Game interaction control method and device and electronic equipment

By displaying target resources and configuring skills and items in the game interface, the problem of limited skill variety in the game is solved, improving the player's gaming experience and win rate in different battle scenarios.

CN121422483APending Publication Date: 2026-01-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511641783.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-10
Publication Date
2026-01-30

AI Technical Summary

Technical Problem

The limited number of game skills available to player characters in combat scenarios results in a poor gaming experience.

Method used

By displaying target resources in the graphical user interface, players can configure game skills and items, consume target resources to apply skill effects or configure game items, and adapt to the needs of different game combat scenarios.

Benefits of technology

It improves players' win rate in battles and enhances the overall gaming experience, while also providing richer ways to interact with the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121422483A_ABST
    Figure CN121422483A_ABST
Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, a target resource of a first object is displayed on a graphical user interface, and the target resource is obtained by executing a specified game behavior by the first object in a game scene; in response to the first operation, a first skill is controlled to be configured for the first object, and the first skill is configured to consume the target resource during use so as to apply a corresponding skill effect to the first object and / or the second object; in response to the second operation, controlling to display at least one game prop; wherein the game props are configured as follows: when a target game prop in the game props is selected, the target resource is controlled to be consumed to configure the target game prop for the first object. In the mode, the first skill or the target game prop can be configured for the first object by consuming the target resource, and a player can configure the first skill or the target game prop for the first object through different trigger operations for different game combat scenes so as to improve the game combat winning rate of the player.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of game interaction, and in particular to a game interaction control method, device and electronic equipment. BACKGROUND

[0002] In a game battle scene, a player character can attack other characters using game skills, but the game skills available to the player character are relatively single, and the player character cannot use the game skills in different battle scenes, thereby resulting in poor game experience of the player. SUMMARY

[0003] Therefore, the present application aims to provide a game interaction control method, device and electronic equipment, so as to configure different game skills or game props for a player in different game battle scenes, and improve the game battle experience of the player.

[0004] In a first aspect, the embodiments of the present application provide a game interaction control method, which provides a graphical user interface through a terminal device, and the method comprises the following steps: displaying a target resource of a first object on the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene further comprising a second object; in response to a first operation, configuring a first skill for the first object, wherein the first skill is configured to consume the target resource when used, so as to exert a corresponding skill effect on the first object and / or the second object; in response to a second operation, displaying at least one game prop; wherein the at least one game prop is configured to consume the target resource to configure a target game prop for the first object when the target game prop is selected.

[0005] In a second aspect, the embodiments of the present application further provide a game interaction control device, which provides a graphical user interface through a terminal device, and the device comprises the following modules: a resource display module, configured to display a target resource of a first object on the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene further comprising a second object; a skill configuration module, configured to configure a first skill for the first object in response to a first operation, wherein the first skill is configured to consume the target resource when used, so as to exert a corresponding skill effect on the first object and / or the second object; and a prop display module, configured to display at least one game prop in response to a second operation; wherein the at least one game prop is configured to consume the target resource to configure a target game prop for the first object when the target game prop is selected.

[0006] In a third aspect, the embodiments of the present application further provide an electronic device, which comprises a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game interaction control method described above.

[0007] In a fourth aspect, an embodiment of the present application further provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the game interaction control method.

[0008] The embodiments of the present application have the following beneficial effects: The game interaction control method, device and electronic equipment provided by the embodiments of the present application display a target resource of a first object on a graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, and the game scene further includes a second object. In response to a first operation, a first skill is configured for the first object, wherein the first skill is configured to consume the target resource when used to exert a corresponding skill effect on the first object and / or the second object. In response to a second operation, at least one game prop is displayed. When a target game prop in the at least one game prop is selected, the target resource is consumed to configure the target game prop for the first object. In this way, the first skill or the target game prop can be configured for the first object by consuming the target resource, and for different game battle scenes, the player can configure the first skill or the target game prop for the first object by different triggering operations, so as to improve the game battle success rate and the game experience of the player.

[0009] Other features and advantages of the present application will be further described in the following description, and will become more apparent from the description, or will be learned easily by practice of the present application. The objectives and other advantages of the present application will be realized and achieved by the structure particularly pointed out in the description, claims and accompanying drawings.

[0010] In order to make the above objectives, features and advantages of the present application more apparent, the following will describe preferred embodiments in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings described below are some embodiments of the present application, and for those skilled in the art, other drawings can also be obtained from these drawings without creative labor.

[0012] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present application; Figure 2 A prompt schematic diagram of a skill exertion mode corresponding to a first skill provided by an embodiment of the present application; Figure 3 A display diagram of a skill control and resource consumption corresponding to a first skill is provided for an embodiment of the present application; Figure 4 Another display diagram of a skill control and resource consumption corresponding to a first skill is provided for an embodiment of the present application; Figure 5 A display diagram of a prop wheel is provided for an embodiment of the present application; Figure 6 A control switching diagram is provided for an embodiment of the present application; Figure 7 A structural diagram of a game interaction control device is provided for an embodiment of the present application; Figure 8 A structural diagram of an electronic device is provided for an embodiment of the present application. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be described below in detail with reference to the accompanying drawings. Obviously, the described embodiments are some but not all of the embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of the present application.

[0014] The game interaction control method in one of the embodiments of the present application can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and a client device.

[0015] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game interaction control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally, the client device decodes and outputs the game picture.

[0016] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.

[0017] In a possible embodiment, the embodiment of the present disclosure provides a game interaction control method, and a graphical user interface is provided through a terminal device. The terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.

[0018] In a possible embodiment, the embodiment of the present disclosure provides a game interaction control method, and a graphical user interface is provided through a terminal device. The terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. For example, the terminal device can be a mobile phone, a tablet computer, or a personal computer, etc. As shown in the figure, the method includes the following specific steps: Figure 1 Step S102, displaying a target resource of a first object in the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, and the game scene further including a second object.

[0019] The terminal device can provide a graphical user interface corresponding to the target game by running a game program corresponding to the target game. The graphical user interface is configured to display a scene picture of a game scene, and the game scene includes at least a plurality of game objects. The plurality of game objects can belong to different game camps or belong to the same game camp. When the plurality of game objects belong to different game camps, each game camp includes one or more game objects, and different game camps are in an antagonistic relationship, i.e., a game object needs to attack a game object belonging to a different game camp, so as to help the game camp to which the game object belongs to win.

