Game interaction control method and device and electronic equipment

By generating additional characters and using them to control game characters, the problem of high operational costs in games is solved, simplifying operations and improving the gaming experience.

CN121754882APending Publication Date: 2026-03-31SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-22
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In game scenarios, users need to frequently release control skills to control scattered game characters, which is costly and affects the game experience.

Method used

By generating additional characters, controlling their movement in the game scene, and placing the target character in a controlled state, the target character will follow the additional characters and will not respond to control commands from the terminal device until the additional characters are removed from the scene.

Benefits of technology

It simplifies game controls, allowing you to control multiple game characters in a short time without repetitive actions, thus improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the steps that a graphical user interface is provided through terminal equipment, and the graphical user interface displays at least part of scene pictures of a game scene; the game scene comprises a controlled role, and the controlled role is controlled through the terminal equipment; the method comprises the following steps: in response to a role generation instruction, generating an additional role of a controlled role, and controlling the additional role to move in a game scene; responding to the additional role to move to the first role, and controlling and displaying the first role to enter a controlled state; wherein in the controlled state, the first role moves along with the additional role, and the first role does not respond to a control instruction from the terminal equipment corresponding to the first role; and in response to deletion of the additional role from the game scene, controlling and displaying a controlled ending state of the first role. According to the mode, a large number of game roles can be controlled in a short time, repeated operation is not needed, game operation is simplified, and game experience is improved.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology

[0002] In the game scene, users can release control skills. Game characters hit by control skills are in a controlled state, such as being unable to move or release skills. When game characters are scattered in the game scene, the number of game characters hit by a single control skill is limited. Users need to continuously perform skill release operations to release control skills, and there is also a cooldown time after each release, resulting in high operation costs and affecting the game experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to simplify game operation and improve game experience.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of the game scene; the game scene includes a controlled character, the controlled character being controlled through the terminal device; the method includes: in response to a character generation instruction, generating an additional character for the controlled character, and controlling the additional character to move in the game scene; in response to the additional character moving to a first character, controlling and displaying the first character entering a controlled state; wherein, in the controlled state, the first character follows the additional character, and the first character does not respond to control instructions from the terminal device corresponding to the first character; in response to the additional character being deleted from the game scene, controlling and displaying the first character ending the controlled state.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the scene screen of the game scene. The game scene includes a controlled character, which is controlled through the terminal device. The device includes: a character generation module, used to generate an additional character for the controlled character in response to a character generation command, and control the additional character to move in the game scene; a character control module, further used to control and display the first character entering a controlled state in response to the additional character moving to the first character; wherein, in the controlled state, the first character follows the additional character and does not respond to control commands from the terminal device corresponding to the first character; and a character deletion module, used to control and display the first character ending the controlled state in response to the additional character being deleted from the game scene.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing 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 interactive control method of the aforementioned game.

[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface through a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled through the terminal device. In response to a character generation command, an additional character is generated for the controlled character, and the additional character is controlled to move within the game scene. In response to the additional character moving to the first character, the control displays that the first character has entered a controlled state. In the controlled state, the first character follows the additional character, and the first character does not respond to control commands from the terminal device corresponding to the first character. In response to the additional character being removed from the game scene, the control displays that the first character has ended its controlled state.

[0009] In the above method, the generated additional characters control the game characters in the scene. During the movement of the additional characters, all the game characters that the additional characters move to can be controlled. A large number of game characters can be controlled in a short time without repeated operations, which simplifies the game operation and improves the game experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention; Figure 2 A schematic diagram illustrating additional roles and location indicators provided in an embodiment of the present invention; Figure 3 This is a schematic diagram showing an additional character moving forward towards the controlled character, and the control display showing the first character following the movement, provided in an embodiment of the present invention. Figure 4 This is a schematic diagram illustrating how an additional character moves towards a controlled character, and how multiple first characters follow the movement, as provided in an embodiment of the present invention. Figure 5 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention; Figure 6 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0015] Considering the high operational cost of controlling characters, which affects the gaming experience, the interactive control method, device, and electronic device for games provided in this embodiment of the invention can be applied to various games, such as games involving multiple game characters or multiple game factions.

[0016] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0017] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0019] In one possible implementation, embodiments of the present invention provide an interactive control method for a game, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interactive system as mentioned above. The GUI displays at least a portion of the game scene; the game scene includes a controlled character, which is controlled via the terminal device.

[0020] The scene visuals are captured by a virtual camera set up within the game environment. This virtual camera can be positioned at a specific location within the game scene and can also move with the controlled character. The orientation of the virtual camera can be controlled via commands. In addition to the controlled character, the game scene also includes other game characters, such as the controlled character's teammates, enemy characters, and NPCs (Non-Player Characters).

