Interaction control method and device in game, terminal equipment and storage medium
Patent Information
- Application Number
- CN202611079581.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-20
- Publication Date
- 2026-10-09
AI Technical Summary
现有方案多采用角色与召唤物分离的控制架构,终端设备需同时维护玩家角色与各召唤物彼此隔离的状态数据,并在图形用户界面中对多个独立对象分别执行动画渲染与状态更新,导致内存占用量随对象数量增加而上升,且图形渲染管线的处理负荷相应增大
[0008]本公开提供的游戏中的交互控制方法、装置、终端设备和计算机存储介质,通过响应于对象部署指令在游戏场景中部署被配置为保持静止状态且可通过终端设备进行控制的虚拟对象,再通过响应于对象合并指令控制第一对象与目标虚拟对象进行对象合并、将第一对象切换为合并生成的目标对象,实现了玩家控制的角色对象与其自主部署的虚拟对象之间的灵活部署与深度融合交互;有效解决了现有技术中召唤物部署方式单一、角色与召唤物无法融合、缺乏操作深度和沉浸感的问题,使得玩家能够根据战场态势自主部署虚拟对象,并在合适的时机将自身与虚拟对象融合为全新形态的目标对象继续战斗;同时也降低了过多虚拟对象导致的内存占用量、图形渲染管线的处理负荷、以及处理器的并发运算压力与通信开销增加。
Smart Images

Figure CN122874896A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to interactive control methods, devices, terminal equipment, and computer storage media in games. Background Technology
[0002] In related technologies, the interactive control schemes provided by terminal devices in game scenarios typically support the generation of summoned creatures to assist the player character in response to player commands. Existing solutions mostly adopt a control architecture that separates the character from the summoned creatures. The terminal device needs to maintain isolated state data for both the player character and each summoned creature simultaneously, and perform animation rendering and state updates separately for multiple independent objects in the graphical user interface. This results in memory consumption increasing with the number of objects, and a corresponding increase in the processing load of the graphics rendering pipeline. Furthermore, in scenarios requiring the control of multiple summoned creatures, the terminal device often needs to respond to independent control events for each object separately, increasing the processor's concurrent computing pressure and communication overhead. Summary of the Invention
[0003] This disclosure provides an interactive control method, apparatus, terminal device, and computer storage medium for games, to at least partially solve the aforementioned problems existing in the related art.
[0004] Firstly, this disclosure provides an interactive control method for games, including: In response to an object deployment command, control is used to deploy at least one virtual object in the game scene, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled via the terminal device; In response to an object merge instruction, the first object and the target virtual object are merged to switch the first object to the target object generated by merging the first object and the target virtual object.
[0005] Secondly, this disclosure provides an interactive control device for games, comprising: A deployment module is configured to control the deployment of at least one virtual object in the game scene in response to an object deployment instruction, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled by the terminal device; The merging module is used to control the first object and the target virtual object to merge in response to an object merging instruction, so as to switch the first object into the target object generated by merging the first object and the target virtual object.
[0006] Thirdly, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.
[0007] Fourthly, this disclosure provides a storage medium storing computer program instructions, which, when executed by a processor, are used to implement any of the above methods.
[0008] The interactive control method, device, terminal equipment, and computer storage medium disclosed herein deploy virtual objects configured to remain stationary and controllable via the terminal equipment in the game scene in response to object deployment instructions. Then, in response to object merging instructions, the method controls the first object to merge with the target virtual object, switching the first object to the merged target object. This achieves flexible deployment and deep integration interaction between the player-controlled character object and its autonomously deployed virtual objects. It effectively solves the problems of limited summon deployment methods, inability to merge characters and summons, and lack of operational depth and immersion in existing technologies. This allows players to autonomously deploy virtual objects according to the battlefield situation and merge themselves with the virtual objects into a new target object at the appropriate time to continue fighting. It also reduces memory consumption, graphics rendering pipeline processing load, and processor concurrent computing pressure and communication overhead caused by excessive virtual objects. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0010] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure; Figure 2 A flowchart of the interactive control method in a game provided in one implementation of this disclosure; Figure 3a This is a schematic diagram of the interface of the first skill set provided in one implementation of this disclosure; Figure 3b This is a schematic diagram of the interface for the target skill set provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the interface of the parameter adjustment control provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the interactive control device in a game provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation
[0011] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions 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. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0012] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In existing competitive games, game systems typically provide characters with summoning or deployment skills to generate summoned creatures with specific functions within the game environment, assisting the character in achieving game objectives. When a player-controlled character triggers a summoning skill, the game system generally generates a summoned creature at a fixed location near the character. This summoned creature often possesses only a single, basic function. For example, in some games, the summoned creature can only deal a fixed amount of damage to nearby enemies, or can only release a single area-of-effect support effect in place. In other games, the summoned creature moves with the character after generation, acting as a mobile source of damage or a shield, but its behavior is fixed, and the player cannot deeply intervene in its behavior patterns. Furthermore, existing summoned creatures often only have one or two fixed behaviors, and multiple summoned creatures act independently in the environment. The game system lacks a mechanism for unified scheduling and coordinated control of multiple summoned creatures, making it impossible to drive all summoned creatures in the environment to perform synchronized actions with a single command. It is evident that the existing system lacks deep state integration and interaction capabilities between summoned creatures and the characters controlling them. The game system manages summoned creatures merely as auxiliary units independent of the characters. Data, states, and control between character objects and summoned creature objects are isolated, making it impossible to achieve runtime fusion and switching between them. Terminal devices must simultaneously maintain isolated state data for both the player character and each summoned creature, and perform animation rendering and state updates separately for multiple independent objects in the graphical user interface. This results in memory consumption increasing with the number of objects, and a corresponding increase in the processing load of the graphics rendering pipeline. Furthermore, in scenarios requiring the control of multiple summoned creatures, terminal devices often need to respond to independent control events for each object separately, increasing the processor's concurrent computing pressure and communication overhead.
[0013] To address the aforementioned issues, this disclosure proposes the following technical concept: By introducing deployable virtual objects into the game scene and configuring these virtual objects to remain stationary within the game scene while being controllable via a terminal device, the player-controlled first object can respond to object deployment commands and flexibly deploy at least one virtual object within the game scene. Furthermore, by introducing an object merging mechanism, when the player triggers an object merging command, the game system controls the first object to merge with the target virtual object, switching the first object to the target object generated by the merger of the first object and the target virtual object, thereby enabling the player to continue participating in the game in the form of the merged target object. Thus, this disclosure provides players with the ability to independently deploy virtual objects, laying the foundation for subsequent object merging. Furthermore, through the object merging mechanism, it achieves deep integration between the first object and the virtual object, allowing players to switch between the original character form and the merged target object form, thereby giving players a completely new operating style and skill system. It breaks through the technical limitations of existing methods of single summon deployment and the inability to merge characters and summons, significantly improving the strategic depth, operational complexity, and immersion of character gameplay, enriching the interactive dimensions of competitive games, improving the player's gaming experience, and creating a richer tactical space for both sides. It also reduces the memory footprint, graphics rendering pipeline processing load, and increased processor concurrent computing pressure and communication overhead caused by excessive virtual objects.
[0014] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.
[0015] First, the hardware environment required for this disclosure will be introduced.
[0016] In one optional implementation, the interactive control method, device, storage medium, and terminal equipment in the game provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and the terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0017] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0018] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0019] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.
[0020] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.
[0021] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.
[0022] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.
[0023] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.
[0024] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.
[0025] The preceding text introduced the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution subject, will detail various embodiments of the interactive control method in games provided by this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.
[0026] Please refer to Figure 2 This is a flowchart of an interactive control method in a game provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first object controlled by the terminal device. As shown in the figure, the interactive control method in the game includes the following steps: Step S1: In response to an object deployment instruction, control the deployment of at least one virtual object in the game scene, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled by the terminal device.
[0027] The graphical user interface (GUI) refers to the visual interactive interface through which a terminal device presents game content to players and receives player input. In one optional implementation, the GUI renders and displays at least a portion of the game scene, overlaying various interactive controls, status information, and prompts on the screen. Players can input commands to the game system by performing touch, click, drag, and swipe operations on the GUI. For example, in asymmetrical mobile competitive games, the GUI displays the current game scene in the main area of the screen, overlaying a skill button bar in the lower right corner, a movement joystick in the lower left corner, and a minimap in the corners. Players can move, attack, and unleash skills by touching these controls on the screen. Alternatively, the GUI can also overlay a character's health bar, skill cooldown status, and various temporary function entry buttons above the game scene, allowing players to monitor the current combat situation and make operational decisions in real time.
[0028] In this context, a game scene refers to a virtual environment that provides activity space for various game objects during a game match. In one optional implementation, the game scene is a virtual world constructed and rendered by the game system, containing various terrain structures, building components, interactive objects, and spatial areas for game objects to move and fight. Game objects move, fight, and complete match objectives within the game scene. For example, in an asymmetrical competitive game, the game scene could be an indoor map composed of several rooms, corridors, and public areas, with objective objects distributed throughout the map for one faction to complete match tasks, as well as cover and passageways for all factions to utilize. Alternatively, the game scene could be a multi-layered three-dimensional space where player-controlled game objects can move between different floors, and the various objects and terrain within the game scene provide rich tactical elements for both sides.
[0029] In this context, the first object refers to a game object controlled by a player through a terminal device. In an optional implementation, the first object is a virtual character controlled by the player during the game. The player controls the first object's movement, attacks, and skill usage within the game environment through operations on a graphical user interface. The first object possesses its own object attributes (such as health points) and a set of skills. For example, in an asymmetrical competitive game of cat and mouse, the first object could be a character chosen by the player from the cat faction, responsible for protecting objective objects and driving away enemy objects. Alternatively, the first object could be a special character chosen by the player with summoning or deployment abilities. This character, in addition to its basic combat abilities, also possesses the skill to deploy virtual objects within the game environment.
[0030] Among them, object deployment instructions refer to operation instructions used to trigger the game system to generate virtual objects in the game scene. In an optional implementation, object deployment instructions can be generated by the player performing a trigger operation on the deployment skill control in the graphical user interface. For example, the skill bar of the graphical user interface has a deployment skill button. When the deployment skill button is in a ready state, its icon is highlighted. When the player clicks the deployment skill button, an object deployment instruction is generated, and the game system responds to the instruction to enter the virtual object deployment process. As another example, object deployment instructions can also be generated by the player performing a drag operation on the deployment skill button. When the player presses and holds the deployment skill button and drags it, the game system enters the deployment site selection state. After the player determines the deployment location in the game scene and releases the button, an object deployment instruction carrying the target deployment location information is generated.
