Interaction control method and device in game, electronic terminal and storage medium
By configuring virtual facilities in the game scene and applying the target game effects when the effectiveness conditions are met, the problem of single function of plots in the game scene is solved, the interaction between plots and players is achieved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202511172857.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-20
- Publication Date
- 2025-09-26
AI Technical Summary
The functions of various plots in the game scene are relatively simple and lack interactivity, resulting in an insufficient gaming experience.
By configuring virtual facilities in the game scene map, and displaying the virtual facilities and applying target game effects when the effectiveness conditions are met, the game characters entering the target plot will have specific behavioral influences, enhancing the interaction between the plot and the player.
It enriches the functions of plots in the game scene, improves the player's gaming experience, and enables the game character behavior to have rich and diverse behavioral impacts through interaction with virtual facilities and target plots.
Smart Images

Figure CN120695429A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic terminal, and storage medium for interactive control in a game. Background Art
[0002] At present, some scene ranges in the game scenes of many games are set to diversified scene ranges such as jungles, clouds, pools and magma. The settings of these scene ranges can be combined with the basic terrain and geographical features of the game scenes, which can beautify the game screen and enrich the scene elements in the game to enhance the player's game immersion.
[0003] For example, the diversity of plants in the jungle placed on plots can showcase natural landscapes and enhance the unity of the scene's artistic style. Pools placed on plots can enhance the scene's realism, and paired with vegetation, they can create a natural ecological atmosphere. Flowing lava placed on plots can create a sense of crisis and intensify the sense of oppression, a common design feature in adventure games. However, these plots only serve to make the game screen more realistic, resulting in relatively limited functional roles for the various plots within the game scene. Summary of the Invention
[0004] The purpose of the present disclosure is to provide an interactive control method, device, electronic terminal and storage medium in a game, so as to alleviate the technical problem that the functions of various plots in the game scene are relatively single.
[0005] In a first aspect, an embodiment of the present disclosure provides an interactive control method in a game, wherein a graphical user interface is provided through a terminal device, the method comprising: In response to a game match start instruction, displaying a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map on the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; In response to the effectiveness condition being met, the virtual facility is displayed at the target position in the game scene corresponding to the game match, and the target game effect is controlled to be applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
[0006] In a second aspect, an interactive control device for a game is provided, which provides a graphical user interface through a terminal device, and the device includes: a display module configured to display, in response to a game match start instruction, a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map in the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; A control module is used to display the virtual facility at a target position in the game scene corresponding to the game game in response to the effectiveness condition being met, and to control the application of a target game effect to a target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has a behavioral influence corresponding to the target game effect.
[0007] In a third aspect, an embodiment of the present disclosure provides an electronic terminal comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, and when the processor executes the computer program, the method described in the first aspect is implemented.
[0008] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method described in the first aspect above.
[0009] The embodiments of the present disclosure bring the following beneficial effects: The embodiments of the present disclosure provide an interactive control method, device, electronic terminal and storage medium in a game, which can respond to a game match start instruction, display a scene map corresponding to the game match, and prompt information corresponding to the virtual facilities configured in the scene map in a graphical user interface, wherein the prompt information is used to prompt the effectiveness conditions of the virtual facilities. In response to the effectiveness conditions being met, the virtual facilities are displayed at the target position in the game scene corresponding to the game match, and the target game effect is controlled to be applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect. In this solution, when the game match starts, the scene map is configured with virtual facilities and can also provide The game controller shows the player the conditions for the effectiveness of the virtual facility. When the conditions are met, the virtual facility can be displayed at the target position in the game scene, and a target game effect is also applied to the target plot determined based on the target position. In this way, the game behavior of the target game character entering the target plot can have the behavioral influence corresponding to the target game effect. Through the interaction with the virtual facility and the target plot, the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect, so that some plots in the game scene are no longer just static plots, but also have dynamic functions that interact with players, so that the functions of various plots in the game scene can be richer and no longer single, thereby enhancing the player's gaming experience.
[0010] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] 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.
[0012] Figure 1 A schematic diagram of an application scenario provided by an embodiment of the present disclosure is shown; Figure 2 A schematic structural diagram of a mobile phone provided by an embodiment of the present disclosure is shown; Figure 3 A flowchart of an interactive control method in a game provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a graphical user interface in the interactive control method in the game provided by the embodiment of the present application; Figure 5A schematic diagram of another graphical user interface in the interactive control method in the game provided by the embodiment of the present application; Figure 6 A schematic diagram of another graphical user interface in the interactive control method in the game provided by the embodiment of the present application; Figure 7 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts shall fall within the scope of protection of the present disclosure.
[0014] The terms "including," "having," and any variations thereof, as used in the embodiments of the present disclosure, are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to the process, method, product, or apparatus.
[0015] Currently, the functions of various plots in game scenes are relatively simple. Based on this, the embodiments of the present disclosure provide an interactive control method, device, electronic terminal and storage medium in the game, which can alleviate the technical problem of the relatively simple functions of various plots in the game scene.
[0016] In one embodiment of the present disclosure, the interactive control method in a game can be run on a local terminal device or a server. When the interactive control method in a game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0017] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming 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 interactive control method in the game are completed on the cloud gaming 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 gaming 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 gaming server. The cloud gaming 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.
[0018] 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.
[0019] In one possible implementation, an embodiment of the present disclosure provides an interactive control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interactive system mentioned above.
[0020] For example, Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of the present disclosure. This application scenario may include an electronic terminal (e.g., a mobile phone 102, a computer, a tablet computer, etc.) and a server 101. The electronic terminal may communicate with the server 101 via a wired or wireless network. The electronic terminal is configured to run a virtual desktop, which can interact with the server 101 through the virtual desktop to configure content on the server 101.
[0021] The electronic terminal of this embodiment is described by taking a mobile phone 102 as an example. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140. Those skilled in the art will understand that Figure 2 The mobile phone structure shown in the figure does not limit the mobile phone. The mobile phone may include more or fewer components than shown in the figure, or some components may be combined or separated, or the components may be arranged differently. Those skilled in the art will understand that the touch screen 130 is a user interface (UI), and the mobile phone 102 may include more or fewer UI components than shown in the figure.
[0022] The RF circuit 110 can also communicate with a network and other devices via wireless communications. The wireless communications can use any communication standard or protocol, including but not limited to Global System of Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0023] The memory 120 can be used to store software programs and modules. The processor 140 executes the various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store an operating system, at least one application required for a function, etc.; the data storage area may store data generated based on the use of the mobile phone 102, etc. In addition, the memory 120 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state memory device.
