Game interaction control method and apparatus, and readable storage medium and electronic device

By attaching reflow interactive props on the virtual model of the reflow game users and performing scene interaction, the problems of passive and unintuitive interaction methods of the reflow user are solved, and the user experience and social attention are improved.

WO2025066715A9PCT designated stage expired Publication Date: 2025-05-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/114323
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-25
Filing Date
2024-08-23
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

In the prior art, the reflowing game user interaction method is too passive, not intuitive enough, and has low attention, making it difficult for users to gain attention from other users in a short time, affecting the gaming experience.

Method used

By attaching reflow interactive props on the virtual model controlled by the reflow user, and responding to the interactive prop control operation in the game interface, the virtual model executes matching game behaviors, and adopts an interactive method based on scene interaction.

Benefits of technology

It improves the intuitiveness of interactive behavior, enhances the fun of the game, and guides the return users to perform rich interactions, improves the social characteristics of the return users and increases the attention of the return users' communication and interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game interaction control method and apparatus, and a storage medium and an electronic device. The game interaction control method comprises: when a first user is in a re-engagement state, attaching a re-engagement interactive prop on a first virtual model controlled by the first user, wherein the first user is a user logged in to a game on a terminal device (S110); and in response to a re-engagement interactive prop control operation executed in a game interface, controlling the first virtual model to execute a game behavior matching the re-engagement interactive prop control operation (S120). In the method, an interaction mode based on scenario interaction is used, and re-engagement interactive props are attached for re-engaged users, thus guiding the re-engaged users to perform richer interaction operations.
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Description

Game interactive control method, device, readable storage medium and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311245411.2, filed on September 25, 2023, entitled “Game interactive control method, device, readable storage medium and electronic device”, the entire contents of which are incorporated by reference into this disclosure. Technical Field

[0003] The present disclosure relates to the field of computer technology, and in particular to a game interaction control method, a game interaction control device, a computer-readable storage medium, and an electronic device. Background Art

[0004] Some game users may stop playing for a period of time for various reasons. To avoid losing game users, related technologies often use interface expressions as interactive display methods, and use reward-driven and activity / task guidance as guidance to encourage returning game users to actively seek out other users for social interaction. Since returning game users have not been online for a long time, they may have insufficient ranks, lack new skins, and lose social friends. The interactive methods used in related technologies are too passive and not intuitive enough, making it difficult for returning game users to quickly gain the attention of other game users and easily respond to the game user experience.

[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field.

[0006] Summary of the Invention

[0007] The present disclosure provides a game interaction control method, a game interaction control device, a computer-readable storage medium and an electronic device, thereby overcoming, at least to a certain extent, the problem in the related art that the interaction mode of returning game users is too passive, not intuitive and has low attention.

[0008] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by practice of the present disclosure.

[0009] According to a first aspect of the present disclosure, a game interaction control method is provided, which provides a game interface through a terminal device, and the method includes: when a first user is in a reflow state, hanging a reflow interactive prop on a first virtual model controlled by the first user, the first user being a user who logs into the game on the terminal device; in response to a reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform a game behavior that matches the reflow interactive prop control operation.

[0010] According to a second aspect of the present disclosure, a game interaction control device is provided, which provides a game interface through a terminal device, and the device includes: a prop hanging module, configured to execute, when a first user is in a reflow state, hanging a reflow interactive prop on a first virtual model controlled by the first user, the first user being a user who logs into the game on the terminal device; a prop interaction module, configured to execute a reflow interactive prop control operation in response to the reflow interactive prop control operation performed in the game interface, and control the first virtual model to perform a game behavior matching the reflow interactive prop control operation.

[0011] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game interaction control method and possible implementation methods thereof are implemented.

[0012] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: one or more processors; a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the above-mentioned game interaction control method and its possible implementation methods.

[0013] The technical solution disclosed in this disclosure has the following beneficial effects:

[0014] During the above-mentioned game interaction control process, when the first user is in the reflow state, a reflow interactive prop is attached to the first virtual model controlled by the first user, and the first user is the user who logs into the game on the terminal device; in response to the reflow interactive prop control operation executed in the game interface, the first virtual model is controlled to execute the game behavior that matches the reflow interactive prop control operation. On the one hand, the present disclosure adopts an interactive method based on scene interaction, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game. On the other hand, the present disclosure enhances the social characteristics of the reflow user by attaching reflow interactive props to the reflow user, guiding the reflow user to perform richer interactive operations, and enabling other users in the same game scene to see the reflow state of the user and interact with him, thereby enhancing the attention of the reflow user's communication and interaction to a certain extent.

[0015] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, serve to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and it is possible for a person skilled in the art to derive other drawings based on these drawings without inventive effort.

[0017] FIG1 is a flowchart showing a method for controlling game interaction according to an exemplary embodiment of the present disclosure;

[0018] FIG2 shows a schematic diagram of displaying friend status information according to an exemplary embodiment of the present disclosure;

[0019] FIG3A shows a schematic diagram of an interface of a first virtual model with a reflow interactive prop attached according to an exemplary embodiment of the present disclosure;

[0020] FIG3B shows a schematic diagram of an interface showing a first virtual model shaking according to an exemplary embodiment of the present disclosure;

[0021] FIG3C shows a schematic diagram of an interface in which a reflow interactive prop is dropped into a game scene in one exemplary embodiment of the present disclosure;

[0022] FIG4A shows a schematic diagram of an interface of a prop picking control display according to an exemplary embodiment of the present disclosure;

[0023] FIG4B is a schematic diagram showing an interface for attaching a reflow interactive prop from the head to the hand of a first virtual model according to one exemplary embodiment of the present disclosure;

[0024] FIG4C is a schematic diagram illustrating an interface of a prop discard control when there is no second virtual model within the interactive range of the first virtual model according to one exemplary embodiment of the present disclosure;

[0025] FIG4D shows a schematic diagram of an interface of a prop transfer control when a second virtual model exists within the interactive range of a first virtual model according to one exemplary embodiment of the present disclosure;

[0026] FIG4E shows a schematic diagram of an interface for discarding a reflow interactive prop in accordance with an exemplary embodiment of the present disclosure;

[0027] FIG4F shows a schematic diagram of an interface for transferring interactive props in a reflow manner according to an exemplary embodiment of the present disclosure;

[0028] FIG5 is a schematic diagram showing an interface for prop transfer according to an exemplary embodiment of the present disclosure;

[0029] FIG6 shows a schematic diagram of a flow chart of a reflow interactive prop interaction process according to an exemplary embodiment of the present disclosure;

[0030] FIG7 shows a schematic diagram of a flow chart of a reflow interactive prop interaction process according to an exemplary embodiment of the present disclosure;

[0031] FIG8 shows a structural block diagram of a game interaction control device according to the exemplary embodiment;

[0032] FIG9 shows an electronic device for implementing the above-mentioned game interaction control method according to this exemplary embodiment. DETAILED DESCRIPTION

[0033] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0034] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the figures denote identical or similar parts, and thus repetitive descriptions thereof will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities that do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.

