be determined based on R&D requirements. For example, the target virtual object can be displayed at the center of the second identifier or at the edge of the second identifier. The display style of the target virtual object can be determined based on R&D requirements. For example, the target virtual object can be an apparition of the first game character, a cloud of fog, or a virtual model in another form.
[0087] In an optional embodiment, the display model of the target virtual object is consistent with the target game character, and the target virtual object is displayed in the game scene in a preset display style. The specific display style corresponding to the preset display style can be determined according to research and development requirements and is not specifically limited here.
[0088] In an optional embodiment, after the operating authority of the first game character is transferred to the target virtual object, in response to the movement control operation on the target virtual object, the target virtual object is controlled to move in the game scene, or the target virtual object is controlled to move in the game scene and the character position of the first game character is controlled to remain stationary.
[0089] In one specific embodiment, when the first game character's control authority is transferred to the target virtual object, the player temporarily stops controlling the first game character and instead controls the target virtual object to move around the game scene or unleash a game skill. While the target virtual object moves around the game scene, the first game character remains stationary. In another alternative embodiment, when the first game character's control authority is transferred to the target virtual object, the player can simultaneously control the movement of both the first game character and the target virtual object around the game scene.
[0090] In an optional embodiment, the game skills that can be released by the target virtual object in the game scene can be the same as or different from the game skills that can be released by the first game character, which can be determined according to research and development requirements.
[0091] Furthermore, in response to a trigger operation on the first control, the second control is controlled to be displayed in the graphical user interface; in response to a trigger operation on the second control, the target virtual object is controlled to be canceled from being displayed, and the operation authority is transferred to the first game character.
[0092] In specific implementations, the display location and display style of the aforementioned second control in the graphical user interface can be determined based on R&D requirements. Before adding a target game buff to the first game character, if the player clicks the first control, the second control will be displayed in the graphical user interface. When the player triggers the second control, the target virtual object is removed from the display and a special effect of the target virtual object disappearing is played. Operational authority is then transferred to the first game character, allowing the player to control the first game character to move around the game scene or release skills.
[0093] Furthermore, after adding a target game gain for the first game character, in response to a skill release operation for the second game skill, control is performed to generate a second identifier of a third preset range in the game scene; wherein, the third preset range is larger than the second preset range; in response to the second game character touching the second identifier, damage is caused to the second game character; wherein, the amount of damage caused to the second game character is greater than the amount of damage caused to the second game character before adding the target game gain for the first game character.
[0094] In specific implementation, the specific range corresponding to the above-mentioned third preset range can be determined according to research and development requirements. When the third preset range is larger than the second preset range, the second identifier has a larger collision judgment range, thereby increasing the probability of the second game character touching the second identifier, that is, increasing the probability of causing damage to the second game character.
[0095] Furthermore, after adding a target game gain for the first game character, in response to a trigger operation on the first control, a third control is controlled to be displayed in the graphical user interface; in response to a trigger operation on the third control, the first game character is teleported to the location of the target virtual object, and the target virtual object is canceled.
[0096] In specific implementations, the display location and display style of the aforementioned third control in the graphical user interface can be determined based on R&D requirements. After adding a target game buff to the first game character, if the player clicks the first control, a third control will be displayed in the graphical user interface. When the player triggers the third control, the target virtual object is removed from the display and a special effect of the target virtual object disappearing is played. The third control also controls the first game character to teleport to the location of the target virtual object and transfers operational authority to the first game character, allowing the player to control the first game character to move around the game scene or release skills.
[0097] It should be noted that the display duration of the first, second, and third controls in the graphical user interface can be determined based on R&D requirements. When the first, second, or third control is unavailable, the corresponding game effect cannot be triggered. For example, the first, second, and third controls can all be triggered by tapping, and a countdown timer will be displayed on each of them.
[0098] In one specific embodiment, when a player clicks the first control, a target virtual object is generated in the center of the second marker. This target virtual object can be a phantom image of the second game character, and the player's control authority is transferred to the target virtual object. The transfer duration of the player's control authority is up to a specified time period, which can be determined based on R&D requirements. Before adding a target game buff to the first game character, a second control is displayed in the graphical user interface. The player can click the second control at any time when the second control is available. When the player clicks the second control, the target virtual object is immediately destroyed and a disappearing effect is played in its place, returning the player's control authority to the first game character. After adding a target game buff to the first game character, the second control or a third control can be displayed in the graphical user interface. The player can click the third control at any time when the third control is available. When the player clicks the third control, the target virtual object is immediately destroyed and a disappearing effect is played in its place, teleporting the first game character to the target virtual object's location, and returning the player's control authority to the first game character.
