Game interaction control method and device, computer program product and electronic equipment

By generating skill objects in shooting or action-adventure games and associating them with virtual cameras, the problem of perspective separation is solved, improving operational accuracy and game interaction experience, and reducing the strategic cost of skill usage.

CN121891772APending Publication Date: 2026-04-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-05
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

In shooting or action-adventure games, the player's perspective is fixed on the launcher of the weapon, resulting in a split viewpoint. This makes it difficult to intuitively perceive the weapon's status and the surrounding environment, making precise control challenging and lowering the barrier to entry and reducing the fun of the game.

Method used

The game generates skill objects in the game scene and associates them with a virtual camera, allowing the player's perspective to switch to the skill object, providing game buffs such as increased defense, real-time observation of the surrounding environment, and adjustment of movement direction through crosshair feedback.

Benefits of technology

It improves the precision of player operation, reduces the strategic cost of skill usage, and enhances the interactive experience and fun of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game interaction control method and device, a computer program product and electronic equipment, and relates to the technical field of computers. The method comprises the following steps: displaying a game picture shot by a virtual camera associated with the first object in the graphical user interface; in response to a first trigger instruction of the target skill, a first skill object is controlled to be generated in the game scene, and the first skill object is configured to move in the game scene in response to a movement control instruction; the virtual camera is controlled to be associated with the first skill object, so that a game picture shot by the virtual camera associated with the first skill object is displayed in the graphical user interface; during association of the virtual camera with the first skill object, a first game gain is controlled to be provided for the first object. Through the switching of the virtual camera, the operation precision of the player is improved, and the strategy cost of target skill use is reduced.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a game interaction control method and apparatus, computer program product, and electronic device. Background Technology

[0002] In shooting or action-adventure games, after a launcher weapon is fired, the player's perspective is usually fixed on the carrier corresponding to that launcher weapon, resulting in a perspective separation problem.

[0003] The aforementioned separation of perspectives leads to two problems: First, players cannot intuitively perceive the real-time status of the weapon and the surrounding environment, making it difficult to accurately control weapon movement and aim at targets. Hit rate depends on prediction, resulting in a high operational threshold. Second, players lack a deep control experience, reducing the interactive fun of the game. Summary of the Invention

[0004] This disclosure provides a game interaction control method, a game interaction control device, a computer program product, and an electronic device to at least partially solve the problems of perspective separation and lack of deep interaction between players and launching weapons in related technologies.

[0005] According to a first aspect of this disclosure, a game interaction control method is provided, the method comprising: The graphical user interface displays game footage captured by a virtual camera associated with the first object; In response to a first trigger command of the target skill, a first skill object is generated in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; The control associates the virtual camera with the first skill object to display game footage captured by the virtual camera associated with the first skill object in the graphical user interface; During the period when the virtual camera is associated with the first skill object, control provides a first game boost to the first object.

[0006] According to a second aspect of this disclosure, a game interaction control device is provided, the device comprising: A game screen display module is used to display game footage captured by a virtual camera associated with the first object in the graphical user interface; A target skill triggering module is used to control the generation of a first skill object in the game scene in response to a first triggering command of the target skill, wherein the first skill object is configured to move in the game scene in response to a movement control command; A game screen switching module is used to control the association of the virtual camera with the first skill object so as to display the game screen captured by the virtual camera associated with the first skill object in the graphical user interface. A gain protection module is used to control the provision of a first game gain to the first object during the period when the virtual camera is associated with the first skill object.

[0007] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0009] This disclosure provides a game interaction control method in which a game scene captured by a virtual camera associated with a first object is displayed in a graphical user interface; in response to a first trigger command of a target skill, a first skill object is generated in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; the virtual camera is associated with the first skill object to display the game scene captured by the virtual camera associated with the first skill object in the graphical user interface; and during the association of the virtual camera with the first skill object, a first game buff is provided to the first object. On one hand, after generating the first skill object in the game scene, the control switches the virtual camera associated with the first object to be associated with both the virtual camera and the first skill object, allowing the player to observe the game scene around the first skill object in real time in the graphical user interface, which helps the player adjust the movement direction of the first skill object and improves the player's operational precision; on the other hand, during the association of the virtual camera with the first skill object, the first game buff provided to the first skill object directly compensates for the first object's defensive shortcomings when the player focuses on controlling the first skill object, reducing the strategic cost of skill usage. Attached Figure Description