[0035] Herein, “first”, “second”, etc. are labels for specific objects, but do not limit the number or order of the objects.

[0036] In order to avoid the loss of game players, relevant technologies usually use interface expression as an interactive display method, and use reward-driven and activity- and task-guided methods to encourage returning game players to actively seek out other players for social interaction. This interactive method is too passive, not intuitive enough, and has low attention.

[0037] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game interaction control method, a game interaction control device, a computer-readable storage medium, and an electronic device, which can be applied to, but not limited to, social game scenarios.

[0038] The game interaction control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game interaction control method is run on a server, the game interaction control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0039] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs the game interaction control. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0040] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display.

[0041] As shown in FIG1 , a flowchart of a game interactive control method is provided. A game interface is provided through a terminal device, which may specifically include the following steps S110 to S120:

[0042] Step S110: When a first user is in a reflow state, a reflow interactive prop is attached to a first virtual model controlled by the first user, where the first user is a user who logs into the game on a terminal device;

[0043] Step S120 , in response to the reflow interactive prop control operation executed in the game interface, controlling the first virtual model to execute a game behavior that matches the reflow interactive prop control operation.

[0044] In the above-mentioned game interaction control process, an interactive method based on scene interaction is adopted, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game; by attaching return interaction props to returning users, returning users are guided to perform richer interactive operations, thereby improving the social characteristics of returning users, and allowing other users in the same game scene to see the user's return status and interact with him, thereby enhancing the attention of returning users to communication and interaction to a certain extent.

[0045] Each step in Figure 1 is described in detail below.

[0046] In step S110, when the first user is in a reflow state, a reflow interactive prop is mounted on a first virtual model controlled by the first user, and the first user is a user who logs into the game on a terminal device.

[0047] Among them, the reflow state refers to the state of logging into the game again after not logging into the game for a period of time, and the reflow interactive props refer to the interactive props that users in the reflow state can use, such as virtual flowers, virtual grass, etc.

[0048] The first virtual model refers to a virtual character model that can be controlled by the first user in the game scene. It can be a virtual person, virtual animal, anime character, etc. The first virtual model can be pre-configured with one or more attachment points for attaching reflow interactive props. For example, the attachment points can be set on the head, hands, waist, back, etc. of the first virtual model.

[0049] Specifically, when the first user is in the reflow state, a reflow interactive prop can be attached to the first virtual model controlled by the first user. For example, a virtual grass can be attached to the head of the first virtual model.

[0050] In an optional implementation, whether the first user is in the reflow state may be determined by responding to a game login operation of the first user on the terminal device.

[0051] Specifically, whether the first user is in the reflux state can be determined by the following steps: determine whether the time interval between the first user's current login and the last login is greater than the first preset time threshold; if the time interval between the first user's current login and the last login is greater than the first preset time threshold, then the first user is in the reflux state.

[0052] The first preset time threshold is a pre-set time threshold, such as one month. In actual application, it can be set according to actual needs and is not further limited here.

[0053] When logging into the game, by determining whether the logged-in user is in a reflow state, the returning user is provided with interactive services that are different from those of ordinary users, so that the returning user can get more attention from other users through specific interactive methods.

[0054] Optionally, after a first user logs into the game, a first virtual model controlled by the first user may enter an open game scene, which may include multiple game users. By attaching interactive props to the first user, the returning user can more intuitively and easily identify the first user as a returning user to other game users in the open game scene, thereby increasing their attention to the first user.

[0055] In an optional embodiment, in response to a touch operation of a friend viewing control in the game interface, friend status information corresponding to the first user is displayed, and the friend status information includes friend return status information.

[0056] The friend status information may include but is not limited to friend return status information, friend online information, etc. The friend status information refers to information about whether the friend user is in a return state.

[0057] Specifically, a friend viewing control may be displayed in the game interface, and a friend list including friend return status information may be displayed in response to a touch operation of the friend viewing control in the game interface.

[0058] Optionally, the above-mentioned display of the friend status information corresponding to the first user can be achieved through the following steps: determining whether the friend user corresponding to the first user is in a reflux state; if the friend user corresponding to the first user is in a reflux state, displaying the reflux user identifier for the friend user corresponding to the first user.

[0059] The friend user corresponding to the first user may be a game user added by the first user. For example, the return user identifier may be in the form of a small grass, a small flower, etc., which is not specifically limited here.

[0060] FIG2 shows a schematic diagram of friend status information display. FIG2 shows a friend view control 211 displayed in the game interface. Upon clicking on the friend view control 211, a friend list 212 containing friend status information is displayed. For example, if friend 1 is in a reflow state, a reflow user identifier 213 is added to the avatar identifier of friend 1.

[0061] If the reflux state of the friend user corresponding to the first user ends, the reflux user identifier of the friend user corresponding to the first user may be deleted.

[0062] It should be noted that for game users in the reflow state, their reflow state will end after their login duration and login frequency meet specific conditions.

[0063] In step S120, in response to the reflow interactive prop control operation executed in the game interface, the first virtual model is controlled to execute a game behavior that matches the reflow interactive prop control operation.

[0064] For example, the first virtual model may be controlled to discard the attached reflow interactive props, attach them to other virtual models, and so on.

[0065] In an optional embodiment, when a reflow interactive prop is mounted on the first virtual model, the first virtual model can be controlled to drop the mounted reflow interactive prop into the game scene in response to a touch operation on the first virtual model.

[0066] For example, as shown in Figure 3A, a schematic diagram of an interface of a first virtual model with a reflow interactive prop is provided. By clicking on the first virtual model 311 in Figure 3A, the reflow interactive prop 312 attached to the first virtual model can be dropped into the game scene.

[0067] Optionally, the above-mentioned controlling the first virtual model to discard the attached reflow interactive props into the game scene can be specifically achieved through the following steps: controlling the first virtual model to discard the attached reflow interactive props into the game scene in a shaking state.

[0068] For example, as shown in FIG3B , which illustrates an interface diagram of a shaking first virtual model, the first virtual model 311 can be controlled to shake in response to a touch operation directed at the first virtual model. After the first virtual model 311 shakes for a predetermined period of time, the reflow interactive prop 312 attached to the first virtual model 311 can be moved into the game scene to create the effect of the first virtual model 311 shaking off the reflow interactive prop 312, as shown in FIG3C , which illustrates an interface diagram of a reflow interactive prop being dropped into the game scene.

[0069] By touching the first virtual model, the interaction of the reflux interactive props is realized. The operation is simple and the interaction process is relatively intuitive.

[0070] In an optional embodiment, the above-mentioned response to the reflow interactive prop control operation performed in the game interface controls the first virtual model to perform game behavior that matches the reflow interactive prop control operation, which can be specifically achieved through the following steps: when a reflow interactive prop is mounted on the first virtual model, a prop detachment control is displayed in the game interface; if the reflow interactive prop mounted on the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop detachment control, the first virtual model is controlled to attach the mounted reflow interactive prop to the hand of the first virtual model.