[0024] The touch screen 130 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 130 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can collect the user's contact or non-contact operations on or near it and generate pre-set operation instructions. In addition, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch direction and posture, detects the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into information that can be processed by the processor, and then sends it to the processor 140. It can also receive commands sent by the processor 140 and execute them. In addition, the touch panel can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave, and can also be implemented using any technology developed in the future. Furthermore, the touch panel may overlay the display panel, and the user may operate on or near the touch panel overlaid on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it transmits it to the processor 140 to determine the user input. The processor 140 then provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel may be implemented as two independent components or integrated.
[0025] The processor 140 is the control center of the mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. By running or executing software programs and / or modules stored in the memory 120 and calling data stored in the memory 120, it executes various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0026] The embodiments of the present disclosure are further described below with reference to the accompanying drawings.
[0027] Figure 3 This is a flow chart of an interactive control method in a game provided by an embodiment of the present disclosure. The method can be applied to a terminal device (such as a computer, tablet computer, Figure 2 The mobile phone 102 shown in the figure) provides a graphical user interface through the terminal device. Figure 3 As shown, the method includes: Step S310 , in response to a game match start instruction, a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map are displayed in a graphical user interface.
[0028] The above-mentioned scene map can be a game scene displayed (or provided) when the application is running on a terminal or server. Optionally, the game scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the game scene is a 3D game world for players to control virtual objects to fight. Example game scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the game scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example game scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the game scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example game scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.
[0029] The plot in the embodiment of the present disclosure can be the range of any element scene in the game scene, such as the mountain scene plot, the flatland scene plot, the lake scene plot, the desert scene plot, the sky scene plot, etc. The plot can be a relatively large scene range in the game scene, or a relatively small scene range in the game scene. The plot can be circular, elliptical (such as Figure 4 As shown, the plot 402 in the game scene may be square, rectangular, or frame-shaped, or may be any other shape. The plot may be located anywhere in the game scene and may be displayed in the upper left, upper right, or other locations in the graphical user interface, without limitation in this exemplary embodiment.
[0030] In one possible implementation, different plots of land may correspond to different game effects. For example, the game scene includes special environment scene ranges such as a pool scene range, a lava scene range, and a jungle scene range. When the game character reaches the pool scene range, the game effect is to increase the game character's movement speed; when the game character reaches the lava scene range, the game effect is that the game character obtains a burn effect, causing the game character to lose blood slowly. After the game character leaves the lava scene range, the burn effect lasts for a specified period of time and then disappears; when the game character reaches the jungle scene range, the game effect is that the game character obtains a hidden effect, that is, the game character outside the jungle scene range cannot attack the game character within the jungle scene range.
[0031] The above-mentioned game characters refer to dynamic objects that can be controlled in the game scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animated character, etc. The game character is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a game scene battle. Optionally, the game character is a virtual character competing in the game scene. Optionally, the number of game characters in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the game character to move in the game scene, for example, control the game character to run, jump, crawl, etc., and can also control the game character to use the skills, virtual props, etc. provided by the application to fight with other game characters.
[0032] The virtual facilities configured in the scene map can be props, obstacles such as rocks, or structures, such as lighthouses, houses, and sculptures built on a plot of land. When a current game round (i.e., the current game) begins, a graphical user interface can display a prompt indicating the virtual facilities configured for the current game round. For example, in response to a game round start command, a prompt indicating at least one virtual facility configured for the current game round is displayed in the graphical user interface.
[0033] In the disclosed embodiment, the prompt information corresponding to the virtual facility is used to indicate the conditions for the virtual facility to be effective, for example, the conditions for each of the multiple virtual facilities configured in the scene map to be displayed or for these virtual facilities to be effective. The above-mentioned conditions for effectiveness can include a variety of trigger conditions in different ways to make the effectiveness of the plot more flexible and rich. As an example, the effectiveness conditions include at least one of the following: the number of second game characters defeated in the game scene meets the first specified number; the third game character in the game scene performs a specified action on a specific virtual building unit; the number of third game characters located around the plot meets the second specified number. For example, the effectiveness conditions can include the number of enemy game characters killed meeting the first specified number, the number of characters located around the virtual building unit reaching a specified number, and can also include the game character performing a certain specific action on the virtual building unit corresponding to the plot. The occurrence of multiple game events can be used as conditions for activating the plot, so as to enrich the activation method of the plot through different effectiveness conditions.
[0034] For example, a virtual facility must first be enabled by satisfying the enabling conditions. Only after the virtual facility is enabled can it be displayed and function. For example, only after the virtual facility is enabled will the corresponding plot of land have a corresponding game effect. After a plot of land is enabled, both enemy and friendly characters can share the game effect of competing for that plot of land.
[0035] In the disclosed embodiment, the land in the game scene has the function of interacting with the players, and the land has two states: before the land takes effect, it is a static land; after the land takes effect, it is dynamic, that is, through the interaction with the game character, the game behavior of the game character has a certain game effect.
[0036] Step S320, in response to the effectiveness condition being met, a virtual facility is displayed at the target position in the game scene corresponding to the game match, and control is applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
[0037] In practical applications, the target game character's game behavior can be any action that the game character can perform, allowing a wider variety of game behaviors to have behavioral effects corresponding to the target game effects. For example, the target game character's game behavior can include at least one of the following: attacking, defending, healing, skill releasing, and moving. Correspondingly, the behavioral effects that enable game behaviors to have the target game effects can include a variety of effects, such as the effects of increased attack frequency, increased defense, healing, increased skill damage, and increased movement speed, etc.
[0038] For the aforementioned target game character's game behaviors, some require player control commands to trigger execution, allowing players to flexibly and freely control the timing of the behavioral effects corresponding to the target game effects. In actual applications, unlike automatically executing health-replenishing behaviors, behaviors such as attacking, defending, skill-releasing, and moving require player control commands to trigger execution. For example, in a card game, the target game character's game behavior upon arriving within a certain tile (e.g., a tile in a card game scene) can have the corresponding behavioral effects. In the game character's automatic combat mode, the character can interact with different tiles in the game scene to gain special bonuses or values, increasing the probability of clearing the level and the randomness. Of course, in actual applications, the disclosed solution can also be applied to other types of games besides card games, such as turn-based games with attack position layouts, board games (where the squares on the board are equivalent to tiles), and games such as the tiles in Plants vs. Zombies.
