Component control method and apparatus in game, and electronic device
By setting up interactive components for visible and invisible state switching in the game scene, players interact with them to update attribute parameters, solving the problem of lack of stimulation in the existing game mode, achieving higher player participation and simplified control methods.
Patent Information
- Application Number
- PCT/CN2024/140720
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-19
- Filing Date
- 2024-12-19
- Publication Date
- 2025-07-24
AI Technical Summary
The existing game modes are difficult to provide an exciting gaming experience, especially the lack of tests on players' immediate response and skill selection ability.
Provide multiple component interaction locations in the game scene, create interactive components and control their rotation between visible and invisible states. Players update the attribute parameters of virtual characters and components through interactive behavior with interactive components, and delete interactive components when their attributes are below the threshold.
It improves players' attention concentration, provides a more exciting gaming experience, simplifies component control methods, and reduces the pressure on the server or terminal.
Smart Images

Figure CN2024140720_24072025_PF_FP_ABST
Abstract
Description
Method, device and electronic device for controlling components in games
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202410084565.6, filed on January 19, 2024, entitled “Component Control Method, Device and Electronic Device in Games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for controlling components in a game. Background Art
[0004] In games, players typically control virtual characters to attack moving or stationary game objects. These two gameplay styles challenge players in different ways. For moving game objects, the primary challenge is aiming. For delicate game objects, the primary challenge is selecting and combining attacking skills. However, these two gameplay styles typically require less immediate reflexes, making them less likely to provide a thrilling gaming experience. Summary of the Invention
[0005] In view of this, the purpose of the present disclosure is to provide a component control method, device and electronic device in a game, so that players can concentrate their attention in the game, discover randomly appearing game components, and hit them, giving players a more exciting gaming experience.
[0006] In a first aspect, an embodiment of the present disclosure provides a method for controlling components in a game, wherein a graphical user interface is provided through a terminal device, and at least a portion of a game scene is displayed in the graphical user interface. The game scene includes at least one virtual character, and the at least one virtual character includes at least a controlled virtual character controlled by the terminal device, and the at least one virtual character has a preset first interaction attribute parameter. The method comprises: providing a plurality of component interaction positions in the game scene in response to a game match start instruction; determining at least one target component interaction position from the plurality of component interaction positions, creating an interaction component at each target component interaction position, and controlling and adjusting the display parameters of each interaction component in the game scene according to specified rules, so that each interaction component is displayed in the corresponding The target component is alternately in a visible state and an invisible state at an interaction position, wherein the interaction component has a second interaction attribute parameter; when the interaction component is in a visible state, in response to an interaction behavior between the target virtual character and the interaction component, the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component are controlled to be updated according to the interaction result of the interaction behavior, wherein the interaction behavior is used to indicate to increase the first interaction attribute parameter and reduce the second interaction attribute parameter, and the target virtual character is any virtual character among the at least one virtual character; in response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than the first parameter threshold, the first interaction component is deleted from the first component interaction position corresponding to the first interaction component.
[0007] In a second aspect, an embodiment of the present disclosure provides a component control device in a game, which provides a graphical user interface through a terminal device, displays at least part of a game scene in the graphical user interface, and at least one virtual character in the game scene, at least one virtual character including at least a controlled virtual character controlled by the terminal device, and at least one virtual character having a preset first interaction attribute parameter. The device includes: a component interaction position providing module, which is configured to execute a response to a game match start instruction and provide multiple component interaction positions in the game scene; an interaction component creation module, which is configured to execute determining at least one target component interaction position from the multiple component interaction positions, creating an interaction component at each target component interaction position, and controlling and adjusting the display parameters of each interaction component in the game scene according to specified rules, so that each interaction component The interactive component is alternately in a visible state and an invisible state at the corresponding target component interaction position, wherein the interactive component has a second interactive attribute parameter; the interactive module is configured to execute, when the interactive component is in a visible state, in response to an interactive behavior between the target virtual character and the interactive component, and control the update of the first interactive attribute parameter of the target virtual character and the second interactive attribute parameter of the interactive component according to the interaction result of the interactive behavior, wherein the interactive behavior is used to indicate an increase in the first interactive attribute parameter and a decrease in the second interactive attribute parameter, and the target virtual character is any virtual character among the at least one virtual character; the component deletion module is configured to execute, in response to the second interactive attribute parameter of the first interactive component among each interactive component being lower than the first parameter threshold, deleting the first interactive component from the first component interaction position corresponding to the first interactive component.