[0010] Figure 1 This diagram illustrates a system architecture of a game interaction control method according to an exemplary embodiment. Figure 2 A flowchart illustrating a game interaction control method in this exemplary embodiment is shown; Figure 3 This diagram illustrates a time progress bar corresponding to a preset skill duration in this exemplary embodiment. Figure 4 This illustration shows a flowchart of a method for moving in the game scene in response to a movement control command according to this exemplary embodiment; Figure 5 This exemplary embodiment shows a flowchart of a method for controlling the adjustment of the crosshair display mode based on the speed state of the first skill object; Figure 6 This diagram illustrates a second configuration of the crosshair in this exemplary embodiment. Figure 7 This diagram illustrates a block diagram of a game interaction control device according to this exemplary embodiment; Figure 8 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0013] In shooting or action-adventure games, after a launcher weapon is fired, the player's perspective is usually fixed on the carrier corresponding to that launcher weapon, resulting in a perspective separation problem.

[0014] The aforementioned separation of perspectives leads to two problems: First, players cannot intuitively perceive the real-time status of the weapon and the surrounding environment, making it difficult to accurately control weapon movement and aim at targets. Hit rate depends on prediction, resulting in a high operational threshold. Second, players lack a deep control experience, reducing the interactive fun of the game.

[0015] In view of the above problems, the exemplary embodiments of this disclosure provide a game interaction control method.

[0016] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, corresponding game scenes, such as a first game scene, a second game scene, etc., can be displayed in the GUI. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0017] It should be understood that, in addition to terminal device 110, server 120 can also connect to other terminal devices. For example, player A uses terminal device 110 to control a first virtual character, and player B uses another terminal device to control a second virtual character. Both terminal device 110 and the other terminal device are connected to server 120. The first and second virtual characters can be virtual characters in different factions (which are usually adversaries) in the same game, thus enabling multiplayer online games. In this document, unless otherwise specified, terminal device 110 refers to the terminal device controlling the first virtual character.

[0018] In one implementation, the game data processing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. 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's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0019] In one implementation, the game data processing method can be implemented in a single-player game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game processing method can be executed. In this case, the second virtual character can be a virtual character automatically controlled by the game program (such as the "human-computer" function in the game).

[0020] In one implementation, terminal device 110 can connect with other terminal devices without going through a server, such as via wireless LAN, Bluetooth, etc., to enable multiplayer online games.

[0021] In one implementation, as shown in reference 2, the game interaction control method may include the following steps: Step S210: Display a game scene angle captured by the virtual camera associated with the first object in the graphical user interface; Step S220: In response to the first trigger command of the target skill, control the generation of a first skill object in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; Step S230: Control the association of the virtual camera with the first skill object to display the game screen captured by the virtual camera associated with the first skill object in the graphical user interface; Step S240: During the period when the virtual camera is associated with the first skill object, control to provide a first game gain to the first object.

[0022] In the aforementioned game interaction control method, the game screen captured by a virtual camera associated with the first object is displayed in the graphical user interface; in response to a first trigger command of the target skill, a first skill object is generated in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; the virtual camera is associated with the first skill object to display the game screen captured by the virtual camera associated with the first skill object in the graphical user interface; during the association of the virtual camera with the first skill object, a first game buff is provided to the first object. On the one hand, after the first skill object is generated in the game scene, the control switches the virtual camera associated with the first object to be associated with the first skill object, so that the player can observe the game scene around the first skill object in real time in the graphical user interface, which is beneficial for the player to adjust the movement direction of the first skill object and improve the player's operation accuracy; on the other hand, during the association of the virtual camera with the first skill object, the first game buff is provided to the first skill object, which directly compensates for the first object's defensive shortcomings when the player focuses on controlling the first skill object, reducing the strategic cost of skill use.

[0023] The following will provide further explanation and description of steps S210-S240.

[0024] In step S210, game footage captured by a virtual camera associated with the first object is displayed in the graphical user interface.

[0025] The virtual camera is a virtual shooting unit used to capture visual content in the game scene. Before the target skill is triggered, the virtual camera is bound to the first object. The spatial position, shooting posture, and movement trajectory of the virtual camera are all adjusted in real time in sync with the first object's movement, turning, and posture changes in the game scene. The game footage captured by the virtual camera may include the first object itself, the game scene around the first object, other virtual objects, special effects, etc., which are not specifically limited in this disclosure. The first object can be a virtual character controlled by the player through a terminal device, or it can be a virtual vehicle, which is not specifically limited in this disclosure.