[0021] like Figure 1 As shown, the interactive control method of this game includes the following steps: Step S102: In response to the character generation command, generate an additional character for the controlled character and control the additional character to move in the game scene; The character creation command can be triggered by a character creation control, which can be used for touch operations on a touchscreen, mouse clicks, or keyboard or gamepad shortcuts. The additional character can be a copy of the controlled character, a pet character, a summoned character, etc. Before the character creation command is generated, the additional character does not exist in the game scene; after the command is generated, the character model of the additional character is created in the game scene.

[0022] The additional character can move automatically in the game scene, for example, by moving automatically according to preset parameters such as direction, path, and speed; for instance, the additional character moves at a constant speed in a straight line away from the controlled character. The additional character can also be controlled by the terminal device of the controlled character, for example, by the user operating the joystick control of the terminal device to control the movement direction and speed of the additional character, thereby controlling the movement of the additional character in the game scene.

[0023] Step S104: In response to the additional character moving to the first character, the control display shows that the first character enters the controlled state; wherein, in the controlled state, the first character moves with the additional character, and the first character does not respond to control commands from the terminal device corresponding to the first character. Specifically, when the distance between the additional character and the first character is less than a preset distance, such as 1 meter or 1.5 meters, it can be determined that the additional character has moved to the first character. The first character can be any game character other than the controlled character, or it can be an enemy character of the controlled character. In this embodiment, the additional character has the function of controlling the first character. When the additional character moves to the first character, the additional character can perform a grabbing action or an arresting action to control the first character.

[0024] Once the first character enters the controlled state, it cannot move independently and must follow the attached character. Furthermore, when the first character is controlled by a terminal device, the controlled character will no longer respond to control commands generated by that terminal device, such as movement commands or skill release commands. The first character and the controlled character are controlled through different terminal devices. When the attached character moves to the first character, it can control the first character to enter the controlled state through the game system, and the screen displaying the first character entering the controlled state will be shown in the aforementioned scene.

[0025] Step S106: In response to the removal of the additional character from the game scene, the control display shows that the first character has ended its controlled state.

[0026] The deletion conditions for removing additional characters from the game scene can be preset. For example, the duration of the additional character's existence in the game scene reaches a preset duration, such as 1 minute or 100 seconds; or the additional character is attacked, falls, or falls from a height. After the above deletion conditions are met, the additional character is removed from the game scene, and the first character in the controlled state ends the controlled state and returns to the normal state. In the normal state, the first character responds to the control commands generated by the terminal device corresponding to the first character, and moves and releases skills under the control of the terminal device.

[0027] When the additional character is removed from the game scene, the first character can be controlled through the game system to end the controlled state, and the screen displaying the first character ending the controlled state will be shown in the aforementioned scene.

[0028] The aforementioned game's interactive control method provides a graphical user interface (GUI) through a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device. In response to a character generation command, an additional character is generated for the controlled character, and the additional character is controlled to move within the game scene. In response to the additional character moving to the first character, the control displays that the first character has entered a controlled state. In this controlled state, the first character follows the additional character, and the first character does not respond to control commands from the terminal device corresponding to the first character. In response to the additional character being removed from the game scene, the control displays that the first character has ended its controlled state.

[0029] In the above method, the generated additional characters control the game characters in the scene. During the movement of the additional characters, all the game characters that the additional characters move to can be controlled. A large number of game characters can be controlled in a short time without repeated operations, which simplifies the game operation and improves the game experience.

[0030] In one implementation, in response to a character generation command, the position of the controlled character is determined based on the character orientation of the controlled character; an additional character is generated at the character position of the controlled character, and the additional character is controlled to move along the character orientation.

[0031] The controlled character's orientation can be the direction of the controlled character's face, the direction indicated by the crosshair in the graphical user interface, or the orientation of the virtual camera associated with the controlled character. The position of the additional character to be generated is determined based on the controlled character's orientation. For example, the character's position can be in front of or behind the controlled character's orientation, or it can be in a direction that is 90 degrees clockwise or counterclockwise from the controlled character's orientation.

[0032] In addition, a distance needs to be set in advance, such as 2 meters or 5 meters. Once the character's orientation is determined, the specific character position can be determined based on this distance. An additional character is generated at that character position, and the additional character starts moving from that character position.

[0033] In this way, when the controlled character discovers an enemy ahead, they can use an additional character to control the enemy. This not only allows for the control of a large number of enemies in a short period of time, but also avoids the risk of being attacked when the controlled character gets close to the enemy, ensuring the safety of the controlled character and improving the operational efficiency of the controlling character.

