Interactive control methods, devices and electronic devices in games

CN122558067APending Publication Date: 2026-08-14SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-23
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

然而,这种依赖人工判断并频繁触发模式切换指令的交互方式,不仅增加了终端设备处理冗余输入信令的负担,还容易因操作延迟导致无效指令的产生,进而无谓地增加了终端处理器的解析运算压力

Benefits of technology

[0009]本公开提供的一种游戏中的交互控制方法、装置和电子设备,首先响应于瞄准操作,在游戏场景中的至少一个第一虚拟角色中确定瞄准目标角色;然后响应于攻击操作,基于瞄准目标角色与第二虚拟角色之间的相对朝向关系,控制第二虚拟角色在游戏场景中施放从多个攻击行为中确定的目标攻击行为。该方式中,第二虚拟角色在游戏场景中执行攻击操作时,可以根据当前的瞄准目标角色与第二虚拟角色之间的相对朝向关系,从多个攻击行为中确定目标攻击行为,并在游戏场景中施放该目标攻击行为,从而提升了攻击行为施放的可选择性和适配性,避免了攻击行为的单一性,也提升了游戏可玩性和游戏体验感。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122558067A_ABST
    Figure CN122558067A_ABST
Patent Text Reader

Abstract

This disclosure provides an interactive control method, device, and electronic device for games. First, in response to an aiming operation, a target character is determined among first virtual characters in the game scene. Then, in response to an attack operation, based on the relative orientation between the target character and a second virtual character, the second virtual character is controlled to perform a target attack behavior determined from multiple attack behaviors in the game scene. In this method, when the second virtual character performs an attack operation in the game scene, a target attack behavior can be determined from multiple attack behaviors based on the current relative orientation between the target character and the second virtual character, and then the target attack behavior can be performed in the game scene. This improves the selectivity and adaptability of attack behavior performance, avoids the monotony of attack behaviors, and enhances game playability and the overall gaming experience.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] In related technologies, interactive control in virtual scenarios typically requires players to manually switch between different attack modes for different combat situations. However, this interaction method, which relies on manual judgment and frequent triggering of mode-switching commands, not only increases the burden on terminal devices to process redundant input signals but also easily leads to invalid commands due to operational delays, thus unnecessarily increasing the parsing and computational pressure on the terminal processor. Furthermore, a fixed, single attack mode often requires the terminal to continuously perform large-scale target detection calculations, resulting in a waste of computing resources. Summary of the Invention

[0003] The purpose of this disclosure is to provide an interactive control method, device, and electronic device for games to improve game playability and gaming experience.

[0004] In a first aspect, this disclosure provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a game scene, and the game scene includes multiple virtual characters. Among the multiple virtual characters, there is at least one first virtual character and a second virtual character controlled by the terminal device. The method includes: in response to an aiming operation, determining an aiming target character among the at least one first virtual character; and in response to an attack operation, controlling the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene based on the relative orientation relationship between the aiming target character and the second virtual character.

[0005] Secondly, this disclosure provides an interactive control device for a game, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a game scene, and the game scene includes multiple virtual characters. Among the multiple virtual characters, there is at least one first virtual character and a second virtual character controlled by the terminal device. The device includes: an aiming module, used to determine an aiming target character among at least one first virtual character in response to an aiming operation; and an attack module, used to control the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene based on the relative orientation relationship between the aiming target character and the second virtual character in response to an attack operation.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the above-mentioned game.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the interactive control method in the aforementioned game.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides an interactive control method, device, and electronic device for games. First, in response to an aiming operation, a target character is determined from at least one first virtual character in the game scene. Then, in response to an attack operation, based on the relative orientation between the target character and a second virtual character, the second virtual character is controlled to perform a target attack behavior determined from multiple attack behaviors in the game scene. In this method, when the second virtual character performs an attack operation in the game scene, a target attack behavior can be determined from multiple attack behaviors based on the current relative orientation between the target character and the second virtual character, and then the target attack behavior can be performed in the game scene. This improves the selectivity and adaptability of attack behavior performance, avoids the monotony of attack behaviors, and enhances game playability and the overall gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure 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 technical solutions in the specific embodiments of this disclosure or 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 this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of an interactive control method in a game provided as an embodiment of this disclosure; Figure 2 A schematic diagram illustrating a scenario where the relative orientation relationship between a target character and a second virtual character satisfies a first preset condition, as provided in an embodiment of this disclosure. Figure 3This is a schematic diagram illustrating how the relative orientation relationship between a target character and a second virtual character satisfies a second preset condition, as provided in an embodiment of this disclosure. Figure 4 This is a schematic diagram illustrating a dynamic display of prompt information provided in an embodiment of this disclosure.