[0071] For example, FIG4A shows a schematic diagram of an interface displaying a prop removal control. When a reflow interactive prop 312 is attached to the head of a first avatar 311, a prop removal control 413 may be displayed on the game interface. In response to a touch operation on the prop removal control 413, the reflow interactive prop may be attached from the head of the first avatar to the hand, as shown in FIG4B .

[0072] By hooking the reflow interactive prop to the hand of the first virtual model, the prop picking behavior can be simulated.

[0073] In an optional embodiment, in response to the touch operation of the prop removal control, it is also possible to determine whether there is a second virtual model within the interactive range of the first virtual model; if the second virtual model does not exist within the interactive range of the first virtual model, the prop removal control is switched to a prop discard control; if the second virtual model exists within the interactive range of the first virtual model, the prop removal control is switched to a prop transfer control.

[0074] Among them, the second virtual model can be a virtual model other than the first virtual model in the open game scene, can be a virtual model in a reflow state, or can be a virtual model not in a reflow state, and this disclosure does not make specific restrictions on this.

[0075] The interactive range of the first virtual model may be a range centered on the location of the first virtual model. The size of the interactive range of the first virtual model may be set according to actual conditions and is not specifically limited here.

[0076] Specifically, when the prop removal control is triggered, if no second virtual model enters the interactive range of the first virtual model, the prop removal control can be switched to a prop discard control. For example, as shown in FIG4C , a schematic diagram of a prop discard control 415 is provided when no second virtual model exists within the interactive range 414 of the first virtual model. When the prop removal control is triggered, if a second virtual model enters the interactive range of the first virtual model, the prop removal control can be switched to a prop transfer control. For example, as shown in FIG4D , a schematic diagram of a prop transfer control 417 is provided when a second virtual model 416 exists within the interactive range 414 of the first virtual model. Optionally, to further reduce interface information burden, in actual applications, the interactive range 414 can be hidden by default.

[0077] By determining whether there is a second virtual model within the interactive range of the first virtual model, automatic switching of prop controls is achieved, which facilitates user operation and saves interface space.

[0078] In an optional embodiment, in response to a touch operation of the prop discard control, the first virtual model is controlled to discard the reflow interactive prop hung on the hand into the game scene.

[0079] For example, based on Figure 4C, Figure 4E provides an interface diagram for discarding a reflux interactive prop. By clicking the prop discard control 415 in the game interface, the reflux interactive prop 312 hung on the hand of the first virtual model 311 can be discarded into the game scene.

[0080] It should be noted that when the first virtual model drops the reflux interactive prop attached to its hand into the game scene, the reflux interactive prop is still within the interactive range of the first virtual model. At this time, the prop dropping control can be switched to the prop picking control.

[0081] In an optional embodiment, when there are discarded reflux interactive props in the game scene, the reflux interactive props can be cleared from the game scene in response to the time when the reflux interactive props are discarded into the game scene meeting a second preset time threshold.

[0082] Among them, the second preset time threshold can be set according to the game scenario, for example, 1 minute, which is not specifically limited here.

[0083] By clearing out useless reflux interactive props in the game scene, it is possible to avoid the game scene being too cluttered for a long time and requiring a high cost to display reflux interactive props.

[0084] Optionally, if there is a second virtual model within the interactive range of the first virtual model, it can be determined whether the second virtual model meets the control switching conditions; when the second virtual model meets the control switching conditions, the prop removal control can be switched to a prop transfer control.

[0085] The control switching conditions may include but are not limited to: the number of reflow interactive props currently mounted on the second virtual model does not exceed a preset threshold, the second virtual model is the original model, etc.

[0086] In an optional embodiment, if there is a second virtual model within the interactive range of the first virtual model, the prop removal control is switched to the prop transfer control, which can be specifically achieved through the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset number threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset number threshold, and the second virtual model is the original model, switch the prop removal control to the prop transfer control.

[0087] The preset threshold can be the number of attachable nodes pre-set for the second virtual model. For example, if the second virtual model's head has three attachable nodes, and if the second virtual model's head, which enters the interactive range of the first virtual model, already has three reflow interactive props attached to it, the prop removal control will not be switched. By limiting the number of reflow interactive props that can be attached to a virtual model, it is possible to prevent the attachment of reflow interactive props from affecting other gameplay behaviors of the virtual model.

[0088] The original model refers to the original default state of the virtual model. For example, if the virtual model is in a transformed, frozen, bomber, etc. state, the control switching condition is not met and the switching process of the prop removal control is not performed.

[0089] In an optional embodiment, in response to a touch operation of the prop transfer control, the first virtual model can be controlled to attach the reflow interactive prop attached to the hand to the second virtual model.

[0090] For example, based on Figure 4D, Figure 4F provides an interface diagram of reflux interactive prop transfer, and by clicking the prop transfer control 417 in the game interface, the reflux interactive prop 312 attached to the hand of the first virtual model 311 can be attached to the head of the second virtual model 416.

[0091] Optionally, after the first virtual model attaches the reflux interactive props mounted on its hands to the second virtual model, if there are no extra reflux interactive props on the head of the first virtual model that can be discarded or transferred, the prop transfer control in the game interface can be deleted, or the prop transfer control can be switched to other game control controls; if there are still reflux interactive props on the head of the first virtual model that can be discarded or transferred, the prop transfer control can be switched to a prop removal control to facilitate a new round of reflux interactive prop interaction.

[0092] In an optional embodiment, the above-mentioned response to the reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform game behavior matching the reflow interactive prop control operation, can also be achieved through the following steps: if there is a second virtual model within the interactive range of the first virtual model, displaying the prop transfer control on the game interface; responding to the touch operation of the prop transfer control, controlling the first virtual model to hang the reflow interactive prop on the second virtual model; if there is no second virtual model within the interactive range of the first virtual model, displaying the prop discard control on the game interface; responding to the touch operation of the prop discard control, controlling the first virtual model to discard the reflow interactive prop into the game scene.

[0093] Optionally, if there is a second virtual model within the interactive range of the first virtual model, the prop transfer control is displayed on the game interface, which can be achieved by the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset quantity threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset quantity threshold, and the second virtual model is the original model, then display the prop transfer control on the game interface.

[0094] Optionally, the above-mentioned control of the first virtual model to hang the reflow interactive props on the second virtual model can be achieved through the following steps: if the reflow interactive props hung on the first virtual model are not on the hand of the first virtual model, the first virtual model can be controlled to hang the hung reflow interactive props to the hand of the first virtual model; and the first virtual model can be controlled to hang the reflow interactive props hung on the hand to the second virtual model.

[0095] For example, as shown in Figure 5, a schematic diagram of the interface for prop transfer is provided. By clicking the prop transfer control in the game interface, the reflow interactive prop 511 attached to the first virtual model 311 can be changed from the attachment point 512 of the first virtual model to the attachment point 513, and then from the attachment point 513 of the first virtual model to the attachment point 514 of the second virtual model 416.

[0096] It should be noted that if the second virtual model does not exist within the interactive range of the first virtual model, an item discard control may be displayed on the game interface.