[0008] In a third aspect, an embodiment of the present disclosure provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the component control method in the above-mentioned game.
[0009] In a fourth aspect, an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the component control method in the above-mentioned game.
[0010] The embodiments of the present disclosure bring the following beneficial effects:
[0011] The above-mentioned component control method, device, and electronic device in a game provide multiple component interaction locations in the game scene in response to a game match start instruction; determine at least one target component interaction location from the multiple component interaction locations, create an interaction component at the target component interaction location, and control and adjust each interaction component to alternate between visible and invisible states at the corresponding target component interaction location; when the interaction component is in the visible state, in response to an interaction between a target virtual character and the interaction component, control the update of a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component; and in response to the second interaction attribute parameter of the first interaction component being lower than a first parameter threshold, delete the first interaction component. In this method, players need to concentrate their attention, discover randomly appearing game components, and hit them, giving players a more exciting gaming experience, simplifying the component control method, and reducing the pressure on the server or terminal.
[0012] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the description of the embodiments of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a flowchart of a component control method in a game according to an exemplary embodiment of the present disclosure;
[0017] FIG2 is a schematic diagram of a receiving assembly according to an exemplary embodiment of the present disclosure;
[0018] FIG3 is a schematic diagram of a receiving component and an interaction component according to an exemplary embodiment of the present disclosure;
[0019] FIG4 is a schematic diagram of a parameter display area according to an exemplary embodiment of the present disclosure;
[0020] FIG5 is a schematic diagram of a game scene according to an exemplary embodiment of the present disclosure;
[0021] FIG6 is a schematic structural diagram of a component control device in a game according to one exemplary embodiment of the present disclosure;
[0022] FIG7 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0023] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.
[0024] In games, players often control their virtual characters to attack monsters with high health. Alternatively, multiple virtual characters from different factions can be deployed to attack each other. These methods often test players' skill control and character coordination, making them less likely to provide a stimulating gaming experience.
[0025] Based on this, the embodiments of the present disclosure provide a method, device, and electronic device for controlling components in a game, and this technology can be applied to various game scenarios.
[0026] In one embodiment of the present disclosure, a component control method for a game can be run on a local terminal device or a server. When the component control method for a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0027] 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 component control methods in the game 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 is responsible for information processing. 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.
[0028] 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, conventionally downloading and installing the game program through an electronic device and running it. 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's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0029] Referring to FIG. 1 , a method for controlling components in a game provided by an embodiment of the present disclosure is first described. A graphical user interface is provided via a terminal device. The terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface displays at least a portion of a game scene, including at least one virtual character, wherein the at least one virtual character includes at least a controlled virtual character controlled by the terminal device.
[0030] The virtual character in the game scene has a preset first interaction attribute parameter. The initial value of this first interaction attribute parameter is typically 0, but it can also be other values. When the virtual character participates in multiple related game matches, the first interaction attribute parameter can also be determined based on certain specified interactive behaviors generated by the virtual character during the other game matches. The specific setting can be determined based on needs and is not limited here.
[0031] The method further comprises the steps of:
[0032] Step S102: In response to a game start instruction, multiple component interaction locations are provided in the game scene.
[0033] The game match start command can be input by a player into the terminal device via a human-computer interaction device, such as a mouse, keyboard, or touch screen. It can also be input by a player controlling another controlled virtual character in the game scene via another terminal device. It can also be generated by the game system after determining that the number of controlled virtual characters in the game scene has reached a specified number or a preset game match start time has been reached. The specific generation method can be configured as needed and is not specified here.