[0034] Another method is to determine the character's position during the character generation command process; for example, long-press the character generation control to generate a position indicator in the game scene, and adjust the position of the position indicator by sliding the character generation control. After the character generation control is released, the position of the position indicator is the real-time position of the attached character.

[0035] When the attached character moves along the direction the controlled character is facing, it can move away from the controlled character or move closer to the controlled character.

[0036] Furthermore, the aforementioned additional character is equipped with a location indicator; this location indicator can be placed on the top, bottom, or character model of the additional character, and is used to indicate the location of the additional character. In response to the movement of the additional character, the location indicator moves with the additional character. When the additional character is far from the controlled character, or when the additional character leaves the controlled character's field of vision, the location indicator shows the location of the additional character.

[0037] exist Figure 2 In the example, the attached character spawns 2 meters in front of the controlled character, and both characters face the same direction. A position indicator is displayed above the attached character, such as... Figure 3 As shown, the additional character moves away from the controlled character, and the position indicator moves with the additional character. At the same time, a first character moves with the additional character.

[0038] In the above method, by indicating the location of the attached character through a location indicator, the location of the attached character can still be known even when the attached character has moved a long distance, thus improving the controllability of the attached character.

[0039] In one implementation, in response to a direction control command, the additional character is controlled to update its movement direction, and then the additional character is controlled to move along the updated movement direction.

[0040] This directional control command can be generated by triggering a directional control, which can be generated through touch operations on a touchscreen, mouse clicks, keyboard shortcuts, or gamepad shortcuts. In one example, this directional control command can be generated in the same way as the aforementioned character creation command; for example, clicking the shortcut key Q for the first time generates the character creation command, and clicking Q again generates the directional control command, and so on. Alternatively, the directional control command can also be controlled by the mouse; for example, hovering and moving the mouse adjusts the scene's viewpoint and simultaneously adjusts the movement direction of the attached character.

[0041] The movement direction of the attached character can be adjusted only once. For example, after generating a direction control command, the opposite direction of the attached character's current movement direction is determined as the updated movement direction, or the updated movement direction is determined based on the controlled character's position. Alternatively, the attached character's movement direction can be adjusted multiple times; for example, each time a direction control command is generated, the movement direction rotates 10 degrees clockwise. Another method allows direction control commands to be generated in real-time via mouse, touch controls for adjusting the viewpoint, etc., with the attached character's movement direction adjusted accordingly.

[0042] By adjusting the movement direction of the attached character, you can control the attached character to move towards the enemy. This is beneficial for the attached character to control enemies in multiple directions, increasing the number of characters that can be controlled and improving the efficiency of control operations.

[0043] In one example, such as Figure 2 or Figure 3 In this game, the attached character moves away from the controlled character. It's important to note that the attached character's movement direction is the direction the controlled character was facing when the character creation command was given. Changes in the controlled character's position or orientation after the attached character begins moving, but before the direction control command is given, do not affect the attached character's movement direction. By controlling the attached character to move away from the controlled character, the attached character can assist the controlled character in controlling distant enemy characters, thus expanding the control range.

[0044] After generating directional control commands, the updated movement direction is determined based on the position of the controlled character; wherein, the updated movement direction includes: the direction toward the controlled character; and controlling the attached character to move toward the controlled character.

[0045] After generating the directional control command, the current position of the controlled character is obtained. This position may be the same as or different from the position of the controlled character when the character control command was generated. In this embodiment, the directional control command is used to control the additional character to move towards the controlled character, thereby controlling the first character to gradually move closer to the controlled character, so that the controlled character can attack or perform other operations on the first character, improving the efficiency and success rate of defeating the enemy.

[0046] After the additional character updates its movement direction, if it moves to the new primary character, you can control the display of the new primary character entering a controlled state, such as... Figure 4 In the middle, after the additional character updated its movement direction, two more primary characters entered the controlled state, for a total of three primary characters moving with the additional character.

[0047] Furthermore, in response to the movement of the controlled character, the movement direction of the additional character is updated to ensure that the additional character continues to move towards the controlled character. That is, if the controlled character moves while the additional character is moving towards the controlled character, the additional character will immediately adjust its movement direction to ensure that the additional character always moves towards the controlled character.

[0048] In actual implementation, when the controlled character discovers an enemy character, the controlled character moves to place the enemy character between the controlled character and the attached character. At this time, the attached character can move to the enemy character and control the enemy character to enter the controlled state.

[0049] In this method, the movement direction of the auxiliary character is controlled by the movement of the controlled character. By adjusting the movement direction, the auxiliary character can control more enemy characters, thus expanding the control range, increasing the number of characters controlled, and improving the efficiency of control operations.