[0031] In this context, a virtual object refers to a summonable game object generated in the game scene in response to an object deployment command, which can be deployed and interacted with by a first object. In an optional implementation, the virtual object is configured to remain stationary in the game scene; that is, after being deployed, the virtual object does not move autonomously or follow the first object, but remains at the position determined at the time of deployment until its state is changed by subsequent operations. For example, in an asymmetrical competitive game, the virtual object could be an armored summon deployed by the player-controlled first object. This armored summon, after being deployed to a designated location in a room, remains stationary, waiting for the player to perform subsequent interactive operations. Alternatively, the virtual object can be configured to be controlled via a terminal device; that is, the player can input control commands to the virtual object through the terminal device, causing the virtual object to perform corresponding actions at its location. For example, the player can manipulate the armored summon deployed in the scene to perform an attack action, thus enabling the virtual object to participate in the combat process. The combination of the two characteristics of virtual objects—"remaining stationary" and "being controlled through terminal devices"—distinguishes them from both autonomously moving game units and completely uncontrollable static scene objects, making them a tactical unit that can be remotely or locally deployed by players.
[0032] In one optional implementation, controlling the deployment of at least one virtual object in the game scene can involve generating one virtual object at a single location within the game scene, or generating multiple virtual objects at multiple locations within the game scene. For example, a player can trigger the object deployment command multiple times during a game, deploying armor summons in different rooms or areas of the game scene, thereby forming a deployment network composed of multiple virtual objects in the scene, providing a foundation for subsequent cooperative combat and flexible wear. Alternatively, the game system can set an upper limit on the number of virtual objects that can be deployed simultaneously by the first player. When the number of deployed virtual objects reaches the upper limit, when the player triggers the object deployment command again, the game system can process it according to preset rules (such as replacing the earliest deployed virtual object) to maintain the balance of the game.
[0033] It is understandable that in step S1, the game system responds to the object deployment command triggered by the player, generating a virtual object in the game scene that is configured to remain stationary and can be controlled via a terminal device, thus enabling the player to autonomously deploy virtual objects. This mechanism allows players to actively deploy tactical units that can be dispatched in the game scene according to the battlefield situation, providing the premise and foundation for the subsequent object merging interaction between the first object and the virtual object.
[0034] In one specific application, players control a cat-like character with summoning abilities in an asymmetrical competitive game of cat and mouse. After the game starts, players control their character to move through an indoor map consisting of multiple rooms and corridors. The graphical user interface displays a deploy skill button in the skill bar at the bottom right of the screen. When the player determines that defensive forces need to be deployed in a key room, they click the ready deploy skill button, generating an object deployment command. The game system responds to this command, controlling the cat-like character to perform a summoning animation and spawning an armored humanoid virtual object at the player-specified room location. This armored summon remains stationary after spawning, not moving on its own, and a health bar representing its own health is displayed above its head. Subsequently, the player triggers the object deployment command in two other rooms during the game, deploying a total of three stationary armored summons in the scene, with corresponding location markers displayed on the minimap. Although these armored summons remain stationary, they can all be controlled through the player's terminal device. For example, the player can manipulate them to perform attack actions, thereby building a tactical deployment network covering multiple key areas.
[0035] Step S2: In response to the object merging instruction, control the first object and the target virtual object to merge objects, so as to switch the first object to the target object generated by merging the first object and the target virtual object.
[0036] The object merging command refers to the operation command used to trigger the merging of the first object and the target virtual object. In an optional implementation, the object merging command can be generated by the player performing a trigger operation on the object merging function entry in the graphical user interface. For example, when the player controls the first object to move near a deployed virtual object, the object merging function entry (such as a wearable interaction button) is displayed in the graphical user interface, and the player clicking the function entry generates the object merging command. Alternatively, the object merging command can also be generated by the game system in conjunction with the player's confirmation operation when the first object and the target virtual object meet a specific positional relationship, so as to ensure that the corresponding merging process is triggered only when the player intentionally merges the objects, avoiding accidental operations.
[0037] The target virtual object refers to the virtual object determined to be merged with the first object among the at least one virtual object deployed in step S1. In an optional implementation, the target virtual object can be a virtual object that the player-controlled first object is currently close to and meets the object merging conditions. For example, when multiple armor summons are deployed in the game scene, if the player controls the first object to move within the effective interaction range of one of the armor summons, that armor summon is determined to be the target virtual object. As another example, when multiple virtual objects meeting the merging conditions exist around the first object simultaneously, the game system can determine the virtual object closest to the first object as the target virtual object, or determine the target virtual object based on further player selection.
[0038] Object merging refers to the process of merging a first object and a target virtual object during game runtime, thereby switching the form, state, and control method of the first object. In an optional implementation, the object merging process can be accompanied by transition animations and the migration of state data. For example, when a player triggers an object merging command, the game system controls the first object to play a donning transition animation as it enters the target virtual object. After the animation completes, the first object is visually replaced by the form of the target virtual object, and the player then operates in the form of the target virtual object. Alternatively, during object merging, the game system can integrate some state data of the first object with the state data of the target virtual object, providing a data foundation for the subsequent behavioral logic of the target object.
[0039] The target object refers to a game object generated by merging the first object and the target virtual object, which the player can control after the merge. In an optional implementation, the target object visually resembles the target virtual object, but is still controlled by the player through a terminal device; that is, the object controlled by the player changes from the first object to the target object after the object merge. For example, in an asymmetrical competitive game of cat and mouse, the cat character controlled by the player (the first object) merges with an armored summon (the target virtual object) and becomes the target object in the form of an armored human. The player then controls this armored human-form target object to move and fight in the game scene. Alternatively, the target object may possess different object attributes and skill sets compared to the first object, allowing the player to gain combat abilities different from the first object after switching to the target object; for example, the player can use armored human-specific skills in combat after switching to the target object.
[0040] As can be understood, in step S2, the game system responds to the object merging command triggered by the player, controlling the first object to merge with the target virtual object. This switches the player-controlled object from the first object to the merged target object, thus achieving deep integration and interaction between the player-controlled character and the deployed virtual objects. This mechanism allows players to move beyond simply being spectators or commanders of virtual objects; they can choose to merge with the virtual objects and continue participating in the game as a new target object, significantly enhancing the depth of character control and the immersive gameplay.
[0041] In a specific application, following the scenario where players deploy armored summons in multiple rooms, when an enemy mouse character approaches a key room containing an armored summon, the player controls the cat character (the first character) to quickly move to the vicinity of the armored summon (the target virtual object) within that room. When the first character enters the effective interaction range of the armored summon, a "Wear" interaction button (the entry point for the object merging function) appears on the graphical user interface. Clicking this button generates an object merging command. The game system responds to this command, controlling the first character to play a transition animation of entering the armored summon. After the animation completes, the player-controlled character changes from the original cat character to the target object presented in armored human form: the character form in the graphical user interface updates to armored human form. The player then controls this armored human form target object to move and fight within the room, and can use the armored human's unique skills to attack approaching mouse characters. In this way, players can switch between a flexible cat-like character and a sturdy armored warrior combat form, using the stronger combat form to confront the enemy at the right tactical moment, thereby gaining a tactical advantage in the game.
[0042] Through the above steps, the interactive control method in the game provided by this disclosure deploys virtual objects configured to remain stationary and controllable via terminal devices in the game scene in response to object deployment instructions. Then, in response to object merging instructions, it controls the first object and the target virtual object to merge, and switches the first object to the target object generated by the merger. This achieves flexible deployment and deep integration interaction between the player-controlled character object and the virtual objects it autonomously deploys. It effectively solves the problems of single deployment method of summoned objects, inability of characters and summoned objects to merge, lack of operational depth and immersion in the prior art. It enables players to autonomously deploy virtual objects according to the battlefield situation, and merge themselves with the virtual objects into a new form of target object to continue fighting at the appropriate time. At the same time, it also reduces the memory consumption, processing load of the graphics rendering pipeline, and increased processor concurrent computing pressure and communication overhead caused by too many virtual objects.
[0043] Furthermore, in one embodiment of this disclosure, the step of controlling the deployment of the at least one virtual object in the game scene in response to an object deployment instruction includes: In response to an object deployment command, control is exercised to deploy the at least one virtual object at a first location around the first object or at a second location in the game scene.
[0044] The first position refers to the location around the first object used for deploying virtual objects. In an optional implementation, the first position is a scene location within a certain range near the first object, with the current location of the first object as a reference. The game system determines the spawn location of the virtual object within the deployable area around the first object. For example, when a player enters the deployment selection state by dragging the deployment skill button, the game system displays a deployment range restriction circle with the center of the first object's location as the center. The landing point determined by the player within this restriction circle is the first position. Alternatively, the first position could be a ground location a certain distance directly in front of the first object. After the player determines this first position using the directional guide line, the virtual object is generated at that location. This proximity-based deployment method is suitable for players to quickly deploy virtual objects around themselves during intense battles.
[0045] The second location refers to a location within the game scene that is not limited to the current location of the first object. In an optional implementation, the second location can be a position in the game scene that is far from the first object. The player can select this second location remotely within the entire game scene using a global view or the game map. For example, after the player clicks the deploy skill button, the game system opens a panoramic room selection map interface. The player selects a target room within the game scene on the map interface, and the scene location corresponding to that target room is the second location. The game system generates a virtual object at this second location. Alternatively, the second location can be a strategic location pre-planned by the player. Even if this location is far from the current location of the first object, the player can still remotely deploy a virtual object at this second location in advance, thereby achieving strategic planning.
[0046] In an optional implementation, the proximity deployment mode for deploying virtual objects at the first location and the remote deployment mode for deploying virtual objects at the second location can share the same deployment skill's cooldown time and be used mutually exclusively. For example, during a deployment skill's readiness period, a player can choose to deploy a virtual object at the first location by dragging and dropping, or remotely deploy a virtual object at the second location by expanding the map. Regardless of the mode chosen, the deployment skill enters a unified cooldown state after deployment, during which the player cannot deploy in either mode again. This design makes the two deployment modes both independent and mutually restraining, avoiding the problem of excessive deployment power caused by each mode calculating its own cooldown independently.
[0047] In one specific application, when a player is in a relatively safe area in the early stages of a match and determines that they need to deploy defensive forces in a key room on the other side of the map, they click the deployment skill button to open a full-view room selection map, select the target room on the other side of the map (second position), and confirm. The game system then generates an armored summon in that distant room, achieving strategic remote deployment. However, when the match enters a fierce firefight and enemy targets approach the player's location, the player may not have time to open the map for remote deployment. Instead, they can simply drag the deployment skill button, select a landing point within the deployable area around themselves (first position), and release. The game system immediately generates an armored summon at that landing point, providing immediate combat support. In this way, players can flexibly switch between precise remote deployment and rapid local deployment according to tactical needs.