[0097] Optionally, the above-mentioned response to the touch operation of the prop discard control controls the first virtual model to discard the reflow interactive prop into the game scene, which can be specifically achieved through the following steps: if the reflow interactive prop attached to the first virtual model is not on the hand of the first virtual model, the first virtual model can be controlled to attach the attached reflow interactive prop to the hand of the first virtual model; and the first virtual model is controlled to discard the reflow interactive prop attached to the hand into the game scene.

[0098] In the above steps, the prop transfer control is adaptively displayed according to the game scene to meet the players' diverse operational needs.

[0099] In an optional embodiment, if there are multiple second virtual models within the interactive range of the first virtual model, the above-mentioned control of the first virtual model to hang the reflow interactive props attached to the hand to the second virtual model can also be achieved through the following steps: determining the target virtual model from the multiple second virtual models located in the interactive range of the first virtual model; controlling the first virtual model to hang the reflow interactive props attached to the hand to the target virtual model.

[0100] Specifically, the target virtual model may be determined from a plurality of second virtual models within the interactive range of the first virtual model according to the orientation of the first virtual model and / or the distance between the first virtual model and each second virtual model.

[0101] For example, the second virtual model closest to the first virtual model among the plurality of second virtual models located within the interactive range of the first virtual model may be used as the target virtual model.

[0102] For example, the second virtual model that is closest to the front of the first virtual model among the multiple second virtual models located in the interactive range of the first virtual model can be used as the target virtual model.

[0103] Determining the target virtual model based on distance and direction can make game interactions more in line with social logic.

[0104] In an optional embodiment, before controlling the first virtual model to attach the reflow interactive props attached to the hand to the second virtual model, the first virtual model can also be controlled to find a path to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.

[0105] For example, the preset distance threshold can be smaller than the radius of the interactive range of the first virtual model. When the interactive range of the first virtual model is larger, the process of the first virtual model attaching the reflow interactive prop to the second virtual model by finding the path to the second virtual model is more consistent with real-world logic.

[0106] In an optional embodiment, in response to the presence of a reflow interactive prop in the game scene that is within the interactive range of the first virtual model, a prop pickup control is displayed in the game interface; in response to the triggering operation of the prop pickup control, the first virtual model is controlled to attach the reflow interactive prop in the game scene that is within the interactive range of the first virtual model.

[0107] Optionally, controlling the first virtual model to hang the reflow interactive props in the game scene that are within the interactive range of the first virtual model can be achieved through the following steps: controlling the first virtual model to hang the reflow interactive props in the game scene on its hands; controlling the first virtual model to hang the reflow interactive props hung in its hands to a preset hanging point, such as the head.

[0108] Optionally, in response to the triggering operation of the prop picking control, the first virtual model can be controlled to find its way to the reflow interactive prop located within the interactive range of the first virtual model until the distance between the two is less than a preset distance threshold, and the first virtual model is controlled to hang the reflow interactive prop.

[0109] It should be noted that, in response to the touch operation of the prop pickup control, the prop pickup control can be switched to a prop removal control or a prop discard control for further interaction.

[0110] Furthermore, when performing touch operations on items such as the item pickup, item removal, and item discard controls, if the touch frequency exceeds a preset frequency, a prompt message indicating excessive click frequency can be generated in the game interface, allowing the user to reduce the click rate, prevent user errors, and reduce game processing pressure. Optionally, a skill cooldown period can be set for these controls, making them unresponsive to touch operations during the cooldown period, thereby limiting the user's click frequency on the controls.

[0111] For example, as shown in FIG6 , a schematic diagram of a flow chart of interaction with a reflow interactive prop is provided, which may specifically include the following steps:

[0112] Step S601: When the first user is in a reflow state, a reflow interactive prop is attached to the head of a first virtual model controlled by the first user, and a prop removal control is displayed on the game interface;

[0113] Step S602 , in response to a touch operation of the prop removal control, controlling the first virtual model to attach the reflow interactive prop attached to the head to the hand;

[0114] Step S603, in response to the touch operation of the prop picking control, determining whether there is a second virtual model within the interactive range of the first virtual model;

[0115] If yes, go to step S604; if no, go to step S605;

[0116] Step S604: Switch the prop removal control to a prop transfer control, and in response to a touch operation of the prop transfer control, control the first virtual model to attach the reflow interactive prop attached to the hand to the second virtual model;

[0117] Step S605: Switch the item removal control to the item discard control, and in response to the touch operation of the item discard control, control the first virtual model to discard the reflow interactive prop hung on the hand into the game scene.

[0118] For example, as shown in FIG7 , another flowchart of reflow interactive prop interaction is provided, which may specifically include the following steps:

[0119] Step S701: When the first user is in a reflow state, a reflow interactive prop is mounted on the head of a first virtual model controlled by the first user;

[0120] Step S702, determining whether there is a second virtual model within the interactive range of the first virtual model;

[0121] If yes, go to step S703; if no, go to step S704;

[0122] Step S703: displaying a prop transfer control on the game interface, and in response to a touch operation on the prop transfer control, controlling the first virtual model to attach the reflow interactive prop to the second virtual model;

[0123] Step S704: displaying a prop discard control on the game interface, and in response to a touch operation of the prop discard control, controlling the first virtual model to discard the reflow interactive prop into the game scene.

[0124] FIG8 shows a game interaction control device 800 in an exemplary embodiment of the present disclosure. The game interface is provided by a terminal device. As shown in FIG8 , the game interaction control device 800 may include:

[0125] The prop attachment module 810 is configured to attach a reflow interactive prop to a first virtual model controlled by a first user when the first user is in a reflow state, where the first user is a user who logs into the game on a terminal device;

[0126] The prop interaction module 820 is configured to execute a reflow interactive prop control operation in response to the reflow interactive prop control operation executed in the game interface, and control the first virtual model to execute a game behavior that matches the reflow interactive prop control operation.

[0127] In an optional embodiment, based on the above-mentioned solution, the game interaction control device 800 may further include: a user state determination module, configured to execute a determination as to whether the first user is in a reflow state in response to a game login operation of the first user on the terminal device.

[0128] In an optional embodiment, based on the aforementioned scheme, the user status judgment module can be configured to: determine whether the time interval between the first user's current login and the last login is greater than a first preset time threshold; if the time interval between the first user's current login and the last login is greater than the first preset time threshold, the first user is in a reflux state.

[0129] In an optional embodiment, based on the aforementioned scheme, the game interaction control device 800 may also include: a friend information display module, configured to execute a touch operation in response to the friend viewing control in the game interface, and display the friend status information corresponding to the first user, the friend status information including the friend return status information.

[0130] In an optional embodiment, based on the aforementioned scheme, the friend information display module can be configured to: determine whether the friend user corresponding to the first user is in a reflux state; if the friend user corresponding to the first user is in a reflux state, then display the reflux user identifier for the friend user corresponding to the first user.

[0131] In an optional embodiment, based on the aforementioned solution, the game interaction control device 800 may further include: a first prop discarding module, which is configured to execute, in the case where a reflow interactive prop is attached to the first virtual model, in response to a touch operation on the first virtual model, control the first virtual model to discard the attached reflow interactive prop into the game scene.