[0020] In a specific implementation, the plurality of game objects in the game scene include a first object controlled by the terminal device and a second object controlled by another terminal device. The first object and the second object can belong to different game camps or belong to the same game camp.

[0021] ​When the first object is playing a game battle in the game scene, a target resource of the first object is displayed in the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in the game scene, the specified game behavior being an attack behavior of the first object attacking the second object, or a behavior of the first object performing a specified action, the specified action being a jumping action or an interaction action with the second object, etc. The target resource can be virtual gold coins or fortune values, etc.

[0022] In an embodiment, the specified game behavior performed by the first object in the game scene includes an attack behavior performed by the first object on the second object in the game scene, wherein different attack behaviors obtain different amounts of target resources. Specifically, the first object can perform a plurality of attack behaviors on the second object, and the amount of target resources obtained by each attack behavior is preconfigured, for example, the amount of target resources obtained by a normal attack behavior is 50, the amount of target resources obtained by a critical hit behavior is 100, etc.

[0023] In step S104, the first skill is configured for the first object in response to the first operation, wherein the first skill is configured to consume the target resource when used to exert a corresponding skill effect on the first object and / or the second object.

[0024] In a specific implementation, when the terminal device is a mobile phone, the first operation can be a click operation or a long press operation on a certain control displayed in the graphical user interface, or a trigger operation on a certain scene region in the game scene, etc.; when the terminal device is a computer, the first operation can be a click operation or a long press operation on a certain control displayed in the graphical user interface, or a click operation or a long press operation on a specified key in the keyboard or mouse, etc.; when the terminal device is a host computer, the first operation can be a click operation on a certain control displayed in the graphical user interface, or a click operation or a long press operation on a certain key in the gamepad, etc.

[0025] In an embodiment, in a terminal game, the first operation is triggered when a player clicks a specified key in a keyboard, and the first skill is configured for the first object; the first skill is cancelled for the first object when the player clicks the specified key again or the target resource is lower than a preset resource amount.

[0026] In another embodiment, in a terminal game, the first operation is triggered when a player long-presses a specified key in a keyboard, and the first skill is configured for the first object; the first skill is cancelled for the first object when the player stops long-pressing the specified key or the target resource is lower than a preset resource amount.

[0027] The first skill is configured to consume a certain amount of target resources when the first object uses the first skill, to exert a corresponding skill effect on the first object, or to exert a corresponding skill effect on the second object, or to exert a corresponding skill effect on the first object and the second object. The skill effect here can be to provide a game gain effect to the first object, which can be a healing effect, a defense effect, etc. The skill effect here can also be to provide a game loss effect to the second object, which can be to reduce the health value of the second object or to increase the damage value to the second object, etc.

[0028] In step S106, at least one game prop is displayed in response to the second operation. The at least one game prop is configured to consume target resources to configure the target game prop for the first object when the target game prop is selected.

[0029] In a specific implementation, when the terminal device is a mobile phone, the second operation can be a click operation or a long press operation on a certain control displayed in the graphical user interface. When the terminal device is a computer, the second operation can be a click operation or a long press operation on a certain control displayed in the graphical user interface, or a click operation or a long press operation on a specified key of a keyboard or a mouse, etc. When the terminal device is a host computer, the second operation can be a click operation on a certain control displayed in the graphical user interface, or a click operation or a long press operation on a certain key of a gamepad, etc.

[0030] In a specific embodiment, in an end game, the second operation is triggered when the player long-presses a specified key of a keyboard to display one or more game props in the graphical user interface. When the player stops long-pressing the specified key, the game props are removed from the graphical user interface. When the game props are displayed in the graphical user interface, the player can select any one of the game props as a target game prop. When the player selects the target game prop, the use permission of the target game prop is configured for the first object, and the target resources of the first object are consumed. Specifically, the amount of target resources consumed by different game props displayed can be the same or different, and the amount of target resources consumed by each game prop is pre-configured.

[0031] In actual applications, different battle modes need to be provided for different game battle scenes due to different requirements in the game battle process. For example, in a scene requiring rapid battle, the player needs to quickly use a game skill or use a game skill with high damage to quickly win the battle or quickly defeat the enemy object. At this time, the player can quickly configure a first skill for a first object by performing a first operation, so that the player can quickly use the first skill for game battle in the rapid battle scene. In a scene not requiring rapid battle, the player can perform a second operation to display selectable game props in the graphical user interface, so that the player can select a game prop suitable for the current use according to the requirement, thereby helping the player to use the game prop for the current scene, so as to enable the player to efficiently complete the game task or game battle.

[0032] The game interaction control method provided by the embodiment of the application can configure a first skill or a target game prop for a first object by consuming a target resource, and the player can configure the first skill or the target game prop for the first object by different trigger operations for different game battle scenes, so as to improve the game battle success rate and the game experience of the player.

[0033] The following embodiments are used to describe the way of displaying information related to the first skill.

[0034] Specifically, a reticle is displayed in the graphical user interface, which is used to prompt the aiming direction of the first object. The reticle is usually located at the center position of the graphical user interface. Based on this, after the first skill is configured for the first object in response to the first operation, the reticle prompts the skill casting mode corresponding to the first skill.

[0035] In specific implementation, after the first skill is configured for the first object by the first operation, the skill casting mode corresponding to the first skill is displayed at the position of the reticle or at the position near the position of the reticle. The skill casting mode is used to prompt the player how to control the first object to cast the first skill in the game scene, for example, the skill casting mode can be to control the casting of the first skill by the F key or the C key.

[0036] In an optional embodiment, the specific process of prompting the skill casting mode corresponding to the first skill by the reticle can include: determining whether the target resource meets the resource consumption of the first skill; if yes, controlling the reticle to prompt the skill casting mode corresponding to the first skill; otherwise, controlling the reticle not to prompt the skill casting mode corresponding to the first skill.