[0039] In addition, the target game character may enter the target plot in a variety of ways, for example, the target game character may enter the target plot by conventional movement, by flashing, by teleporting, etc. Figure 4 As shown, the target game character 401 in the game scene walks into the plot 402, that is, the player can control the target game character to walk toward the target plot through movement instructions. As long as the target game character successfully walks into the target plot, its game behavior will have the behavioral impact corresponding to the target game effect.
[0040] In some optional embodiments, each plot corresponds to at least one game effect; the control of applying the target game effect to the target plot determined based on the target position may specifically include the following steps: determining the target plot based on the target position, determining the target game effect corresponding to the target plot based on the game effect corresponding to each plot; and controlling the application of the target game effect to the target plot. This processing method allows for more precise application of the target game effect.
[0041] As one possible implementation, the target game character's game behavior upon entering the target plot has a behavioral impact corresponding to a target game effect. This may specifically include the following steps: in response to the target game character entering the target plot, according to the target game effect applied to the target plot, setting the target game character's game behavior to have a behavioral impact corresponding to the target game effect; wherein, if the target game character has not entered the target plot, the game behavior has no behavioral impact. Setting the target game character's game behavior to have a behavioral impact corresponding to the target game effect can be achieved by adjusting the target game character's attribute objects. Attribute objects represent the numerical characteristics of the game character and constitute the core parameter system of the game system, used to quantify abilities and influence combat strategies. Attribute objects are categorized into three levels: basic attributes (such as strength and agility), derived attributes (such as attack power and defense), and special attributes (such as elemental resistance and critical strike rate). Through numerical linkage, a game character growth model is constructed. As an example, attribute objects include at least one of the following: attack attribute object, defense attribute object, health attribute object, skill attribute object, and movement attribute object. By utilizing these multiple attribute objects, the game effects in this solution are more comprehensive and flexible.
[0042] Exemplarily, the above-mentioned method of adjusting the attribute object of the target game character may include adjusting the attribute parameters of the target game character's attribute A to the attribute parameters of the attribute B, for example, adjusting the attribute parameters of the defense attribute to the attribute parameters of the attack attribute; it may also be that the target game character originally does not have the attribute A, and the target game character is given the attribute parameters of the attribute A by adjusting the attribute object of the target game character; it may also be that one attribute parameter of the target game character's attribute A is adjusted to another attribute parameter of the attribute A, for example, adjusting the attribute parameters of the target game character's attack attribute to increase (gain adjustment) or decrease (loss adjustment).
[0043] As can be seen, game effects can be either buffs or debuffs. A buff (BUFF) refers to an effect that enhances a character's abilities and stats to increase their combat advantage, while its counterpart is a debuff (DEBUFF). This effect typically manifests as increased attack power, enhanced defensive attributes, or accelerated health regeneration. Buffs enhance combat performance and contribute to victory. Debuffs (DEBUFF) are mechanisms that weaken a character's combat capabilities by reducing their attributes or inflicting special status effects. These effects can be categorized into various types, including sustained damage, attribute reduction, and action restrictions, and are widely found in role-playing, strategy, and competitive games.
[0044] For example, according to the target game effect corresponding to the target plot, the target game character gain is set to restore a certain amount of health per second. For another example, the target game character debuff is set to reduce the normal attack speed. For another example, the target game character gain is set to increase the skill attack damage.
[0045] In addition, the number of target game characters entering the target plot can be any number. Figure 6 As shown, the target game character 401 and the other game character 405 in the game scene both arrive in the plot 402, and the game behaviors of the target game character 401 and the other game character 405 are both set to have behavioral influences corresponding to the target game effects.
[0046] In one possible implementation, the activation conditions include the corresponding game character that can activate the game effect, while other game characters do not trigger the game effect, thereby allowing a certain degree of selection of the target for the game effect to be activated. For example, the activation conditions include the corresponding activated character for the target game effect; the game behavior of the target game character entering the target plot has the corresponding behavioral impact of the target game effect, which can specifically include the following steps: In response to the first game character entering the target plot, it is determined whether the effective characters include the first game character; if the effective characters include the first game character, the first game character is determined as the target game character, and the game behavior of the target game character is controlled to have a behavioral influence corresponding to the target game effect; if the effective characters do not include the first game character, the behavioral influence corresponding to the game behavior of the first game character is kept unchanged.
[0047] As an example, the attribute object corresponding to the above plot can be set for a specific type of game character to enrich the plot settings. As an example, the effective character is a game character of a specific exclusive character type; in response to the target game character entering the target plot, the above determination of whether the effective characters include the target game character can specifically include the following steps: Display prompt information of the target specific exclusive character type corresponding to the target plot at the corresponding position of the target plot; in response to the target game character entering the target plot, determine whether the target game character belongs to the target specific exclusive character type corresponding to the target plot; if the target game character belongs to the target specific exclusive character type, determine that the effective characters include the target game character.
[0048] For example, in-game characters correspond to four character types: controller, defender, fighter, and forward. Before a battle begins, when players select their heroes (i.e., game characters), they will see glowing tiles (i.e., plots) marked with the corresponding character type. These tiles indicate that the corresponding attributes of the tile are only usable by heroes of that specific type. When a hero of that type occupies this tile, they gain a certain amount of buffs. This allows players to select more heroes of that type to achieve game effects.
[0049] In the disclosed embodiment, virtual facilities are configured in the scene map at the beginning of a game match and the player can be prompted with the conditions for the virtual facilities to take effect. When the conditions are met, the virtual facilities can be displayed at the target location in the game scene, and a target game effect is also applied to the target plot determined based on the target location. In this way, the game behavior of the target game character entering the target plot can have the behavioral influence corresponding to the target game effect. Through the interaction with the virtual facilities and the target plot, the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect, so that some plots in the game scene are no longer just static plots, but also have dynamic functions that interact with players, so that the functions of various plots in the game scene can be richer and no longer single, thereby enhancing the player's gaming experience.
[0050] In some embodiments, the aforementioned activation condition may also include using a specific card to destroy a specific building unit, i.e., it may be activated by a game character attacking a virtual building, allowing the player camp to freely and flexibly control the game. As an example, the activation condition includes a third game character in the game scene performing a specified action on a specific virtual building unit; in response to the activation condition being met, before displaying the virtual facility at a target location in the game scene corresponding to the game match, the method further includes: determining that the activation condition is met in response to the third game character in the game scene using a card skill corresponding to the specific card to destroy the virtual building unit.