[0050] In one implementation, in response to the attached character stopping movement, the attached character is controlled to release an attack skill. This attack skill can be an area-of-effect attack or a single-target attack on a specific character. The attack skill can reduce the hit character's health, defense, etc., or it can impose control effects on the hit character, such as preventing them from moving or using skills.

[0051] When the attached character moves under the control of movement commands generated by the terminal device, the attached character stops moving when the movement commands are stopped; when the attached character moves automatically, it stops moving when it reaches a specified position in the game scene. Specifically, the attached character stops moving when it moves to an obstacle in the scene, or when the distance between the attached character and the controlled character meets a preset condition.

[0052] The obstacles in the scene can be walls, buildings, railings, etc. In actual implementation, when the distance between the attached character and the scene obstacle is less than a first distance threshold, such as 0.5 meters, it is determined that the attached character has moved to the scene obstacle and the attached character stops moving; or, the aforementioned preset condition can be that when the distance between the attached character and the controlled character is less than a second distance threshold, such as 2 meters, 1 meter, etc., it is determined that the attached character has moved to the controlled character and the attached character stops moving.

[0053] Furthermore, after controlling the additional character to release an attack skill, the release range of the attack skill is determined; the attributes of a specified character within the release range are reduced; wherein, the game characters within the release range include at least the first character. In this method, the attack skill is an area-of-effect attack, and the release range can be determined based on the location of the additional character; for example, a 5-meter radius area centered on the additional character is the release range; or, a fan-shaped area with a 5-meter radius and a 30-degree angle centered on the additional character is the release range.

[0054] This attack skill can reduce the specified character attributes of game characters within its range, such as health, attack power, and defense. Understandably, since the additional character is within this range, the first character moving with the additional character is also within this range. The first character will be affected by the attack skill, and its specified attributes will be reduced, for example, its health will be reduced by 50.

[0055] In addition to the first skill, if there are other game characters within the range of the skill, such as enemy characters of the controlled character, the attribute of the targeted enemy character will also be reduced.

[0056] After controlling the additional character to unleash an attack skill, remove the additional character from the game scene. Once the additional character is removed, the primary character is no longer controlled and returns to normal.

[0057] In the above method, after the attached character stops moving, the attack skill is released, and the first character or other game characters within the range of the skill are attacked. This method further increases the damage to the enemy characters and improves the combat ability of the attached character.

[0058] In one implementation, the additional character is configured with specified character attributes, such as health points and HP. After the additional character is generated, these specified character attributes can have a preset maximum value, such as 100 health points. If the additional character is attacked, falls, or falls from a height, the attribute value of the specified character attribute decreases. In response to the additional character's specified character attribute value falling below a preset threshold, the additional character is removed from the game scene.

[0059] The preset threshold can be set in advance, for example, 10, 1, etc.; the attribute value of the specified character attribute of the attached character will continuously decrease. When it falls below the preset threshold, the attached character can be considered 'dead' and removed from the game scene.

[0060] Specifically, in response to the additional character being attacked, the attribute value of the specified character attribute that controls the additional character is reduced; for example, the additional character may be hit by an enemy character's attack on the controlled character, such as a shooting attack or a magic attack. Each time the attack hits, the attribute value of the specified character attribute of the additional character is reduced by a certain amount, such as 10 health points or 50 HP. The amount of attribute value reduction may vary depending on the attack skill.

[0061] Alternatively, in response to an attached character moving to a specified scene location and performing a preset behavior there, the attribute value of the attached character's specified attribute is controlled to decrease below a preset threshold. This specified scene location could be a waterside, cliff, rooftop, etc., and the corresponding preset behavior could be diving, falling from a height, etc. This can be understood as a 'fatal' behavior for the attached character; regardless of the attribute value of the attached character's specified attribute, when the attached character moves to the specified scene location and performs the preset behavior, the attribute value will decrease below the preset threshold. For example, if the attached character's specified attribute value is 100, moving to the specified scene location and performing the preset behavior will reduce the attribute value to 0.

[0062] Furthermore, based on the location of the additional character when it was deleted, the target location of the first character is determined, and the display of the first character at the target location is controlled. This target location can be the location of the additional character when it was deleted, or it can be the surrounding location of the additional character when it was deleted, such as the position in front of, to the left of, or to the right of the additional character when it was deleted. The first character is placed at this target location, and the controlled state ends.

[0063] In practice, if the attached character is deleted from the location of the controlled character, the attached character can assist the controlled character in carrying the first character from a distant location to the location of the controlled character. The controlled character can then unleash attack skills on the first character at close range, which helps to increase the success rate of the attack.