[0034] The aforementioned component interaction locations are typically pre-set, specifically by game developers or players editing the current game scene, without limitation. Component interaction locations can exist independently within the game scene, unbound to other game components, or be located on the surface of or within other game components. These locations can be configured as needed, without limitation.
[0035] For example, when a player editing the current game scene wants to set component interaction locations, they can use touch to trigger the component interaction location selection mode and select several locations in the game scene to be designated as component interaction locations. Players can also create game components in the game scene that are bound to component interaction locations. These game components can have their own component interaction locations. Alternatively, players can set several locations on or within the game component by touch selection or by inputting location parameters. These locations are then designated as component interaction locations. When the player controls the game component to move within the game scene, the component interaction locations will move with it.
[0036] Step S104: determine at least one target component interaction position from multiple component interaction positions, create an interaction component at each target component interaction position, and control and adjust the display parameters of each interaction component in the game scene according to specified rules, so that each interaction component is in a visible state and an invisible state in turn at the corresponding target component interaction position, wherein the interaction component has a second interaction attribute parameter.
[0037] The number of target component interaction positions can be pre-set or randomly generated, and is not limited here. During the course of a game, several moments can be pre-set, and the corresponding number of target component interaction positions can be set at each of these moments, or the number of target component interaction positions can be determined at these moments based on a random algorithm.
[0038] Target component interaction positions can be determined from multiple component interaction positions according to a set rule. For example, at the first moment of a game match, if three target component interaction positions need to be determined, the first three component interaction positions in the predetermined order of the multiple component interaction positions can be determined as target component interaction positions. Alternatively, the target component interaction positions corresponding to the desired number can be determined from multiple component interaction positions based on a predetermined random algorithm. The specific setting can be determined based on needs and is not limited here.
[0039] After determining the target component interaction location, an interactive component can be created at the target component interaction location. This interactive component can be considered a three-dimensional model, and its presentation can be set based on requirements. It can be displayed as a specified creature, such as a hamster or koala, or as a specified object, such as a watermelon or an egg. Certain display effects can be set for it, such as a flashing effect or a trembling effect. The specific settings can be made according to requirements and are not limited here. The second interactive attribute can be considered the "health value" or "health bar" of the interactive component, which will decrease as the controlled virtual character and the interactive component interact. It can be considered that the controlled virtual character attacks the interactive component, causing the health value of the interactive component to decrease.
[0040] When an interactive component is initially generated, its display parameters can be set to values indicating that it is invisible. Because each interactive component needs to alternate between visible and invisible states at its corresponding target component interaction location, it is necessary to determine when each interactive component should begin displaying. This can be determined using pre-set rules or a random algorithm, and is not limited here. When this time arrives, the interactive component's display parameters are set to values indicating that it is visible, thereby displaying the interactive component in the game scene.
[0041] If the component interaction position is bound to a game component in the game scene, you can also control the relative position of the interactive component to control whether the interactive component is visible or invisible. For example, the game component can be a flat surface, and the component interaction position is located above the surface. If you need to control the interactive component to be invisible, you can control the interactive component to be moved below the surface. You can also control the transparency parameter of the game component to control whether the interactive component is visible or invisible. For example, the game component can be displayed as a hollow box, with the component interaction position located within the box, and the generated interactive component can be located within the box. When the box is opaque, the interactive component is invisible. When the box is transparent, the interactive component is visible.
[0042] Step S106, when the interactive component is in a visible state, in response to an interactive behavior between the target virtual character and the interactive component, the first interactive attribute parameter of the target virtual character and the second interactive attribute parameter of the interactive component are controlled to be updated according to the interactive result of the interactive behavior, wherein the interactive behavior is used to indicate an increase in the first interactive attribute parameter and a decrease in the second interactive attribute parameter, and the target virtual character is any virtual character among the at least one virtual character.