[0051] As a possible implementation, the above-mentioned virtual buildings can be destructible virtual obstacles in the game scene, and the above-mentioned plots of land can be hidden in the obstacles, and the obstacles need to be broken to reveal the plots of land, that is, the virtual obstacles can be destroyed by the skill attacks of the game characters, and the road after destroying the virtual obstacles can be walked through, and there is a probability that some plots with hero-exclusive buff effects are hidden, which are also plots that can be occupied and obtain game effects. Some of the target plots in the game scene are not hidden, and some need to be revealed by breaking obstacles, so as to enrich the use process of the plots by opening blind boxes. For example, the plots can be activated by the game characters of their own camp attacking the virtual buildings, so that the player camp can freely and flexibly control it, provide players with advance layout time, and enhance the player's gaming experience. For example, Figure 5 As shown, the target game character 401 attacks the facility 403 on the plot, and the corresponding plot 402 where the facility 403 is located is activated.
[0052] For example, each faction pre-binds plots of land that can be activated. The activation of plots bound to one's own faction can only be opened by the faction with its own faction. Therefore, players can place their own characters in advance to block the enemy characters and the plots before activating the plots. Players do not need to attack and activate facilities at the beginning of the game. They can first control the character's displacement and position by releasing skills, and then start activating facilities. For example, when preparing for battle, the player selects three heroes and chooses the initial position to place them. After the battle begins, the player drags any attack card in the hand to release the skill to the virtual building unit such as the above facilities and releases it, activating the plots and other plots. After the plot is activated, it can be shared, that is, both the enemy and the player can compete for the buff effect of the plot.
[0053] In the disclosed embodiment, the virtual building units corresponding to the above-mentioned plots (such as facilities built within the plots) can be actively opened through player operation to provide players with time to make arrangements in advance, thereby forming a defensive gameplay centered around facilities.
[0054] In some embodiments, before the player's own faction activates a plot, enemy characters cannot activate that plot and cannot damage the virtual building unit corresponding to the plot, so that players can use the game effects corresponding to the plot. As an example, in response to a third game character in the game scene destroying a virtual building unit using a card skill corresponding to a specific card, before determining that the activation condition is met, the following steps may also be included: In response to the second game character executing the first attack action on the virtual building unit, the target plot is kept in an ineffective state, and the life value of the virtual building unit is kept unchanged; wherein the second game character is a game character in a different camp from the target game character.
[0055] For example, before activation, a plot will not damage the virtual building unit corresponding to the plot, including attacks from the player's own faction. If the player-controlled character uses an attack skill on a virtual building unit, the plot corresponding to that virtual building unit will be activated. While a plot is in an inactive state, its buffs and debuffs cannot take effect, and enemy attacks cannot damage it.
[0056] In some embodiments, the virtual facility may have its own health bar, and when the health bar of the virtual facility is reduced to zero after being attacked, the virtual facility is destroyed. As an example, after displaying the virtual facility at the target location in the game scene corresponding to the game match in response to the validation condition being met, the following steps may also be included: In response to a second game character in the game scene executing a second attack action on the virtual facility, the life value of the virtual facility is controlled to decrease according to the second attack action; in response to the life value of the virtual facility decreasing to a specified minimum threshold, the virtual facility is displayed as being destroyed in the game scene, and the target game effect applied to the target plot is determined to be invalid; wherein the second game character is a game character in a different camp from the target game character.
[0057] In actual applications, after the plot takes effect, enemy characters can cause damage to the virtual facilities corresponding to the plot. If the virtual facilities are destroyed, the game effect of the plot will be invalid. If a certain number of virtual facilities are destroyed, the game will fail for the own camp. This processing method makes the gameplay and process more diverse. For example, the attack on the virtual facilities will take effect only after the plot takes effect. For example, Figure 6 As shown, after the plot 402 takes effect, the target game character 401 and another game character 405 in the same camp can enter the plot 402. The enemy game character 404 can attack and damage the virtual facilities in the plot 402. If the virtual facilities are destroyed by the enemy game characters, such as when the health bar of the virtual facilities reaches zero, the game effects of the plot will be invalidated.
[0058] As a possible implementation, the conditions for winning the game for your own camp also include that the virtual facilities are not destroyed, that is, the enemy camp is defeated to clear the battle without the virtual facilities being destroyed by the enemy game characters. For example, before the battle, there will be clear instructions on the conditions that need to be met to pass the game. In the gameplay of protecting the virtual facilities, the player needs to activate the facilities according to the above process and fight by controlling the game characters of their own camp. During the battle, the attack and movement of the game characters of their own camp are controlled by cards to go to the front of the virtual facilities to protect the virtual facilities from being destroyed by the enemy game characters. The enemy game characters attack the nearest game characters by default, so the player needs to control the game characters of their own camp to stand between the enemy and the facilities to resist damage. The method of winning the game for your own camp requires two conditions to be met: first, defeat the enemy units to clear the battle without the enemy destroying the virtual facilities; second, complete the battle within the specified time.
[0059] In some embodiments, the method may further include the following steps: in response to a start instruction for a game match, displaying multiple game characters corresponding to the game match in a graphical user interface; in response to a selection instruction for at least one target game character among the multiple game characters, determining a lineup of a first camp based on the at least one target game character, and controlling the at least one target game character to perform automatic attacks in a game scene corresponding to the game match; the first camp is the camp to which the target game character belongs; in response to an instruction to use a card skill in the game match, controlling the target game character to move in the game scene based on the card skill.
[0060] In actual applications, in the above-mentioned game matches, players need to select a lineup consisting of multiple game characters. These selected game characters execute automatic attack mode in the game scene corresponding to the game match. Players can use card skills to control the displacement of these game characters in the game scene. This processing method improves the player's gaming experience.
[0061] In some embodiments, the game includes multiple game sessions; after displaying the virtual facility at the target location in the game scene corresponding to the game session in response to the effectiveness condition being met, the method also includes: keeping the position of the virtual facility at the target location unchanged in the game session; in response to the start instruction of the next process game session of the game session, switching the scene map displayed in the graphical user interface to a new scene map corresponding to the next process game session, and displaying prompt information corresponding to the new virtual facility configured in the new scene map.
[0062] For example, a game includes different processes, each of which can switch to different game scenes. Different game scenes can unlock new facilities, and virtual facilities in the same game scene cannot be moved. For example, a game consists of multiple maps. If the player eliminates the enemy game character in the first map and then controls the game character to enter the second map, the land in the first map will automatically return to an inactive state and will not follow the game character into the second map. After updating the map, new land will be added to the map. Land can be separated from each other, and the corresponding game effects will no longer persist.