[0064] In one implementation, the movement speed of the additional characters is determined based on the number of characters controlled by the primary character, and the additional characters are controlled to move at that speed. The number of characters controlled by the primary character affects the movement speed of the additional characters; for example, the more characters the primary character controls, the faster or slower the movement speed. Specifically, in response to an increase in the number of characters controlled by the primary character, the movement speed of the additional characters is reduced. That is, the more primary characters controlled by the additional character, the slower the movement speed of the additional characters, thereby achieving a balance between the number of characters controlled by the additional character and their movement speed, ensuring fairness in the game.

[0065] In another approach, the additional characters' health is updated based on the number of characters controlled by the primary character. The number of characters controlled by the primary character affects the additional characters' health; for example, an increase in the number of characters controlled by the primary character results in a decrease in health, or vice versa. Specifically, in response to an increase in the number of characters controlled by the primary character, the additional characters' health is reduced. That is, the more primary characters controlled by the additional character, the more the additional characters' health is reduced, thus achieving a balance between the additional character's controlled characters and their health, ensuring game fairness.

[0066] See Figure 5 The illustrated interactive control device for a game provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene; the game scene includes a controlled character, which is controlled via the terminal device; the device includes: The character generation module 50 is used to generate additional characters for the controlled character in response to the character generation command, and to control the movement of the additional characters in the game scene. The role control module 52 is also used to respond to the additional role moving to the first role and control the display that the first role enters the controlled state; wherein, in the controlled state, the first role moves with the additional role and the first role does not respond to control commands from the terminal device corresponding to the first role; The character deletion module 54 is used to respond to the deletion of an attached character from the game scene and to control the display of the first character ending its controlled state.

[0067] The interactive control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device. In response to a character generation command, an additional character is generated for the controlled character, and the additional character is controlled to move within the game scene. In response to the additional character moving to the first character, the control displays that the first character has entered a controlled state. In the controlled state, the first character follows the additional character, and the first character does not respond to control commands from the terminal device corresponding to the first character. In response to the additional character being removed from the game scene, the control displays that the first character has ended its controlled state.

[0068] In the above method, the generated additional characters control the game characters in the scene. During the movement of the additional characters, all the game characters that the additional characters move to can be controlled. A large number of game characters can be controlled in a short time without repeated operations, which simplifies the game operation and improves the game experience.

[0069] The aforementioned character generation module is used to: respond to a character generation command, determine the character position based on the character orientation of the controlled character; generate an additional character for the controlled character at the character position, and control the additional character to move along the character orientation.

[0070] The aforementioned additional character is equipped with a position indicator; the aforementioned device also includes an indicator module for: controlling the position indicator to move with the additional character in response to the movement of the additional character.

[0071] The aforementioned device also includes a direction control module, used to: in response to a direction control command, control the additional character to update its movement direction, and control the additional character to move along the updated movement direction.

[0072] The aforementioned character generation module is used to: control the additional character to move away from the controlled character; the aforementioned direction control module is used to: determine the updated movement direction based on the controlled character's position; wherein, the updated movement direction includes: the direction toward the controlled character; and control the additional character to move toward the controlled character.

[0073] The aforementioned character generation module is used to: respond to the movement of the controlled character and update the movement direction of the attached character, so as to control the attached character to keep moving in the direction toward the controlled character.

[0074] The aforementioned device also includes a skill release module for: controlling the additional character to release an attack skill in response to the additional character stopping movement.

[0075] The aforementioned device also includes a motion control module, used to: control the additional character to stop moving when the additional character moves to a scene obstacle, or when the distance between the additional character and the controlled character meets a preset condition.

[0076] The aforementioned device also includes an attribute control module, used to: determine the release range of attack skills; reduce the specified character attributes of game characters within the release range; wherein the game characters within the release range include at least the first character.

[0077] The aforementioned device also includes a first deletion module for: controlling the deletion of additional characters from the game scene.

[0078] The aforementioned additional character is configured with specified character attributes; the aforementioned device also includes a second deletion module, used to: in response to the attribute value of the specified character attribute of the additional character being lower than a preset threshold, control the additional character to be deleted from the game scene.

[0079] The aforementioned device also includes an attribute value control module, used to: in response to an attack on the attached character, control the attribute value of a specified character attribute of the attached character to decrease; or, in response to the attached character moving to a specified scene location and performing a preset behavior at the specified scene location, control the attribute value of the specified character attribute of the attached character to decrease to below a preset threshold.

[0080] The aforementioned device also includes a position control module, used to: determine the target position of the first character based on the position of the attached character when the attached character is deleted, and control the display that the first character is located at the target position.

[0081] The aforementioned device also includes a speed control module, used to: determine the movement speed of the additional characters based on the number of characters of the first character in the controlled state, and control the additional characters to move according to the movement speed.

[0082] The speed control module described above is used to: control and reduce the movement speed of additional characters in response to an increase in the number of characters of the first character under control.