[0099] In an optional embodiment, if the first game character releases the first game character before the player's operating authority is transferred to the target virtual object, the first game character will still release the first game character after the player's operating authority is transferred to the target virtual object until the release is completed, that is, the skill release of the first game character will not be interrupted.
[0100] In an alternative embodiment, the target virtual object and the first game character have the same model and face a designated marker in the game scene, but their materials are different and can be affected by physics and skill mechanisms. For example, the target virtual object can be blocked by obstacles, hit by boards, or be stunned by skills.
[0101] like Figure 4 FIG. 1 is a schematic diagram showing a display of a target virtual object provided by an embodiment of the present invention. Figure 4 The character model with the black head portrait is the first game character. Figure 4 The dotted model displayed at the center of the second marker is the target virtual object.
[0102] The following examples are used to describe the effects of newly added skills corresponding to different character levels.
[0103] Specifically, the character level of the first game character matches the skill effect of the game skill possessed by the first game character; wherein different character levels correspond to different newly added skill effects.
[0104] In actual implementation, the new skill effects corresponding to different character levels can be determined according to R&D requirements. At the same time, the new skill effects corresponding to different character levels are pre-set.
[0105] For example, two effect branches are pre-set, including a first branch and a second branch. Among them, the newly added skill effect corresponding to the first branch can enhance the first game character's single kill and continuous single pursuit capabilities; the newly added skill effect corresponding to the second branch can enhance the medium and long-range control capabilities and pursuit and transition agility. Specifically, under the first branch, when the character level is level 2, the skill release duration of the first game skill can be increased, but the first game character's turning ability is limited. When the first game skill does not hit the second game character, the first game skill can be immediately released again; when the character level is level 3, a trigger skill for the second game character to obtain a blood loss state can be added; when the character level is level 4, the blood loss state corresponding to the second game character is upgraded to a large blood loss state. The large blood loss state is a state where the blood stains on the movement trajectory deepen, and when hit by the first game skill or the second game skill of the first game character, an additional 1 point of damage is added; when the character level is level 5, the blood loss state and the large blood loss state cannot be cleared and can accelerate the speed of the character falling to the ground, being killed, or being eliminated.
[0106] Under the second branch, when the character level is level 2, after adding a target game gain to the first game character, when the first identifier or the second identifier is generated in the game scene, the enemy characters located around the first identifier, the second identifier or the first game character can be seen through; when the character level is level 3, the movement trajectory is adjusted to the target display mode, and when the first identifier and the second identifier are displayed in the game scene, the movement speed of the first game character is increased; when the character level is level 4, the display time of the first identifier, the second identifier and the target virtual object in the game scene is increased; when the character level is level 5, when the preset object is projected in the game scene, multiple preset objects will be scattered in the middle of the projection, and when the preset object hits the enemy character in the game scene, the enemy character will be damaged.
[0107] In a specific implementation, when the first game character is upgraded to a certain character level, a skill effect can be selected from the first branch and the second branch corresponding to the character level as a new skill effect in the game.
[0108] The first game character has the ability to patrol and pursue over a long distance in a short time, thereby improving the game winning rate of the player using the first game character.
[0109] Corresponding to the above method embodiment, the present disclosure also provides a game interaction control device, such as Figure 5 As shown, the device includes:
[0110] The interface display module 50 is used to provide a graphical user interface through the terminal device. The graphical user interface includes a game scene. The game scene includes: a first game character controlled by the terminal device, and a second game character.
[0111] The skill releasing module 51 is used to respond to a first release operation for a first game skill and control the first game character to release the first game skill in the game scene.
[0112] The skill improvement module 52 is used to control the damage to the second game character in response to the first game skill hitting the second game character, and to add a target game gain to the first game character; wherein the target game gain is used to improve the skill effect of the first game skill and / or the second game skill possessed by the first game character.
[0113] The above-mentioned game interactive control device, when the first game character uses the first game skill to hit other game characters in the game scene, will cause damage to other game characters and enhance the skill effect of the game skill possessed by the first game character, thereby improving the playability and combat effectiveness of the first game character, and helping to enhance the player's gaming experience.
[0114] Furthermore, the skill releasing module 51 is configured to: respond to a first release operation for a first game skill, and control the launching of a target item from the position of the first game character toward a first direction.