[0063] In some embodiments, the generation of land parcels can be caused by a skill of a game character. The game character can release the skill at any location and form land parcels around itself, making the gameplay of land parcels more flexible and rich. As an example, the above control applies the target game effect to the target land parcel determined based on the target position, which may specifically include the following steps: In response to the release of a designated skill by a fourth game character in the game scene, a target position is determined according to the current position of the fourth game character in the game scene; a target plot is determined based on the target position, and the target game effect is applied to the target plot; in response to the displacement of the fourth game character, the target plot is controlled to move following the position of the fourth game character.
[0064] For example, in story levels, some unique buffs or debuffs that match character abilities can be reflected on the ground. For example, a character's skill in the game can create a two-color area (i.e., a patch) on the ground. Friendly characters in the white area gain increased attack power, while friendly characters in the blue area have decreased attack power, and enemy attacks will cause defense-breaking attacks on friendly characters. The character can release this skill at any location, forming a target patch around itself. If the character moves after releasing the skill, the target patch also moves until the skill expires and disappears. Because the character's skill grants a certain patch a game effect, and the target patch with the game effect can dynamically move with the character's position, if other characters enter the target patch, their game actions will be affected by the corresponding game effect.
[0065] In some embodiments, before activating a tile, characters in the own faction cannot damage enemy characters, making the activation condition mandatory to enrich gameplay and flow. For example, in response to a third attack action being executed against a second character, the health of the second character remains unchanged; the second character is from a different faction than the first character.
[0066] For example, before the land block takes effect, the enemy game character is immune to the attacks of the game characters of its own camp. The enemy game character in the state where the land block is not effective will be invincible and will not be harmed by skill attacks. Therefore, making the land block effective is the default condition for passing the level.
[0067] Figure 7 A schematic diagram of the structure of an interactive control device in a game is provided. A graphical user interface is provided through a terminal device, such as Figure 7 As shown, the interactive control device 700 in the game includes: A display module 701 is configured to display, in response to a game match start instruction, a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map in the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; The control module 702 is used to display the virtual facility at the target position in the game scene corresponding to the game game in response to the effectiveness condition being met, and control the application of the target game effect to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
[0068] Through the above method, virtual facilities are configured in the scene map at the beginning of the game match and the player can be prompted with the conditions for the virtual facilities to take effect. When the conditions are met, the virtual facilities can be displayed at the target position in the game scene, and a target game effect is also applied to the target plot determined based on the target position. In this way, the game behavior of the target game character entering the target plot can have the behavioral influence corresponding to the target game effect. Through the interaction with the virtual facilities and the target plot, the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect, so that some plots in the game scene are no longer just static plots, but also have dynamic functions that interact with players, so that the functions of various plots in the game scene can be richer and no longer single, thereby enhancing the player's gaming experience.
[0069] In a feasible implementation scheme, the effectiveness condition includes the effective role corresponding to the target game effect; the control module is specifically used to: in response to the first game character entering the target plot, determine whether the effective role includes the first game character; if the effective role includes the first game character, determine the first game character as the target game character, and control the game behavior of the target game character to have the behavioral influence corresponding to the target game effect; if the effective role does not include the first game character, keep the behavioral influence corresponding to the game behavior of the first game character unchanged.
[0070] In a feasible implementation scheme, the effective character is a game character of a specific exclusive character type; the control module is also used to: display prompt information of the target specific exclusive character type corresponding to the target plot at the corresponding position of the target plot; in response to the target game character entering the target plot, determine whether the target game character belongs to the target specific exclusive character type corresponding to the target plot; if the target game character belongs to the target specific exclusive character type, determine that the effective character includes the target game character.
[0071] In a feasible embodiment, the effectiveness conditions include at least one of the following: the number of defeated second game characters in the game scene meets the first specified number; the third game character in the game scene performs a specified behavior on a specific virtual building unit; the number of the third game characters located around the plot meets the second specified number.
[0072] In a feasible embodiment, the effectiveness condition includes a third game character in the game scene performing a specified action on a specific virtual building unit; the device also includes: a first determination module, which is used to determine that the effectiveness condition is met in response to the third game character in the game scene smashing the virtual building unit through a card skill corresponding to a specific card before the virtual facility is displayed at a target location in the game scene corresponding to the game match in response to the effectiveness condition being met.
[0073] In a feasible embodiment, the device also includes: a maintaining module, which is used to respond to the third game character in the game scene smashing the virtual building unit through the card skill corresponding to a specific card, and before determining that the effectiveness condition is met, respond to the second game character performing a first attack action on the virtual building unit, keep the target plot in an ineffective state, and keep the life value of the virtual building unit unchanged; wherein, the second game character is a game character in a different camp from the target game character.
[0074] In a feasible embodiment, the device also includes: a second determination module, which is used to, after the virtual facility is displayed at the target location in the game scene corresponding to the game match in response to the effectiveness condition being met, in response to the second game character in the game scene performing a second attack behavior on the virtual facility, control the life value of the virtual facility to decrease according to the second attack behavior; in response to the life value of the virtual facility decreasing to a specified minimum threshold, display the virtual facility as damaged in the game scene, and determine that the target game effect applied corresponding to the target plot is invalid; wherein, the second game character is a game character in a different camp from the target game character. In a feasible embodiment, the device also includes: a third determination module, which is used to display multiple game characters corresponding to the game game in the graphical user interface in response to a start instruction of the game game; in response to a selection instruction for at least one target game character among the multiple game characters, determine the lineup of the first camp based on the at least one target game character, and control at least one of the target game characters to perform automatic attacks in the game scene corresponding to the game game; the first camp is the camp to which the target game character belongs; in response to an instruction to use a card skill in the game game, control the target game character to move in the game scene based on the card skill.
[0075] In a feasible embodiment, the game includes multiple game sessions; the device further includes: a switching module for maintaining the position of the virtual facility at the target position in the game session after the virtual facility is displayed at the target position in the game scene corresponding to the game session in response to the effectiveness condition being met; in response to a start instruction of a next process game session of the game session, switching the scene map displayed in the graphical user interface to a new scene map corresponding to the next process game session, and displaying prompt information corresponding to the new virtual facility configured in the new scene map.
[0076] In a feasible implementation scheme, each of the land blocks corresponds to at least one game effect; the control module is specifically used to: determine the target land block based on the target position, and determine the target game effect corresponding to the target land block according to the game effect corresponding to each of the land blocks; and control the application of the target game effect to the target land block.
[0077] In a feasible implementation scheme, the control module is also used to: in response to the target game character entering the target plot, set the game behavior of the target game character to have the behavioral influence corresponding to the target game effect according to the target game effect applied corresponding to the target plot; wherein, when the target game character has not entered the target plot, the game behavior does not have the behavioral influence.