[0014] Figure 5 A schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure; Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0015] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0016] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0017] In one embodiment of this disclosure, the interactive control method in a game can run on a local terminal device or a server. When the interactive control method in a game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0018] 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 interactive control methods in the game 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.

[0019] 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.

[0020] In one possible implementation, this disclosure provides an interactive control method for games, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be a local terminal device as mentioned above, or a client device in a cloud interactive system as mentioned above. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The GUI includes at least a portion of the game scene, which includes multiple virtual characters, including at least one first virtual character and a second virtual character controlled by the terminal device.

[0021] Specifically, the terminal device, by running the game program corresponding to the target game, can provide a graphical user interface (GUI) for that game. This GUI displays the game scene, which includes multiple virtual characters. These virtual characters can belong to different game factions or the same faction. When multiple virtual characters belong to different game factions, each faction includes one or more virtual characters, and the different factions are hostile to each other. That is, a virtual character needs to attack virtual characters belonging to a different faction to help its faction achieve victory.

[0022] like Figure 1 As shown, the interactive control method in this game includes the following specific steps: Step S102, in response to the aiming operation, determine the aiming target character among at least one first virtual character.

[0023] In practice, the aiming operation described above can be performed by clicking on the target virtual character in the game scene using a mouse, game controller, or finger. In this case, the clicked target virtual character becomes the aiming target character. Alternatively, the aiming operation can be performed by adjusting the aiming direction of the crosshair in the graphical user interface. In this case, the target virtual character that the crosshair is aiming at becomes the aiming target character, or any virtual character within the crosshair's aiming range becomes the aiming target character. The target virtual character can be any virtual character in the game scene.

[0024] Step S104: In response to the attack operation, based on the relative orientation relationship between the target character and the second virtual character, control the second virtual character to release a target attack behavior determined from multiple attack behaviors in the game scene.

[0025] In practice, attacks can be triggered by clicking or long-pressing the skill controls displayed in the graphical user interface, by clicking or long-pressing a specific key on the keyboard, or by clicking or long-pressing a specific key on the game controller.

[0026] When triggering an attack, the target attack behavior needs to be determined based on the relative orientation between the target character and the second virtual character. This target attack behavior can be any one of multiple attack behaviors. The relative orientation relationship indicates the relationship between the orientation direction of the target character and the orientation direction of the second virtual character.

[0027] Optionally, different attack behaviors correspond to different attack ranges and / or attack powers, and different attack behaviors also correspond to different attack effects.

[0028] Furthermore, the relative orientation relationships corresponding to different attack behaviors are different. For example, when the target character is facing the second virtual character, or when the angle between the direction of the target character and the direction of the second virtual character is greater than a preset angle, the first attack behavior is determined as the target attack behavior; when the target character is facing away from the second virtual character, or when the angle between the direction of the target character and the direction of the second virtual character is less than or equal to a preset angle, the second attack behavior is determined as the target attack behavior.

[0029] Optionally, when the second virtual character performs a target attack in the game scene, it can damage the first virtual character within the aiming range, or it can only damage the target character.

[0030] This disclosure provides an interactive control method in a game. When a second virtual character performs an attack operation in a game scene, the method can determine a target attack behavior from multiple attack behaviors based on the relative orientation relationship between the current target character and the second virtual character, and then release the target attack behavior in the game scene. This improves the selectivity and adaptability of attack behavior release, avoids the monotony of attack behavior, and also enhances the game's playability and gaming experience.

[0031] The following examples describe how target attack behavior is determined.

[0032] Optionally, the aforementioned multiple attack behaviors include at least a first type of attack behavior and a second type of attack behavior; wherein, the first type of attack behavior is a range attack behavior, and the second type of attack behavior is a single-target attack behavior.