[0083] The aforementioned device also includes a health control module, used to update the health of additional characters based on the number of characters of the first character under control.

[0084] The aforementioned health control module is used to: control and reduce the health of additional characters in response to an increase in the number of characters of the first character under control.

[0085] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.

[0086] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.

[0087] Furthermore, Figure 6 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.

[0088] 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 6 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.

[0089] 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.

[0090] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to a character generation command, generating an additional character for the controlled character and controlling the additional character to move within the game scene; in response to the additional character moving to a first character, controlling the display to show the first character entering a controlled state; wherein, in the controlled state, the first character follows the additional character and does not respond to control commands from the terminal device corresponding to the first character; in response to the additional character being removed from the game scene, controlling the display to show the first character ending its controlled state.

[0091] The steps of generating an additional character for the controlled character in response to the character generation command and controlling the movement of the additional character in the game scene include: determining the character position based on the character orientation of the controlled character in response to the character generation command; generating the additional character for the controlled character at the character position and controlling the additional character to move along the character orientation.

[0092] The aforementioned additional character is equipped with a position indicator; the method further includes: in response to the movement of the additional character, controlling the position indicator to move with the additional character.

[0093] After the steps of generating an additional character for the controlled character in response to the character generation command and controlling the additional character to move in the game scene, the method further includes: in response to a direction control command, controlling the additional character to update its movement direction and controlling the additional character to move along the updated movement direction.

[0094] The steps for controlling the movement of the additional character in the game scene include: controlling the additional character to move away from the controlled character; controlling the additional character to update its movement direction and controlling the additional character to move along the updated movement direction, which includes: determining the updated movement direction based on the controlled character's position; wherein the updated movement direction includes: the direction toward the controlled character; and controlling the additional character to move toward the controlled character.

[0095] The steps described above for controlling the additional character to move toward the controlled character include: responding to the movement of the controlled character and updating the movement direction of the additional character to control the additional character to continue moving toward the controlled character.

[0096] The above methods also include: controlling the attached character to release an attack skill in response to the attached character stopping moving.

[0097] Before the steps of responding to the additional character stopping moving and controlling the additional character to release an attack skill, the method further includes: responding to the additional character moving to a scene obstacle, or the distance between the additional character and the controlled character meeting a preset condition, and controlling the additional character to stop moving.

[0098] Following the steps of controlling additional characters to release attack skills, the method further includes: determining the release range of the attack skill; reducing the specified character attributes of game characters within the release range; wherein the game characters within the release range include at least the first character.

[0099] Following the steps of controlling the additional character to release attack skills, the method also includes: controlling the additional character to be removed from the game scene.

[0100] The above-mentioned additional character is configured with specified character attributes; before the step of controlling the display of the first character ending its controlled state in response to the deletion of the additional character from the game scene, the method further includes: in response to the attribute value of the specified character attribute of the additional character being lower than a preset threshold, controlling the additional character to be deleted from the game scene.

[0101] Before the step of deleting the additional character from the game scene in response to the specified character attribute value of the additional character falling below a preset threshold, the method further includes: in response to the additional character being attacked, controlling the attribute value of the specified character attribute of the additional character to decrease; or, in response to the additional character moving to a specified scene location and performing a preset behavior at the specified scene location, controlling the attribute value of the specified character attribute of the additional character to decrease to below a preset threshold.

[0102] After the steps of deleting the additional character from the game scene and controlling the display of the first character ending its controlled state, the method further includes: determining the target position of the first character based on the position of the additional character when it was deleted, and controlling the display of the first character to be located at the target position.

[0103] After the steps of responding to the additional character moving to the first character and controlling the display that the first character has entered the controlled state, the method further includes: determining the movement speed of the additional character based on the number of characters in the first character under the controlled state, and controlling the additional character to move according to the movement speed.

[0104] The step of determining the movement speed of the additional characters based on the number of characters of the first character under the controlled state includes: in response to an increase in the number of characters of the first character under the controlled state, controlling and reducing the movement speed of the additional characters.

[0105] After the steps of responding to the additional character moving to the first character and controlling the display that the first character has entered the controlled state, the method further includes: updating the additional character's health based on the number of characters in the first character's controlled state.

[0106] The above steps for updating the health of additional characters based on the number of characters of the first character under control include: in response to an increase in the number of characters of the first character under control, controlling and reducing the health of additional characters.

[0107] In the above method, the generated additional characters control the game characters in the scene. During the movement of the additional characters, all the game characters that the additional characters move to can be controlled. A large number of game characters can be controlled in a short time without repeated operations, which simplifies the game operation and improves the game experience.

[0108] 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 interactive control method of the above-mentioned game.