[0048] Through the above steps, the interactive control method in the game provided by this disclosure supports two deployment modes: deployment at a first position around the first object and remote deployment at a second position in the game scene. This allows players to flexibly choose the deployment position of virtual objects according to different tactical scenarios, effectively solving the problem of the single deployment method and lack of deployment strategy in the existing technology. It significantly improves the flexibility and strategic depth of virtual object deployment and enhances the tactical richness of the game.
[0049] Furthermore, in one embodiment of this disclosure, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.
[0050] In this context, the second object refers to a game object belonging to a different faction from the first object within the game environment. In an optional implementation, the second object is an enemy faction object opposing the faction of the first object. For example, in an asymmetrical competitive game of cat and mouse, if the first object is a cat faction character, then the second object is a mouse faction character, and both sides compete in the same game scene around their respective game objectives. Alternatively, there can be multiple second objects, which together constitute an enemy faction opposing the first object, working together to achieve their faction's game objectives.
[0051] In this context, the objective task refers to the game objective that the second object needs to achieve within the game scenario. In one optional implementation, the objective task is the core task that the second object's team needs to complete to win the game. For example, in an asymmetrical competitive game of cat and mouse, the objective task for the mouse team (the second object) could be to move cheese and push it to a designated location, thus creating conditions for escaping the game. Alternatively, the objective task could include destroying specific scene facilities or reaching a designated escape exit; these tasks all require the second object to perform actions at specific locations within the game scene to complete.
[0052] The second location refers to a scene location within the game environment where a second object completes its objective task. In an optional implementation, the second location is associated with key locations where the second object completes its objective task. The player-controlled first object can choose to remotely deploy virtual objects at these key locations to interfere with or defend against the second object's objective task. For example, in an asymmetrical cat-and-mouse game, the mouse needs to move cheese near rooms with mouse holes. The player-controlled cat character can choose to remotely deploy armor summons in these rooms with mouse holes (the second location) to defend against the mouse's cheese-moving behavior. Alternatively, the game system can set rooms with mouse holes as legal deployment rooms and display them as interactive visual markers in the map view, while graying out rooms without mouse holes to indicate they are unselectable, thus guiding the player to deploy at key locations related to the second object's objective task.
[0053] In one specific application, the player controls the cat character in a game whose role is to prevent the mouse team (the second objective) from completing the objective of moving cheese. The player clicks the deploy skill button to open a full-view room selection map. Several rooms with mouse holes are marked as interactive, while the remaining rooms without mouse holes are grayed out. The player determines that a room with a mouse hole is a necessary route for the mice to move cheese, selects that room (the second objective), and confirms the deployment. The game system then generates an armored summon next to the mouse hole in that room. Subsequently, when the mouse attempts to enter the room to move cheese, it will encounter the pre-deployed armored summon, effectively disrupting the second objective's progress. In this way, the player can strategically deploy resources at key locations in the second objective's objective.
[0054] Through the above steps, the interactive control method in the game provided by this disclosure, by setting the remotely deployed second location as the scene location for the second object to complete the target game task, enables players to make targeted strategic deployments at key locations for the enemy camp to complete the game task, effectively improving the tactical value and targeting of virtual object deployment, enhancing the strategic game between the two sides around the game task, and improving the strategic depth and competitive fun of asymmetrical competitive games.
[0055] Furthermore, in one embodiment of this disclosure, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. The method further includes: In response to the virtual object's attributes falling below a preset threshold, the virtual object is removed from the game scene.
[0056] In this context, virtual object attributes refer to attribute parameters used to characterize the life state of a virtual object. In one optional implementation, a virtual object attribute can be a health value (HP) attribute, used to characterize the remaining damage a virtual object can currently withstand. For example, an armored summon deployed to a game scene has a certain initial HP, which is displayed as a health bar above the summon's head, visually representing its current life state. Alternatively, virtual object attributes can also include other parameters characterizing the virtual object's survival state, such as durability; when these parameters change, the virtual object's survival state changes accordingly.
[0057] The configuration of virtual object attributes to decrease when attacked means that when a virtual object is subjected to an attack, its attribute value is reduced accordingly. In an optional implementation, when an enemy object attacks and hits a virtual object, the game system deducts the virtual object's health attribute based on the damage value of the attack. For example, when a mouse object attacks and hits an armored summon deployed in the scene, the armored summon's health decreases according to the corresponding damage value, and its health bar shortens accordingly. Furthermore, the virtual object's attributes can decrease according to different rules depending on the type of attack it receives; for example, a fixed decrease may occur when attacked by a normal attack, while a higher decrease may occur when attacked by a special skill.
[0058] The preset threshold refers to a critical value used to determine whether to remove a virtual object from the game scene. In one optional implementation, the preset threshold can be set to the lowest value of the virtual object's attribute (e.g., zero health). For example, when the health of an armored summon decreases to zero due to continuous attacks, it is determined that the virtual object's attribute is below the preset threshold, and the game system immediately removes the armored summon from the game scene. Alternatively, the preset threshold can also be set to a value greater than zero; when the virtual object's attribute decreases below this value, the removal logic is triggered, thus achieving the effect of removing the virtual object before it is exhausted.
[0059] In one specific application, a player deploys an armored summon in a key room of the game scene for defense. This summon displays a health bar above its head, indicating its remaining health. Subsequently, multiple mouse-side targets launch a concentrated attack on the armored summon. Each hit reduces the summon's health, causing its health bar to gradually shorten. When the mouse targets' continuous attacks reduce the summon's health to zero (below a preset threshold), the game system determines that the armored summon has been destroyed and removes it from the game scene. The corresponding marker on the minimap disappears simultaneously. In this way, the existence of virtual objects in the game scene is dynamically driven by their attributes, providing both sides with a clear basis for tactical judgment.
[0060] Through the above steps, the interactive control method in the game provided by this disclosure, by configuring virtual objects to have their attributes reduced when attacked, and removing virtual objects from the game scene when their attributes fall below a preset threshold, realizes a lifecycle management mechanism in which the existence state of virtual objects is dynamically driven by their attributes. This effectively solves the problem in the prior art that summoned objects lack interactive designs that can be targeted and destroyed by the enemy, and provides both sides with a space for offensive and defensive game play around the existence state of virtual objects, thereby improving the tactical depth and fair competition of the game.
[0061] Furthermore, in one embodiment of this disclosure, the method further includes: In response to a movement control command, the first object is controlled to move within the game scene; When a preset positional relationship is satisfied between the first object and the target virtual object, the system controls the provision of an object merging function entry in the graphical user interface, wherein the object merging function entry is used to trigger the object merging instruction.
[0062] Here, movement control commands refer to operation commands used to control the movement of the first object within the game scene. In an optional implementation, movement control commands can be generated by the player operating a movement joystick in the graphical user interface. For example, a movement joystick control is displayed in the lower left corner of the graphical user interface; when the player moves the joystick, a movement control command carrying movement direction information is generated, and the game system controls the first object to move in the corresponding direction. Alternatively, movement control commands can also be generated by the player clicking on a target location in the game scene, and the game system controls the first object to automatically navigate and move to that target location.
[0063] The preset positional relationship refers to the positional conditions between the first object and the target virtual object used to determine whether to provide an entry point for the object merging function. In an optional implementation, the preset positional relationship can be that the distance between the first object and the target virtual object is less than a preset effective interaction distance. For example, when the player controls the first object to move to a certain range from a certain armor summon (such as entering the effective interaction range centered on the armor summon), it is determined that the first object and the armor summon (target virtual object) satisfy the preset positional relationship. Alternatively, the preset positional relationship can also be determined in conjunction with orientation conditions, such as requiring the first object not only to be within the effective interaction range of the target virtual object but also to be facing the target virtual object, thereby more accurately reflecting the player's intention to merge objects.
[0064] The object merging function entry point refers to the interactive control used to trigger the object merging command. In an optional implementation, the object merging function entry point can be a wearable interactive button displayed in the graphical user interface. For example, when the first object and the target virtual object meet a preset positional relationship, the wearable interactive button is displayed on the graphical user interface, and clicking the wearable interactive button generates the object merging command. Alternatively, the object merging function entry point may not be displayed or may be unavailable when the first object and the target virtual object do not meet the preset positional relationship, and may only be displayed as available when the preset positional relationship is met, thereby preventing players from accidentally triggering the object merging process when the merging conditions are not met.
[0065] In one specific application, the player-controlled first object patrols the game scene. An armored summon (the target virtual object) is deployed in a room within the scene. The player moves the first object towards the room by using the movement joystick in the lower left corner of the graphical user interface (generating movement control commands). When the first object moves into the effective interaction range of the armored summon (meeting preset positional relationships), a "Wear" interaction button (the entry point for the object merging function) appears on the graphical user interface. Clicking this button generates an object merging command, and the game system then controls the first object to merge with the armored summon. The "Wear" interaction button is not displayed if the first object has not yet entered the armored summon's effective interaction range or has already left that range, thus ensuring that the player can only trigger object merging when the merging conditions are met. In this way, the game system achieves on-demand display of the object merging function entry point, improving the accuracy and convenience of operation.
[0066] Through the above steps, the interactive control method in the game provided by this disclosure controls the movement of the first object in response to the movement control command, and provides an object merging function entry for triggering the object merging command when the first object and the target virtual object meet the preset positional relationship. This realizes the on-demand display and triggering mechanism of the object merging function entry, effectively solving the problem of lacking guidance and triggering design for the fusion interaction between characters and summoned objects in the prior art. This allows players to easily trigger object merging when they are close to the target virtual object, improving the guidance, accuracy and ease of operation of the object merging interaction.
[0067] Furthermore, in one embodiment of this disclosure, the target virtual object includes target virtual object attributes, and after the step of switching the first object to the target object, the method further includes: The control configures the target virtual object attribute as the target object attribute of the target object.
[0068] In this context, the target virtual object attribute refers to the attribute parameters used to characterize the life state of the target virtual object. In an optional implementation, the target virtual object attribute can be the current health of the target virtual object (such as a summoned armor being worn). For example, if the summoned armor to be worn by the player has had its health reduced to a certain value due to attacks before being worn, then that value is the current target virtual object attribute of the summoned armor. Alternatively, the target virtual object attribute can dynamically change according to the combat process experienced by the target virtual object before being worn, reflecting its true life state.