[0026] In step S220, in response to a first trigger command of the target skill, a first skill object is generated in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command.

[0027] The graphical user interface (GUI) can display a skill control corresponding to the target skill. The first trigger command can be a command generated based on a trigger operation of the skill control. This trigger operation can be a click operation or a long press operation of the skill control; no specific limitation is made in this disclosure. In response to the player's trigger operation of the skill control, a first skill object is generated in the game scene displayed in the GUI. This first skill object can be a firing weapon; no specific limitation is made in this disclosure. The player can perform movement control operations on the first skill object, which can be movement direction control operations and / or movement speed control operations. After the player performs a movement control operation on the first skill object, a corresponding movement operation command generated based on that movement control operation is responded to.

[0028] In one implementation, the target skill is configured with a skill casting time, and the method further includes: In response to a first trigger command for the target skill, the skill casting time is displayed in the graphical user interface; Before the skill casting time expires, in response to the second trigger command of the target skill, the first skill target is controlled to attack.

[0029] Specifically, the target skill is configured with a skill casting time. In response to the first trigger command on the target skill, the casting time is displayed in the graphical user interface. This casting time can be indicated by a progress bar. To avoid the progress bar obstructing the player's view, please refer to... Figure 3 As shown, the progress bar will display around the crosshair. During the skill's casting time, a second trigger command from the player can be invoked to control the first skill target to attack virtual objects in the game scene. These virtual objects can be virtual monsters, enemies, etc., and this disclosure does not specify a particular type. When the first skill target hits a virtual object in the game scene, that virtual object is designated as the target. This target can be an enemy or a friendly target, and this disclosure does not specify a particular type. Hitting an enemy target inflicts damage, while hitting a friendly target heals the target. The second trigger command corresponds to the second trigger operation. This second trigger operation can be a trigger operation on the skill control corresponding to the target skill or a trigger operation on the key corresponding to the target skill, and this disclosure does not specify a particular type.

[0030] In one embodiment, the movement control operation is a movement direction control operation and / or a movement speed control operation. The graphical user interface may include a direction control corresponding to the movement direction and a speed control corresponding to the movement speed. Alternatively, the terminal device may have a direction key corresponding to the movement direction, and the graphical user interface may include a speed control corresponding to the movement speed; this is not specifically limited in this disclosure. The movement direction control operation may be a long press operation, a sliding operation, etc., of the direction control, and the movement speed control operation may be a long press operation, a sliding operation, etc., of the speed control; this is not specifically limited in this disclosure. The system responds to movement direction control commands corresponding to the player's movement direction control operation and / or movement speed control commands corresponding to the movement speed control operation.

[0031] In one implementation, reference Figure 4 As shown, the movement in the game scene in response to a movement control command includes: Step S410: In response to the movement direction control command, control the movement direction of the first skill object according to the direction indicated by the movement direction control command; and / or, Step S420: In response to the movement speed control command, control the movement speed of the first skill object according to the speed state indicated by the movement speed control command.

[0032] The following will further explain and illustrate steps S410 and S420. Specifically, the player's movement control operation on the first skill object can be a movement direction control operation and / or movement speed control operation on the first skill object. In response to the player's movement direction control operation and / or movement speed control operation on the first skill object, the movement direction indicated by the movement direction control command corresponding to the player's movement direction control operation is taken as the movement direction of the first skill object. In response to the movement direction speed command corresponding to the player's movement speed control operation on the first skill object, the movement speed of the first interactive virtual object is controlled according to the speed state indicated by the movement speed control command. The speed state can be acceleration or deceleration. After the first skill object is generated, the first skill object has a preset base speed. When the speed state indicated by the movement speed control command is acceleration, the first skill object accelerates based on the base speed or accelerates based on the movement speed of the first skill object before the movement speed control command. After the first skill object is generated, when the speed state indicated by the movement speed control command is deceleration, the first skill object decelerates based on the base speed or decelerates based on the movement speed of the first skill object before the movement speed control command.

[0033] In one embodiment, the method further includes: The controller displays a speed indicator corresponding to the speed state in the graphical user interface, based on the speed state.

[0034] Specifically, after determining the speed status of the first skill target, a speed indicator corresponding to the speed status can be displayed in the graphical user interface.