[0109] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game: A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to a character generation command, generating an additional character for the controlled character and controlling the additional character to move within the game scene; in response to the additional character moving to a first character, controlling the display to show the first character entering a controlled state; wherein, in the controlled state, the first character follows the additional character and does not respond to control commands from the terminal device corresponding to the first character; in response to the additional character being removed from the game scene, controlling the display to show the first character ending its controlled state.

[0110] The steps of generating an additional character for the controlled character in response to the character generation command and controlling the movement of the additional character in the game scene include: determining the character position based on the character orientation of the controlled character in response to the character generation command; generating the additional character for the controlled character at the character position and controlling the additional character to move along the character orientation.

[0111] The aforementioned additional character is equipped with a position indicator; the method further includes: in response to the movement of the additional character, controlling the position indicator to move with the additional character.

[0112] After the steps of generating an additional character for the controlled character in response to the character generation command and controlling the additional character to move in the game scene, the method further includes: in response to a direction control command, controlling the additional character to update its movement direction and controlling the additional character to move along the updated movement direction.

[0113] The steps for controlling the movement of the additional character in the game scene include: controlling the additional character to move away from the controlled character; controlling the additional character to update its movement direction and controlling the additional character to move along the updated movement direction, which includes: determining the updated movement direction based on the controlled character's position; wherein the updated movement direction includes: the direction toward the controlled character; and controlling the additional character to move toward the controlled character.

[0114] The steps described above for controlling the additional character to move toward the controlled character include: responding to the movement of the controlled character and updating the movement direction of the additional character to control the additional character to continue moving toward the controlled character.

[0115] The above methods also include: controlling the attached character to release an attack skill in response to the attached character stopping moving.

[0116] Before the steps of responding to the additional character stopping moving and controlling the additional character to release an attack skill, the method further includes: responding to the additional character moving to a scene obstacle, or the distance between the additional character and the controlled character meeting a preset condition, and controlling the additional character to stop moving.

[0117] Following the steps of controlling additional characters to release attack skills, the method further includes: determining the release range of the attack skill; reducing the specified character attributes of game characters within the release range; wherein the game characters within the release range include at least the first character.

[0118] Following the steps of controlling the additional character to release attack skills, the method also includes: controlling the additional character to be removed from the game scene.

[0119] The above-mentioned additional character is configured with specified character attributes; before the step of controlling the display of the first character ending its controlled state in response to the deletion of the additional character from the game scene, the method further includes: in response to the attribute value of the specified character attribute of the additional character being lower than a preset threshold, controlling the additional character to be deleted from the game scene.

[0120] Before the step of deleting the additional character from the game scene in response to the specified character attribute value of the additional character falling below a preset threshold, the method further includes: in response to the additional character being attacked, controlling the attribute value of the specified character attribute of the additional character to decrease; or, in response to the additional character moving to a specified scene location and performing a preset behavior at the specified scene location, controlling the attribute value of the specified character attribute of the additional character to decrease to below a preset threshold.

[0121] After the steps of deleting the additional character from the game scene and controlling the display of the first character ending its controlled state, the method further includes: determining the target position of the first character based on the position of the additional character when it was deleted, and controlling the display of the first character to be located at the target position.

[0122] After the steps of responding to the additional character moving to the first character and controlling the display that the first character has entered the controlled state, the method further includes: determining the movement speed of the additional character based on the number of characters in the first character under the controlled state, and controlling the additional character to move according to the movement speed.

[0123] The step of determining the movement speed of the additional characters based on the number of characters of the first character under the controlled state includes: in response to an increase in the number of characters of the first character under the controlled state, controlling and reducing the movement speed of the additional characters.

[0124] After the steps of responding to the additional character moving to the first character and controlling the display that the first character has entered the controlled state, the method further includes: updating the additional character's health based on the number of characters in the first character's controlled state.

[0125] The above steps for updating the health of additional characters based on the number of characters of the first character under control include: in response to an increase in the number of characters of the first character under control, controlling and reducing the health of additional characters.

[0126] In the above method, the generated additional characters control the game characters in the scene. During the movement of the additional characters, all the game characters that the additional characters move to can be controlled. A large number of game characters can be controlled in a short time without repeated operations, which simplifies the game operation and improves the game experience.

[0127] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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 method for interactive control of a game, characterized in that, A graphical user interface is provided through a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device; the method includes: In response to a character generation command, an additional character is generated for the controlled character, and the additional character is controlled to move in the game scene; In response to the additional character moving to the first character, the control display shows that the first character enters a controlled state; wherein, in the controlled state, the first character follows the additional character and the first character does not respond to control commands from the terminal device corresponding to the first character; In response to the removal of the additional character from the game scene, the control display shows that the first character has ended its controlled state.