[0069] Here, target object attributes refer to attribute parameters used to characterize the target object's life state. In an optional implementation, target object attributes are used to characterize the remaining damage the target object can currently withstand after object merging. Players use these attributes to determine the target object's survival status when controlling it in combat. For example, after object merging, the health bar displayed in the graphical user interface switches from the first object's health to the target object's target object attributes, allowing players to understand the life state of the currently controlled target object. Alternatively, target object attributes can be configured to decrease when the target object is attacked, thus giving the target object a lifespan that can be consumed by the enemy.
[0070] In this context, configuring the target virtual object's attributes as the target object's attributes means that after object merging, the attribute values of the target virtual object before merging are used as the attribute values of the merged target object. In an optional implementation, the game system directly assigns the current attribute values of the target virtual object to the target object after object merging, allowing the target object's health status to be inherited from the target virtual object. For example, if the armor summon worn by the player has full health before being worn, the target object's health after merging will be configured to be full health; if the armor summon has lost some health before being worn, the target object's health after merging will be the remaining health after that lost portion. Furthermore, through this attribute inheritance mechanism, the current state of the armor summon chosen by the player will directly affect its combat survivability after merging, thus prompting the player to comprehensively consider the current attribute states of each armor summon when choosing which to wear.
[0071] In one specific application, two armored summons are deployed in the game scene. One armored summon has lost some health due to previous defensive work, while the other is at full health. When the player needs to engage an approaching enemy in armored form, considering the health factor, they control the first summon to move near the full-health armored summon (the target virtual object) and trigger object merging. After the merge, the game system configures the target virtual object attribute (full health) of the full-health armored summon as the target object attribute of the merged object, and the health bar in the graphical user interface is displayed as full health. The player then fights in the form of the full-health target object, gaining ample survivability. In this way, the target object's health status is inherited from the target virtual object chosen by the player, giving the player's choice of armor a tactical significance.
[0072] Through the above steps, the interactive control method in the game provided by this disclosure, by configuring the attributes of the target virtual object as the attributes of the target object after the object is merged, realizes the inheritance of the life state of the target virtual object by the life state of the target object. This effectively solves the problem of lack of correlation of attribute states after the character and summoned creature are merged in the prior art. It enables the current state of the target virtual object selected and worn by the player to directly affect the combat survivability of the merged target object, and enhances the strategic nature and state continuity of the object merging interaction.
[0073] Furthermore, in one embodiment of this disclosure, the target object attribute is configured to decrease when the target object is attacked, and the method further includes: In response to the target object's attribute being lower than a preset threshold, based on the target object's current position, the system controls the separation of the target object into the first object and the target virtual object, and controls the configuration of the first object's attribute, as well as the removal of the target virtual object from the game scene.
[0074] The configuration of target object attributes decreasing when attacked means that when a target object is subjected to an attack, its attribute value is reduced accordingly. In an optional implementation, when an enemy object attacks and hits a target object, the game system deducts the target object's attributes based on the damage value of the attack. For example, when a mouse object attacks and hits a player-controlled armored human-shaped target object, the target object's health is reduced according to the corresponding damage value. Furthermore, the rule for reducing target object attributes when attacked can be consistent with the rule for reducing attributes when virtual objects are attacked, thus maintaining the consistency of the game mechanics.
[0075] Separating the target object into a first object and a target virtual object means that when the separation condition is met, the object merging state is lifted, and the object controlled by the player is restored to the first object. In an optional implementation, when the target object's attributes are reduced below a preset threshold due to continuous attacks, the game system performs the separation operation based on the target object's current position. For example, when the health of the armored human-form target object controlled by the player is reduced to zero (below the preset threshold) by the enemy, the game system separates it at the target object's current position, and the object controlled by the player is restored to the original cat-like character (first object). Alternatively, the separation operation can be performed based on the target object's current position, so that the separated first object appears in the original target object's location, maintaining positional continuity.
[0076] Configuring first object attributes refers to assigning attribute values to the recovered first object after separation. In an optional implementation, the first object attributes configured after separation can be the attribute values of the first object before object merging. For example, when the armored humanoid target object controlled by the player is destroyed and separated, the health of the recovered cat character (first object) is configured to its health before wearing the armored summon, so that the player can continue to participate in the game in the original character form after the armored summon is destroyed. Alternatively, the first object attributes can also be configured according to preset rules to balance the player's survival status after the armored summon is destroyed.
[0077] Removing the target virtual object from the game scene refers to deleting the target virtual object from the game scene after the separation operation is completed. In an optional implementation, since the target object's attributes (inherited from the target virtual object) have been reduced to below a preset threshold due to the attack, indicating that the target virtual object has been destroyed, the game system removes the destroyed target virtual object from the game scene simultaneously with the separation and restoration of the first object. For example, when the target object in armored human form is destroyed and separated, the player reverts to the cat character, and the original armored summon is removed from the scene due to depleted health, with the corresponding armored summon marker on the minimap disappearing simultaneously. As another example, by removing the target virtual object during passive separation, the game system ensures that destroyed virtual objects do not remain in the scene, maintaining the consistency of the game state.
[0078] In one specific application, the player-controlled armored humanoid target engages in fierce combat with a mouse-like target in a room. As the mouse-like target continues its attacks, the target's health (target attribute) decreases. When the target's health reaches zero (below a preset threshold), the game system determines that the armored summon has been destroyed and then performs a separation operation based on the target's current position: the player-controlled target reverts to its original cat-like form (first target), and the game system assigns the cat-like character the attributes (health) of the first target before it donned the armored summon. Simultaneously, the destroyed armored summon (target virtual object) is removed from the game scene. Afterward, the player continues the game in the restored cat-like form, retaining its own life force to continue fighting despite losing the armored humanoid form. In this way, the game system achieves automatic separation and state restoration of the target when it is destroyed.
[0079] Through the above steps, the interactive control method in the game provided by this disclosure separates the target object into a first object and a target virtual object based on the target object's current position when the target object's attributes are below a preset threshold, configures the first object's attributes for the first object, and removes the destroyed target virtual object. This achieves an automatic separation mechanism for the target object when it is destroyed and a mechanism for restoring the character's state. This effectively solves the problem of the lack of a passive removal mechanism after the character and summoned creature are merged in the prior art. It allows players to restore their original character form and continue to participate in the game after the target object they are wearing is destroyed, ensuring the continuity of gameplay and the fair competition of the game.
[0080] Furthermore, in one embodiment of this disclosure, the method further includes: When the target object attribute is not lower than a preset threshold, in response to the object separation instruction, based on the current position of the target object, the target object is separated into the first object and the target virtual object, and the first object attribute is configured for the first object, and the target virtual object attribute is configured for the target virtual object.
[0081] The object separation command refers to an operation command used to actively trigger the removal of the merged state of objects. In an optional implementation, the object separation command can be generated by the player performing a trigger operation on the separation function control in the graphical user interface. For example, while the player is controlling the target object, a function control for removing the armor summon is displayed in the graphical user interface; clicking this control generates the object separation command. Alternatively, the object separation command can also be automatically generated by the game system when the countdown for the target object's wearing duration ends, thus automatically removing the merged state of the objects after the wearing duration expires.
[0082] The condition that the target object's attributes are not lower than the preset threshold means that the target object's health status is still at a normal level when it is actively separated. In an optional implementation, active separation differs from the aforementioned passive separation. Active separation occurs when the target object has not been destroyed (the target object's attributes are still not lower than the preset threshold). For example, if a player actively removes the armor summon to restore the original character's agile form when the target object in armored human form still has sufficient health, the target object's attributes are not lower than the preset threshold. Similarly, if the wear duration countdown ends while the target object still has sufficient health, the game system will also perform active separation when the target object's attributes are not lower than the preset threshold.
[0083] Configuring target virtual object attributes refers to assigning corresponding attribute values to the recovered target virtual object after active separation. In an optional implementation, since the target object has not been destroyed during active separation, it will remain in the game scene after separation, and the game system needs to configure its attributes. For example, after a player actively removes an armor summon, the armor summon (target virtual object) returns to its static deployment state in the game scene, and the game system configures its attributes (such as the health value inherited from the target object's current health), allowing the armor summon to be worn again by the player later or to continue existing as a defensive unit. Alternatively, the actively separated target virtual object may remain at the location where it was separated, allowing the player to leave a reusable armor summon at that location.
[0084] In one specific application, after completing a round of defense, the player-controlled armored humanoid target determines that it no longer needs to maintain its cumbersome armored humanoid form. It then clicks the "Remove Armor Summon" function control in the graphical user interface (generating an object separation command). At this point, the target's health is still sufficient (target attributes are not lower than a preset threshold). The game system then performs active separation based on the target's current position: the player-controlled object reverts to its original cat-like form (first object), and the game system configures the first object attributes for this cat-like character; simultaneously, the original armored summon (target virtual object) remains in that position as a static deployment unit, and the game system configures its target virtual object attributes, with its health bar re-displaying above its head. Afterward, the player continues to move in the agile cat-like form, while the armored summon left in place can be re-equipped when needed or used as a defensive unit in that position. In this way, the game system achieves active separation of the target object when its health is normal and the retention and reuse of the virtual object.
[0085] Through the above steps, the interactive control method in the game provided by this disclosure actively separates the target object into a first object and a target virtual object in response to the object separation command when the target object's attributes are not lower than a preset threshold, and configures corresponding attributes for each of them. This realizes the active unmerging mechanism of the target object when its life state is normal, as well as the retention and reuse of the target virtual object. It effectively solves the problem of the lack of flexible active unmerging means after the character and summoned creature are merged in the prior art, allowing players to actively switch back to the original character form according to tactical needs and retain the virtual object for subsequent reuse, further improving the flexibility of object merging interaction and the space for tactical strategies.
[0086] Furthermore, in one embodiment of this disclosure, the target virtual object attribute of the target virtual object after object separation is consistent with the target object attribute of the target object; the first object attribute of the first object remains consistent before object merging and after object separation.
[0087] The consistency between the target virtual object attributes of the separated target virtual object and the target object attributes of the original target virtual object means that, during active separation, the attribute values of the restored target virtual object are equal to the attribute values of the original target object. In an optional implementation, when performing active separation, the game system directly assigns the target object attribute values at the moment of separation to the restored target virtual object. For example, if the armored humanoid target object controlled by the player has 60% of its full health when it actively removes its armor summon, then the armor summon (target virtual object) remaining in the scene after separation will also have 60% of its full health, and its health bar will display the corresponding 60% status. Furthermore, through this attribute consistency configuration, the combat losses suffered by the target object during the merging process will be realistically reflected in the separated target virtual object, preventing players from repeatedly donning and removing armor summons to avoid health loss and maintaining the balance of the game.