[0115] Furthermore, the skill improvement module 52 is configured to: in response to the target item hitting the second game character, reduce the attribute parameters of the second game character and add a target game gain to the first game character.
[0116] Furthermore, the above-mentioned reduction of the attribute parameters of the second game character includes at least one of the following: reducing the health value of the second game character; reducing the movement speed of the second game character within a first preset time period; during the movement of the second game character, switching the display mode of the movement track left by the second game character in the game scene to a target display mode, and increasing the display time of the movement track.
[0117] Furthermore, the target item has a built-in storage space; the storage space of the target item launched from the position of the first game character toward the first direction is in an empty state; based on this, the device also includes a state adjustment module, which is used to: in response to the target item hitting the second game character, control the storage space of the target item to be adjusted to a full state.
[0118] Furthermore, the above-mentioned device also includes an identifier generation module, which is used to: after adding a target game gain for the first game character, respond to the second release operation for the first game skill, control the target ray emitted from the position of the first game character toward the second direction; in response to the target ray hitting the target object in the game scene, control the generation of a first identifier within a first preset range at the hit point position of the target ray in the game scene; in response to the second game character touching the first identifier, cause damage to the second game character.
[0119] Furthermore, the above-mentioned device also includes a character damage module, which is used to: cause damage to the second game character in response to the target ray hitting the second game character.
[0120] Furthermore, the target ray may cross obstacles in the game scene whose height is less than or equal to a preset height threshold; the target object is: an obstacle in the game scene whose height is greater than the preset height threshold, or a second game character.
[0121] Furthermore, the above-mentioned device also includes a second skill release module, which is used to: before adding a target game gain to the first game character, respond to the skill release operation for the second game skill, control the generation of a second identifier in a second preset range in the game scene; in response to the second game character touching the second identifier, cause damage to the second game character.
[0122] Furthermore, the above-mentioned second skill release module is also used to: respond to a skill release operation for a second game skill, and determine skill release parameters based on the skill release operation; wherein the skill release parameters include a skill release angle and / or an initial skill release velocity; based on the skill release parameters, project a preset object into the game scene, and generate a second identifier of a second preset range at the landing position of the preset object in the game scene.
[0123] Furthermore, the above-mentioned second skill release module is also used to: respond to a click operation on the skill control corresponding to the second game skill, and determine the preset skill release angle and the preset skill release initial velocity as skill release parameters.
[0124] Furthermore, the above-mentioned second skill release module is also used to: respond to the drag operation of the skill control corresponding to the second game skill, and determine the skill release parameters based on the operation duration and operation direction corresponding to the drag operation.
[0125] Furthermore, the above-mentioned second skill release module is also used to: in response to the end of the drag operation, launch a preset object into the game scene based on the skill release parameters determined when the drag operation ends.
[0126] Furthermore, the increase in the speed of the skill release initial speed indicated by the above skill release parameters is directly proportional to the operation duration, and the skill release initial speed stops increasing when it increases to the maximum initial speed.
[0127] Furthermore, the above-mentioned device also includes a speed control module, which is used to: respond to the skill release operation for the second game skill before projecting the preset object into the game scene based on the skill release parameter, and control the movement speed of the first game character to be reduced to a preset speed.
[0128] Furthermore, the above-mentioned device also includes an object collision module, which is used to: in the process of projecting the preset object into the game scene, in response to the preset object colliding with the second game character, control the damage to the second game character.
[0129] Furthermore, the above-mentioned second skill release module is also used to: in response to a collision between a preset object and the second game character, determine the position of the second game character in the game scene as the landing position of the preset object, and generate a second identifier of a second preset range at the landing position.
[0130] Furthermore, the above-mentioned device also includes a skill enhancement module, which is used to: after adding a target game gain to the first game character, respond to a skill release operation for the second game skill, and control the generation of a second identifier of a third preset range in the game scene; wherein the third preset range is larger than the second preset range; in response to the second game character touching the second identifier, cause damage to the second game character; wherein the amount of damage caused to the second game character is greater than the amount of damage caused to the second game character before adding the target game gain to the first game character.
[0131] Furthermore, the above-mentioned device also includes a virtual object generation module, which is used to: in response to a second identifier of a second preset range generated in the game scene, control the display of a first control in the graphical user interface; in response to a trigger operation on the first control, control the generation of a target virtual object within the second identifier, and transfer the operation authority of the first game character to the target virtual object to control the target virtual object through the terminal device; in response to a first release operation on the first game skill, control the target virtual object to release the first game skill in the game scene.