[0037] In a specific implementation, after the first skill is configured for the first object through the first operation, it is determined whether the resource amount of the target resource of the first object is greater than or equal to the resource amount of the resource consumption of the first skill, if yes, it is determined that the target resource of the first object meets the resource consumption of the first skill, at this time, the skill casting mode corresponding to the first skill is associated with the aiming center prompt; if no, it is determined that the target resource of the first object does not meet the resource consumption of the first skill, at this time, the skill casting mode corresponding to the first skill is not associated with the aiming center prompt, that is, the skill casting mode is not displayed at the aiming center position.

[0038] As shown in Figure 2 Fig. 1 is a prompt schematic diagram of a skill casting mode corresponding to a first skill provided by an embodiment of the present application, Figure 2 Fig. 1 shows a character model as a first object, Figure 2 Fig. 1 shows a circular mark with a black dot in the middle position as an aiming center, and the right and left sides of the aiming center show the skill casting mode corresponding to the first skill configured by the first object. Figure 2 In Fig. 1, the player can configure two first skills, that is, the first skill 1 and the first skill 2, for the first object through the first operation, and the skill casting mode corresponding to the first skill 2 and the skill casting mode corresponding to the first skill 1 are respectively displayed on the left and right sides of the aiming center, wherein the skill casting mode corresponding to the first skill 2 is triggered by pressing the E key, and the skill casting mode corresponding to the first skill 1 is triggered by the left mouse button. Figure 2 Fig. 1 shows the target resource of the first object below the aiming center position, and the resource amount of the target resource is 1000.

[0039] In an optional embodiment, the specific process of controlling the association of the aiming center prompt with the skill casting mode corresponding to the first skill further comprises: displaying the resource consumption of the first skill in the aiming center.

[0040] In a specific implementation, after the first skill is configured for the first object through the first operation, not only the skill casting mode corresponding to the first skill is associated with the aiming center prompt, but also the resource consumption of the first skill is displayed in the aiming center, so that the player can clearly understand the resource consumption of the first skill, so as to understand the casting number or the sustainable duration of the first skill.

[0041] In an optional embodiment, after the first skill is configured for the first object, the skill control corresponding to the first skill is displayed, and the resource consumption of the first skill is displayed in the associated position of the skill control.

[0042] In a specific implementation, after the first skill is configured for the first object through the first operation, the skill control corresponding to the first skill is displayed in the graphical user interface, and the resource amount corresponding to the resource consumption of the first skill is displayed in the associated position of the skill control.

[0043] In one specific embodiment, a first object is configured with a second skill, and the skill control of the second skill is displayed in a graphical user interface. This second skill can be a game skill configured for the first object at the start of the game, or it can be a game skill configured for the first object before configuring the first skill. Based on this, the specific process of displaying the skill control corresponding to the first skill can include: controlling the switching of the displayed skill control of the second skill to the skill control corresponding to the first skill, so that the skill execution method of the first skill is the same as that of the second skill.

[0044] In practice, the first skill can be a game skill related to the second skill, or it can be a completely different game skill. For example, the first skill can be an enhanced version of the second skill, meaning that the effect of the first skill is superior to that of the second skill.

[0045] After assigning the first skill to the first target, the second skill assigned to the first target will be deselected, and the skill controls for the second skill displayed in the graphical user interface will be switched to the skill controls corresponding to the first skill. Therefore, the skill activation methods for the first and second skills will be identical. For example, if the second skill is activated using the E key, then the first skill will also be activated using the E key; if the second skill is activated using the left mouse button, then the first skill will also be activated using the left mouse button.

[0046] like Figure 3 The diagram shown is a schematic diagram of a display of the skill control and resource consumption corresponding to the first skill provided by an embodiment of the present invention. Figure 3 The first skill configured for the first object includes first skill 1 and first skill 2. Figure 3 The rectangular control displayed in the lower left corner is the skill control corresponding to the first skill 1. Above the skill control is displayed the resource consumption of the first skill 1, which is 200 resources. Figure 3 The circular control displayed in the lower right corner is the skill control for the first skill 2. Above the skill control is the resource consumption of the first skill 2, which is 300 resources. Below the skill control is the E, which indicates that the skill for the first skill 1 is triggered by using the E key.

[0047] In another optional embodiment, the process of displaying the skill control corresponding to the first skill and associating the skill control with the resource consumption of the first skill may include: determining whether the target resource meets the resource consumption of the first skill; if it does, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a first display mode; otherwise, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a second display mode.

[0048] In specific implementation, the first display method and the second display method are different display methods. For example, the first display method displays the skill control and resource consumption corresponding to the first skill with a first color or a first graphic, and the second display method displays the skill control and resource consumption corresponding to the first skill with a second color or a second graphic; wherein, the first color and the second color are different colors, and the first graphic and the second graphic are different graphics.

[0049] After configuring the first skill for the first object through the first operation, it is necessary to determine whether the target resource quantity of the first object is greater than or equal to the resource consumption of the first skill. If it is greater than or equal to the target resource quantity, the target resource quantity of the first object meets the resource consumption of the first skill, and the skill control and resource consumption of the first skill are displayed in the first display mode. If it is less than the target resource quantity, the target resource quantity of the first object does not meet the resource consumption of the first skill, and the skill control and resource consumption of the first skill are displayed in the second display mode. This method allows players to clearly understand whether the first skill configured for the first object is currently available.

[0050] like Figure 4 The diagram shown is another illustration of the display of the skill control and resource consumption corresponding to the first skill provided by an embodiment of the present invention. Figure 4 The skill controls and resource consumption corresponding to the first skill shown are displayed in a second display mode when the target resources do not meet the resource consumption of the first skill. Figure 3 The skill controls and resource consumption corresponding to the first skill, as shown, are displayed in a first display mode when the target resources meet the resource consumption requirements of the first skill. Specifically, the first display mode displays the skill controls in light gray, while the second display mode displays the skill controls in dark gray with a bold black line indicating the resource consumption of the first skill. Furthermore, when displaying the skill controls and resource consumption of the first skill in the second display mode, the crosshair indicator will not show the skill's casting method and resource consumption.

[0051] The following examples describe how resources are adjusted after the first skill is cast.