[0088] The phrase "the first object's attributes remain consistent before and after object merging" means that the attribute values of the first object do not change due to the merging and separation processes. In an optional implementation, the game system saves the attribute values of the first object during object merging and restores these saved attribute values to the first object after object separation. For example, if the player-controlled cat character (the first object) has full health before equipping the armor summon, its health value is independently saved during the equipping process and is unaffected by combat losses from the armor summon. When the player actively removes the armor summon, the cat character's health returns to its pre-equipping full state. Furthermore, through this attribute consistency configuration, the life states of the first object and the target virtual object are independent during merging. Combat losses in the armored human form only affect the target object (and the separated target virtual object), without affecting the first object's own life state, thus providing the player with clear attribute expectations for equipping and removing the armor.
[0089] Through the above steps, the interactive control method in the game provided in this disclosure achieves the mutual independence and real connection of the life states of the first object and the target virtual object during the merging process by configuring the attributes of the target virtual object to remain consistent with the attributes of the target object after object separation, and ensuring that the attributes of the first object remain consistent before and after object merging. This effectively solves the problem of the lack of independent management of the attributes of each merged object in the prior art, avoids the balance loophole of players avoiding combat losses by repeatedly changing their outfits, and ensures the fair competition of the game and the continuous consistency of attribute states.
[0090] Furthermore, in one embodiment of this disclosure, before the step of controlling the first object and the target virtual object to merge in response to the object merging instruction, the method further includes: displaying a first skill set corresponding to the first object in the graphical user interface; After the step of switching the first object to the target object, the method further includes: controlling the first skill set displayed in the graphical user interface to switch to displaying the target skill set corresponding to the target object.
[0091] The first skill set refers to the set of skill controls displayed in the graphical user interface corresponding to the first object. In an optional implementation, the first skill set includes skill controls corresponding to all the skills that the first object can use in its original form. Players control the first object to release corresponding skills by operating these skill controls. For example, when the player-controlled cat character (the first object) is not wearing armor or summoned creatures in its normal state, the skill bar in the lower right corner of the graphical user interface displays the first skill set corresponding to the cat character, including attack skill controls, deployment skill controls, etc., and these skill controls are arranged in a three-button layout. Furthermore, each skill control in the first skill set can display a corresponding icon, cooldown status, and availability indicator, allowing players to intuitively understand the current status of each skill of the first object.
[0092] The target skill set refers to the set of skill controls displayed in the graphical user interface corresponding to the target object. In an optional implementation, the target skill set includes skill controls corresponding to all skills usable by the target object in its merged form. These skills are different from the skills in the first skill set, providing players with entirely new combat methods after switching to the target object. For example, after the player-controlled cat character merges with the armored summon to generate the armored human form target object, the skill bar of the graphical user interface switches to display the target skill set exclusive to the armored summon, including unique attack skills and terrain generation skills, and the layout of the skill controls changes from the three-button layout of the first skill set to a four-button layout. Alternatively, the skills in the target skill set can be matched with the form characteristics of the armored summon, reflecting the combat style of the armored human form that differs from the original character form.
[0093] Switching from the first skill set to the target skill set refers to updating the set of skill controls displayed in the graphical user interface after object merging. In an optional implementation, after object merging, the game system replaces the first skill set previously displayed in the graphical user interface skill bar with the target skill set, thus changing the skills the player can operate accordingly as the object form changes. For example, before equipping the armored summon, the player can only use the first skill set of the cat character. After equipping the armored summon, the skill bar refreshes to the target skill set exclusive to the armored summon. The player then controls the target object in armored form to fight by operating the skill controls in the target skill set. Alternatively, when the player subsequently removes the armored summon and reverts to the first object, the skill set in the graphical user interface switches back from the target skill set to the first skill set, achieving bidirectional synchronization of the skill system as the object form changes.
[0094] Please refer to Figure 3a and 3b 3a is a schematic diagram of the interface of the first skill set provided in one implementation of this disclosure, and 3b is a schematic diagram of the interface of the target skill set provided in one implementation of this disclosure. Wherein, as Figure 3a As shown, when the player-controlled cat character (first object) 301 is in its normal state without wearing armor summons, the skill bar 302 in the lower right corner of the graphical user interface 300 displays the cat character's first skill set (including attack skills, deployment skills, etc.) 303 in a three-button layout. When the player controls the cat character 301 to approach an armor summon and triggers object merging, switching to a target object like an armored human form, as... Figure 3bAs shown, the first object 301 displayed in the graphical user interface 300 switches to the target object 401 in armored human form. The skill bar 302 of the first object 301 switches to the skill bar 402 corresponding to the target object 401. The first skill set 303 is replaced with the target skill set (including exit combination skill, whirlwind axe skill, etc.) exclusive to the target object 401 in armored human form 401 403. Players then control the target object in armored human form to fight by operating these new skill controls. In this way, players gain a completely new skill system while switching object forms, achieving a deep linkage between operational capabilities and form switching.
[0095] Through the above steps, the interactive control method in the game provided by this disclosure realizes the mechanism of the skill system changing synchronously with the change of object form by displaying the first skill set corresponding to the first object before the object merges and switching it to the target skill set corresponding to the target object after the object merges. This effectively solves the problem of the lack of skill system linkage switching after the character and summoned creature merge in the prior art, so that the player can obtain a brand-new skill system that is different from the first object after switching to the target object, which significantly improves the operation depth of the character gameplay and the immersive feeling of form switching.
[0096] Furthermore, in one embodiment of this disclosure, the first skill set includes cooperative attack skills, and the method further includes: In response to the triggering of the cooperative attack skill, the first object is controlled to perform the target attack behavior in the game scene, and all virtual objects deployed in the game scene are simultaneously controlled to perform the target attack behavior at their respective locations.
[0097] In this context, a coordinated attack skill refers to a skill used to drive the first object and all virtual objects in the game scene to synchronously execute an attack. In one optional implementation, the coordinated attack skill corresponds to a skill control within the first skill set. The player can trigger this skill control to achieve unified command of the first object and all deployed virtual objects. For example, the first skill set of the cat character (the first object) controlled by the player includes a coordinated action skill (coordinated attack skill). Clicking the attack button corresponding to this skill triggers the coordinated attack. Alternatively, after being triggered, the coordinated attack skill can enter a cooldown state, during which it cannot be triggered again, thus limiting the frequency of its use.
[0098] In this context, "targeted attack behavior" refers to the attack actions performed by the first target and all virtual objects after a coordinated attack skill is triggered. In one optional implementation, the targeted attack behavior can be a uniform attack action, such as a downward axe swing, accompanied by corresponding attack judgment and damage effects. For example, when a coordinated attack skill is triggered, the first target and all armored summons in the scene perform a downward axe swing as the targeted attack behavior; if it hits an enemy mouse target, it deals a corresponding amount of damage (e.g., 50 points). Alternatively, the targeted attack behavior can be accompanied by uniform visual effects feedback, allowing players to clearly perceive the coordinated attack effect of all virtual objects on the field.
[0099] Synchronizing all virtual objects deployed in the game scene to perform target attack behaviors at their respective locations means that when a cooperative attack skill is triggered, all deployed virtual objects in the game scene simultaneously perform target attack behaviors at their respective locations. In an optional implementation, the game system issues synchronized attack commands to all virtual objects in the scene when a cooperative attack skill is triggered, causing them to perform target attack behaviors at their respective locations at the same time, thereby achieving cross-regional cooperative attacks. For example, if a player deploys three armored summons in different rooms in the scene, when the player triggers the cooperative attack skill, these three armored summons and the object currently controlled by the player simultaneously swing their axes downwards, damaging nearby mouse targets, thus ensuring the synchronization of attacks across the entire field.
[0100] In one specific application, during a match, a player deploys armored summons in three different rooms on the map. Multiple mouse-side objects are scattered around these rooms. When the player determines the opportune moment, they click the attack button corresponding to the coordinated action skill (coordinated attack skill) in the graphical user interface. The game system responds to this triggered skill by controlling the player's currently controlled object to perform a downward axe swing attack, while simultaneously issuing synchronized attack commands to the three armored summons in their respective rooms. This causes the three armored summons to simultaneously perform downward axe swing attacks, accompanied by a unified axe-swinging animation effect across the entire map. Mouse-side objects scattered around the three rooms are attacked and damaged by the nearest armored summon. In this way, the player achieves unified command and coordinated attacks on virtual objects distributed across multiple areas with a single action.
[0101] Through the above steps, the interactive control method in the game provided by this disclosure, by responding to the triggering of the cooperative attack skill, controls the first object and all deployed virtual objects in the scene to synchronously execute target attack behavior at their respective positions, realizing a unified command and cooperative attack mechanism for multiple dispersed virtual objects. This effectively solves the problem of lack of a unified command mechanism and need to control each summoned object individually in the existing technology in multi-summon scenarios, significantly reducing the operational burden on players in multi-virtual-object scenarios, and improving the efficiency of cooperative combat and the coverage of tactical strikes.
[0102] Furthermore, in one embodiment of this disclosure, the target skill set includes a first skill, and the method further includes: In response to the first skill being triggered, control is used to generate target terrain with a collision volume in the game scene.
[0103] Here, the first skill refers to a skill in the target skill set used to generate target terrain in the game scene. In an optional implementation, the first skill corresponds to a skill control in the target skill set, which the player triggers to generate target terrain in the scene while controlling the target object. For example, if the target skill set of the armored humanoid target object controlled by the player includes a shield-planting skill (first skill), the player can trigger the generation of target terrain by clicking the skill button corresponding to this skill.
[0104] Here, target terrain refers to a terrain object with a collision volume that is generated in the game scene in response to the triggering of the first skill. In an optional implementation, target terrain is a scene object that can obstruct the movement path of game objects. For example, after a player triggers the shield-planting skill, the game system generates a shield object (target terrain) at the current ground position of the target object in armored human form. This shield physically obstructs the movement paths of both the cat and mouse factions. Furthermore, target terrain can have its own attribute status (such as health points) and its current status can be visually displayed, providing an interactive space around the terrain object for both sides of the game.
[0105] The collision volume refers to the spatial region defined by the target terrain to obstruct the movement of game objects. In one optional implementation, the collision volume is a physical attribute attached to the target terrain. When a game object attempts to pass through the area of the target terrain, it will be blocked by the collision volume and unable to pass through. For example, the shield generated by the shield-planting skill (target terrain) has a collision volume. When the mouse and cat objects move to the shield's position, they will be blocked by the shield's collision volume and cannot pass through it directly. Alternatively, the range of the collision volume can be matched with the visual volume of the target terrain, ensuring that the blocking effect is consistent with the player's visual perception and avoiding discrepancies between visual perception and physical attributes.