[0132] Furthermore, the display model of the target virtual object is consistent with the target game character, and the target virtual object is displayed in the game scene in a preset display style.
[0133] Furthermore, the above-mentioned device also includes a movement control module, which is used to: after transferring the operation authority of the first game character to the target virtual object, respond to the movement control operation on the target virtual object, control the target virtual object to move in the game scene, or control the target virtual object to move in the game scene and control the character position of the first game character to remain stationary.
[0134] Furthermore, the above-mentioned device also includes a permission transfer module, which is used to: respond to the trigger operation on the first control, control the display of the second control in the graphical user interface; respond to the trigger operation on the second control, control the cancellation of the display of the target virtual object, and transfer the operation permission to the first game character.
[0135] Furthermore, the above-mentioned device also includes an object cancellation module, which is used to: after adding a target game gain to the first game character, respond to a trigger operation on the first control, control the display of a third control in the graphical user interface; respond to a trigger operation on the third control, teleport the first game character to the location of the target virtual object, and cancel the display of the target virtual object.
[0136] Furthermore, the character level of the first game character matches the skill effect of the game skill possessed by the first game character; wherein different character levels correspond to different newly added skill effects.
[0137] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.
[0138] The present disclosure also provides an electronic device, such as Figure 6 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0139] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; in response to a first release operation for a first game skill, controlling the first game character to release the first game skill in the game scene; in response to the first game skill hitting the second game character, controlling damage to the second game character, and adding a target game gain to the first game character; wherein, the target game gain is used to enhance the skill effect of the first game skill and / or the second game skill possessed by the first game character.
[0140] The above-mentioned game interaction control method, when the first game character uses the first game skill to hit other game characters in the game scene, will cause damage to other game characters and enhance the skill effect of the game skill possessed by the first game character, thereby enhancing the playability and combat effectiveness of the first game character, and helping to enhance the player's gaming experience.
[0141] In an optional embodiment, the above-mentioned step of responding to the first release operation for the first game skill and controlling the first game character to release the first game skill in the game scene includes: responding to the first release operation for the first game skill, controlling the launch of a target prop from the position of the first game character toward the first direction.
[0142] In an optional embodiment, the above-mentioned steps of controlling damage to the second game character and adding target game gains to the first game character in response to the first game skill hitting the second game character include: reducing the attribute parameters of the second game character in response to the target prop hitting the second game character, and adding target game gains to the first game character.
[0143] In an optional embodiment, the step of reducing the attribute parameters of the second game character includes at least one of the following: reducing the health value of the second game character; reducing the movement speed of the second game character within a first preset time period; during the movement of the second game character, switching the display mode of the movement track left by the second game character in the game scene to a target display mode, and increasing the display time of the movement track.
[0144] In an optional embodiment, the target prop has a built-in storage space; the storage space of the target prop launched from the position of the first game character toward the first direction is empty; the above method also includes: in response to the target prop hitting the second game character, controlling the storage space of the target prop to be adjusted to a full state.
[0145] In an optional embodiment, after the step of adding a target game gain for the first game character, the above method also includes: in response to a second release operation for the first game skill, controlling the target ray to be emitted from the position of the first game character toward the second direction; in response to the target ray hitting the target object in the game scene, controlling the generation of a first identifier within a first preset range at the hit point position of the target ray in the game scene; in response to the second game character touching the first identifier, causing damage to the second game character.
[0146] In an optional embodiment, the method further includes: in response to the target ray hitting the second game character, causing damage to the second game character.
[0147] In an optional embodiment, the target ray may cross obstacles in the game scene whose height is less than or equal to a preset height threshold; the target object is: an obstacle in the game scene whose height is greater than the preset height threshold, or a second game character.
[0148] In an optional embodiment, before the step of adding a target game gain for the first game character, the above method also includes: responding to a skill release operation for a second game skill, controlling the generation of a second identifier within a second preset range in the game scene; and causing damage to the second game character in response to the second game character touching the second identifier.
[0149] In an optional embodiment, the above-mentioned step of controlling the generation of a second identifier of a second preset range in the game scene in response to a skill release operation for the second game skill includes: responding to a skill release operation for the second game skill, determining skill release parameters based on the skill release operation; wherein the skill release parameters include a skill release angle and / or an initial skill release velocity; based on the skill release parameters, projecting a preset object into the game scene, and generating a second identifier of the second preset range at the landing position of the preset object in the game scene.