[0052] Specifically, after configuring the first skill for the first object in response to the first operation, the method further includes: in response to the skill casting operation for the first skill, controlling the first object to cast the first skill in the game scene; adjusting the amount of the target resource of the first object as displayed based on the number of times the first skill is cast and the resource consumption of the first skill; and controlling the first object to stop casting the first skill in response to the resource amount of the target resource of the first object being less than the resource consumption of the first skill.

[0053] In practice, the skill casting operation for the first skill is an operation that matches the skill casting method corresponding to the first skill displayed in the graphical user interface. For example, if the skill casting method corresponding to the first skill is triggered by the E key, then the skill casting operation for the first skill is to trigger the E key; if the skill casting method corresponding to the first skill is triggered by the left mouse button, then the skill casting operation for the first skill is to trigger the left mouse button.

[0054] After the player performs the skill casting operation for the first skill, the first target will cast the first skill in the game scene. When the player finishes casting the first skill or the resource amount of the target resource of the first target is less than the resource consumption of the first skill, the first target will stop casting the first skill in the game scene.

[0055] In one specific embodiment, when the first object casts the first skill in the game scene, the amount of the target resource of the first object displayed in the graphical user interface will be adjusted according to the number of times the first skill is cast and the resource consumption of the first skill. That is, the target resource of the first object displayed in the graphical user interface will gradually decrease as the number of times the first skill is cast increases. Generally, the more times the first skill is cast, the more the amount of the target resource of the first object decreases. Moreover, each time the first skill is cast, the target resource of the first object will decrease by the amount of resource consumption of the first skill.

[0056] In an optional embodiment, when the first object performs a specified game action in the game scene, the first object obtains a certain amount of target resources. This specified game action could be an attack performed by the first object on the second object in the game scene; the attack could be the first object hitting the second object with its first skill. That is, when the first object hits the second object with its first skill, the first object will obtain a certain amount of target resources. For example, each time the first object hits the second object with its first skill, the first object obtains 100 target resources; or, if the first object hits different parts of the second object with its first skill, the first object obtains different amounts of target resources, etc.

[0057] The following examples describe how game props are displayed and used.

[0058] Specifically, the process of controlling the display of at least one game item in response to the second operation may include: displaying an item wheel in the graphical user interface in response to the second operation; and displaying at least one game item in the item wheel.

[0059] In practical implementation, players can display an item wheel in the graphical user interface via a second operation. This item wheel can display one or more game items. Specifically, the item wheel can include multiple sections, each displaying one game item. The display style and information of each section of the item wheel can be customized or determined according to development needs. For example, the sections of the item wheel can be fan-shaped or circular.

[0060] In an optional embodiment, when a player displays game items in the graphical user interface using the second object, an item wheel is displayed in the graphical user interface, showing the item icon and corresponding resource consumption of at least one game item. Specifically, when the target resources of the first object satisfy the resource consumption of at least one game item, the item icon and corresponding resource consumption of at least one game item are displayed in a first display style; when the target resources of the first object do not satisfy the resource consumption of at least one game item, the item icon and corresponding resource consumption of at least one game item are displayed in a second display style.

[0061] In practical implementation, the first display style and the second display style mentioned above are different display styles. The first display style can display the item icon and corresponding resource consumption of the game item using a third color or a third graphic, while the second display style can display the item icon and corresponding resource consumption using a fourth color or a fourth graphic. The third and fourth colors are different colors, and the third and fourth graphics are different graphic styles.

[0062] In practical applications, after displaying at least one game item in the graphical user interface through the second operation, for each of the displayed game items, it is necessary to determine whether the resource quantity of the target resource of the first object is greater than or equal to the resource consumption of the current game item. If it is greater than or equal to the target resource of the first object, it is determined that the target resource of the first object meets the resource consumption of the current game item, and the item icon and corresponding resource consumption of the current game item are displayed in the first display style. If it is less than the target resource of the first object, it is determined that the target resource of the first object does not meet the resource consumption of the current game item, and the item icon and corresponding resource consumption of the current game item are displayed in the second display style. This method allows players to clearly understand which game items displayed in the item wheel are usable and which game items are currently unusable.

[0063] like Figure 5 The image shown is a schematic diagram of a prop wheel provided in an embodiment of the present invention. Figure 5 The central display shows a circular wheel representing an item wheel, which is divided into four sections. Each section displays an icon for a game item and its corresponding resource cost.Figure 5 The display shows the item icon and resource consumption of game item 1 (1500), game item 2 (500), game item 3 (1600), and game item 4 (600). When the target resources of the first object meet the resource consumption of a certain game item, the item icon is displayed in white and the corresponding resource consumption is displayed in thin black lines; when the target resources of the first object do not meet the resource consumption of the game item, the item icon is displayed in semi-transparent or light gray and the corresponding resource consumption is displayed in thick black lines.

[0064] In an optional embodiment, the graphical user interface also includes a focus, which is configured to adjust the focus position in the graphical user interface according to an adjustment operation, and after the item wheel is displayed in the graphical user interface, control restricts the range of adjustable focus positions to within the item wheel.

[0065] In practice, before the item wheel is displayed in the graphical user interface (GUI), players can adjust the focus position to any location within the GUI. When the item wheel is displayed, the adjustable focus position is limited to within the wheel itself. That is, when the item wheel is displayed, the focus is set to a specific location within the wheel, and players can only adjust the focus to that specific location. This specific location can be determined based on development needs; for example, it could be the center of the item wheel or the location of an item icon.

[0066] Furthermore, in response to the focus adjustment operation, a target focus position is determined within the item wheel; in response to the end of the second operation, the control determines the game item that matches the target focus position among at least one game item displayed in the item wheel as the selected target game item.

[0067] In practice, the aforementioned adjustment operation can be triggered by pressing the W, A, S, or D keys on the keyboard, or by pressing the up, down, left, and right arrow keys on the keyboard. Specifically, when the player performs the second operation, an item wheel can be displayed in the graphical user interface. This item wheel displays multiple game items, and the focus is located within the item wheel. The player can adjust the target focus position in the item wheel by adjusting the focus. When the player finishes performing the second operation, the item wheel is removed from the graphical user interface, and the game item in the section corresponding to the target focus is selected as the target game item.