[0035] In one embodiment, the graphical user interface displays a crosshair, which is at least used to indicate the direction of movement of the first skill object when it moves; the method further includes: The control adjusts the crosshair display mode according to the speed state of the first skill object, so that the display mode corresponds to the speed state.

[0036] Specifically, a crosshair is displayed in the graphical user interface (GUI), which indicates the direction of movement of the first skill target. Upon responding to a movement speed command, the speed state corresponding to the first skill target can be determined. After determining the speed state, the display of the crosshair in the GUI is adjusted according to this speed state, so that the crosshair displayed in the GUI corresponds to the speed state of the first skill target.

[0037] In one implementation, reference Figure 5 As shown, the control adjusts the crosshair display method according to the speed state of the first skill object, including: Step S510: When the speed state of the first skill object is in the normal state, control the display of the crosshair in the first form; Step S520: When the speed state of the first skill object is in an accelerated state, control the first form to undergo a first deformation and display it in the second form after the first deformation. Step S530: When the speed state of the first skill object is decelerating, control the display of the crosshair in the first form or perform a second deformation on the first form and display it in the third form after the second deformation.

[0038] The following will further explain and illustrate steps S510-S530. Specifically, when the speed state of the first skill object is in a normal state, that is, the player does not perform any movement speed control operation on the first interactive virtual object, the crosshair is controlled to maintain a first form, which can be the basic form of the crosshair. When the speed state of the first skill object is in an accelerated state, the crosshair in the first form is controlled to produce a first deformation. This first deformation is used to express the physical feedback of the speed increase. The first deformation can be the crosshair in the first form shrinking inward, the crosshair line lengthening, or the production of dynamic blur light effects, etc. In this disclosure, the first deformation is not specifically limited. Figure 6The diagram illustrates a dynamic blur effect on the crosshair when the speed state of the first interactive virtual object is accelerating. When the speed state of the first skill object is decelerating, the crosshair can be displayed in a first form or subjected to a second deformation. This second deformation is used to express the physical feedback of speed reduction. The second deformation can be an expansion of the crosshair in the first form, etc., and this disclosure does not specifically limit the second deformation. Specifically, when the speed state changes from accelerating to decelerating, the crosshair is displayed in the first form; when the speed state changes from normal to decelerating, the crosshair is displayed in a third form.

[0039] In one embodiment, the method further includes: In response to the first skill object hitting the target object, the control configures the target object or the hit part of the target object into a specified game state; wherein, in the specified game state, the target object or the hit part will generate additional game effects when attacked.

[0040] Specifically, in response to the first skill's target hitting a target object in the game scene, the target object or the hit part of the target object is configured into a specified game state. In this specified game state, when the target object or the hit part of the target object is attacked, additional game effects occur. These additional game effects may result in higher damage to the target object or the hit part of the target object, or they may trigger special effects on the target object; however, this disclosure does not specify these limitations.

[0041] For example, when the first skill hits the target object, a weakness is added to the entire target object. After the weakness is added, attacking the target object can produce higher damage or trigger a special effect on the target object, such as stun.

[0042] In one implementation, after the step of configuring the target object or the hit portion of the target object to a specified game state, the method further includes: Control and adjust the display format of the target object or the hit part of the target object so that the target object or the hit part has visual distinction.

[0043] Specifically, after configuring the target object or the hit part of the target object to a specified game state, the display format of the target object or the hit part of the target object can be adjusted in the graphical user interface to make the target object or the hit part of the target object visually distinguishable. This can include magnifying or highlighting the target object or the hit part of the target object; however, this disclosure does not specify any particular limitation on this.

[0044] In one embodiment, the method further includes: The graphical user interface displays a health value identifier corresponding to the target object, and the method further includes: The graphical user interface displays the health value identifier and the specified game state identifier corresponding to the specified game state, wherein the specified game state identifier is used to indicate the duration of the specified game state.

[0045] Specifically, after configuring a target object or its hit location as a specified game state, this specified game state has a duration, and a specified game state identifier corresponding to the specified game state can be displayed in the graphical user interface. The graphical user interface also displays a target object's health indicator. When displaying the specified game state identifier, the target object's health indicator and the specified game state identifier can be displayed together. The specified game state identifier indicates the duration of the specified game state. The association between the target object's health indicator and the specified game state identifier can be achieved by displaying the specified game state identifier below the target object's health bar in the graphical user interface; this disclosure does not specifically limit this approach.