[0033] In practical implementation, the aforementioned area-of-effect attack behavior refers to attacking the first virtual character within the target's aiming range, while the single-target attack behavior refers to attacking only the target character being aimed at. By setting two different attack behavior types and automatically determining the appropriate attack behavior based on the relative orientation of the enemy and allies, players can automatically obtain the optimal attack effect according to the battlefield situation (frontal confrontation or rear attack) without manually switching skills. This significantly reduces the complexity of player operations, while enriching the game's tactical and strategic dimensions and enhancing its playability.

[0034] Based on the above description, the target attack behavior determined from multiple attack behaviors based on the relative orientation relationship between the target character and the second virtual character includes: a first type of attack behavior determined when the relative orientation relationship meets a first preset condition; or a second type of attack behavior determined when the relative orientation relationship meets a second preset condition.

[0035] In practical applications, when a player performs an attack, the system first needs to identify the relative orientation between the current target character and the second virtual character. If this relative orientation meets a first preset condition, the first type of attack behavior is identified as the target attack behavior launched by the second virtual character in the game scene; if the relative orientation meets a second preset condition, the second type of attack behavior is identified as the target attack behavior launched by the second virtual character in the game scene. The first and second preset conditions are different and do not overlap. Through this conditional judgment mechanism based on relative orientation, the system can intelligently identify the combat situation (such as facing the enemy head-on or attacking from behind) and automatically match the most suitable attack strategy. Players do not need to manually judge the current situation and select corresponding skills, thus reducing cognitive load and operational latency, and improving the smoothness and responsiveness of combat.

[0036] In an optional embodiment, the first preset condition may be that the angle between the direction of the target character and the direction of the second virtual character is greater than a preset angle, and the second preset condition may be that the angle between the direction of the target character and the direction of the second virtual character is less than or equal to a preset angle.

[0037] In another optional embodiment, the first preset condition includes: the position of the second virtual character is within the target scene range corresponding to the direction of the target character; the second preset condition includes: the position of the second virtual character is outside the target scene range; wherein, the target scene range is: a preset angle range determined with the direction of the target character as the center direction.

[0038] In practice, the aforementioned preset angle range can be a 180-degree angle range or a 90-degree angle range, etc.

[0039] like Figure 2 The diagram shown is a schematic representation of an embodiment of this disclosure where the relative orientation between a target character and a second virtual character satisfies a first preset condition. Figure 2 The black-faced character model is the second virtual character, and the white-faced character model is the target character. The arrow pointing in front of the target character indicates the direction the target character is facing. The 180-degree angle range centered on this direction is the target scene range. Figure 2 The target is a gray semi-circle in front of the target character. Figure 2 The second virtual character's position is within the target scene range corresponding to the direction the target character is facing; this can also be understood as the second virtual character facing the target character.

[0040] like Figure 3The diagram shown is a schematic representation of an embodiment of this disclosure where the relative orientation between a target character and a second virtual character satisfies a second preset condition. Figure 3 The black-faced character model is the second virtual character, and the white-faced character model is the target character. The arrow pointing in front of the target character indicates the direction the target character is facing. The 180-degree angle range centered on this direction is the target scene range. Figure 3 The target is a gray semi-circle in front of the target character. Figure 3 The second virtual character's position is outside the target scene range corresponding to the direction the target character is facing, which can also be understood as the target character having its back to the second virtual character.

[0041] Based on the above description, the specific process of controlling the second virtual character to release a target attack behavior determined from multiple attack behaviors in the game scene may include: if the target attack behavior is a first type of attack behavior, controlling the second virtual character to attack the target aiming range so as to produce a corresponding attack effect within the target aiming range; if the target attack behavior is a second type of attack behavior, controlling the second virtual character to attack the aiming target character so as to produce a corresponding attack effect on the aiming target character.

[0042] In practice, the target aiming range can be a first scene range centered on the aiming direction of the second virtual character, or a second scene range centered on the second virtual character, etc.

[0043] In one specific embodiment, if a player performs an attack operation, the system first needs to identify the direction in which the target character is facing and determine a preset angle range centered on that direction. Then, it determines whether the current position of the second virtual character is within the preset angle range. If so, the system controls the second virtual character to perform a first type of attack in the game scene, that is, to control the second virtual character to attack the target aiming range, so as to produce a corresponding attack effect within the target aiming range. If not, the system controls the second virtual character to perform a second type of attack in the game scene, that is, to control the second virtual character to attack the target character, so as to produce a corresponding attack effect on the target character.