[0068] In one specific embodiment, the graphical user interface includes a first control; the second operation is triggered through the first control; that is, when the player triggers the first control or performs an operation in the same way as indicated by the first control, an item wheel is displayed in the graphical user interface, and at least one game item is displayed in the item wheel. For example, the first control skill indication can be triggered by the F key. In this case, the player can display the item wheel in the graphical user interface by pressing and holding the F key, and when the player stops pressing and holding the F key, the item wheel is canceled from being displayed in the graphical user interface.

[0069] Based on the above description, in response to the end of the second operation, the control switches the displayed first control to the displayed second control so that the triggering method of the target game item is the same as the triggering method indicated by the first control; wherein, the second control corresponds to the target game item; in response to the triggering operation for the second control, the control controls the first object to use the target game item in the game scene so as to produce the item effect corresponding to the target game item in the game scene.

[0070] In practical implementation, when the player finishes the second operation, the item wheel displayed in the graphical user interface is canceled, and the game item corresponding to the target focus area among the game items displayed in the item wheel is identified as the selected target game item. The first control displayed in the graphical user interface is then switched to the second control, so the triggering method of the target game item is the same as the triggering method indicated by the first control. Specifically, the triggering method indicated by the first control matches the second operation. At this point, when the player performs a triggering operation on the second control, they will control the first object to use the target game item in the game scene. The triggering operation on the second control matches both the second operation and the operation corresponding to the triggering method of the target game item indicated by the second control.

[0071] like Figure 6 The diagram illustrates a control switching mechanism provided by this invention. When the first control indicates that the triggering method is triggered using the F key, a long press of the F key displays an item wheel in the graphical user interface, showing at least one game item. If the player stops pressing the F key or performs the first operation, the item wheel will be de-displayed. While pressing the F key, the player adjusts the focus to the section of the item wheel containing the target game item. Stopping the press selects the target game item and switches the first control to a second control, which indicates the triggering method for the target game item. Specifically, the display style of the section containing the focus is different from the display styles of the other sections. Figure 6 The zone to which the center focus position belongs is grayed out.

[0072] In an optional embodiment, the item effect corresponding to the target game item includes at least one of the following: configuring target resources for the first object; displaying the object position of the second object; removing game debuffs or configuring game buffs for the first object; and configuring game debuffs for the second object.

[0073] In practical implementation, when the effect of the target game item is to allocate target resources to the first object, using the target game item will cause the first object to randomly acquire a certain amount of target resources, such as 0, 50, 200, or 500 resources. When the effect of the target game item is to display the location of the second object, using the target game item will grant a perspective effect to the second object within a specified range near the first object or within a specified range of the target location, allowing the first object and its teammates to see the location of the second object. The target location can be any location selected by the first object in the game scene.

[0074] When the target game item's effect is to remove a debuff from the first target, using the target game item will remove the debuff from the first target's own game. This debuff could be a freeze, knockback, or stun effect, etc. When the target game item's effect is to grant a buff to the first target, using the target game item will grant the first target a temporary speed boost or restore health, etc. When the target game item's effect is to grant a debuff to a second target, using the target game item will affect the gravity of a specified area, preventing the second target within that area from moving or flying, etc.

[0075] In an optional embodiment, the effect of the aforementioned target game item can also be to control the first object to teleport from one location to another. For example, to travel from one side of a vertical wall to another, or to teleport from the current location to a selected target location.

[0076] In an optional embodiment, in response to the attack behavior of the first object hitting the second object, a target game debuff is configured for the second object; wherein the target game debuff is used at least to reduce the behavioral effect caused by the attack behavior implemented by the second object.

[0077] In practical implementation, when the game server detects that the attack of the first object has hit the second object, the game server will configure a target game debuff on the second object. This target game debuff can reduce the behavioral effect caused by the attack of the second object. For example, when the target game debuff is configured on the second object, when the attack of the second object hits the head of the first object, there is a certain probability that the extra damage of a headshot will not be triggered, that is, the damage level is reduced.

[0078] Corresponding to the above method embodiments, this disclosure also provides a game interaction control device that provides a graphical user interface through a terminal device, such as... Figure 7 As shown, the device includes: The resource display module 60 is used to display the target resource of the first object in the graphical user interface. The target resource is obtained by the first object performing a specified game behavior in the game scene. The game scene also includes a second object.

[0079] The skill configuration module 61 is used to control the configuration of a first skill for a first object in response to the first operation, wherein the first skill is configured to consume target resources when used to apply a corresponding skill effect to the first object and / or the second object.

[0080] The prop display module 62 is used to control the display of at least one game prop in response to the second operation; wherein, the at least one game prop is configured such that when the target game prop is selected, the target resources are consumed to configure the target game prop for the first object.

[0081] The aforementioned game interaction control device can configure a first skill or target game item for a first object by consuming target resources. Furthermore, depending on the game battle scenario, players can configure a first skill or target game item for the first object through different trigger operations, thereby improving the player's game battle win rate and game experience.

[0082] Furthermore, the specified game behavior performed by the first object in the game scene includes: the first object performing an attack behavior on the second object in the game scene, wherein different attack behaviors obtain different amounts of target resources.

[0083] Furthermore, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first object; based on this, the device also includes a release method display module, which is used to: after controlling the configuration of the first skill for the first object in response to the first operation, associate the crosshair prompt with the skill release method corresponding to the first skill.

[0084] Furthermore, the aforementioned release method display module is also used to: determine whether the target resource meets the resource consumption of the first skill; if it does, control the skill release method corresponding to the first skill to be associated with the crosshair prompt; otherwise, control the skill release method not to be associated with the first skill to be associated with the crosshair prompt.

[0085] Furthermore, the aforementioned device also includes an information display module, used to: after configuring a first skill for a first object, display the skill control corresponding to the first skill, and associate the skill control with the display of the resource consumption of the first skill.

[0086] Furthermore, since the first object is configured with a second skill, the information display module is also used to: control the skill control of the displayed second skill to be switched to the skill control corresponding to the first skill, so that the skill release method of the first skill is the same as the skill release method of the second skill.

[0087] Furthermore, the aforementioned information display module is also used to: determine whether the target resource meets the resource consumption of the first skill; if it does, control the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a first display mode; otherwise, control the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a second display mode.

[0088] Furthermore, the aforementioned casting method display module is also used to: associate the crosshair display with the resource consumption of the first skill.