[0046] In step S230, the virtual camera is associated with the first skill object to display game footage captured by the virtual camera associated with the first skill object in the graphical user interface.

[0047] Specifically, after the first skill object is generated in the game scene, the virtual camera associated with the first object is switched to be associated with the first skill object. After the virtual camera is associated with the first skill object, the game screen related to the first skill object captured by the virtual camera can be displayed in the graphical user interface. The game screen related to the first skill object can include the first skill object itself, the game scene around the first skill object, other virtual objects in the game scene, special effects, etc., which are not specifically limited in this disclosure. After the virtual camera is associated with the first skill object, the player's perspective is switched to the perspective of controlling the first skill object.

[0048] In step S240, during the period when the virtual camera is associated with the first skill object, control is used to provide a first game gain to the first object.

[0049] During the association between the virtual camera and the first skill object, after the player's perspective is switched to the perspective of controlling the first skill object, since the first object will not be displayed in the graphical user interface, the player can control the provision of a first game buff to the first object.

[0050] In one implementation, the first game buff includes at least one of configuring the first skill object to be unselectable, increasing the defensive attributes of the first skill object, and adding a shield to the first skill object.

[0051] Specifically, the first game buff can increase the defensive attributes of the first target, add a virtual shield to the first target, configure the first skill target to be immune to attacks or unselectable, etc., but no specific limitations are made in this disclosure.

[0052] In one embodiment, the method further includes: In response to the termination of the target skill, the control associates the virtual camera with the first object to display game footage captured by the virtual camera associated with the first object in the graphical user interface.

[0053] Specifically, after associating the virtual camera with the first skill object, it can respond to the end of the target skill by associating the virtual camera with the first object again, thereby switching the player's perspective again. After switching the player's perspective again, the game screen captured by the virtual camera associated with the first object can be displayed in the graphical user interface.

[0054] In one embodiment, the method further includes: In response to the first skill object hitting the target object, the target skill is determined to have ended; or In response to the first skill object's generation time reaching the preset skill duration, the target skill is determined to have ended.

[0055] Specifically, the end of a target skill can be determined either by the first skill object hitting a target object in the game scene, or by the first skill object's spawn time reaching a preset skill duration, which can be a time progress bar displayed around the crosshair. In other words, in the game, the result of the target skill is determined when the first skill object hits the target object, or the target skill ends when the first skill object's spawn time reaches the preset skill duration.

[0056] Exemplary embodiments of this disclosure also provide a game interaction control device, with reference to Figure 7 As shown, it includes: The game screen display module 710 is used to display game screen captured by a virtual camera associated with the first object in the graphical user interface; The target skill triggering module 720 is used to control the generation of a first skill object in the game scene in response to a first triggering command of the target skill, wherein the first skill object is configured to move in the game scene in response to a movement control command; The game screen switching module 730 is used to control the association of the virtual camera with the first skill object so as to display the game screen captured by the virtual camera associated with the first skill object in the graphical user interface. Gain protection module 740 is used to control the provision of a first game gain to the first object during the period when the virtual camera is associated with the first skill object.

[0057] In one exemplary embodiment, the gain protection module further includes: A target skill end response module is used to control the association of the virtual camera with the first object in response to the end of the target skill, so as to display the game screen captured by the virtual camera associated with the first object in the graphical user interface.

[0058] In one exemplary embodiment, the target skill termination response module includes: The first target skill end response module is used to determine the end of the target skill in response to the first skill object hitting the target object; or... The second target skill end response module is used to determine the end of the target skill in response to the first skill object's generation time reaching a preset skill duration.

[0059] In one exemplary embodiment, the target skill is configured with a skill casting time, and the game interaction control device further includes: A casting time display module is used to display the casting time of the skill in the graphical user interface in response to a first trigger command of the target skill. The first skill target attack module is used to control the first skill target to attack in response to the second trigger command of the target skill before the skill casting time expires.

[0060] In one exemplary embodiment, the movement control command includes a movement direction control command and / or a movement speed control command, and the target skill triggering module includes: A movement direction control module is configured to, in response to the movement direction control command, control the movement direction of the first skill object according to the direction indicated by the movement direction control command; and / or, The movement speed control module is used to respond to the movement speed control command and control the movement speed of the first skill object according to the speed state indicated by the movement speed control command.