[0044] The attack effects generated within the target's aiming range can include: dealing damage to the first virtual character within the target's aiming range, or casting the first skill within the target's aiming range. For example, the first skill could be throwing a virtual item into the target's aiming range, or using a virtual item to slash at the target's aiming range.

[0045] The attack effects on the targeted character described above can be causing damage to the targeted character, or using a second skill on the targeted character. For example, the second skill could be shooting or releasing a weapon only at the targeted character.

[0046] The following examples describe how the target character is determined.

[0047] Specifically, a crosshair is displayed in the graphical user interface, which is used to indicate the aiming direction of the second virtual character; based on this, the specific process of determining the target character in at least one first virtual character may include: in response to the aiming direction indicated by the crosshair and the target first virtual character in the game scene satisfying specified conditions, the target first virtual character is determined as the target character.

[0048] The specified condition can be either that the aiming direction indicated by the crosshair points to the target virtual character in the game scene, or that the target virtual character is located within the aiming range centered on the aiming direction indicated by the crosshair. If the aiming range includes multiple virtual characters, then the target virtual character is the one closest to the aiming direction. The target virtual character can be any virtual character in the game scene.

[0049] Furthermore, in response to the first virtual character being identified as the target character, a selection flag is displayed for the first virtual character, and / or the first virtual character is displayed in a first display mode; wherein the first display mode is different from the second display mode of the first virtual character in the game scene other than the target character.

[0050] In practical implementation, when the first virtual character is identified as the target character through the aiming operation, a selection icon can be displayed at the associated position of the first virtual character. This selection icon can be a triangle icon or an arrow icon, etc. The associated position of the first virtual character can be above its head or below its feet, etc. For example, when the first virtual character is identified as the target character, a triangle icon can be displayed above its head, or an arrow icon can be displayed at its feet, etc.

[0051] The first and second display methods described above differ. The second display method can be a conventional display of the first virtual character in the game scene, while the first display method can be highlighting the target first virtual character in yellow, or outlining the target first virtual character, etc. By using both the first and second display methods, the targeted character and the untargeted first virtual character can be visually distinguished, making it easier for players to understand which virtual character they are currently aiming at.

[0052] In an optional implementation, the graphical user interface includes a skill control; the skill control indicates the operation method of the attack. This skill can be displayed in the lower right or lower left corner of the graphical user interface, etc.

[0053] Based on the above description, in response to selecting or switching the target character, the skill control dynamically displays prompt information corresponding to the target attack behavior determined by the relative orientation relationship.

[0054] In practice, when a player selects a target character via aiming or switches the currently selected target character, a prompt message corresponding to the target attack behavior, determined by the relative orientation of the target character and the second virtual character, is dynamically displayed on the skill control. This prompt message may include the skill name, skill icon, etc. This method helps players understand which target attack behavior is currently being used and what the achievable attack effect is, facilitating strategic deployment and offensive actions.

[0055] like Figure 4 The diagram shown is a schematic representation of a dynamic display of prompt information provided in an embodiment of this disclosure. Figure 4 The circular marker with a black dot is the crosshair. The first virtual character that the crosshair is aiming at is the target character. A triangle marker (equivalent to the selection marker mentioned above) is displayed above the target character's head. Figure 4 The gray square control displayed in the lower right corner is the skill control. The skill control displays the skill name, and below it is the operation method for performing the skill. Figure 4 The operation method is to trigger the skill operation by pressing the A key on the keyboard. Figure 4 In the image on the left, the target character is facing the second virtual character. At this time, the second virtual character can unleash a first-type attack, thus adjusting the skill name displayed on the skill controls to the skill name corresponding to the first-type attack. Figure 4 The skill name corresponding to the first type of attack behavior in the game is "Slash"; when the target character is switched to... Figure 4 When the virtual character on the right side of the image is facing away from the second virtual character, the attack behavior that the second virtual character can unleash switches to the second type of attack behavior, thereby adjusting the skill name displayed on the skill control to the skill name corresponding to the second type of attack behavior. Figure 4 The skill name corresponding to the second type of attack behavior in the game is "Backstab".