[0089] Furthermore, the aforementioned device also includes a skill casting module, configured to: after controlling the configuration of a first skill for a first object in response to a first operation, control the first object to cast the first skill in the game scene in response to a skill casting operation for the first skill; control and adjust the amount of the target resource of the first object displayed based on the number of times the first skill is cast and the resource consumption of the first skill; and control the first object to end the casting of the first skill in response to the resource amount of the target resource of the first object being less than the resource consumption of the first skill.

[0090] Furthermore, the attack behavior performed by the first object on the second object in the game scene includes: the first object's first skill hitting the second object.

[0091] Furthermore, the aforementioned prop display module 62 is used to: in response to the second operation, display an prop wheel in a graphical user interface; and display at least one game prop in the prop wheel.

[0092] Furthermore, the aforementioned item display module 62 is also used to: display the item icon and corresponding resource consumption of at least one game item in a first display style when the target resources of the first object meet the resource consumption of at least one game item; and display the item icon and corresponding resource consumption of at least one game item in a second display style when the target resources of the first object do not meet the resource consumption of at least one game item.

[0093] Furthermore, the graphical user interface also includes a focus point, which is configured to adjust the focus point position in the graphical user interface according to the adjustment operation. Based on this, the device also includes a range limiting module for: after the prop wheel is displayed in the graphical user interface, controlling the adjustment range of the focus point position to be limited within the prop wheel.

[0094] Furthermore, the aforementioned device also includes an item selection module, used to: in response to an adjustment operation for the focus, determine a target focus position within the item wheel; and in response to the end of the second operation, control the selection of the game item that matches the target focus position from at least one game item displayed in the item wheel as the selected target game item. Furthermore, the graphical user interface includes a first control; the second operation is triggered through the first control; based on this, the device further includes a control switching module, used to: in response to the end of the second operation, control the display of the first control to be switched to display of the second control, so that the triggering method of the target game item is the same as the triggering method indicated by the first control; wherein, the second control corresponds to the target game item; in response to the triggering operation on the second control, control the first object to use the target game item in the game scene, so as to generate the item effect corresponding to the target game item in the game scene.

[0095] Furthermore, the item effects corresponding to the aforementioned target game item include at least one of the following: configuring target resources for the first object; displaying the object position of the second object; removing game debuffs or configuring game buffs for the first object; and configuring game debuffs for the second object.

[0096] Furthermore, the aforementioned device also includes a debuff configuration module, configured to: in response to an attack by the first object hitting the second object, control the configuration of a target game debuff for the second object; wherein the target game debuff is at least used to reduce the behavioral effects caused by the attack by the second object.

[0097] The game interaction control device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0098] This disclosure also provides an electronic device, such as...Figure 8 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned game interaction control method. The electronic device can be a server or a terminal device.

[0099] Specifically, a graphical user interface is provided through a terminal device. Based on this, the above-mentioned game interaction control method includes: displaying a target resource of a first object in the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene also including a second object; in response to a first operation, controlling the configuration of a first skill for the first object, wherein the first skill is configured to: consume the target resource when used to apply a corresponding skill effect to the first object and / or the second object; in response to a second operation, controlling the display of at least one game item; wherein the at least one game item is configured to: when a target game item is selected, controlling the consumption of the target resource to configure the target game item for the first object.

[0100] The aforementioned game interaction control method allows players to configure a first skill or target game item for a first object by consuming target resources. Furthermore, depending on the game battle scenario, players can configure a first skill or target game item for a first object through different trigger operations, thereby improving the player's game battle win rate and game experience.

[0101] In an optional embodiment, the specified game behavior performed by the first object in the game scene includes: the first object performing an attack behavior on the second object in the game scene, wherein different attack behaviors obtain different amounts of target resources.

[0102] In an optional embodiment, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first object; based on this, after the step of controlling the configuration of the first skill for the first object in response to the first operation, the method further includes: associating the crosshair prompt with the skill release method corresponding to the first skill.

[0103] In an optional embodiment, the step of associating the crosshair prompt with the skill release method corresponding to the first skill includes: determining whether the target resource meets the resource consumption of the first skill; if it does, controlling the skill release method corresponding to the crosshair prompt; otherwise, controlling the skill release method not to be associated with the crosshair prompt.

[0104] In an optional embodiment, after the step of configuring the first skill for the first object, the method further includes: displaying the skill control corresponding to the first skill, and displaying the resource consumption of the first skill in association with the skill control.

[0105] In an optional embodiment, the first object is configured with a second skill, and the step of displaying the skill control corresponding to the first skill includes: controlling the skill control of the displayed second skill to be switched to the skill control corresponding to the first skill, so that the skill casting method of the first skill is the same as the skill casting method of the second skill.

[0106] In an optional embodiment, the steps of displaying the skill control corresponding to the first skill and displaying the resource consumption of the first skill in association with the skill control include: determining whether the target resource meets the resource consumption of the first skill; if it does, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a first display mode; otherwise, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a second display mode.

[0107] In an optional embodiment, the step of controlling the skill casting method corresponding to the first skill and the associated crosshair prompt as described above further includes: displaying the resource consumption of the first skill by associating the crosshair with the skill.

[0108] In an optional embodiment, after the step of configuring a first skill for a first object in response to the first operation, the method further includes: in response to a skill casting operation for the first skill, controlling the first object to cast the first skill in the game scene; controlling and adjusting the amount of target resources of the displayed first object according to the number of times the first skill is cast and the resource consumption of the first skill; and controlling the first object to stop casting the first skill in response to the resource amount of the target resource of the first object being less than the resource consumption of the first skill.

[0109] In an optional embodiment, the attack behavior performed by the first object on the second object in the game scene includes: the first object's first skill hitting the second object.

[0110] In an optional embodiment, the step of controlling the display of at least one game item in response to the second operation includes: displaying an item wheel in a graphical user interface in response to the second operation; and displaying at least one game item in the item wheel.

[0111] In an optional embodiment, the step of displaying at least one game item in the item wheel includes: when the target resources of the first object meet the resource consumption of at least one game item, displaying the item icon and corresponding resource consumption of at least one game item in a first display style; and when the target resources of the first object do not meet the resource consumption of at least one game item, displaying the item icon and corresponding resource consumption of at least one game item in a second display style.