[0078] In a feasible embodiment, the control module is specifically used to respond to the release behavior of the fourth game character in the game scene for a specified skill, determine the target position according to the current position of the fourth game character in the game scene; determine the target plot based on the target position, and control the application of the target game effect to the target plot; respond to the displacement behavior of the fourth game character, and control the target plot to follow the position movement of the fourth game character.
[0079] In a feasible embodiment, the game behavior of the target game character includes at least one of the following: attack behavior, defense behavior, blood-adding behavior, skill release behavior, and movement behavior.
[0080] The interactive control device in the game provided by the embodiment of the present disclosure has the same technical features as the interactive control method in the game provided by the above embodiment, and can therefore solve the same technical problems and achieve the same technical effects.
[0081] Figure 8 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure is shown, including: a memory 801, a processor 802, and a bus 803. The memory 801 stores machine-readable instructions executable by the processor 802. When the electronic device runs an interactive control method in a game according to the embodiment, the processor 802 communicates with the memory 801 via the bus 803. The processor 802 executes the machine-readable instructions. The processor 802 performs the preamble of the method item to perform the following steps: In response to a game match start instruction, displaying a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map on the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; In response to the effectiveness condition being met, the virtual facility is displayed at the target position in the game scene corresponding to the game match, and the target game effect is controlled to be applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
[0082] In a feasible implementation scheme, the effectiveness condition includes an effective role corresponding to the target game effect; when the processor executes the game behavior of the target game character entering the target plot with the behavioral influence corresponding to the target game effect, it is specifically used to execute: in response to the first game character entering the target plot, determine whether the effective role includes the first game character; if the effective role includes the first game character, determine the first game character as the target game character, and control the game behavior of the target game character to have the behavioral influence corresponding to the target game effect; if the effective role does not include the first game character, keep the behavioral influence corresponding to the game behavior of the first game character unchanged.
[0083] In a feasible implementation scheme, the effective character is a game character of a specific exclusive character type; when the processor executes the judgment of whether the effective character includes the target game character in response to the target game character entering the target plot, it is specifically used to: display prompt information of the target specific exclusive character type corresponding to the target plot at the corresponding position of the target plot; in response to the target game character entering the target plot, judge whether the target game character belongs to the target specific exclusive character type corresponding to the target plot; if the target game character belongs to the target specific exclusive character type, determine that the effective character includes the target game character.
[0084] In a feasible embodiment, the effectiveness conditions include at least one of the following: the number of defeated second game characters in the game scene meets the first specified number; the third game character in the game scene performs a specified behavior on a specific virtual building unit; the number of the third game characters located around the plot meets the second specified number.
[0085] In a feasible embodiment, the effectiveness condition includes a third game character in the game scene performing a specified action on a specific virtual building unit; in response to the effectiveness condition being met, before the virtual facility is displayed at the target location in the game scene corresponding to the game match, the processor is also used to: in response to the third game character in the game scene smashing the virtual building unit through the card skill corresponding to a specific card, determine that the effectiveness condition is met.
[0086] In a feasible embodiment, in response to the third game character in the game scene smashing the virtual building unit through the card skill corresponding to a specific card, before determining that the effectiveness condition is met, the processor is also used to: in response to the second game character performing a first attack action on the virtual building unit, keep the target plot in an ineffective state, and keep the life value of the virtual building unit unchanged; wherein, the second game character is a game character in a different camp from the target game character.
[0087] In a feasible embodiment, after the virtual facility is displayed at the target location in the game scene corresponding to the game match in response to the effectiveness condition being met, the processor is further used to: in response to a second game character in the game scene performing a second attack behavior on the virtual facility, control the life value of the virtual facility to decrease according to the second attack behavior; in response to the life value of the virtual facility being reduced to a specified minimum threshold, display the virtual facility as damaged in the game scene, and determine that the target game effect applied corresponding to the target plot is invalid; wherein, the second game character is a game character in a different camp from the target game character. In a feasible embodiment, the processor is also used to: in response to a start instruction of the game match, display multiple game characters corresponding to the game match in the graphical user interface; in response to a selection instruction for at least one target game character among the multiple game characters, determine the lineup of the first camp based on the at least one target game character, and control at least one of the target game characters to perform automatic attacks in the game scene corresponding to the game match; the first camp is the camp to which the target game character belongs; in response to an instruction to use a card skill in the game match, control the target game character to move in the game scene based on the card skill.
[0088] In a feasible embodiment, the game includes multiple game sessions; after displaying the virtual facility at a target position in the game scene corresponding to the game session in response to the effectiveness condition being met, the processor is further used to: maintain the position of the virtual facility at the target position unchanged in the game session; in response to a start instruction of a next process game session of the game session, switch the scene map displayed in the graphical user interface to a new scene map corresponding to the next process game session, and display prompt information corresponding to the new virtual facility configured in the new scene map.
[0089] In a feasible embodiment, each of the land blocks corresponds to at least one game effect; when the processor executes control to apply the target game effect to the target land block determined based on the target position, it is specifically used to: determine the target land block based on the target position, and determine the target game effect corresponding to the target land block according to the game effect corresponding to each of the land blocks; and control the application of the target game effect to the target land block.
[0090] In a feasible implementation scheme, when the processor executes the game behavior of the target game character entering the target plot with the behavioral influence corresponding to the target game effect, it is specifically used to: in response to the target game character entering the target plot, according to the target game effect applied corresponding to the target plot, set the game behavior of the target game character to have the behavioral influence corresponding to the target game effect; wherein, the game behavior does not have the behavioral influence when the target game character has not entered the target plot.
[0091] In a feasible embodiment, when the processor executes control to apply the target game effect to the target plot determined based on the target position, it is specifically used to: respond to the release behavior of the fourth game character in the game scene for the designated skill, determine the target position according to the current position of the fourth game character in the game scene; determine the target plot based on the target position, and control the application of the target game effect to the target plot; respond to the displacement behavior of the fourth game character, control the target plot to follow the position movement of the fourth game character.
[0092] In a feasible embodiment, the game behavior of the target game character includes at least one of the following: attack behavior, defense behavior, blood-adding behavior, skill release behavior, and movement behavior.
[0093] Through the above method, virtual facilities are configured in the scene map at the beginning of the game match and the player can be prompted with the conditions for the virtual facilities to take effect. When the conditions are met, the virtual facilities can be displayed at the target position in the game scene, and a target game effect is also applied to the target plot determined based on the target position. In this way, the game behavior of the target game character entering the target plot can have the behavioral influence corresponding to the target game effect. Through the interaction with the virtual facilities and the target plot, the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect, so that some plots in the game scene are no longer just static plots, but also have dynamic functions that interact with players, so that the functions of various plots in the game scene can be richer and no longer single, thereby enhancing the player's gaming experience.