[0043] The aforementioned interactive behaviors can be of various types. These include the target avatar's designated body part colliding with the interactive component, such as the head, hand, or foot. Alternatively, the target avatar can control a game prop to collide with the interactive component, such as holding a stick and controlling it to contact the interactive component. Alternatively, the target avatar can throw a bomb prop at the interactive component. These interactive behaviors can be performed while the target avatar is standing, walking, or jumping, without limitation.
[0044] If the interactive component is in an invisible state, even if the target virtual character interacts with the interactive component, it is usually caused by the player's unconscious operation, and the interaction between the target virtual character and the interactive component can be considered meaningless. If the interactive component is located in a game component, it is usually in an invisible state, and the target virtual character cannot control the specified body part or game props to collide with the interactive component, which satisfies the condition that the target virtual character can only interact with the interactive component when the interactive component is visible. If the interactive component is not bound to the game component, it can be set to a non-collision state when the interactive component is in an invisible state. In this case, the target virtual character cannot control the specified body part or game props to collide with the interactive component, which also satisfies the condition that the target virtual character can only interact with the interactive component when the interactive component is visible. The specific settings can be made according to needs and are not restricted here.
[0045] The results of the above-mentioned interactive behaviors are usually successful or failed. A successful interaction usually means that a designated body part of the target virtual character collides with the interactive component, or that a game prop controlled by the target virtual character successfully collides with the interactive component. A failed interaction usually means that no collision occurs with the interactive component. Specifically, this can be done by detecting whether the collision box of the designated body part or game prop collides with the collision box of the interactive component. A trigger can also be set at the end of the designated body part or game prop to detect whether it has collided with the interactive component. The specific settings can be based on needs and will not be detailed here.
[0046] When an interaction fails, the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component may not be changed. Alternatively, if the first interaction attribute of the target virtual character is not zero, the first interaction attribute of the target virtual character may be reduced, which can be considered a "punishment" for the target virtual character's failure to successfully interact. When an interaction succeeds, the first interaction attribute parameter of the target virtual character may be increased, while the second interaction attribute parameter of the interaction component may be reduced. The increase value for the first interaction attribute parameter is typically pre-set, and the decrease value for the second interaction attribute parameter is also typically pre-set. That is, each successful interaction increases the first interaction attribute parameter by a pre-set increase value, and decreases the second interaction attribute parameter by a pre-set decrease value.
[0047] As can be seen from the above discussion, there are many possible interactive behaviors between the target virtual character and the interactive component. For different interactive behaviors, corresponding increment values can be set for the first interactive attribute parameter, and corresponding decrements can be set for the second interactive attribute parameter. For example, if the player controls the target virtual character while standing and hits the interactive component with a game item, the first interactive attribute parameter of the target virtual character can be incremented by 2, and the second interactive attribute parameter of the interactive component can be decremented by 5. If the player controls the target virtual character while jumping and hits the interactive component with a game item, the first interactive attribute parameter of the target virtual character can be incremented by 3, and the second interactive attribute parameter of the interactive component can be decremented by 10.
[0048] Step S108 : in response to the second interaction attribute parameter of the first interaction component among the interaction components being lower than the first parameter threshold, deleting the first interaction component from the first component interaction position corresponding to the first interaction component.
[0049] The second interactive attribute parameter of the interactive component decreases when the controlled virtual character interacts with it. The controlled virtual character may be the controlled virtual character controlled by the terminal device mentioned above, or may be a controlled virtual character controlled by another terminal device in a game.
[0050] A first parameter threshold can be preset. The first parameter threshold can be 0 or other values, typically less than the initial parameter value of the second interaction attribute parameter. When the second interaction attribute parameter of an interaction component is lower than the first parameter threshold, the interaction component can be directly deleted from the component interaction position where the component is located.