[0112] In an optional embodiment, the graphical user interface further includes a focus point configured to adjust the focus position in the graphical user interface according to an adjustment operation. After the step of displaying the item wheel in the graphical user interface, the method further includes: controlling the range of adjustable focus positions to be limited within the item wheel.

[0113] In an optional embodiment, the method further includes: in response to an adjustment operation for the focus, determining a target focus position within the item wheel; and in response to the end of the second operation, controlling the selection of the game item that matches the target focus position from at least one game item displayed in the item wheel as the selected target game item. In an optional embodiment, the graphical user interface includes a first control; the second operation is triggered through the first control; the method further includes: in response to the end of the second operation, controlling the display of the first control to switch to displaying a second control, so that the triggering method of the target game item is the same as the triggering method indicated by the first control; wherein, the second control corresponds to the target game item; in response to the triggering operation on the second control, controlling the first object to use the target game item in the game scene, so as to generate the item effect corresponding to the target game item in the game scene.

[0114] In an optional embodiment, the item effect corresponding to the target game item includes at least one of the following: configuring target resources for the first object; displaying the object position of the second object; removing game debuffs or configuring game buffs for the first object; and configuring game debuffs for the second object.

[0115] In an optional embodiment, the method further includes: in response to the attack behavior of the first object hitting the second object, controlling the configuration of a target game debuff for the second object; wherein the target game debuff is at least used to reduce the behavioral effect caused by the attack behavior implemented by the second object.

[0116] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0117] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0118] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0119] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described game interaction control method.

[0120] Specifically, a graphical user interface is provided through a terminal device. Based on this, the above-mentioned game interaction control method includes: displaying a target resource of a first object in the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene also including a second object; in response to a first operation, controlling the configuration of a first skill for the first object, wherein the first skill is configured to: consume the target resource when used to apply a corresponding skill effect to the first object and / or the second object; in response to a second operation, controlling the display of at least one game item; wherein the at least one game item is configured to: when a target game item is selected, controlling the consumption of the target resource to configure the target game item for the first object.

[0121] The aforementioned game interaction control method allows players to configure a first skill or target game item for a first object by consuming target resources. Furthermore, depending on the game battle scenario, players can configure a first skill or target game item for a first object through different trigger operations, thereby improving the player's game battle win rate and game experience.

[0122] In an optional embodiment, the specified game behavior performed by the first object in the game scene includes: the first object performing an attack behavior on the second object in the game scene, wherein different attack behaviors obtain different amounts of target resources.

[0123] In an optional embodiment, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the first object; based on this, after the step of controlling the configuration of the first skill for the first object in response to the first operation, the method further includes: associating the crosshair prompt with the skill release method corresponding to the first skill.

[0124] In an optional embodiment, the step of associating the crosshair prompt with the skill release method corresponding to the first skill includes: determining whether the target resource meets the resource consumption of the first skill; if it does, controlling the skill release method corresponding to the crosshair prompt; otherwise, controlling the skill release method not to be associated with the crosshair prompt.

[0125] In an optional embodiment, after the step of configuring the first skill for the first object, the method further includes: displaying the skill control corresponding to the first skill, and displaying the resource consumption of the first skill in association with the skill control.

[0126] In an optional embodiment, the first object is configured with a second skill, and the step of displaying the skill control corresponding to the first skill includes: controlling the skill control of the displayed second skill to be switched to the skill control corresponding to the first skill, so that the skill casting method of the first skill is the same as the skill casting method of the second skill.

[0127] In an optional embodiment, the steps of displaying the skill control corresponding to the first skill and displaying the resource consumption of the first skill in association with the skill control include: determining whether the target resource meets the resource consumption of the first skill; if it does, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a first display mode; otherwise, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a second display mode.

[0128] In an optional embodiment, the step of controlling the skill casting method corresponding to the first skill and the associated crosshair prompt as described above further includes: displaying the resource consumption of the first skill by associating the crosshair with the skill.

[0129] In an optional embodiment, after the step of configuring a first skill for a first object in response to the first operation, the method further includes: in response to a skill casting operation for the first skill, controlling the first object to cast the first skill in the game scene; controlling and adjusting the amount of target resources of the displayed first object according to the number of times the first skill is cast and the resource consumption of the first skill; and controlling the first object to stop casting the first skill in response to the resource amount of the target resource of the first object being less than the resource consumption of the first skill.

[0130] In an optional embodiment, the attack behavior performed by the first object on the second object in the game scene includes: the first object's first skill hitting the second object.

[0131] In an optional embodiment, the step of controlling the display of at least one game item in response to the second operation includes: displaying an item wheel in a graphical user interface in response to the second operation; and displaying at least one game item in the item wheel.

[0132] In an optional embodiment, the step of displaying at least one game item in the item wheel includes: when the target resources of the first object meet the resource consumption of at least one game item, displaying the item icon and corresponding resource consumption of at least one game item in a first display style; and when the target resources of the first object do not meet the resource consumption of at least one game item, displaying the item icon and corresponding resource consumption of at least one game item in a second display style.

[0133] In an optional embodiment, the graphical user interface further includes a focus point configured to adjust the focus position in the graphical user interface according to an adjustment operation. After the step of displaying the item wheel in the graphical user interface, the method further includes: controlling the range of adjustable focus positions to be limited within the item wheel.

[0134] In an optional embodiment, the method further includes: in response to an adjustment operation for the focus, determining a target focus position within the item wheel; and in response to the end of the second operation, controlling the selection of the game item that matches the target focus position from at least one game item displayed in the item wheel as the selected target game item. In an optional embodiment, the graphical user interface includes a first control; the second operation is triggered through the first control; the method further includes: in response to the end of the second operation, controlling the display of the first control to switch to displaying a second control, so that the triggering method of the target game item is the same as the triggering method indicated by the first control; wherein, the second control corresponds to the target game item; in response to the triggering operation on the second control, controlling the first object to use the target game item in the game scene, so as to generate the item effect corresponding to the target game item in the game scene.

[0135] In an optional embodiment, the item effect corresponding to the target game item includes at least one of the following: configuring target resources for the first object; displaying the object position of the second object; removing game debuffs or configuring game buffs for the first object; and configuring game debuffs for the second object.