[0106] Through the above steps, the interactive control method in the game provided by this disclosure generates target terrain with collision volume in the game scene by responding to the first skill in the target skill set being triggered. This realizes the mechanism of the target object changing the scene space structure and blocking the movement of game objects through skills. It effectively solves the problem of the single summon skill system and lack of scene interaction ability in the existing technology, enriches the skill dimension and tactical means of the target object, and provides a spatial game around the scene terrain for the game.
[0107] Furthermore, in one embodiment of this disclosure, the game scene is used to provide a game environment for the first object and the second object, and the method further includes: In response to the second object performing a first interactive action on the target terrain, control the cancellation of the collision volume of the target terrain; and / or in response to the second object performing a second interactive action on the target terrain, control the removal of the target terrain from the game scene.
[0108] The first interactive behavior refers to the interaction operation performed by the second object on the target terrain to cancel its collision volume. In an optional implementation, the first interactive behavior can be a door-opening interaction operation performed by the second object on the target terrain. For example, the shield (target terrain) generated by the shield-planting skill contains a door structure. When the mouse object (second object) approaches the shield door, it can perform a door-opening interaction, which is the first interactive behavior. The door-opening interaction can be interrupted and needs to continue for a period of time to complete. Alternatively, after the first interactive behavior is completed, the collision volume of the target terrain is canceled, thereby allowing the second object to pass through the area where the target terrain is located.
[0109] Canceling the collision volume of the target terrain refers to removing the obstruction effect of the target terrain on the movement of the game object after the second object completes the first interaction. In an optional implementation, after the second object completes the first interaction (such as opening a door), the game system cancels the collision volume of the target terrain, allowing the second object to pass through the area where the target terrain is located, and can apply corresponding status effects to the passing second object. For example, after the mouse object completes the door-opening interaction of the shield, the collision volume of the shield is canceled (equivalent to digging a passage in the shield), allowing the mouse object to pass through. The mouse object that successfully opens the door for the first time will be subject to a slowdown effect for a period of time, while subsequent mouse objects that pass through will no longer be slowed down. As another example, after canceling the collision volume, the target terrain can visually appear as a damaged state with a passage dug out, thus consistent with its judged state.
[0110] The second interactive behavior refers to the interactive operation performed by the second object on the target terrain to remove it from the scene; removing the target terrain from the game scene means deleting the target terrain from the scene after the second object completes the second interactive behavior. In an optional implementation, the second interactive behavior can be an attack and destruction operation performed by the second object on the target terrain. For example, the shield (target terrain) itself has a health attribute, and the mouse object (second object) can reduce its health by attacking the shield. When the shield's health is exhausted, this attack and destruction behavior is the second interactive behavior. After the second interactive behavior is completed, the game system removes the target terrain from the game scene, completely eliminating its impact on the scene space.
[0111] In one specific application, a shield (target terrain) is generated at a key passage, blocking the path of the mouse-like objects. The mouse-like objects (secondary objects) have two ways to deal with this shield: First, one mouse-like object approaches the shield and attempts to open it (first interaction). After a period of continuous opening, a passage is successfully created on the shield, at which point the shield's collision volume is canceled, allowing the mouse-like object to pass through, but suffering a temporary slowdown effect due to it being the first successful opening. Second, multiple mouse-like objects in another location choose to directly attack the shield (second interaction), continuously reducing its health through attacks, causing the shield to gradually break visually. When the shield's health is depleted, the game system removes the shield from the scene, completely removing its blocking effect. Through these two interaction methods, the mouse-like objects can choose a strategy to deal with the blocked passage based on their own situation.
[0112] Through the above steps, the interactive control method in the game provided by this disclosure cancels the collision volume of the target terrain in response to the second object performing a first interactive behavior and removes the target terrain from the scene in response to the second object performing a second interactive behavior. This realizes a two-way game mechanism in which the enemy camp actively interacts with the target terrain. It effectively solves the problem that the summoned creatures in the prior art only have a one-way effect on the enemy and lack a two-faction interactive design. It creates a strategic game space for both sides to play around the target terrain and enhances the tactical depth and competitive fun of asymmetrical competitive games.
[0113] Furthermore, in one embodiment of this disclosure, the target skill set includes a second skill, and the method further includes: In response to the second skill being triggered, the target object is controlled to continuously perform specified attack behaviors in the game scene.
[0114] The second skill refers to a skill in the target skill set used to drive the target object to continuously perform attacks. In an optional implementation, the second skill corresponds to a skill control in the target skill set. The player can trigger this skill control while controlling the target object to cause the target object to continuously unleash attacks. Simultaneously, the second skill has a certain duration of effectiveness; during this duration, the target object continuously performs the specified attack behavior, and the attack stops after the duration ends. For example, the target skill set of the armored humanoid target object controlled by the player includes a Whirlwind Axe skill (the second skill). Clicking the skill button corresponding to this skill triggers the target object to perform continuous spinning attacks in the game scene.
[0115] The designated attack behavior refers to the continuous attack actions performed by the target object after the second skill is triggered. In an optional implementation, the designated attack behavior can be a continuous rotating attack action accompanied by area-of-effect damage. For example, after the Whirlwind Axe skill is triggered, the game system controls the armored human-form target object to play a continuous rotating effect accompanied by area-of-effect damage, causing continuous damage to mouse targets that enter its attack range.
[0116] Continuous execution of a designated attack action refers to the target object repeatedly and uninterruptedly performing a designated attack action during the duration of the second skill's effect. In an optional implementation, after the second skill is triggered, the game system drives the target object to continuously and repeatedly perform the designated attack action within the effective duration until the skill ends. For example, after the player triggers the Whirlwind Axe skill, the armored humanoid target object continuously spins and swings the axe, repeatedly dealing damage to mouse-like objects within range during the spin, forming continuous attack output. As another example, the continuously executed designated attack action can simultaneously affect multiple enemy objects within the attack range, thereby achieving continuous area-of-effect damage.
[0117] Through the above steps, the interactive control method in the game provided by this disclosure controls the target object to continuously execute specified attack behaviors in the game scene by responding to the triggering of the second skill in the target skill set. This realizes the continuous range attack mechanism of the target object, effectively solves the problem of the single skill behavior and lack of continuous attack methods of the summoned creature in the prior art, enriches the skill performance and combat methods of the target object, and enhances the combat ability and gameplay fun of the armored human form when dealing with multiple enemy objects.
[0118] Furthermore, in one embodiment of this disclosure, the second skill corresponds to a second skill control, and the method further includes: In response to the first operation applied to the second skill control, the second skill is triggered. During the period when the second skill is active, the control will switch the second skill control to a parameter adjustment control; In response to a second operation applied to the parameter adjustment control, the attack speed and attack damage of the continuously executed specified attack behavior are controlled and adjusted according to the operation frequency of the second operation, wherein the attack speed is positively correlated with the operation frequency and the attack damage is negatively correlated with the operation frequency.
[0119] The second skill control refers to an interactive control used to trigger a second skill. In an optional implementation, the second skill control is a skill button displayed in the graphical user interface, which the player interacts with to trigger the second skill. For example, in... Figure 3b The graphical user interface 300 shown displays a skill button (second skill control) 403 corresponding to the Whirlwind Axe skill. Clicking this button 403 triggers the Whirlwind Axe skill. Alternatively, the second skill control may display an icon indicating a ready state when the second skill is not triggered, allowing players to determine its availability based on its appearance.
[0120] The first operation refers to the action performed on the second skill control to trigger the second skill. In one optional implementation, the first operation can be a click operation performed by the player on the second skill control. For example, when a player clicks the Whirlwind Axe skill button (second skill control), it is the first operation, which triggers the Whirlwind Axe skill. Alternatively, the first operation can also be other types of triggering operations performed on the second skill control (such as long-pressing), which triggers the second skill and puts it into the skill active state.
[0121] The parameter adjustment control refers to an interactive control that switches from the second skill control during the second skill's active period and is used to adjust parameters of a specified attack behavior. In one optional implementation, the parameter adjustment control is displayed in the original location of the second skill control during the second skill's active period, and the player performs operations on it to adjust the attack parameters. For example, after the Whirlwind Axe skill is triggered, the Whirlwind Axe skill button (second skill control) immediately changes to a combo button (parameter adjustment control), which displays a speed ring around its outer edge to represent the current attack speed state. Alternatively, the parameter adjustment control can switch back to the second skill control or disappear after the second skill's active period ends, thus matching the skill's active period.
[0122] The second operation refers to the action performed on the parameter adjustment control to adjust attack parameters. In an optional implementation, the second operation can be a series of clicks performed by the player on the parameter adjustment control, and the game system adjusts the attack parameters based on the frequency of these clicks. For example, if a player rapidly clicks the combo button (parameter adjustment control) during the Whirlwind Axe skill's active period, this series of clicks constitutes the second operation. Furthermore, a higher frequency of the second operation indicates greater player input, and the game system adjusts the attack speed and damage of the specified attack accordingly.
[0123] The positive correlation between attack speed and operation frequency, and the negative correlation between attack damage and operation frequency, means that the attack speed of a specified attack increases with the operation frequency of the second operation, while the attack damage decreases with the operation frequency. In an optional implementation, the game system dynamically adjusts the attack speed and attack damage of the specified attack based on the operation frequency of the second operation, forming a balance mechanism between "hand speed and damage." For example, the faster the player clicks the combo button (the higher the operation frequency), the faster the spinning axe rotates (attack speed), but the lower the damage per attack (attack damage); after the player stops clicking, the attack speed decreases and the attack damage increases. After the spinning axe skill is released, the parameter adjustment controls (combo button) disappear, and parameters such as the increase in attack speed corresponding to a single operation can be pre-configured by the game designers.
[0124] Please refer to Figure 4 This is a schematic diagram of the interface of the parameter adjustment control provided in the general implementation of this invention. Figure 4 As shown, when the player performs the first action (e.g., clicks) on the Whirlwind Axe skill button (e.g.) Figure 3bAfter the second skill control 403 triggers the target 501 in armored human form to cast the Whirlwind Axe skill, the target 501 begins to continuously perform spinning axe-swinging attacks in the game scene. Simultaneously, the Whirlwind Axe skill button switches to a combo button (parameter adjustment control) 502. The outer ring of the combo button (parameter adjustment control) 502 displays a progress ring 503, which provides real-time feedback on the remaining duration of the Whirlwind Axe skill. Before the progress ring 503 is full, if the game system detects rapid, continuous clicks on the combo button 502 (second operation), it controls the Whirlwind Axe's rotation speed (attack speed) to increase based on the click frequency, while simultaneously reducing the damage dealt to the mouse target with each spin attack (attack damage). If the game system detects the player slowing down or stopping clicking, it controls the Whirlwind Axe's rotation speed (attack speed) to decrease while increasing the damage dealt to the mouse target with each spin attack (attack damage). This forces players to weigh the "faster attack speed" against the "higher single-hit damage" depending on the battle situation. When the progress ring 503 is full, the target 501's Whirlwind Axe skill casting ends, and the combo button (parameter adjustment control) 502 switches back to the Whirlwind Axe skill button.