[0150] In an optional embodiment, the above-mentioned step of responding to the skill release operation for the second game skill and determining the skill release parameters based on the skill release operation includes: responding to a click operation on the skill control corresponding to the second game skill, and determining the preset skill release angle and the preset skill release initial velocity as the skill release parameters.
[0151] In an optional embodiment, the above-mentioned step of responding to the skill release operation for the second game skill and determining the skill release parameters based on the skill release operation includes: responding to the drag operation of the skill control corresponding to the second game skill, and determining the skill release parameters based on the operation duration and operation direction corresponding to the drag operation.
[0152] In an optional embodiment, the above-mentioned step of projecting a preset object into the game scene based on skill release parameters includes: in response to the end of the drag operation, projecting the preset object into the game scene based on the skill release parameters determined when the drag operation ends.
[0153] In an optional embodiment, the speed increase of the skill release initial speed indicated by the above skill release parameter is proportional to the operation duration, and the skill release initial speed stops increasing when it increases to the maximum initial speed.
[0154] In an optional embodiment, before the step of projecting a preset object into the game scene based on skill release parameters, the above method also includes: responding to a skill release operation for a second game skill, controlling the movement speed of the first game character to be reduced to a preset speed.
[0155] In an optional embodiment, the method further includes: in the process of projecting the preset object into the game scene, in response to a collision between the preset object and the second game character, controlling the second game character to be damaged.
[0156] In an optional embodiment, the method further includes: in response to a collision between the preset object and the second game character, determining the position of the second game character in the game scene as the landing position of the preset object, and generating a second identifier of a second preset range at the landing position.
[0157] In an optional embodiment, after the step of adding a target game gain for the first game character, the above method also includes: in response to a skill release operation for a second game skill, controlling the generation of a second identifier of a third preset range in the game scene; wherein the third preset range is larger than the second preset range; in response to the second game character touching the second identifier, causing damage to the second game character; wherein the amount of damage caused to the second game character is greater than the amount of damage caused to the second game character before adding the target game gain to the first game character.
[0158] In an optional embodiment, the above method also includes: in response to a second identifier of a second preset range generated in the game scene, controlling the display of a first control in the graphical user interface; in response to a trigger operation on the first control, controlling the generation of a target virtual object within the second identifier, and transferring the operating authority of the first game character to the target virtual object to control the target virtual object through the terminal device; in response to a first release operation on the first game skill, controlling the target virtual object to release the first game skill in the game scene.
[0159] In an optional embodiment, the display model of the target virtual object is consistent with the target game character, and the target virtual object is displayed in the game scene in a preset display style.
[0160] In an optional embodiment, after the step of transferring the operating authority of the first game character to the target virtual object, the above method also includes: in response to a movement control operation on the target virtual object, controlling the target virtual object to move in the game scene, or controlling the target virtual object to move in the game scene and controlling the character position of the first game character to remain stationary.
[0161] In an optional embodiment, the above method also includes: responding to a trigger operation on the first control, controlling the display of the second control in the graphical user interface; responding to a trigger operation on the second control, controlling the cancellation of the display of the target virtual object and transferring the operation authority to the first game character.
[0162] In an optional embodiment, after the step of adding a target game gain to the first game character, the above method also includes: responding to a trigger operation on the first control, controlling the display of a third control in the graphical user interface; responding to a trigger operation on the third control, teleporting the first game character to the location of the target virtual object, and canceling the display of the target virtual object.
[0163] In an optional embodiment, the character level of the first game character matches the skill effect of the game skill possessed by the first game character; wherein different character levels correspond to different newly added skill effects.
[0164] Furthermore, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0165] The memory 100 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. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 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.
[0166] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 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 gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed 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 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0167] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0168] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; in response to a first release operation for a first game skill, controlling the first game character to release the first game skill in the game scene; in response to the first game skill hitting the second game character, controlling damage to the second game character, and adding a target game gain to the first game character; wherein, the target game gain is used to enhance the skill effect of the first game skill and / or the second game skill possessed by the first game character.
[0169] The above-mentioned game interaction control method, when the first game character uses the first game skill to hit other game characters in the game scene, will cause damage to other game characters and enhance the skill effect of the game skill possessed by the first game character, thereby enhancing the playability and combat effectiveness of the first game character, and helping to enhance the player's gaming experience.