[0094] In practical applications, memory 801 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. Communication between the system network element and at least one other network element is achieved via at least one communication interface 804 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, or the like.
[0095] The bus 803 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be divided into an address bus, a data bus, a control bus, and the like. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0096] Among them, the memory 801 is used to store programs, and the processor 802 executes the program after receiving the execution instruction. The method executed by the device defined by the process disclosed in any embodiment of the present disclosure can be applied to the processor 802 or implemented by the processor 802.
[0097] The processor 802 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 802 or by instructions in the form of software. The above-mentioned processor 802 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can 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 can be a microprocessor or the processor can also 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 can be 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 random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, etc. The storage medium is located in memory 801, and processor 802 reads the information in memory 801 and, in conjunction with its hardware, completes the steps of the above method.
[0098] The present disclosure also provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium. The computer program is executed by a processor when the processor is running, and the processor performs the following steps: In response to a game match start instruction, displaying a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map on the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; In response to the effectiveness condition being met, the virtual facility is displayed at the target position in the game scene corresponding to the game match, and the target game effect is controlled to be applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
[0099] In a feasible implementation scheme, the effectiveness condition includes an effective role corresponding to the target game effect; when the processor executes the game behavior of the target game character entering the target plot with the behavioral influence corresponding to the target game effect, it is specifically used to execute: in response to the first game character entering the target plot, determine whether the effective role includes the first game character; if the effective role includes the first game character, determine the first game character as the target game character, and control the game behavior of the target game character to have the behavioral influence corresponding to the target game effect; if the effective role does not include the first game character, keep the behavioral influence corresponding to the game behavior of the first game character unchanged.
[0100] In a feasible implementation scheme, the effective character is a game character of a specific exclusive character type; when the processor executes the judgment of whether the effective character includes the target game character in response to the target game character entering the target plot, it is specifically used to: display prompt information of the target specific exclusive character type corresponding to the target plot at the corresponding position of the target plot; in response to the target game character entering the target plot, judge whether the target game character belongs to the target specific exclusive character type corresponding to the target plot; if the target game character belongs to the target specific exclusive character type, determine that the effective character includes the target game character.
[0101] In a feasible embodiment, the effectiveness conditions include at least one of the following: the number of defeated second game characters in the game scene meets the first specified number; the third game character in the game scene performs a specified behavior on a specific virtual building unit; the number of the third game characters located around the plot meets the second specified number.
[0102] In a feasible embodiment, the effectiveness condition includes a third game character in the game scene performing a specified action on a specific virtual building unit; in response to the effectiveness condition being met, before the virtual facility is displayed at the target location in the game scene corresponding to the game match, the processor is also used to: in response to the third game character in the game scene smashing the virtual building unit through the card skill corresponding to a specific card, determine that the effectiveness condition is met.
[0103] In a feasible embodiment, in response to the third game character in the game scene smashing the virtual building unit through the card skill corresponding to a specific card, before determining that the effectiveness condition is met, the processor is also used to: in response to the second game character performing a first attack action on the virtual building unit, keep the target plot in an ineffective state, and keep the life value of the virtual building unit unchanged; wherein, the second game character is a game character in a different camp from the target game character.
[0104] In a feasible embodiment, after the virtual facility is displayed at the target location in the game scene corresponding to the game match in response to the effectiveness condition being met, the processor is further used to: in response to a second game character in the game scene performing a second attack behavior on the virtual facility, control the life value of the virtual facility to decrease according to the second attack behavior; in response to the life value of the virtual facility being reduced to a specified minimum threshold, display the virtual facility as damaged in the game scene, and determine that the target game effect applied corresponding to the target plot is invalid; wherein, the second game character is a game character in a different camp from the target game character. In a feasible embodiment, the processor is also used to: in response to a start instruction of the game match, display multiple game characters corresponding to the game match in the graphical user interface; in response to a selection instruction for at least one target game character among the multiple game characters, determine the lineup of the first camp based on the at least one target game character, and control at least one of the target game characters to perform automatic attacks in the game scene corresponding to the game match; the first camp is the camp to which the target game character belongs; in response to an instruction to use a card skill in the game match, control the target game character to move in the game scene based on the card skill.
[0105] In a feasible embodiment, the game includes multiple game sessions; after displaying the virtual facility at a target position in the game scene corresponding to the game session in response to the effectiveness condition being met, the processor is further used to: maintain the position of the virtual facility at the target position unchanged in the game session; in response to a start instruction of a next process game session of the game session, switch the scene map displayed in the graphical user interface to a new scene map corresponding to the next process game session, and display prompt information corresponding to the new virtual facility configured in the new scene map.
[0106] In a feasible embodiment, each of the land blocks corresponds to at least one game effect; when the processor executes control to apply the target game effect to the target land block determined based on the target position, it is specifically used to: determine the target land block based on the target position, and determine the target game effect corresponding to the target land block according to the game effect corresponding to each of the land blocks; and control the application of the target game effect to the target land block.
[0107] In a feasible implementation scheme, when the processor executes the game behavior of the target game character entering the target plot with the behavioral influence corresponding to the target game effect, it is specifically used to: in response to the target game character entering the target plot, according to the target game effect applied corresponding to the target plot, set the game behavior of the target game character to have the behavioral influence corresponding to the target game effect; wherein, the game behavior does not have the behavioral influence when the target game character has not entered the target plot.
[0108] In a feasible embodiment, when the processor executes control to apply the target game effect to the target plot determined based on the target position, it is specifically used to: respond to the release behavior of the fourth game character in the game scene for the designated skill, determine the target position according to the current position of the fourth game character in the game scene; determine the target plot based on the target position, and control the application of the target game effect to the target plot; respond to the displacement behavior of the fourth game character, control the target plot to follow the position movement of the fourth game character.
[0109] In a feasible embodiment, the game behavior of the target game character includes at least one of the following: attack behavior, defense behavior, blood-adding behavior, skill release behavior, and movement behavior.
[0110] Through the above method, virtual facilities are configured in the scene map at the beginning of the game match and the player can be prompted with the conditions for the virtual facilities to take effect. When the conditions are met, the virtual facilities can be displayed at the target position in the game scene, and a target game effect is also applied to the target plot determined based on the target position. In this way, the game behavior of the target game character entering the target plot can have the behavioral influence corresponding to the target game effect. Through the interaction with the virtual facilities and the target plot, the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect, so that some plots in the game scene are no longer just static plots, but also have dynamic functions that interact with players, so that the functions of various plots in the game scene can be richer and no longer single, thereby enhancing the player's gaming experience.