[0051] In some cases, the interactive component can be displayed transparently, rendering it invisible and preventing the controlled virtual character from interacting with it. Simultaneously, the second interactive attribute parameter of the interactive component can be controlled to increase at a predetermined recovery rate until it returns to its initial value. Once the interactive component has returned to its initial value, the display time of the interactive component can be re-determined, and the interactive component can be controlled to become visible, facilitating the controlled virtual character's interaction with it.
[0052] The aforementioned method, device, and electronic device for controlling components in a game provide multiple component interaction locations in a game scene in response to a game match start instruction; determine at least one target component interaction location from the multiple component interaction locations, create an interaction component at the target component interaction location, and control and adjust each interaction component to alternate between visible and invisible states at the corresponding target component interaction location; when the interaction component is in a visible state, in response to an interaction between a target virtual character and the interaction component, control the updating of a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component; and in response to the second interaction attribute parameter of the first interaction component being lower than a first parameter threshold, delete the first interaction component. In this method, players need to concentrate their attention, discover randomly appearing game components, and hit them, giving players a more exciting gaming experience.
[0053] The following embodiment provides a specific method for determining at least one target component interaction position from multiple component interaction positions, creating an interaction component at each target component interaction position, and controlling and adjusting the display parameters of each interaction component in a game scene according to specified rules.
[0054] The number of components that need to be generated can be set in advance, and for convenience, it can be referred to as the "first component generation number" here. The first component generation number is usually set by the designer of the game scene. When the player can edit the game scene by himself, the first component generation number can usually be determined by entering a numerical parameter. When determining the target component interaction position, the target component interaction position can be determined from multiple component interaction positions based on a preset random algorithm and a preset first component generation number; wherein the number of target component interaction positions matches the component generation number. In specific implementation, multiple component interaction positions can be numbered, and then a number that matches the first component generation number is selected from the multiple numbers through a random algorithm, and then the component interaction position corresponding to each number is determined as the target component interaction position.
[0055] During the course of a game, multiple operations of determining target component interaction positions and generating interaction components can be set. For example, when the game progresses to 1s, 9s, and 17s, 4, 8, and 16 target interaction positions are determined, respectively, and interaction components are generated at these positions. The number of target interaction positions set at each moment is referred to as the "second component generation number." In response to the duration of the game reaching a specified length, it is necessary to determine the updated target component interaction position from multiple component interaction positions based on a preset random algorithm and a preset second component generation number, and create an interaction component at each updated target component interaction position; the number of updated target component interaction positions matches the second component generation number.
[0056] The updated target component interaction position can be determined directly from multiple component interaction positions without considering the previously determined target component interaction position. In this case, the target component interaction positions determined twice may overlap. In response to the existence of an interaction component at the updated target component interaction position, that is, when the updated target component interaction position is the same as a target component interaction position determined initially, the second interaction attribute parameter of the interaction component can be directly updated to the preset initial parameter value, and it can be regarded as a newly generated interaction component; if there is no interaction component at the updated target component interaction position, it is necessary to create an interaction component at the updated target component interaction position.
[0057] In the process of determining the updated target component interaction position, component interaction positions that still have interaction components can also be excluded. Specifically, component interaction positions that do not have interaction components among multiple component interaction positions can be determined as alternative component interaction positions; based on a preset random algorithm and a preset number of second component generation, the updated target component interaction position is determined from the alternative component interaction positions. For example, multiple component interaction positions include A, B, C, and D, and A and B are the first determined target component interaction positions. The interaction component at A has been deleted, while the interaction component at B still exists; then the target component interaction position needs to be re-determined from A, C, and D.
[0058] One or more container components can be set up in a game scene. A container component typically includes multiple component interaction locations, such as a "land" component with multiple "mole holes," as shown in Figure 2. The gray shaded area represents the "mole holes," and the interactive components "emerging" from the "mole holes" are shown in Figure 3. If there are multiple container components, each container component typically corresponds to a component interaction location. Alternatively, one container component can correspond to multiple component interaction locations. The specific settings can be customized according to needs and are not detailed here.