[0136] In an optional embodiment, the method further includes: in response to the attack behavior of the first object hitting the second object, controlling the configuration of a target game debuff for the second object; wherein the target game debuff is at least used to reduce the behavioral effect caused by the attack behavior implemented by the second object.

[0137] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0138] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0139] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0140] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0141] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A game interaction control method, characterized by, The method comprises the following steps of: providing a graphical user interface by a terminal device, the method comprising: displaying a target resource of a first object in the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene further comprising a second object; in response to a first operation, configuring a first skill for the first object, wherein the first skill is configured to consume the target resource when used to exert a corresponding skill effect on the first object and / or the second object; 2. The method of claim 1, wherein, in response to a second operation, displaying at least one game prop, wherein the at least one game prop is configured to, when a target game prop is selected, control the consumption of the target resource to configure the target game prop for the first object.

3. The method of claim 1, wherein, The specified game behavior performed by the first object in the game scene comprises an attack behavior performed by the first object on the second object in the game scene, wherein different attack behaviors obtain different amounts of target resources. The graphical user interface displays a reticle, which is used to prompt a targeting direction of the first object. After the step of configuring the first skill for the first object in response to the first operation, the method further comprises:

4. The method of claim 3, wherein, associating the reticle prompt with a skill casting mode corresponding to the first skill. The step of associating the reticle prompt with the skill casting mode corresponding to the first skill comprises: determining whether the target resource meets a resource consumption of the first skill; if yes, controlling the association of the reticle prompt with the skill casting mode corresponding to the first skill; 5. The method of claim 1, wherein, otherwise, controlling the non-association of the reticle prompt with the skill casting mode corresponding to the first skill. After the step of configuring the first skill for the first object, the method further comprises:

6. The method of claim 5, wherein, displaying a skill control corresponding to the first skill, and associating the skill control to display the resource consumption of the first skill. The first object is configured with a second skill, and the step of displaying the skill control corresponding to the first skill comprises:

7. The method of claim 5, wherein, controlling the switching of a displayed skill control of the second skill to the skill control corresponding to the first skill, so that the skill casting mode of the first skill is the same as that of the second skill. The step of displaying the skill control corresponding to the first skill and associating the skill control to display the resource consumption of the first skill comprises: determining whether the target resource meets the resource consumption of the first skill; if yes, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a first display mode; 8. The method of claim 4, wherein, otherwise, controlling the display of the skill control corresponding to the first skill and the resource consumption of the first skill in a second display mode. The step of associating the reticle prompt with the skill casting mode corresponding to the first skill further comprises:

9. The method of claim 1, wherein, associating the reticle to display the resource consumption of the first skill. After the step of configuring the first skill for the first object in response to the first operation, the method further comprises: In response to a skill casting operation for the first skill, control the first object to cast the first skill in the game scene; According to the number of casting times of the first skill and the resource consumption of the first skill, control to adjust the resource amount of the target resource of the first object displayed; In response to the resource amount of the target resource of the first object being less than the resource consumption of the first skill, control the first object to end casting the first skill.

10. The method of claim 2, wherein, The attack behavior performed by the first object on the second object in the game scene includes that the first skill cast by the first object hits the second object.

11. The method of claim 1, wherein, The step of displaying at least one game prop in the graphical user interface in response to the second operation includes: In response to the second operation, display a prop wheel in the graphical user interface; Display at least one game prop in the prop wheel.

12. The method of claim 11, wherein, The step of displaying at least one game prop in the prop wheel includes: When the target resource of the first object meets the resource consumption of the at least one game prop, display the prop icon of the at least one game prop and the corresponding resource consumption in a first display style; When the target resource of the first object does not meet the resource consumption of the at least one game prop, display the prop icon of the at least one game prop and the corresponding resource consumption in a second display style.

13. The method of claim 11, wherein, The graphical user interface further includes a focus configured to adjust the focus position of the focus in the graphical user interface according to an adjustment operation, and the method further includes: Control the adjustable focus position range of the focus to be limited within the prop wheel after the step of displaying the prop wheel in the graphical user interface.

14. The method of claim 13, wherein, The method further includes: In response to an adjustment operation for the focus, determine a target focus position within the prop wheel; In response to the end of the second operation, control the at least one game prop displayed in the prop wheel to determine the target game prop that matches the target focus position as the selected target game prop.

15. The method of claim 14, wherein, The graphical user interface includes a first control; the second operation is triggered through the first control; and the method further includes: In response to the end of the second operation, control the displayed first control to switch to display a second control, so that the triggering mode of the target game prop is the same as the triggering mode indicated by the first control; wherein the second control corresponds to the target game prop; In response to a triggering operation for the second control, control the first object to use the target game prop in the game scene to produce a prop effect corresponding to the target game prop in the game scene.

16. The method of claim 15, wherein, The prop effect corresponding to the target game prop includes at least one of: Configure the target resource for the first object; Display the object position of the second object; Remove the game debuff effect for the first object, or configure a game buff effect; Configure a game debuff effect for the second object.

17. The method according to any one of claims 1 to 16, characterized in that, The method further includes: In response to the attack behavior of the first object hitting the second object, a target game penalty is configured for the second object; wherein the target game penalty is used at least to reduce the behavior effect caused by the attack behavior implemented by the second object. 18.A game interaction control apparatus, providing a graphical user interface through a terminal device, the apparatus comprising: a resource display module configured to display a target resource of a first object on the graphical user interface, the target resource being obtained by the first object performing a specified game behavior in a game scene, the game scene further comprising a second object; a skill configuration module configured to configure a first skill for the first object in response to a first operation, wherein the first skill is configured to consume the target resource when used to exert a corresponding skill effect on the first object and / or the second object; a prop display module configured to display at least one game prop in response to a second operation, wherein the at least one game prop is configured to consume the target resource to configure the target game prop for the first object when a target game prop among the at least one game prop is selected.

19. An electronic device, comprising: The electronic device comprises a processor and a memory, the memory stores computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game interaction control method according to any one of claims 1-17.

20. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by the processor, the computer executable instructions cause the processor to implement the game interaction control method according to any one of claims 1-17.