[0111] In the embodiments of the present disclosure, the computer program can also execute other machine-readable instructions when run by the processor to execute methods as described in other embodiments. For the specific execution method steps and principles, please refer to the description of the embodiments and will not be repeated here.
[0112] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0113] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of code, and the module, program segment or a part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart, can be implemented with a dedicated hardware-based system that performs the specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.
[0114] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0115] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0116] 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 existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the interactive control method in the game described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store program code.
[0117] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0118] 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 protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-mentioned embodiments, ordinary technicians in this field should understand that any technician familiar with this technical field can still modify the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present disclosure, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. An interactive control method in a game, characterized in that: Providing a graphical user interface via a terminal device, the method comprising: In response to a game match start instruction, displaying a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map on the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; In response to the effectiveness condition being met, the virtual facility is displayed at the target position in the game scene corresponding to the game match, and the target game effect is controlled to be applied to the target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has the behavioral influence corresponding to the target game effect.
2. The method according to claim 1, characterized in that The effectiveness condition includes the effective role corresponding to the target game effect; the game behavior of the target game character entering the target plot has the behavioral impact corresponding to the target game effect, including: In response to a first game character entering the target plot, determining whether the valid characters include the first game character; If the effective characters include the first game character, determining the first game character as the target game character, and controlling the game behavior of the target game character to have a behavior influence corresponding to the target game effect; If the effective characters do not include the first game character, the behavioral impact corresponding to the game behavior of the first game character remains unchanged.
3. The method according to claim 2, characterized in that The effective character is a game character of a specific exclusive character type; and in response to the target game character entering the target plot, determining whether the effective characters include the target game character includes: Displaying prompt information of the target specific exclusive role type corresponding to the target plot at the corresponding position of the target plot; In response to the target game character entering the target plot, it is determined whether the target game character belongs to the target specific exclusive character type corresponding to the target plot; if the target game character belongs to the target specific exclusive character type, it is determined that the effective characters include the target game character.
4. The method according to claim 1, wherein The validity conditions include at least one of the following: The number of defeats of the second game character in the game scene meets the first specified number; the third game character in the game scene performs a specified action on a specific virtual building unit; The number of the third game characters located around the plot meets a second specified number.
5. The method according to claim 4, characterized in that The validation condition includes a third game character in the game scene performing a specified action on a specific virtual building unit; Before displaying the virtual facility at a target location in the game scene corresponding to the game match in response to the validation condition being met, the method further includes: In response to a third game character in the game scene smashing the virtual building unit using a card skill corresponding to a specific card, it is determined that the effectiveness condition is met.
6. The method according to claim 5, characterized in that Before determining that the validation condition is satisfied in response to the third game character in the game scene destroying the virtual building unit using a card skill corresponding to a specific card, the method further includes: In response to the second game character executing the first attack action on the virtual building unit, the target plot is kept in an ineffective state, and the life value of the virtual building unit is kept unchanged; wherein, the second game character is a game character in a different camp from the target game character.
7. The method according to claim 1, characterized in that After displaying the virtual facility at a target location in the game scene corresponding to the game match in response to the validation condition being met, the method further includes: In response to a second game character in the game scene performing a second attacking action on the virtual facility, controlling the life value of the virtual facility to decrease according to the second attacking action; In response to the health value of the virtual facility decreasing to a specified minimum threshold, the virtual facility is displayed as destroyed in the game scene, and the target game effect applied to the target plot is determined to be invalid; wherein, the second game character is a game character in a different camp from the target game character.
8. The method according to claim 1, characterized in that The method further comprises: In response to a start instruction of the game match, displaying a plurality of game characters corresponding to the game match in the graphical user interface; In response to a selection instruction for at least one target game character among the plurality of game characters, determining a lineup of a first camp based on the at least one target game character, and controlling the at least one target game character to perform an automatic attack in a game scene corresponding to the game match; the first camp is the camp to which the target game character belongs; In response to an instruction to use a card skill in the game match, the target game character is controlled to move in the game scene based on the card skill.
9. The method according to claim 1, characterized in that The game includes multiple game sessions; after displaying the virtual facility at a target location in a game scene corresponding to the game session in response to the validation condition being satisfied, the method further includes: Maintaining the position of the virtual facility at the target location unchanged during the game; In response to the start instruction of the next process game game of the game game, the scene map displayed in the graphical user interface is switched to a new scene map corresponding to the next process game game, and prompt information corresponding to the new virtual facilities configured in the new scene map is displayed.
10. The method according to claim 1, characterized in that Each of the land plots corresponds to at least one game effect; The controlling step of applying a target game effect to a target land block determined based on the target position includes: Determine a target plot based on the target position, and determine a target game effect corresponding to the target plot according to the game effect corresponding to each plot; Controlling application of the target game effect to the target land.
11. The method according to claim 1, wherein The game behavior of the target game character entering the target plot has a behavioral influence corresponding to the target game effect, including: In response to the target game character entering the target plot, the game behavior of the target game character is set to have a behavioral influence corresponding to the target game effect according to the target game effect applied corresponding to the target plot; wherein, when the target game character has not entered the target plot, the game behavior does not have the behavioral influence.
12. The method according to claim 1, characterized in that The controlling step of applying a target game effect to a target land block determined based on the target position includes: In response to a release action of a designated skill by a fourth game character in the game scene, determining a target position according to a current position of the fourth game character in the game scene; Determine a target plot based on the target position, and control application of a target game effect to the target plot; In response to the displacement behavior of the fourth game character, the target plot is controlled to move following the position of the fourth game character.
13. The method according to claim 1, wherein The game behavior of the target game character includes at least one of the following: Attack behavior, defense behavior, blood-adding behavior, skill release behavior, and movement behavior.
14. An interactive control device in a game, characterized in that: Providing a graphical user interface via a terminal device, the apparatus comprises: a display module configured to display, in response to a game match start instruction, a scene map corresponding to the game match and prompt information corresponding to the virtual facilities configured in the scene map in the graphical user interface, wherein the prompt information is used to indicate the conditions for enabling the virtual facilities; A control module is used to display the virtual facility at a target position in the game scene corresponding to the game game in response to the effectiveness condition being met, and to control the application of a target game effect to a target plot determined based on the target position, so that the game behavior of the target game character entering the target plot has a behavioral influence corresponding to the target game effect.
15. An electronic terminal comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 13 are implemented.
16. 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 a processor, the computer-executable instructions prompt the processor to execute the method according to any one of claims 1 to 13.