[0061] In one exemplary embodiment, the movement speed control module further includes: A speed indicator display module is used to control the display of a speed indicator corresponding to the speed state in the graphical user interface according to the speed state.

[0062] In one exemplary embodiment, the graphical user interface displays a crosshair, which at least indicates the direction of movement of the first skill object during movement. The speed indicator display module includes: The crosshair display mode determination module is used to control and adjust the crosshair display mode according to the speed state of the first skill object, so that the display mode corresponds to the speed state.

[0063] In one exemplary embodiment, the crosshair display mode determination module includes: The first form display module is used to determine to display the crosshair in the first form when the speed state of the first skill object is in the normal state; The second form display module is used to perform a first deformation on the first form when the speed state of the first skill object is in an accelerated state, and display it in the second form after the first deformation. The third form display module is used to determine whether to display the crosshair in the first form or to perform a second deformation on the first form when the speed state of the first skill object is in a deceleration state, and then display it in the third form after the second deformation.

[0064] In one exemplary embodiment, the skill duration control module includes: A designated game state configuration module is used to control the configuration of the target object or the hit part of the target object to a designated game state in response to the first skill object hitting the target object; wherein, in the designated game state, the target object or the hit part will generate additional game effects when attacked.

[0065] In one exemplary embodiment, the specified game state configuration module includes: The distinguishing display module is used to control and adjust the display format of the target object or the hit part of the target object so that the target object or the hit part has visual distinction.

[0066] In one exemplary embodiment, the graphical user interface displays a health value identifier corresponding to the target object, and the specified game state configuration module includes: A designated game status identifier display module is used to associate and display the health value identifier and the designated game status identifier corresponding to the designated game status in the graphical user interface, wherein the designated game status identifier is used to indicate the duration of the designated game status.

[0067] In one exemplary embodiment, the first game buff includes at least one of configuring the first skill object to be unselectable, increasing the defensive attributes of the first skill object, and adding a shield to the first skill object.

[0068] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0069] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0070] Furthermore, although the steps of the method in this invention are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.

[0071] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described game processing method.

[0072] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0073] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0074] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0075] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the virtual object control method described above, which includes the following steps: Step S210: Displaying a game screen captured by a virtual camera associated with the first object in the graphical user interface; Step S220: In response to a first trigger command of the target skill, controlling the generation of a first skill object in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; Step S230: Controlling the association of the virtual camera with the first skill object to display a game screen captured by the virtual camera associated with the first skill object in the graphical user interface; Step S240: During the association of the virtual camera with the first skill object, controlling the provision of a first game gain to the first object.

[0076] Implementing the above method steps through a computer program, on the one hand, after generating the first skill object in the game scene, the control switches the virtual camera associated with the first skill object to be associated with the first skill object, so that the player can observe the game scene around the first skill object in real time in the graphical user interface, which is beneficial for the player to adjust the movement direction of the first skill object and improve the player's operation precision; on the other hand, during the process of associating the virtual camera with the first skill object, the first skill object is provided with a first game buff, which directly makes up for the first object's defensive shortcomings when the player focuses on controlling the first skill object, and reduces the strategic cost of skill use.

[0077] In an exemplary embodiment of the present invention, an electronic device capable of implementing the above-described method is also provided. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0078] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”

[0079] The following reference Figure 8 To describe an electronic device 800 according to this embodiment of the present invention. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0080] like Figure 8 As shown, the electronic device 800 is manifested in the form of a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.

[0081] The storage unit stores program code that can be executed by the processing unit 810, causing the processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 810 can perform actions such as... Figure 2 Step S210: Displaying game footage captured by a virtual camera associated with the first object in the graphical user interface; Step S220: In response to a first trigger command of the target skill, controlling the generation of a first skill object in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; Step S230: Controlling the association of the virtual camera with the first skill object to display game footage captured by the virtual camera associated with the first skill object in the graphical user interface; Step S240: During the association of the virtual camera with the first skill object, controlling the provision of a first game gain to the first object.

[0082] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 8201 and / or a cache memory unit 8202, and may further include a read-only memory unit (ROM) 8203.

[0083] The storage unit 820 may also include a program / utility 8204 having a set (at least one) of program modules 8205, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.

[0084] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0085] Electronic device 800 can also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0086] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the embodiments of the present invention.

[0087] In exemplary embodiments of the present invention, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0088] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0089] Other embodiments of the invention will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of the invention that follow the general principles of the invention and include common knowledge or customary techniques in the art not invented herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of the invention are indicated by the claims.