[0056] Corresponding to the above method embodiments, this disclosure also provides an interactive control device for games, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the game scene, and the game scene includes multiple virtual characters. Among the multiple virtual characters, there is at least one first virtual character and a second virtual character controlled by the terminal device, such as... Figure 5 As shown, the device includes: The aiming module 50 is used to determine the target character in at least one first virtual character in response to the aiming operation.

[0057] The attack module 51 is used to respond to the attack operation and, based on the relative orientation relationship between the target character and the second virtual character, control the second virtual character to release a target attack behavior determined from multiple attack behaviors in the game scene.

[0058] In the aforementioned game, the interactive control device allows the second virtual character to perform an attack operation in the game scene. Based on the relative orientation between the current target character and the second virtual character, the device can determine the target attack behavior from multiple attack behaviors and release the target attack behavior in the game scene. This improves the selectivity and adaptability of attack behavior release, avoids the monotony of attack behavior, and enhances the game's playability and experience.

[0059] Furthermore, the multiple attack behaviors include at least a first type of attack behavior and a second type of attack behavior; wherein, the first type of attack behavior is a range attack behavior, and the second type of attack behavior is a single-target attack behavior.

[0060] Furthermore, the target attack behavior determined from multiple attack behaviors based on the relative orientation relationship between the target character and the second virtual character includes: a first type of attack behavior determined when the relative orientation relationship meets a first preset condition; or a second type of attack behavior determined when the relative orientation relationship meets a second preset condition.

[0061] Furthermore, the first preset condition includes: the position of the second virtual character is within the target scene range corresponding to the direction the target character is facing; the second preset condition includes: the position of the second virtual character is outside the target scene range; wherein, the target scene range is: a preset angle range determined with the direction the target character is facing as the center direction.

[0062] Furthermore, the attack module 51 is also used to: if the target attack behavior is a first type of attack behavior, control the second virtual character to attack the target aiming range so as to produce a corresponding attack effect within the target aiming range; if the target attack behavior is a second type of attack behavior, control the second virtual character to attack the aiming target character so as to produce a corresponding attack effect on the aiming target character.

[0063] Furthermore, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the second virtual character; based on this, the aiming module 50 is also used to: in response to the aiming direction indicated by the crosshair and the target first virtual character in the game scene satisfying specified conditions, determine the target first virtual character as the aiming target character.

[0064] Furthermore, the aforementioned device also includes a display adjustment module, configured to: in response to the target first virtual character being determined as the aiming target character, associate the target first virtual character with a display selection flag, and / or display the target first virtual character in a first display mode; wherein the first display mode is different from the second display mode of the first virtual character in the game scene other than the aiming target character.

[0065] Furthermore, the graphical user interface described above includes skill controls; these skill controls are used to indicate the operation method for attack actions.

[0066] Furthermore, the aforementioned device also includes an information prompt module, used to: dynamically display prompt information corresponding to the target attack behavior determined according to the relative orientation relationship on the skill control in response to selecting or switching the selected target character.

[0067] The interactive control device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0068] This disclosure also provides an electronic device, such as... Figure 6 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the interactive control method in the game described above.

[0069] Specifically, a graphical user interface is provided through a terminal device. The graphical user interface includes at least a portion of a game scene. The game scene includes multiple virtual characters, among which at least one first virtual character and a second virtual character controlled by the terminal device are included. The interactive control method in the game includes: in response to an aiming operation, determining an aiming target character among at least one first virtual character; and in response to an attack operation, controlling the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene based on the relative orientation relationship between the aiming target character and the second virtual character.

[0070] In the interactive control method described above, when the second virtual character performs an attack operation in the game scene, it can determine the target attack behavior from multiple attack behaviors based on the relative orientation relationship between the current target character and the second virtual character, and then release the target attack behavior in the game scene. This improves the selectivity and adaptability of attack behavior release, avoids the monotony of attack behavior, and also enhances the game's playability and gaming experience.

[0071] In an optional embodiment, the multiple attack behaviors include at least a first type of attack behavior and a second type of attack behavior; wherein, the first type of attack behavior is a range attack behavior, and the second type of attack behavior is a single-target attack behavior.