[0132] In an optional embodiment, based on the above solution, the first prop discarding module can be configured to: control the first virtual model to discard the attached reflow interactive prop into the game scene in a shaking state.

[0133] In an optional embodiment, based on the aforementioned scheme, the prop interaction module 820 includes: a prop detachment control display module, which is configured to display the prop detachment control on the game interface when a reflow interactive prop is mounted on the first virtual model; a prop detachment control module, which is configured to execute if the reflow interactive prop mounted on the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop detachment control, control the first virtual model to attach the mounted reflow interactive prop to the hand of the first virtual model.

[0134] In an optional embodiment, based on the aforementioned scheme, the game interaction control device 800 may further include: an interactive range detection module, configured to execute a touch operation in response to the prop removal control to determine whether there is a second virtual model within the interactive range of the first virtual model; a first control switching module, configured to execute if the second virtual model does not exist within the interactive range of the first virtual model, then switch the prop removal control to a prop discarding control; a second control switching module, configured to execute if the second virtual model exists within the interactive range of the first virtual model, then switch the prop removal control to a prop transfer control.

[0135] In an optional embodiment, based on the aforementioned solution, the game interaction control device 800 may further include: a second prop discarding module, configured to execute a touch operation in response to the prop discarding control, and control the first virtual model to discard the reflow interactive prop hanging on the hand into the game scene.

[0136] In an optional embodiment, based on the aforementioned solution, the game interaction control device 800 may further include: a prop clearing module, configured to execute a clearing operation in the game scene in response to the time when the reflux interactive prop is dropped into the game scene meeting a second preset time threshold.

[0137] In an optional embodiment, based on the aforementioned scheme, the second control switching module can be configured as follows: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset quantity threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset quantity threshold, and the second virtual model is the original model, switch the prop removal control to the prop transfer control.

[0138] In an optional embodiment, based on the aforementioned scheme, the game interaction control device 800 may further include: a first prop transfer module, configured to execute a touch operation in response to the prop transfer control, and control the first virtual model to hang the reflow interactive prop hung on the hand to the second virtual model.

[0139] In an optional embodiment, based on the aforementioned scheme, the prop interaction module 820 may also include: a transfer control display module, configured to display a prop transfer control on the game interface if a second virtual model exists within the interactive range of the first virtual model; a second prop transfer module, configured to execute a touch operation in response to the prop transfer control, and control the first virtual model to hang the reflow interactive prop on the second virtual model; a discard control display module, configured to display a prop discard control on the game interface if a second virtual model does not exist within the interactive range of the first virtual model; a third prop discard module, configured to execute a touch operation in response to the prop discard control, and control the first virtual model to discard the reflow interactive prop into the game scene.

[0140] In an optional embodiment, based on the aforementioned scheme, the transfer control display module can be configured as follows: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset quantity threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset quantity threshold, and the second virtual model is the original model, then display the prop transfer control on the game interface.

[0141] In an optional embodiment, based on the aforementioned scheme, the second prop transfer module may include: a first transfer sub-module, configured to control the first virtual model to hang the hung reflow interactive prop on the first virtual model to the hand of the first virtual model if the reflow interactive prop is not on the hand of the first virtual model; a second transfer sub-module, configured to control the first virtual model to hang the reflow interactive prop hung on the hand to the second virtual model.

[0142] In an optional embodiment, based on the aforementioned scheme, the third prop discarding module can be configured as follows: if the reflux interactive prop attached to the first virtual model is not on the hand of the first virtual model, the first virtual model can be controlled to attach the attached reflux interactive prop to the hand of the first virtual model; and the first virtual model can be controlled to discard the reflux interactive prop attached to the hand into the game scene.

[0143] In an optional embodiment, based on the aforementioned scheme, if there are multiple second virtual models within the interactive range of the first virtual model, the first prop transfer module or the second transfer sub-module that controls the first virtual model to hang the reflow interactive props attached to the hand on the second virtual model may include: a target virtual model determination module, configured to execute determination of the target virtual model from the multiple second virtual models located in the interactive range of the first virtual model; a target virtual model hanging module, configured to execute control of the first virtual model to hang the reflow interactive props attached to the hand on the target virtual model.

[0144] In an optional embodiment, based on the aforementioned scheme, the target virtual model determination module can be configured to: determine the target virtual model from multiple second virtual models within the interactive range of the first virtual model according to the orientation of the first virtual model and / or the distance between the first virtual model and each second virtual model.

[0145] In an optional embodiment, based on the aforementioned solution, before controlling the first virtual model to attach the reflow interactive props attached to the hand to the second virtual model, the game interaction control device 800 may further include: a model pathfinding module, configured to execute control of the first virtual model to pathfind to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.

[0146] In an optional embodiment, based on the aforementioned scheme, the game interaction control device 800 may further include: a pickup control display module, configured to execute a prop pickup control in the game interface in response to the presence of a reflow interactive prop in the game scene being located within the interactive range of the first virtual model; a prop pickup module, configured to execute a triggering operation in response to the prop pickup control, and control the first virtual model to hang the reflow interactive prop in the game scene that is located within the interactive range of the first virtual model.

[0147] The specific details of each module in the above-mentioned game interaction control device 800 have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, and thus will not be repeated here.

[0148] The exemplary embodiments of the present disclosure further provide a computer-readable storage medium storing a program product capable of implementing the game interactive control method described above. In some possible implementations, various aspects of the present disclosure may also be implemented in the form of a program product comprising program code that, when executed on an electronic device, causes the electronic device to execute the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of the present disclosure.

[0149] Specifically, the program product can perform the following steps:

[0150] When the first user is in a reflow state, a reflow interactive prop is mounted on a first virtual model controlled by the first user, and the first user is a user who logs into the game on a terminal device;

[0151] In response to a reflow interactive prop control operation executed in the game interface, the first virtual model is controlled to execute a game behavior that matches the reflow interactive prop control operation.

[0152] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the first user's game login operation on the terminal device, determining whether the first user is in a reflow state.

[0153] In an optional embodiment, based on the above scheme, the above judgment of whether the first user is in a reflux state can be achieved through the following steps: judging whether the time interval between the first user's current login and the last login is greater than a first preset time threshold; if the time interval between the first user's current login and the last login is greater than the first preset time threshold, then the first user is in a reflux state.

[0154] In an optional embodiment, based on the above scheme, the following steps may also be performed: in response to a touch operation of a friend viewing control in the game interface, the friend status information corresponding to the first user is displayed, the friend status information including the friend return status information.

[0155] In an optional embodiment, based on the above scheme, the above display of the friend status information corresponding to the first user can be achieved through the following steps: judging whether the friend user corresponding to the first user is in a reflux state; if the friend user corresponding to the first user is in a reflux state, then displaying the reflux user identifier for the friend user corresponding to the first user.

[0156] In an optional embodiment, based on the above scheme, the following steps can also be performed: when a reflow interactive prop is mounted on the first virtual model, in response to a touch operation on the first virtual model, the first virtual model is controlled to discard the mounted reflow interactive prop into the game scene.