[0170] In an optional embodiment, the above-mentioned step of responding to the first release operation for the first game skill and controlling the first game character to release the first game skill in the game scene includes: responding to the first release operation for the first game skill, controlling the launch of a target prop from the position of the first game character toward the first direction.
[0171] In an optional embodiment, the above-mentioned steps of controlling damage to the second game character and adding target game gains to the first game character in response to the first game skill hitting the second game character include: reducing the attribute parameters of the second game character in response to the target prop hitting the second game character, and adding target game gains to the first game character.
[0172] In an optional embodiment, the step of reducing the attribute parameters of the second game character includes at least one of the following: reducing the health value of the second game character; reducing the movement speed of the second game character within a first preset time period; during the movement of the second game character, switching the display mode of the movement track left by the second game character in the game scene to a target display mode, and increasing the display time of the movement track.
[0173] In an optional embodiment, the target prop has a built-in storage space; the storage space of the target prop launched from the position of the first game character toward the first direction is empty; the above method also includes: in response to the target prop hitting the second game character, controlling the storage space of the target prop to be adjusted to a full state.
[0174] In an optional embodiment, after the step of adding a target game gain for the first game character, the above method also includes: in response to a second release operation for the first game skill, controlling the target ray to be emitted from the position of the first game character toward the second direction; in response to the target ray hitting the target object in the game scene, controlling the generation of a first identifier within a first preset range at the hit point position of the target ray in the game scene; in response to the second game character touching the first identifier, causing damage to the second game character.
[0175] In an optional embodiment, the method further includes: in response to the target ray hitting the second game character, causing damage to the second game character.
[0176] In an optional embodiment, the target ray may cross obstacles in the game scene whose height is less than or equal to a preset height threshold; the target object is: an obstacle in the game scene whose height is greater than the preset height threshold, or a second game character.
[0177] In an optional embodiment, before the step of adding a target game gain for the first game character, the above method also includes: responding to a skill release operation for a second game skill, controlling the generation of a second identifier within a second preset range in the game scene; and causing damage to the second game character in response to the second game character touching the second identifier.
[0178] In an optional embodiment, the above-mentioned step of controlling the generation of a second identifier of a second preset range in the game scene in response to a skill release operation for the second game skill includes: responding to a skill release operation for the second game skill, determining skill release parameters based on the skill release operation; wherein the skill release parameters include a skill release angle and / or an initial skill release velocity; based on the skill release parameters, projecting a preset object into the game scene, and generating a second identifier of the second preset range at the landing position of the preset object in the game scene.
[0179] In an optional embodiment, the above-mentioned step of responding to the skill release operation for the second game skill and determining the skill release parameters based on the skill release operation includes: responding to a click operation on the skill control corresponding to the second game skill, and determining the preset skill release angle and the preset skill release initial velocity as the skill release parameters.
[0180] In an optional embodiment, the above-mentioned step of responding to the skill release operation for the second game skill and determining the skill release parameters based on the skill release operation includes: responding to the drag operation of the skill control corresponding to the second game skill, and determining the skill release parameters based on the operation duration and operation direction corresponding to the drag operation.
[0181] In an optional embodiment, the above-mentioned step of projecting a preset object into the game scene based on skill release parameters includes: in response to the end of the drag operation, projecting the preset object into the game scene based on the skill release parameters determined when the drag operation ends.
[0182] In an optional embodiment, the speed increase of the skill release initial speed indicated by the above skill release parameter is proportional to the operation duration, and the skill release initial speed stops increasing when it increases to the maximum initial speed.
[0183] In an optional embodiment, before the step of projecting a preset object into the game scene based on skill release parameters, the method further includes: responding to a skill release operation for a second game skill, controlling the movement speed of the first game character to be reduced to a preset speed.
[0184] In an optional embodiment, the method further includes: in the process of projecting the preset object into the game scene, in response to a collision between the preset object and the second game character, controlling the second game character to be damaged.
[0185] In an optional embodiment, the method further includes: in response to a collision between the preset object and the second game character, determining the position of the second game character in the game scene as the landing position of the preset object, and generating a second identifier of a second preset range at the landing position.
[0186] In an optional embodiment, after the step of adding a target game gain for the first game character, the above method also includes: in response to a skill release operation for a second game skill, controlling the generation of a second identifier of a third preset range in the game scene; wherein the third preset range is larger than the second preset range; in response to the second game character touching the second identifier, causing damage to the second game character; wherein the amount of damage caused to the second game character is greater than the amount of damage caused to the second game character before adding the target game gain to the first game character.