[0072] In an optional embodiment, the target attack behavior determined from multiple attack behaviors based on the relative orientation relationship between the target character and the second virtual character includes: a first type of attack behavior determined when the relative orientation relationship meets a first preset condition; or a second type of attack behavior determined when the relative orientation relationship meets a second preset condition.

[0073] In an optional embodiment, the first preset condition includes: the position of the second virtual character is within the target scene range corresponding to the direction of the target character; the second preset condition includes: the position of the second virtual character is outside the target scene range; wherein, the target scene range is: a preset angle range determined with the direction of the target character as the center.

[0074] In an optional embodiment, the step of controlling the second virtual character to release a target attack behavior determined from multiple attack behaviors in the game scene includes: if the target attack behavior is a first type of attack behavior, controlling the second virtual character to attack the target aiming range so as to produce a corresponding attack effect within the target aiming range; if the target attack behavior is a second type of attack behavior, controlling the second virtual character to attack the aiming target character so as to produce a corresponding attack effect on the aiming target character.

[0075] In an optional embodiment, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the second virtual character; based on this, the step of determining the target character among at least one first virtual character includes: in response to the aiming direction indicated by the crosshair and the target first virtual character in the game scene satisfying a specified condition, determining the target first virtual character as the target character.

[0076] In an optional embodiment, the method further includes: in response to the target first virtual character being determined as the aiming target character, associating the target first virtual character with a selection flag, and / or displaying the target first virtual character in a first display mode; wherein the first display mode is different from the second display mode of the first virtual character in the game scene other than the aiming target character.

[0077] In an optional embodiment, the graphical user interface described above includes a skill control; the skill control is used to indicate the operation method of the attack operation.

[0078] In an optional embodiment, the method further includes: in response to selecting a target character or switching the selected target character, dynamically displaying prompt information on the skill control corresponding to the target attack behavior determined according to the relative orientation relationship.

[0079] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0080] The memory 100 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.

[0081] Processor 101 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 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete 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 disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure 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 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0082] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the interactive control method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0083] Specifically, a graphical user interface is provided through a terminal device. The graphical user interface includes at least a portion of a game scene. The game scene includes multiple virtual characters, among which at least one first virtual character and a second virtual character controlled by the terminal device are included. The interactive control method in the game includes: in response to an aiming operation, determining an aiming target character among at least one first virtual character; and in response to an attack operation, controlling the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene based on the relative orientation relationship between the aiming target character and the second virtual character.

[0084] In the interactive control method described above, when the second virtual character performs an attack operation in the game scene, it can determine the target attack behavior from multiple attack behaviors based on the relative orientation relationship between the current target character and the second virtual character, and then release the target attack behavior in the game scene. This improves the selectivity and adaptability of attack behavior release, avoids the monotony of attack behavior, and also enhances the game's playability and gaming experience.

[0085] In an optional embodiment, the multiple attack behaviors include at least a first type of attack behavior and a second type of attack behavior; wherein, the first type of attack behavior is a range attack behavior, and the second type of attack behavior is a single-target attack behavior.

[0086] In an optional embodiment, the target attack behavior determined from multiple attack behaviors based on the relative orientation relationship between the target character and the second virtual character includes: a first type of attack behavior determined when the relative orientation relationship meets a first preset condition; or a second type of attack behavior determined when the relative orientation relationship meets a second preset condition.

[0087] In an optional embodiment, the first preset condition includes: the position of the second virtual character is within the target scene range corresponding to the direction of the target character; the second preset condition includes: the position of the second virtual character is outside the target scene range; wherein, the target scene range is: a preset angle range determined with the direction of the target character as the center.

[0088] In an optional embodiment, the step of controlling the second virtual character to release a target attack behavior determined from multiple attack behaviors in the game scene includes: if the target attack behavior is a first type of attack behavior, controlling the second virtual character to attack the target aiming range so as to produce a corresponding attack effect within the target aiming range; if the target attack behavior is a second type of attack behavior, controlling the second virtual character to attack the aiming target character so as to produce a corresponding attack effect on the aiming target character.