[0125] Through the above steps, the interactive control method in the game provided by this disclosure achieves a dynamic balance mechanism between "operation input" and "output reward" by switching the second skill control to a parameter adjustment control during the second skill's effective period and adjusting the attack speed and attack damage of the specified attack behavior according to the operation frequency of the second operation acting on the parameter adjustment control (attack speed is positively correlated with operation frequency, and attack damage is negatively correlated with operation frequency). This effectively solves the problems of lack of operability depth and difficulty in balancing skill strength in existing technologies. It encourages players to participate in high-frequency operations and limits the upper limit of skill strength through the negative correlation between attack damage and operation frequency, thus taking into account both gameplay fun and faction fairness.
[0126] Secondly, this disclosure also provides an interactive control device for games.
[0127] Please refer to Figure 5 This is a schematic diagram of the structure of an interactive control device in a game provided in one implementation of this disclosure. The device 100 provides a graphical user interface (GUI) through a terminal device, which displays at least a portion of the game scene. The game scene includes a first object controlled by the terminal device. As shown in the figure, the interactive control device 100 in the game may include: a deployment module 101 and a merging module 102; wherein: Deployment module 101 is configured to control the deployment of at least one virtual object in the game scene in response to an object deployment instruction, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled by the terminal device; The merging module 102 is used to control the first object and the target virtual object to merge in response to the object merging instruction, so as to switch the first object to the target object generated by merging the first object and the target virtual object.
[0128] Optionally, the deployment module 101 is further configured to, in response to an object deployment instruction, control the deployment of the at least one virtual object at a first position around the first object or at a second position in the game scene.
[0129] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.
[0130] Optionally, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. The deployment module 101 is further configured to control the removal of the virtual object from the game scene in response to the virtual object attributes falling below a preset threshold.
[0131] Optionally, the deployment module 101 is further configured to respond to a movement control command, control the first object to move in the game scene; and when a preset positional relationship is satisfied between the first object and the target virtual object, control the provision of an object merging function entry in the graphical user interface, wherein the object merging function entry is used to trigger the object merging command.
[0132] Optionally, the target virtual object includes target virtual object attributes. After the step of switching the first object to the target object, the merging module 102 is further configured to control the configuration of the target virtual object attributes as the target object attributes of the target object.
[0133] Optionally, the target object attribute is configured to decrease when the target object is attacked. The merging module 102 is further configured to, in response to the target object attribute being lower than a preset threshold, control the separation of the target object into the first object and the target virtual object based on the current position of the target object, control the configuration of the first object attribute for the first object, and control the removal of the target virtual object from the game scene.
[0134] Optionally, the merging module 102 is further configured to, in response to an object separation instruction, control the separation of the target object into the first object and the target virtual object based on the current position of the target object when the target object attribute is not lower than a preset threshold, and configure the first object attribute for the first object and the target virtual object attribute for the target virtual object.
[0135] Optionally, the target virtual object attribute of the target virtual object after object separation remains consistent with the target object attribute of the target object; the first object attribute of the first object remains consistent before object merging and after object separation.
[0136] Optionally, before the step of controlling the first object and the target virtual object to merge in response to the object merging instruction, the merging module 102 is further configured to display the first skill set corresponding to the first object in the graphical user interface; after the step of switching the first object to the target object, the merging module 102 is further configured to control the first skill set displayed in the graphical user interface to be switched to the target skill set corresponding to the target object.
[0137] Optionally, the first skill set includes a cooperative attack skill. The deployment module 101 is further configured to, in response to the triggering of the cooperative attack skill, control the first object to perform a target attack behavior in the game scene, and synchronously control all virtual objects deployed in the game scene to perform the target attack behavior at their respective locations.
[0138] Optionally, the target skill set includes a first skill, and the merging module 102 is further configured to control the generation of target terrain configured with collision volume in the game scene in response to the first skill being triggered.
[0139] Optionally, the game scene is used to provide a game environment for the first object and the second object. The merging module 102 is also used to control the cancellation of the collision volume of the target terrain in response to the second object performing a first interactive behavior on the target terrain; and / or to control the removal of the target terrain from the game scene in response to the second object performing a second interactive behavior on the target terrain.
[0140] Optionally, the target skill set includes a second skill, and the merging module 102 is further configured to control the target object to continuously perform specified attack behaviors in the game scene in response to the second skill being triggered.
[0141] Optionally, the second skill corresponds to a second skill control. The merging module 102 is further configured to respond to a first operation applied to the second skill control, control the triggering of the second skill; during the effective period of the second skill, control the switching of the second skill control to a parameter adjustment control; and respond to a second operation applied to the parameter adjustment control, control the adjustment of the attack speed and attack damage of the continuously executed specified attack behavior according to the operation frequency of the second operation, wherein the attack speed is positively correlated with the operation frequency and the attack damage is negatively correlated with the operation frequency.
[0142] It should be noted that the above is only a brief description of the interactive control device 100 in the game provided by this disclosure. The process steps and / or functions performed by the interactive control device 100 in the game provided by this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the interactive control method in the game provided above, so they will not be described in detail here.
[0143] Through the above description, the interactive control device 100 in the game provided by this disclosure deploys virtual objects configured to remain stationary and controllable through terminal devices in the game scene in response to object deployment instructions. Then, in response to object merging instructions, it controls the first object and the target virtual object to merge, and switches the first object to the target object generated by the merger. This realizes flexible deployment and deep integration interaction between the player-controlled character object and the virtual objects it autonomously deploys. It effectively solves the problems of single deployment method of summons, inability of characters and summons to merge, lack of operational depth and immersion in the prior art. It enables players to autonomously deploy virtual objects according to the battlefield situation, and merge themselves with the virtual objects into a new form of target object to continue fighting at the appropriate time. At the same time, it also reduces the memory consumption, processing load of graphics rendering pipeline, and increased processor concurrent computing pressure and communication overhead caused by too many virtual objects.
[0144] Furthermore, this disclosure also provides a terminal device.
[0145] Please refer to Figure 6 This is a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. The terminal device 200 provides a graphical user interface (GUI) displaying at least a portion of a game scene. The game scene includes a first object controlled by the terminal device, as shown in the figure. The terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203, which are connected via the bus 203. Wherein: Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also 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. A general-purpose processor can be a microprocessor or any conventional processor.
[0146] Memory 202 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 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 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.
[0147] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to implement the interactive control method in the game described above, specifically including the following steps: In response to an object deployment command, control is used to deploy at least one virtual object in the game scene, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled via the terminal device; In response to an object merge instruction, the first object and the target virtual object are merged to switch the first object to the target object generated by merging the first object and the target virtual object.
[0148] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in response to an object deployment instruction, it controls the deployment of the at least one virtual object at a first position around the first object or at a second position in the game scene.
[0149] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.
[0150] Optionally, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. When the processor 201 executes computer execution instructions stored in the memory 202, it further implements the following steps: in response to the virtual object attributes falling below a preset threshold, controlling the removal of the virtual object from the game scene.
[0151] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: in response to the movement control instruction, it controls the first object to move in the game scene; when the first object and the target virtual object satisfy a preset positional relationship, it controls the provision of an object merging function entry in the graphical user interface, wherein the object merging function entry is used to trigger the object merging instruction.
[0152] Optionally, the target virtual object includes target virtual object attributes. After the step of switching the first object to the target object, when the processor 201 executes the computer execution instructions stored in the memory 202, it also implements the following step: controlling the configuration of the target virtual object attributes as the target object attributes of the target object.
[0153] Optionally, the target object attribute is configured to decrease when the target object is attacked. When the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: in response to the target object attribute being lower than a preset threshold, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object, controlling the configuration of the first object attribute for the first object, and controlling the removal of the target virtual object from the game scene.
[0154] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: when the target object attribute is not lower than a preset threshold, in response to the object separation instruction, based on the current position of the target object, it controls the separation of the target object into the first object and the target virtual object, and configures the first object attribute for the first object and the target virtual object attribute for the target virtual object.
[0155] Optionally, the target virtual object attribute of the target virtual object after object separation remains consistent with the target object attribute of the target object; the first object attribute of the first object remains consistent before object merging and after object separation.
[0156] Optionally, before the step of controlling the first object and the target virtual object to merge in response to the object merging instruction, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: displaying the first skill set corresponding to the first object in the graphical user interface; after the step of switching the first object to the target object, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: controlling the first skill set displayed in the graphical user interface to switch to displaying the target skill set corresponding to the target object.
[0157] Optionally, the first skill set includes cooperative attack skills. When the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in response to the cooperative attack skill being triggered, it controls the first object to perform target attack behavior in the game scene, and synchronously controls all virtual objects deployed in the game scene to perform the target attack behavior at their respective locations.
[0158] Optionally, the target skill set includes a first skill. When the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in response to the first skill being triggered, it controls the generation of target terrain configured with collision volume in the game scene.
[0159] Optionally, the game scene is used to provide a game environment for the first object and the second object. When the processor 201 executes the computer execution instructions stored in the memory 202, it also implements the following steps: in response to the second object performing a first interactive behavior on the target terrain, controlling the cancellation of the collision volume of the target terrain; and / or in response to the second object performing a second interactive behavior on the target terrain, controlling the removal of the target terrain from the game scene.
[0160] Optionally, the target skill set includes a second skill. When the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in response to the second skill being triggered, it controls the target object to continuously execute a specified attack behavior in the game scene.
[0161] Optionally, the second skill corresponds to a second skill control. When the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: responding to a first operation acting on the second skill control, controlling the triggering of the second skill; during the effective period of the second skill, controlling the switching of the second skill control to a parameter adjustment control; responding to a second operation acting on the parameter adjustment control, controlling the adjustment of the attack speed and attack damage of the continuously executed specified attack behavior according to the operation frequency of the second operation, wherein the attack speed is positively correlated with the operation frequency and the attack damage is negatively correlated with the operation frequency.
[0162] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions implemented by the terminal device 200 when it is working are largely the same as the steps and / or functions implemented in the various embodiments of the interactive control method in the game provided in the previous text. Therefore, they will not be described in detail here.