[0157] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to discard the attached reflow interactive props into the game scene can be achieved through the following steps: controlling the first virtual model to discard the attached reflow interactive props into the game scene in a shaking state.

[0158] In an optional embodiment, based on the above scheme, the above-mentioned response to the reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform game behavior matching the reflow interactive prop control operation, can be achieved through the following steps: when a reflow interactive prop is mounted on the first virtual model, a prop detachment control is displayed in the game interface; if the reflow interactive prop mounted on the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop detachment control, the first virtual model is controlled to attach the mounted reflow interactive prop to the hand of the first virtual model.

[0159] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the touch operation of the prop removal control, determine whether there is a second virtual model within the interactive range of the first virtual model; if the second virtual model does not exist within the interactive range of the first virtual model, switch the prop removal control to a prop discard control; if the second virtual model exists within the interactive range of the first virtual model, switch the prop removal control to a prop transfer control.

[0160] In an optional embodiment, based on the above solution, the following steps may be further performed: in response to a touch operation of the prop discard control, the first virtual model is controlled to discard the reflow interactive prop hung on the hand into the game scene.

[0161] In an optional embodiment, based on the above solution, the following steps may be performed: in response to the time when the reflux interactive props are dropped into the game scene meeting a second preset time threshold, the reflux interactive props are cleared from the game scene.

[0162] In an optional embodiment, based on the above scheme, if there is a second virtual model within the interactive range of the first virtual model, the prop removal control is switched to the prop transfer control, which can be achieved by the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset number threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset number threshold, and the second virtual model is the original model, switch the prop removal control to the prop transfer control.

[0163] In an optional embodiment, based on the above solution, the following steps may be further performed: in response to a touch operation of the prop transfer control, the first virtual model is controlled to attach the reflow interactive prop attached to the hand to the second virtual model.

[0164] In an optional embodiment, based on the above scheme, the above-mentioned response to the reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform game behavior matching the reflow interactive prop control operation, can be achieved through the following steps: if there is a second virtual model within the interactive range of the first virtual model, displaying a prop transfer control on the game interface; in response to the touch operation of the prop transfer control, controlling the first virtual model to hang the reflow interactive prop on the second virtual model; if there is no second virtual model within the interactive range of the first virtual model, displaying a prop discard control on the game interface; in response to the touch operation of the prop discard control, controlling the first virtual model to discard the reflow interactive prop into the game scene.

[0165] In an optional embodiment, based on the above scheme, if there is a second virtual model within the interactive range of the first virtual model, the prop transfer control is displayed on the game interface, which can be achieved by the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset quantity threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset quantity threshold, and the second virtual model is the original model, then display the prop transfer control on the game interface.

[0166] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to hang the reflow interactive props on the second virtual model can be achieved through the following steps: if the reflow interactive props hung on the first virtual model are not on the hand of the first virtual model, control the first virtual model to hang the hung reflow interactive props to the hand of the first virtual model; control the first virtual model to hang the reflow interactive props hung on the hand to the second virtual model.

[0167] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to discard the reflux interactive props into the game scene can be achieved through the following steps: if the reflux interactive props mounted on the first virtual model are not on the hand of the first virtual model, the first virtual model can be controlled to hang the mounted reflux interactive props to the hand of the first virtual model; and the first virtual model is controlled to discard the reflux interactive props mounted on the hand into the game scene.

[0168] In an optional embodiment, based on the above scheme, if there are multiple second virtual models within the interactive range of the first virtual model, controlling the first virtual model to hang the reflow interactive props attached to the hand on the second virtual model can be achieved through the following steps: determining the target virtual model from the multiple second virtual models located in the interactive range of the first virtual model; controlling the first virtual model to hang the reflow interactive props attached to the hand on the target virtual model.

[0169] In an optional embodiment, based on the above scheme, the above-mentioned determination of the target virtual model from multiple second virtual models located within the interactive range of the first virtual model can be achieved by the following steps: determining the target virtual model from multiple second virtual models located within the interactive range of the first virtual model according to the orientation of the first virtual model and / or the distance between the first virtual model and each second virtual model.

[0170] In an optional embodiment, based on the above solution, before controlling the first virtual model to attach the reflow interactive props attached to the hand to the second virtual model, the following steps can also be performed: controlling the first virtual model to find a path to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.

[0171] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the presence of a reflow interactive prop in the game scene that is within the interactive range of the first virtual model, a prop pickup control is displayed in the game interface; in response to the triggering operation of the prop pickup control, the first virtual model is controlled to hang the reflow interactive prop in the game scene that is within the interactive range of the first virtual model.

[0172] In the above-mentioned game interaction control process, an interactive method based on scene interaction is adopted, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game; by attaching return interaction props to returning users, returning users are guided to perform richer interactive operations, thereby improving the social characteristics of returning users, and allowing other users in the same game scene to see the user's return status and interact with him, thereby enhancing the attention of returning users to communication and interaction to a certain extent.

[0173] The program product may be a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0174] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0175] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0176] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF (Radio Frequency), etc., or any suitable combination thereof.

[0177] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0178] The exemplary embodiments of the present disclosure also provide an electronic device capable of implementing the aforementioned game interactive control method. An electronic device 900 according to this exemplary embodiment of the present disclosure is described below with reference to FIG9 . The electronic device 900 shown in FIG9 is merely an example and should not limit the functionality or scope of use of the embodiments of the present disclosure.

[0179] As shown in Figure 9, electronic device 900 may be implemented as a general-purpose computing device. Components of electronic device 900 may include, but are not limited to, at least one processing unit 910, at least one storage unit 920, a bus 930 connecting various system components (including storage unit 920 and processing unit 910), and a display unit 940.

[0180] The storage unit 920 stores program codes, which can be executed by the processing unit 910 to enable the processing unit 910 to perform the steps according to various exemplary embodiments of the present disclosure described in the above “Exemplary Method” section of this specification.

[0181] Specifically, the electronic device 900 may perform the following steps:

[0182] When the first user is in a reflow state, a reflow interactive prop is mounted on a first virtual model controlled by the first user, and the first user is a user who logs into the game on a terminal device;

[0183] In response to a reflow interactive prop control operation executed in the game interface, the first virtual model is controlled to execute a game behavior that matches the reflow interactive prop control operation.

[0184] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the first user's game login operation on the terminal device, determining whether the first user is in a reflow state.

[0185] In an optional embodiment, based on the above scheme, the above judgment of whether the first user is in a reflux state can be achieved through the following steps: judging whether the time interval between the first user's current login and the last login is greater than a first preset time threshold; if the time interval between the first user's current login and the last login is greater than the first preset time threshold, then the first user is in a reflux state.

[0186] In an optional embodiment, based on the above scheme, the following steps may also be performed: in response to a touch operation of a friend viewing control in the game interface, the friend status information corresponding to the first user is displayed, the friend status information including the friend return status information.