[0089] In an optional embodiment, the graphical user interface displays a crosshair, which is used to indicate the aiming direction of the second virtual character; based on this, the step of determining the target character among at least one first virtual character includes: in response to the aiming direction indicated by the crosshair and the target first virtual character in the game scene satisfying a specified condition, determining the target first virtual character as the target character.

[0090] In an optional embodiment, the method further includes: in response to the target first virtual character being determined as the aiming target character, associating the target first virtual character with a selection flag, and / or displaying the target first virtual character in a first display mode; wherein the first display mode is different from the second display mode of the first virtual character in the game scene other than the aiming target character.

[0091] In an optional embodiment, the graphical user interface described above includes a skill control; the skill control is used to indicate the operation method of the attack operation.

[0092] In an optional embodiment, the method further includes: in response to selecting a target character or switching the selected target character, dynamically displaying prompt information on the skill control corresponding to the target attack behavior determined according to the relative orientation relationship.

[0093] 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.

[0094] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly 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 this disclosure based on the specific circumstances.

[0095] 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 this disclosure, in essence, 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 this disclosure. 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.

[0096] In the description of this disclosure, 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, and are only for the convenience of describing this disclosure and 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, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0097] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including at least a portion of a game scene, the game scene including multiple virtual characters, the multiple virtual characters including at least one first virtual character and a second virtual character controlled by the terminal device, the method comprising: In response to the aiming operation, a target character is determined from the at least one first virtual character; In response to an attack operation, based on the relative orientation between the target character and the second virtual character, the second virtual character is controlled to perform a target attack behavior determined from multiple attack behaviors in the game scene.

2. The method according to claim 1, characterized in that, The plurality of attack behaviors include at least a first type of attack behavior and a second type of attack behavior; wherein, the first type of attack behavior is a range attack behavior, and the second type of attack behavior is a single-target attack behavior.

3. The method according to claim 2, characterized in that, Based on the relative orientation relationship between the target character and the second virtual character, the target attack behavior determined from the plurality of attack behaviors includes: the first type of attack behavior determined when the relative orientation relationship meets a first preset condition; or the second type of attack behavior determined when the relative orientation relationship meets a second preset condition.

4. The method according to claim 3, characterized in that, The first preset condition includes: the position of the second virtual character is within the target scene range corresponding to the direction the target character is facing; the second preset condition includes: the position of the second virtual character is outside the target scene range. The target scene range is defined as a preset angle range centered on the direction in which the target character is facing.

5. The method according to claim 2, characterized in that, The step of controlling the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene includes: If the target attack behavior is the first type of attack behavior, control the second virtual character to attack the target aiming range, so as to produce the corresponding attack effect within the target aiming range; If the target attack behavior is the second type of attack behavior, control the second virtual character to attack the target character, so as to produce a corresponding attack effect on the target character.

6. The method according to claim 1, characterized in that, The graphical user interface displays a crosshair, which is used to indicate the aiming direction of the second virtual character; The step of determining the target character among the at least one first virtual character includes: In response to the aiming direction indicated by the crosshair and the target first virtual character in the game scene satisfying the specified conditions, the target first virtual character is determined as the aiming target character.

7. The method according to claim 6, characterized in that, The method further includes: In response to the determination that the target first virtual character is the aiming target character, the target first virtual character is associated with a display selection icon, and / or the target first virtual character is displayed in a first display mode; wherein the first display mode is different from the second display mode of the first virtual characters in the game scene other than the aiming target character.

8. The method according to claim 1, characterized in that, The graphical user interface includes skill controls; the skill controls are used to indicate the operation method of the attack operation.

9. The method according to claim 8, characterized in that, The method further includes: In response to selecting the target character or switching the selected target character, a prompt message corresponding to the target attack behavior determined according to the relative orientation relationship is dynamically displayed on the skill control.

10. An interactive control device for a game, 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 multiple virtual characters, the multiple virtual characters including at least one first virtual character and a second virtual character controlled by the terminal device, the device comprising: A targeting module, configured to determine a target role among the at least one first virtual role in response to a targeting operation; An attack module is used to respond to an attack operation by controlling the second virtual character to perform a target attack behavior determined from multiple attack behaviors in the game scene, based on the relative orientation relationship between the target character and the second virtual character.

11. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the game according to any one of claims 1 to 9.

12. 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 in the game as described in any one of claims 1 to 9.