[0187] In an optional embodiment, the above method also includes: in response to a second identifier of a second preset range generated in the game scene, controlling the display of a first control in the graphical user interface; in response to a trigger operation on the first control, controlling the generation of a target virtual object within the second identifier, and transferring the operating authority of the first game character to the target virtual object to control the target virtual object through the terminal device; in response to a first release operation on the first game skill, controlling the target virtual object to release the first game skill in the game scene.
[0188] In an optional embodiment, the display model of the target virtual object is consistent with the target game character, and the target virtual object is displayed in the game scene in a preset display style.
[0189] In an optional embodiment, after the step of transferring the operating authority of the first game character to the target virtual object, the above method also includes: in response to a movement control operation on the target virtual object, controlling the target virtual object to move in the game scene, or controlling the target virtual object to move in the game scene and controlling the character position of the first game character to remain stationary.
[0190] In an optional embodiment, the above method also includes: responding to a trigger operation on the first control, controlling the display of the second control in the graphical user interface; responding to a trigger operation on the second control, controlling the cancellation of the display of the target virtual object and transferring the operation authority to the first game character.
[0191] In an optional embodiment, after the step of adding a target game gain to the first game character, the above method also includes: responding to a trigger operation on the first control, controlling the display of a third control in the graphical user interface; responding to a trigger operation on the third control, teleporting the first game character to the location of the target virtual object, and canceling the display of the target virtual object.
[0192] In an optional embodiment, the character level of the first game character matches the skill effect of the game skill possessed by the first game character; wherein different character levels correspond to different newly added skill effects.
[0193] 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 disclosure, 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, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. 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.
[0194] In the description of this disclosure, 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 the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0195] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described 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-described embodiments within the technical scope disclosed in the present disclosure, 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 disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A game interactive control method, characterized in that: The method comprises: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; In response to a first release operation for a first game skill, controlling the first game character to release the first game skill in the game scene; In response to the first game skill hitting the second game character, control is performed to cause damage to the second game character, and a target game gain is added to the first game character; wherein, the target game gain is used to enhance the skill effect of the first game skill and / or second game skill possessed by the first game character.
2. The method according to claim 1, characterized in that The step of controlling the first game character to release the first game skill in the game scene in response to the first release operation for the first game skill includes: In response to a first release operation for a first game skill, a target item is controlled to be launched from a position of the first game character toward a first direction.
3. The method according to claim 2, characterized in that The step of controlling damage to the second game character and adding a target game gain to the first game character in response to the first game skill hitting the second game character includes: In response to the target item hitting the second game character, the attribute parameters of the second game character are reduced, and a target game gain is added to the first game character.
4. The method according to claim 3, characterized in that The step of reducing the attribute parameters of the second game character includes at least one of the following: reducing the health of the second game character; reducing the movement speed of the second game character within a first preset time period; During the movement of the second game character, the display mode of the movement track left by the second game character in the game scene is switched to the target display mode, and the display time of the movement track is increased.
5. The method according to claim 3, characterized in that The target prop has a built-in storage space; the storage space of the target prop launched from the position of the first game character toward the first direction is empty; the method further includes: In response to the target item hitting the second game character, the storage space of the target item is controlled to be adjusted to a full state.
6. The method according to claim 1, characterized in that After the step of adding a target game gain to the first game character, the method further includes: In response to a second release operation for the first game skill, controlling a target ray to be emitted from the position of the first game character toward a second direction; In response to the target ray hitting the target object in the game scene, controlling the hit point position of the target ray in the game scene to generate a first identifier of a first preset range; In response to the second game character touching the first identifier, damage is caused to the second game character.
7. The method according to claim 6, characterized in that The method further comprises: In response to the target ray hitting the second game character, damage is caused to the second game character.
8. The method according to claim 6, characterized in that The target ray can cross obstacles in the game scene whose height is less than or equal to a preset height threshold; the target object is: an obstacle in the game scene whose height is greater than the preset height threshold, or the second game character.
9. The method according to claim 1, characterized in that Before the step of adding a target game gain to the first game character, the method further includes: In response to a skill release operation for the second game skill, controlling generation of a second marker within a second preset range in the game scene; In response to the second game character touching the second identifier, damage is caused to the second game character.
10. The method according to claim 9, characterized in that The step of controlling the generation of a second identifier within a second preset range in the game scene in response to a skill release operation for the second game skill includes: In response to a skill release operation for the second game skill, determining skill release parameters based on the skill release operation; wherein the skill release parameters include a skill release angle and / or a skill release initial velocity; Based on the skill release parameter, a preset object is projected into the game scene, and a second identifier of a second preset range is generated at the landing position of the preset object in the game scene.