[0163] Through the above description, the terminal device 200 provided in this disclosure deploys virtual objects configured to remain stationary and controllable through the terminal device in the game scene in response to object deployment instructions. Then, in response to object merging instructions, it controls the first object and the target virtual object to merge, and switches the first object to the target object generated by the merger. This realizes flexible deployment and deep integration interaction between the player-controlled character object and the virtual objects it autonomously deploys. It effectively solves the problems of the existing technology, such as the single deployment method of summons, the inability of characters and summons to merge, and the lack of operational depth and immersion. It enables players to autonomously deploy virtual objects according to the battlefield situation and merge themselves with the virtual objects into a new form of target object to continue fighting at the appropriate time. At the same time, it also reduces the memory consumption, the processing load of the graphics rendering pipeline, and the increased concurrent computing pressure and communication overhead of the processor caused by too many virtual objects.
[0164] Finally, this disclosure also provides a storage medium.
[0165] In an alternative implementation, the storage medium stores computer-executable instructions. When these computer-executable instructions are invoked and executed by the processor, they cause the processor to implement the interactive control method in the game, specifically including the following steps: In response to an object deployment command, control is used to deploy at least one virtual object in the game scene, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled via the terminal device; In response to an object merge instruction, the first object and the target virtual object are merged to switch the first object to the target object generated by merging the first object and the target virtual object.
[0166] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in response to the object deployment instructions, controlling the deployment of the at least one virtual object at a first position around the first object or at a second position in the game scene.
[0167] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.
[0168] Optionally, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. When the processor executes computer execution instructions, the following steps are also implemented: in response to the virtual object attributes falling below a preset threshold, the virtual object is controlled to be removed from the game scene.
[0169] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in response to the movement control instructions, it controls the first object to move in the game scene; when the first object and the target virtual object satisfy a preset positional relationship, it controls the provision of an object merging function entry in the graphical user interface, wherein the object merging function entry is used to trigger the object merging instruction.
[0170] Optionally, the target virtual object includes target virtual object attributes. After the step of switching the first object to the target object, when the processor executes the computer execution instructions, it further implements the following step: controlling the configuration of the target virtual object attributes as the target object attributes of the target object.
[0171] Optionally, the target object attribute is configured to decrease when the target object is attacked. When the processor executes the computer execution instruction, the following steps are also implemented: in response to the target object attribute being lower than a preset threshold, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object, controlling the configuration of the first object attribute for the first object, and controlling the removal of the target virtual object from the game scene.
[0172] Optionally, when the processor executes the computer execution instructions, it further implements the following steps: when the target object attribute is not lower than a preset threshold, in response to the object separation instruction, based on the current position of the target object, it controls the separation of the target object into the first object and the target virtual object, and configures the first object attribute for the first object and the target virtual object attribute for the target virtual object.
[0173] Optionally, the target virtual object attribute of the target virtual object after object separation remains consistent with the target object attribute of the target object; the first object attribute of the first object remains consistent before object merging and after object separation.
[0174] Optionally, before the step of controlling the first object and the target virtual object to merge in response to the object merging instruction, when the processor executes the computer execution instruction, it further implements the following steps: displaying the first skill set corresponding to the first object in the graphical user interface; after the step of switching the first object to the target object, when the processor executes the computer execution instruction, it further implements the following steps: controlling the first skill set displayed in the graphical user interface to switch to displaying the target skill set corresponding to the target object.
[0175] Optionally, the first skill set includes cooperative attack skills. When the processor executes the computer execution instructions, it also performs the following steps: in response to the cooperative attack skill being triggered, it controls the first object to perform target attack behavior in the game scene, and synchronously controls all virtual objects deployed in the game scene to perform the target attack behavior at their respective locations.
[0176] Optionally, the target skill set includes a first skill, and when the processor executes the computer execution instructions, it also implements the following steps: in response to the first skill being triggered, controlling the generation of target terrain configured with collision volume in the game scene.
[0177] Optionally, the game scene is used to provide a game environment for the first object and the second object. When the processor executes the computer execution instructions, it also implements the following steps: in response to the second object performing a first interactive behavior on the target terrain, controlling the cancellation of the collision volume of the target terrain; and / or in response to the second object performing a second interactive behavior on the target terrain, controlling the removal of the target terrain from the game scene.
[0178] Optionally, the target skill set includes a second skill, and when the processor executes the computer execution instruction, it also implements the following steps: in response to the second skill being triggered, controlling the target object to continuously execute a specified attack behavior in the game scene.
[0179] Optionally, the second skill corresponds to a second skill control. When the processor executes the computer execution instruction, it further implements the following steps: responding to a first operation acting on the second skill control, controlling the triggering of the second skill; during the period when the second skill is active, controlling the switching of the second skill control to a parameter adjustment control; responding to a second operation acting on the parameter adjustment control, controlling the adjustment of the attack speed and attack damage of the continuously executed specified attack behavior according to the operation frequency of the second operation, wherein the attack speed is positively correlated with the operation frequency and the attack damage is negatively correlated with the operation frequency.
[0180] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the interactive control method in the game provided in the foregoing text disclosure, so they will not be described in detail here.
[0181] Through the above description, the computer-readable storage medium provided in this disclosure deploys virtual objects configured to remain stationary and controllable via terminal devices in a game scene in response to object deployment instructions. Then, in response to object merging instructions, it controls the merging of a first object with a target virtual object, switching the first object to the merged target object. This achieves flexible deployment and deep integration interaction between the player-controlled character object and its autonomously deployed virtual objects. It effectively solves the problems of limited summon deployment methods, inability to merge characters and summons, and lack of operational depth and immersion in existing technologies. This allows players to autonomously deploy virtual objects according to the battlefield situation and merge themselves with the virtual objects into a new form of target object to continue fighting at the appropriate time. It also reduces memory consumption, graphics rendering pipeline processing load, and processor concurrent computing pressure and communication overhead caused by excessive virtual objects.
[0182] 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, The method includes providing a graphical user interface via a terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including a first object controlled by the terminal device; the method comprises: In response to an object deployment command, control is used to deploy at least one virtual object in the game scene, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled via the terminal device; In response to an object merge instruction, the first object and the target virtual object are merged to switch the first object to the target object generated by merging the first object and the target virtual object.
2. The method according to claim 1, characterized in that, The step of controlling the deployment of the at least one virtual object in the game scene in response to an object deployment instruction includes: In response to an object deployment command, control is exercised to deploy the at least one virtual object at a first location around the first object or at a second location in the game scene.
3. The method according to claim 2, characterized in that, The game scene is used to provide a game environment for the first object and the second object. The second object is configured to complete a target game task in the game scene. The second position is a scene position in the game scene used for the second object to complete the target game task.
4. The method according to claim 1, characterized in that, The virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. The method further includes: In response to the virtual object's attributes falling below a preset threshold, the virtual object is removed from the game scene.
5. The method according to claim 1, characterized in that, The method further includes: In response to a movement control command, the first object is controlled to move within the game scene; When a preset positional relationship is satisfied between the first object and the target virtual object, the system controls the provision of an object merging function entry in the graphical user interface, wherein the object merging function entry is used to trigger the object merging instruction.
6. The method according to claim 1, characterized in that, The target virtual object includes target virtual object attributes. After the step of switching the first object to the target object, the method further includes: The control configures the target virtual object attribute as the target object attribute of the target object.
7. The method according to claim 6, characterized in that, The target object attribute is configured to decrease when the target object is attacked, and the method further includes: In response to the target object's attribute being lower than a preset threshold, based on the target object's current position, the system controls the separation of the target object into the first object and the target virtual object, and controls the configuration of the first object's attribute, as well as the removal of the target virtual object from the game scene.
8. The method according to claim 6, characterized in that, The method further includes: When the target object attribute is not lower than a preset threshold, in response to the object separation instruction, based on the current position of the target object, the target object is separated into the first object and the target virtual object, and the first object attribute is configured for the first object, and the target virtual object attribute is configured for the target virtual object.
9. The method according to claim 8, characterized in that, The target virtual object attribute of the target virtual object after object separation remains consistent with the target object attribute of the target object; the first object attribute of the first object remains consistent before object merging and after object separation.
10. The method according to claim 1, characterized in that, Before the step of controlling the first object and the target virtual object to merge in response to the object merging instruction, the method further includes: displaying a first skill set corresponding to the first object in the graphical user interface; After the step of switching the first object to the target object, the method further includes: controlling the first skill set displayed in the graphical user interface to switch to displaying the target skill set corresponding to the target object.
11. The method according to claim 10, characterized in that, The first skill set includes cooperative attack skills, and the method further includes: In response to the triggering of the cooperative attack skill, the first object is controlled to perform the target attack behavior in the game scene, and all virtual objects deployed in the game scene are simultaneously controlled to perform the target attack behavior at their respective locations.
12. The method according to claim 10, characterized in that, The target skill set includes a first skill, and the method further includes: In response to the first skill being triggered, control is used to generate target terrain with a collision volume in the game scene.
13. The method according to claim 12, characterized in that, The game scene is used to provide a game environment for the first object and the second object, and the method further includes: In response to the second object performing a first interactive action on the target terrain, control the cancellation of the collision volume of the target terrain; and / or in response to the second object performing a second interactive action on the target terrain, control the removal of the target terrain from the game scene.
14. The method according to claim 10, characterized in that, The target skill set includes a second skill, and the method further includes: In response to the second skill being triggered, the target object is controlled to continuously perform specified attack behaviors in the game scene.
15. The method according to claim 14, characterized in that, The second skill corresponds to a second skill control, and the method further includes: In response to the first operation applied to the second skill control, the second skill is triggered. During the period when the second skill is active, the control will switch the second skill control to a parameter adjustment control; In response to a second operation applied to the parameter adjustment control, the attack speed and attack damage of the continuously executed specified attack behavior are controlled and adjusted according to the operation frequency of the second operation, wherein the attack speed is positively correlated with the operation frequency and the attack damage is negatively correlated with the operation frequency.
16. An interactive control device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a first object controlled by the terminal device, the device comprising: A deployment module is configured to control the deployment of at least one virtual object in the game scene in response to an object deployment command, wherein the at least one virtual object is configured to remain stationary in the game scene and be controlled by the terminal device; The merging module is used to control the first object and the target virtual object to merge in response to an object merging instruction, so as to switch the first object into the target object generated by merging the first object and the target virtual object.
17. A terminal device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 15.
18. A storage medium, characterized in that, The storage medium stores computer program instructions, which, when executed by a processor, are used to implement the method as described in any one of claims 1 to 15.