[0059] When the game scene includes multiple accommodating components, in response to the game match start instruction, the multiple accommodating components in the game scene can be directly determined as multiple component interaction positions. The process of determining the target component interaction position can also be regarded as determining at least one target accommodating component from multiple accommodating components. After the target accommodating component is determined, it is necessary to generate an interactive component inside the target accommodating component. The position parameters of the interactive component can be controlled and adjusted, or the position parameters of the target accommodating component can be adjusted, or the position parameters of the two can be adjusted at the same time, so that each interactive component is located inside and outside the corresponding target accommodating component in turn. When each interactive component is located inside the corresponding target accommodating component, it is in an invisible state, and when each interactive component is located outside the corresponding target accommodating component, it is in a visible state.
[0060] For example, the position parameters of the interactive component can be controlled and adjusted to move the interactive component to the outside of the target accommodating component. This situation is usually to regard the interactive component as a living object, such as displaying the interactive component as a "mole", and the target accommodating component as a non-living object, such as displaying the target accommodating component as a "hillside". The position parameters of the interactive component can be controlled and adjusted to achieve a scene effect of a mole emerging from a hole in the hillside. The position parameters of the target accommodating component can also be controlled and adjusted to move the target accommodating component, causing the interactive component to be located outside the target accommodating component. This situation is usually to regard the interactive component as a non-living object, such as displaying the interactive component as a "golden egg", and the target accommodating component as a living or movable object, such as displaying the target accommodating component as a dinosaur. The position parameters of the target accommodating component can be controlled and adjusted to achieve a scene effect of a dinosaur flying away from a golden egg, causing the golden egg to be visible.
[0061] If the position parameters of an interactive component need to be adjusted to make it visible, a preset random algorithm can be used to determine the display time of the interactive component in the target container. For example, the interactive component can be displayed two seconds after it is generated. In response to the game duration reaching the display time of the interactive component, the interactive component is controlled to move outside the target container.
[0062] A containing component can have a designated surface portion, such as a "hillside" component having a hillside surface. This surface can be displayed as transparent or partially transparent to create a "mole hole" display effect. Generally speaking, collision parameters can be set for the designated surface portion, and the collision parameters can be set to target which game component or components in the game scene. For example, a first relative collision parameter for the interactive component can be pre-set; the first relative collision parameter indicates that the interactive component can pass through the designated surface portion. Therefore, the interactive component can be controlled to pass through the designated surface portion of the target containing component and move to the outside of the target containing component.
[0063] When there is no containing component in the game scene, the visibility attribute parameter can also be set for the interactive component to control whether the interactive component is visible or invisible. When creating an interactive component at each target component interaction position, the visibility attribute parameter of the interactive component can be set to the first parameter; the first parameter indicates that the interactive component is in an invisible state. After determining the display time corresponding to the interactive component at the target component interaction position based on a preset random algorithm, if the duration of the game reaches the display time of the interactive component, the visibility attribute parameter of the interactive component needs to be set to the second parameter; the second parameter indicates that the interactive component is in a visible state. In the above case, the interactive component can be regarded as floating in the game scene. When the interactive component is in the display state, the player can control the controlled virtual character to jump to produce an interactive behavior of colliding with the interactive component.
[0064] The following embodiment provides a specific method for controlling and updating a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component according to an interaction result of the interaction behavior in response to an interaction behavior between the target virtual character and the interaction component.
[0065] In games, interactive components often have designated props. These can be distributed to the target avatar by the game system, purchased by the target avatar in the game store, or acquired by the target avatar in the game scene. The specific settings can be customized and are not limited here.
[0066] When the target virtual character is carrying a designated item, the graphical user interface will typically display a control for triggering the designated item to perform an interactive behavior. The player can trigger the control to trigger the handover. In response to the interactive trigger, the virtual character will be controlled to move the designated item in a preset direction; the preset direction is related to the relative position between the interactive component and the target virtual character. For example, if the interactive component is located on the ground, the preset direction is typically vertically downward, or downward at a certain angle. If the interactive component is located higher than the target virtual character, the preset direction can be vertically upward, or upward at a certain angle. The specific setting can be based on actual conditions and is not limited here.