Claims

1. A game interaction control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of a game scene, and the game scene includes at least a first object controlled by the terminal device, the first object being configured with a target skill. The graphical user interface displays game footage captured by a virtual camera associated with the first object; In response to a first trigger command of the target skill, a first skill object is generated in the game scene, wherein the first skill object is configured to move in the game scene in response to a movement control command; The control associates the virtual camera with the first skill object to display game footage captured by the virtual camera associated with the first skill object in the graphical user interface; During the period when the virtual camera is associated with the first skill object, control provides a first game boost to the first object.

2. The method according to claim 1, characterized in that, The method further includes: In response to the termination of the target skill, the control associates the virtual camera with the first object to display game footage captured by the virtual camera associated with the first object in the graphical user interface.

3. The method according to claim 2, characterized in that, The method further includes: In response to the first skill object hitting the target object, the target skill is determined to have ended; or... In response to the first skill object's generation time reaching the preset skill duration, the target skill is determined to have ended.

4. The method according to claim 1, characterized in that, The target skill is configured with a skill casting time, and the method further includes: In response to a first trigger command for the target skill, the skill casting time is displayed in the graphical user interface; Before the skill casting time expires, in response to the second trigger command of the target skill, the first skill target is controlled to attack.

5. The method according to claim 1, characterized in that, The movement control commands include movement direction control commands and / or movement speed control commands. The movement in response to the movement control commands within the game scene includes: In response to the movement direction control command, the movement direction of the first skill object is controlled according to the direction indicated by the movement direction control command; and / or, In response to the movement speed control command, the movement speed of the first skill object is controlled according to the speed state indicated by the movement speed control command.

6. The method according to claim 5, characterized in that, The method further includes: The controller displays a speed indicator corresponding to the speed state in the graphical user interface, based on the speed state.

7. The method according to claim 6, characterized in that, The graphical user interface displays a crosshair, which at least indicates the direction of movement of the first skill object when it moves. The display of a speed indicator corresponding to the speed state in the graphical user interface includes: The control adjusts the crosshair display mode according to the speed state of the first skill object, so that the display mode corresponds to the speed state.

8. The method according to claim 7, characterized in that, The control adjusts the crosshair display method according to the speed state of the first skill object, including: When the speed state of the first skill target is in the normal state, the control displays the crosshair in the first form; When the speed state of the first skill object is in an accelerated state, control the first form to undergo a first deformation and display it in the second form after the first deformation. When the speed of the first skill target is in a deceleration state, the control displays the crosshair in the first form or performs a second transformation on the first form and displays it in the third form after the second transformation.

9. The method according to claim 3, characterized in that, The method further includes: In response to the first skill object hitting the target object, the control configures the target object or the hit part of the target object into a specified game state; wherein, in the specified game state, the target object or the hit part will generate additional game effects when attacked.

10. The method according to claim 9, characterized in that, After the step of configuring the target object or the hit portion of the target object to a specified game state, the method further includes: Control and adjust the display format of the target object or the hit part of the target object so that the target object or the hit part has visual distinction.

11. The method according to claim 9, characterized in that, The graphical user interface displays a health value identifier corresponding to the target object, and the method further includes: The graphical user interface displays the health value identifier and the specified game state identifier corresponding to the specified game state, wherein the specified game state identifier is used to indicate the duration of the specified game state.

12. The method according to claim 1, characterized in that, The first game buff includes at least one of configuring the first skill object to be unselectable, increasing the defensive attributes of the first skill object, and adding a shield to the first skill object.

13. A game interaction control device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including at least a portion of a game scene, the game scene including at least a first object controlled by the terminal device, the first object being configured with a target skill, the device comprising: A game screen display module is used to display game footage captured by a virtual camera associated with the first object in the graphical user interface; A target skill triggering module is used to control the generation of a first skill object in the game scene in response to a first triggering command of the target skill, wherein the first skill object is configured to move in the game scene in response to a movement control command; A game screen switching module is used to control the association of the virtual camera with the first skill object so as to display the game screen captured by the virtual camera associated with the first skill object in the graphical user interface. A gain protection module is used to control the provision of a first game gain to the first object during the period when the virtual camera is associated with the first skill object.

14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 12.

15. An electronic device, characterized in that, include: processor; A memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of any one of claims 1 to 12 by executing the executable instructions.