[0187] In an optional embodiment, based on the above scheme, the above display of the friend status information corresponding to the first user can be achieved through the following steps: judging whether the friend user corresponding to the first user is in a reflux state; if the friend user corresponding to the first user is in a reflux state, then displaying the reflux user identifier for the friend user corresponding to the first user.

[0188] In an optional embodiment, based on the above scheme, the following steps can also be performed: when a reflow interactive prop is mounted on the first virtual model, in response to a touch operation on the first virtual model, the first virtual model is controlled to discard the mounted reflow interactive prop into the game scene.

[0189] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to discard the attached reflow interactive props into the game scene can be achieved through the following steps: controlling the first virtual model to discard the attached reflow interactive props into the game scene in a shaking state.

[0190] In an optional embodiment, based on the above scheme, the above-mentioned response to the reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform game behavior matching the reflow interactive prop control operation, can be achieved through the following steps: when a reflow interactive prop is mounted on the first virtual model, a prop detachment control is displayed in the game interface; if the reflow interactive prop mounted on the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop detachment control, the first virtual model is controlled to attach the mounted reflow interactive prop to the hand of the first virtual model.

[0191] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the touch operation of the prop removal control, determine whether there is a second virtual model within the interactive range of the first virtual model; if the second virtual model does not exist within the interactive range of the first virtual model, switch the prop removal control to a prop discard control; if the second virtual model exists within the interactive range of the first virtual model, switch the prop removal control to a prop transfer control.

[0192] In an optional embodiment, based on the above solution, the following steps may be further performed: in response to a touch operation of the prop discard control, the first virtual model is controlled to discard the reflow interactive prop hung on the hand into the game scene.

[0193] In an optional embodiment, based on the above solution, the following steps may be performed: in response to the time when the reflux interactive props are dropped into the game scene meeting a second preset time threshold, the reflux interactive props are cleared from the game scene.

[0194] In an optional embodiment, based on the above scheme, if there is a second virtual model within the interactive range of the first virtual model, the prop removal control is switched to the prop transfer control, which can be achieved by the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset number threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset number threshold, and the second virtual model is the original model, switch the prop removal control to the prop transfer control.

[0195] In an optional embodiment, based on the above solution, the following steps may be further performed: in response to a touch operation of the prop transfer control, the first virtual model is controlled to attach the reflow interactive prop attached to the hand to the second virtual model.

[0196] In an optional embodiment, based on the above scheme, the above-mentioned response to the reflow interactive prop control operation performed in the game interface, controlling the first virtual model to perform game behavior matching the reflow interactive prop control operation, can be achieved through the following steps: if there is a second virtual model within the interactive range of the first virtual model, displaying a prop transfer control on the game interface; in response to the touch operation of the prop transfer control, controlling the first virtual model to hang the reflow interactive prop on the second virtual model; if there is no second virtual model within the interactive range of the first virtual model, displaying a prop discard control on the game interface; in response to the touch operation of the prop discard control, controlling the first virtual model to discard the reflow interactive prop into the game scene.

[0197] In an optional embodiment, based on the above scheme, if there is a second virtual model within the interactive range of the first virtual model, the prop transfer control is displayed on the game interface, which can be achieved by the following steps: if there is a second virtual model within the interactive range of the first virtual model, determine whether the reflow interactive props currently mounted on the second virtual model exceed the preset quantity threshold, and whether the second virtual model is the original model; if the reflow interactive props currently mounted on the second virtual model do not exceed the preset quantity threshold, and the second virtual model is the original model, then display the prop transfer control on the game interface.

[0198] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to hang the reflow interactive props on the second virtual model can be achieved through the following steps: if the reflow interactive props hung on the first virtual model are not on the hand of the first virtual model, control the first virtual model to hang the hung reflow interactive props to the hand of the first virtual model; control the first virtual model to hang the reflow interactive props hung on the hand to the second virtual model.

[0199] In an optional embodiment, based on the above scheme, the above-mentioned control of the first virtual model to discard the reflux interactive props into the game scene can be achieved through the following steps: if the reflux interactive props mounted on the first virtual model are not on the hand of the first virtual model, the first virtual model can be controlled to hang the mounted reflux interactive props to the hand of the first virtual model; and the first virtual model is controlled to discard the reflux interactive props mounted on the hand into the game scene.

[0200] In an optional embodiment, based on the above scheme, if there are multiple second virtual models within the interactive range of the first virtual model, controlling the first virtual model to hang the reflow interactive props attached to the hand on the second virtual model can be achieved through the following steps: determining the target virtual model from the multiple second virtual models located in the interactive range of the first virtual model; controlling the first virtual model to hang the reflow interactive props attached to the hand on the target virtual model.

[0201] In an optional embodiment, based on the above scheme, the above-mentioned determination of the target virtual model from multiple second virtual models located within the interactive range of the first virtual model can be achieved by the following steps: determining the target virtual model from multiple second virtual models located within the interactive range of the first virtual model according to the orientation of the first virtual model and / or the distance between the first virtual model and each second virtual model.

[0202] In an optional embodiment, based on the above solution, before controlling the first virtual model to attach the reflow interactive props attached to the hand to the second virtual model, the following steps can also be performed: controlling the first virtual model to find a path to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.

[0203] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the presence of a reflow interactive prop in the game scene that is within the interactive range of the first virtual model, a prop pickup control is displayed in the game interface; in response to the triggering operation of the prop pickup control, the first virtual model is controlled to hang the reflow interactive prop in the game scene that is within the interactive range of the first virtual model.

[0204] In the above-mentioned game interaction control process, an interactive method based on scene interaction is adopted, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game; by attaching return interaction props to returning users, returning users are guided to perform richer interactive operations, thereby improving the social characteristics of returning users, and allowing other users in the same game scene to see the user's return status and interact with him, thereby enhancing the attention of returning users to communication and interaction to a certain extent.

[0205] The storage unit 920 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 921 and / or a cache memory unit 922 , and may further include a read-only memory unit (ROM) 923 .

[0206] The storage unit 920 may also include a program / utility 924 having a set (at least one) of program modules 925, such program modules 925 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0207] Bus 930 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0208] The electronic device 900 can also communicate with one or more external devices 1000 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 900, and / or any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). This communication can occur via an input / output (I / O) interface 950. Furthermore, the electronic device 900 can communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 960. As shown in FIG9 , the network adapter 960 communicates with other modules of the electronic device 900 via a bus 930. It should be understood that, although not shown in FIG9 , other hardware and / or software modules can be used in conjunction with the electronic device 900, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0209] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the exemplary embodiment of the present disclosure.

[0210] Furthermore, the figures above are merely illustrative of the processes included in the methods according to exemplary embodiments of the present disclosure and are not intended to be limiting. It is readily understood that the processes illustrated in the figures above do not indicate or limit the temporal order of these processes. Furthermore, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0211] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0212] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and embodiments are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

[0213] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A game interactive control method, providing a game interface through a terminal device, the method comprising: When a first user is in a reflow state, a reflow interactive prop is mounted on a first virtual model controlled by the first user, the first user being a user who logs into the game on the terminal device; In response to a reflow interactive prop control operation performed in the game interface, the first virtual model is controlled to perform a game behavior that matches the reflow interactive prop control operation.