2. The method according to claim 1, characterized in that, The steps of generating an additional character for the controlled character in response to a character generation command, and controlling the movement of the additional character in the game scene, include: In response to the character generation command, the character position is determined based on the character orientation of the controlled character; Generate an additional character for the controlled character at the character's location, and control the additional character to move along the direction of the controlled character.

3. The method according to claim 1, characterized in that, The additional character is equipped with a location indicator; the method further includes: In response to the movement of the attached character, the position indicator is controlled to move along with the attached character.

4. The method according to claim 1, characterized in that, After the steps of generating an additional character for the controlled character in response to a character generation command, and controlling the movement of the additional character in the game scene, the method further includes: In response to a direction control command, the additional character is controlled to update its movement direction, and the additional character is controlled to move along the updated movement direction.

5. The method according to claim 4, characterized in that, The step of controlling the movement of the additional character in the game scene includes: controlling the additional character to move away from the controlled character; The step of controlling the additional character to update its movement direction and controlling the additional character to move along the updated movement direction includes: The updated movement direction is determined based on the position of the controlled character; wherein, the updated movement direction includes: the direction toward the controlled character; Control the attached character to move in the direction of the controlled character.

6. The method according to claim 5, characterized in that, The step of controlling the attached character to move toward the controlled character includes: In response to the movement of the controlled character, the movement direction of the additional character is updated to control the additional character to continue moving toward the controlled character.

7. The method according to claim 1, characterized in that, The method further includes: In response to the attached character stopping movement, control the attached character to release an attack skill.

8. The method according to claim 7, characterized in that, Prior to the step of controlling the additional character to release an attack skill in response to the additional character stopping movement, the method further includes: In response to the additional character moving to a scene obstacle, or the distance between the additional character and the controlled character meeting a preset condition, the additional character is controlled to stop moving.

9. The method according to claim 7, characterized in that, After controlling the additional character to release attack skills, the method further includes: Determine the release range of the attack skill; Reduce the specified character attributes of the game characters within the release range; wherein, the game characters within the release range include at least the first character.

10. The method according to claim 7, characterized in that, After controlling the additional character to release attack skills, the method further includes: controlling the additional character to be removed from the game scene.

11. The method according to claim 1, characterized in that, The additional character is configured with specified character attributes; Before the step of responding to the deletion of the additional character from the game scene and controlling the display of the first character ending the controlled state, the method further includes: In response to the fact that the attribute value of the specified character attribute of the additional character is lower than a preset threshold, the additional character is controlled to be deleted from the game scene.

12. The method according to claim 11, characterized in that, Before the step of controlling the deletion of the additional character from the game scene in response to a specified character attribute value of the additional character falling below a preset threshold, the method further includes: In response to an attack on the attached character, the attribute value of a specified attribute of the attached character is reduced; or, In response to the additional character moving to a designated scene location and performing a preset behavior at the designated scene location, the attribute value of the designated character attribute of the additional character is controlled to be reduced to below a preset threshold.

13. The method according to claim 1, characterized in that, After responding to the removal of the additional character from the game scene and controlling the display to indicate that the first character has ended its controlled state, the method further includes: Based on the location of the additional character when it is deleted, the target location of the first character is determined, and the display of the first character at the target location is controlled.

14. The method according to claim 1, characterized in that, After responding to the step of the additional character moving to the first character and controlling the display that the first character has entered a controlled state, the method further includes: Based on the number of characters of the first character in the controlled state, the movement speed of the additional character is determined, and the additional character is controlled to move at the movement speed.

15. The method according to claim 14, characterized in that, The step of determining the movement speed of the additional character based on the number of characters of the first character in the controlled state includes: In response to an increase in the number of characters of the first character in the controlled state, the movement speed of the additional characters is reduced.

16. The method according to claim 1, characterized in that, After responding to the step of the additional character moving to the first character and controlling the display that the first character has entered a controlled state, the method further includes: The health of the additional characters is updated based on the number of characters of the first character in the controlled state.

17. The method according to claim 16, characterized in that, The step of updating the health of the additional characters based on the number of characters of the first character in the controlled state includes: In response to an increase in the number of characters of the first character in the controlled state, the health of the additional characters is reduced.

18. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device; the device includes: A character generation module is used to generate additional characters for the controlled character in response to a character generation command, and to control the movement of the additional characters in the game scene. The role control module is also used to respond to the additional role moving to the first role and control the display that the first role enters a controlled state; wherein, in the controlled state, the first role follows the additional role and the first role does not respond to control commands from the terminal device corresponding to the first role; The character deletion module is used to respond to the deletion of the additional character from the game scene and control the display to indicate that the first character has ended its controlled state.

19. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game 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, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-17.