11. The method according to claim 10, characterized in that The step of determining a skill release parameter based on the skill release operation in response to the skill release operation for the second game skill includes: In response to a click operation on the skill control corresponding to the second game skill, a preset skill release angle and a preset skill release initial velocity are determined as the skill release parameters.
12. The method according to claim 10, characterized in that The step of determining a skill release parameter based on the skill release operation in response to the skill release operation for the second game skill includes: In response to a drag operation on the skill control corresponding to the second game skill, skill release parameters are determined based on an operation duration and an operation direction corresponding to the drag operation.
13. The method according to claim 12, characterized in that The step of projecting a preset object into the game scene based on the skill release parameter includes: In response to the end of the dragging operation, a preset object is projected into the game scene based on the skill release parameters determined when the dragging operation ends.
14. The method according to claim 12, characterized in that The speed increase of the skill release initial speed indicated by the skill release parameter is directly proportional to the operation duration, and the skill release initial speed stops increasing when it increases to the maximum initial speed.
15. The method according to claim 10, characterized in that Before the step of projecting a preset object into the game scene based on the skill release parameter, the method further includes: In response to the skill release operation for the second game skill, the movement speed of the first game character is controlled to be reduced to a preset speed.
16. The method according to claim 10, characterized in that The method further comprises: During the process of projecting the preset object into the game scene, in response to a collision between the preset object and the second game character, control is performed to cause damage to the second game character.
17. The method according to claim 16, characterized in that The method further comprises: In response to the preset object colliding with the second game character, the position of the second game character in the game scene is determined as the landing position of the preset object, and a second identifier of a second preset range is generated at the landing position.
18. The method according to claim 9, characterized in that After the step of adding a target game gain to the first game character, the method further includes: In response to a skill release operation for the second game skill, controlling the generation of a second identifier of a third preset range in the game scene; wherein the third preset range is larger than the second preset range; In response to the second game character touching the second identifier, damage is caused to the second game character; wherein the amount of damage caused to the second game character is greater than the amount of damage caused to the second game character before the target game gain is added to the first game character.
19. The method according to claim 9, characterized in that The method further comprises: In response to generating a second identifier of a second preset range in the game scene, controlling display of a first control in the graphical user interface; In response to a trigger operation on the first control, controlling the generation of a target virtual object within the second identifier, and transferring the operation authority of the first game character to the target virtual object, so as to control the target virtual object through the terminal device; In response to a first release operation for a first game skill, the target virtual object is controlled to release the first game skill in the game scene.
20. The method according to claim 19, characterized in that The display model of the target virtual object is consistent with the target game character, and the target virtual object is displayed in the game scene in a preset display style.
21. The method according to claim 19, wherein After the step of transferring the operation authority of the first game character to the target virtual object, the method further includes: In response to a movement control operation on the target virtual object, the target virtual object is controlled to move in the game scene, or the target virtual object is controlled to move in the game scene and the character position of the first game character is controlled to remain stationary.
22. The method according to claim 19, wherein The method further comprises: In response to a triggering operation on the first control, controlling display of a second control in the graphical user interface; In response to a trigger operation on the second control, the target virtual object is controlled to be canceled from being displayed, and the operation authority is transferred to the first game character.
23. The method according to claim 19, wherein After the step of adding a target game gain to the first game character, the method further includes: In response to a triggering operation on the first control, controlling display of a third control in the graphical user interface; In response to a triggering operation on the third control, the first game character is transferred to the location of the target virtual object, and the target virtual object is canceled from being displayed.
24. The method according to claim 1, wherein The character level of the first game character matches the skill effect of the game skill possessed by the first game character; wherein different character levels correspond to different newly added skill effects.
25. A game interactive control device, characterized in that: The device comprises: An interface display module is configured to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes: a first game character controlled by the terminal device, and a second game character; a skill releasing module, configured to respond to a first releasing operation for a first game skill and control the first game character to release the first game skill in the game scene; A skill enhancement module is used to control the damage caused to the second game character in response to the first game skill hitting the second game character, and to add a target game gain to the first game character; wherein the target game gain is used to enhance the skill effect of the first game skill and / or second game skill possessed by the first game character.
26. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the game interaction control method according to any one of claims 1 to 24.
27. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 24.