2. The method according to claim 1, wherein: The method further comprises: In response to the game login operation of the first user on the terminal device, it is determined whether the first user is in a reflow state.

3. The method according to claim 2, wherein: The determining whether the first user is in a reflow state includes: Determine whether the time interval between the current login and the last login of the first user is greater than a first preset time threshold; If the time interval between the current login of the first user and the last login of the first user is greater than a first preset time threshold, the first user is in a reflow state.

4. The method according to claim 1, wherein: The method further comprises: In response to a touch operation of a friend viewing control in the game interface, friend status information corresponding to the first user is displayed, wherein the friend status information includes friend return status information.

5. The method according to claim 4, wherein: The displaying the friend status information corresponding to the first user includes: Determine whether the friend user corresponding to the first user is in a reflow state; If the friend user corresponding to the first user is in a reflow state, a reflow user identifier is displayed for the friend user corresponding to the first user.

6. The method according to claim 1, wherein: The method further comprises: When a reflow interactive prop is mounted on the first virtual model, in response to a touch operation on the first virtual model, the first virtual model is controlled to discard the mounted reflow interactive prop into the game scene.

7. The method according to claim 6, wherein: The controlling the first virtual model to discard the attached reflow interactive props into the game scene includes: The first virtual model is controlled to discard the mounted reflow interactive props into the game scene in a shaking state.

8. The method according to claim 1, wherein: The step of controlling the first virtual model to perform a game behavior matching the reflow interactive prop control operation in response to the reflow interactive prop control operation performed in the game interface includes: When a reflow interactive prop is mounted on the first virtual model, a prop picking control is displayed on the game interface; If the reflow interactive prop mounted on the first virtual model is not on the hand of the first virtual model, in response to the touch operation of the prop picking control, the first virtual model is controlled to mount the mounted reflow interactive prop to the hand of the first virtual model.

9. The method according to claim 8, wherein: The method further comprises: In response to the touch operation of the prop picking control, determining whether there is a second virtual model within the interactive range of the first virtual model; If there is no second virtual model within the interactive range of the first virtual model, switching the item removal control to an item discarding control; If there is a second virtual model within the interactive range of the first virtual model, the prop removal control is switched to a prop transfer control.

10. The method according to claim 9, wherein: The method further comprises: In response to the touch operation of the prop discarding control, the first virtual model is controlled to discard the reflow interactive prop hung on the hand into the game scene.

11. The method according to claim 10, wherein: The method further comprises: In response to the time when the reflux interactive prop is discarded into the game scene meeting a second preset time threshold, the reflux interactive prop is cleared from the game scene.

12. The method according to claim 9, wherein: If there is a second virtual model within the interactive range of the first virtual model, switching the prop removal control to a prop transfer control includes: If there is a second virtual model within the interactive range of the first virtual model, determining whether the number of reflow interactive props currently mounted on the second virtual model exceeds a preset threshold, and whether the second virtual model is the original model; If the number of reflow interactive props currently mounted on the second virtual model does not exceed a preset threshold, and the second virtual model is the original model, the prop removal control is switched to a prop transfer control.

13. The method according to claim 9, wherein: The method further comprises: In response to the touch operation of the prop transfer control, the first virtual model is controlled to attach the reflow interactive prop attached to the hand to the on the second virtual model.

14. The method according to claim 1, wherein: The step of controlling the first virtual model to perform a game behavior matching the reflow interactive prop control operation in response to the reflow interactive prop control operation performed in the game interface includes: If there is a second virtual model within the interactive range of the first virtual model, displaying a prop transfer control on the game interface; In response to the touch operation of the prop transfer control, controlling the first virtual model to hang the reflow interactive prop on the second virtual model; If there is no second virtual model within the interactive range of the first virtual model, displaying a prop discard control on the game interface; In response to the touch operation of the prop discard control, the first virtual model is controlled to discard the reflow interactive prop into the game scene.

15. The method according to claim 14, wherein: If there is a second virtual model within the interactive range of the first virtual model, displaying a prop transfer control on the game interface includes: If there is a second virtual model within the interactive range of the first virtual model, determining whether the number of reflow interactive props currently mounted on the second virtual model exceeds a preset threshold, and whether the second virtual model is the original model; If the number of reflow interactive props currently mounted on the second virtual model does not exceed a preset quantity threshold, and the second virtual model is the original model, a prop transfer control is displayed on the game interface.

16. The method according to claim 14, wherein: The controlling the first virtual model to attach the reflow interactive prop to the second virtual model includes: If the reflow interactive prop mounted on the first virtual model is not on the hand of the first virtual model, controlling the first virtual model to mount the reflow interactive prop to the hand of the first virtual model; The first virtual model is controlled to attach the reflow interactive prop attached to the hand to the second virtual model.

17. The method according to claim 14, wherein: The controlling the first virtual model to discard the reflow interactive prop into the game scene includes: If the reflow interactive prop mounted on the first virtual model is not on the hand of the first virtual model, the first virtual model may be controlled to mount the reflow interactive prop to the hand of the first virtual model; The first virtual model is controlled to drop the reflux interactive props mounted on the hand into the game scene.

18. The method according to claim 13 or 16, wherein: If there are multiple second virtual models within the interactive range of the first virtual model, controlling the first virtual model to attach the reflow interactive prop attached to the hand to the second virtual model includes: Determine a target virtual model from a plurality of second virtual models located within an interactive range of the first virtual model; The first virtual model is controlled to attach the reflow interactive prop attached to the hand to the target virtual model.

19. The method according to claim 18, wherein: The step of determining a target virtual model from a plurality of second virtual models located within an interactive range of the first virtual model comprises: According to the orientation of the first virtual model and / or the distance between the first virtual model and each of the second virtual models, a target virtual model is determined from a plurality of second virtual models located within an interactive range of the first virtual model.

20. The method according to claim 13 or 16, wherein: Before controlling the first virtual model to attach the reflow interactive prop attached to the hand to the second virtual model, the method further includes: The first virtual model is controlled to find a path toward the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.

21. The method according to claim 1, wherein: The method further comprises: In response to a reflow interactive prop existing in the game scene and being located within the interactive range of the first virtual model, displaying a prop picking control on the game interface; In response to the triggering operation of the prop pickup control, the first virtual model is controlled to hang the reflow interactive prop in the game scene that is within the interactive range of the first virtual model.

22. A game interactive control device, providing a game interface through a terminal device, the device comprising: A prop attachment module is configured to attach a reflow interactive prop to a first virtual model controlled by a first user when the first user is in a reflow state, wherein the first user is a user who logs into the game on the terminal device; The prop interaction module is configured to execute a reflow interactive prop control operation in response to the reflow interactive prop control operation executed in the game interface, and control the first virtual model to execute a game behavior matching the reflow interactive prop control operation.

23. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 21 when executed by a processor.

24. An electronic device comprising: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method as claimed in any one of claims 1 to 21.