[0067] If a collision between the designated prop and the interactive component is detected, the result of the interaction between the virtual character and the interactive component is determined to be a successful interaction. At this time, it is necessary to control the update of the first interactive attribute parameter of the target virtual character and the second interactive attribute parameter of the interactive component.
[0068] When the component interaction location is located inside a container component, a designated surface portion of the container component can be configured to collide with a designated prop. Specifically, a second relative collision parameter for the designated prop can be set for the designated surface portion; the second relative collision parameter indicates that the designated prop can collide with the designated surface portion. If a collision is detected between the designated prop and the designated surface portion, the interaction between the avatar and the interactive component is determined to have failed.
[0069] After the interaction ends, the virtual character needs to be controlled to move the designated prop in the opposite direction of the preset direction so that the designated prop moves to the position before the interaction triggering operation occurs.
[0070] After the target virtual character generates an interactive behavior, in response to the interactive behavior's interactive result being a successful interaction, the current parameter value of the first interactive attribute parameter and the current parameter value of the second interactive attribute parameter are obtained; before the target virtual character generates the interactive behavior, the current parameter value of the first interactive attribute parameter is usually a preset initial parameter value, and the current parameter value of the second interactive attribute parameter is also usually a preset initial parameter value, and the initial parameter values of the two are usually different. The sum of the current parameter value of the first interactive attribute parameter and the preset first interactive value is calculated, and the calculation result is determined as the updated current parameter value of the first interactive attribute parameter of the target virtual character; the first interactive value is greater than zero. The above process is similar to integrating the interactive behavior of the target virtual character. The difference between the current parameter value of the second interactive attribute parameter and the preset second interactive value is calculated, and the calculation result is determined as the updated current parameter value of the second interactive attribute parameter of the interactive component; the second interactive value is greater than zero. The above process is equivalent to the "health value" of the interactive component decreasing after being hit.
[0071] A parameter display area can typically be set on the surface of an interactive component. The parameter display area can be rendered based on the current parameter value of the interactive component's second interactive attribute parameter. The rendered parameter display area is divided into a first area and a second area. The size of the first area is related to the current parameter value of the second interactive attribute parameter. As shown in Figure 4, the ellipse represents the interactive component, and the rectangular portion thereof represents the parameter display area. The gray-shaded area within the rectangular portion represents the first area, and the white portion represents the second area. In this case, the first area occupies half of the parameter display area, indicating that the current parameter value of the interactive component's second interactive attribute parameter is half of its initial parameter value.
[0072] A variety of interactive components can be pre-set in the game system. Different interactive components are usually displayed in different forms, specifically in different shapes and colors. Players editing the current game scene can choose what kind of interactive component to generate at each target component interaction position. Each type of interactive component has a corresponding first interactive value. The first interactive values corresponding to different types of interactive components may be different; or the first interactive values corresponding to several types of interactive components may be the same. The specific settings can be made according to needs and are not limited here. When updating the first interactive attribute parameter of the target virtual character, it is necessary to determine the first interactive value based on the type of interactive component corresponding to the interactive behavior; then calculate the current parameter value of the first interactive attribute parameter and the sum of the first interactive value, and determine the calculation result as the current parameter value of the updated first interactive attribute parameter.
[0073] When there are multiple target virtual characters, if multiple target virtual characters interact with the interaction component respectively, it is necessary to independently calculate the interaction results of the interaction between each target virtual character and the interaction component, and control the update of the first interaction attribute parameters of each target virtual character and the second interaction attribute parameters of the interaction component according to the results of the independent calculation. For example, characters A, B, and C all interact with interaction component 1. If the result of A's interaction behavior is successful, it is necessary to increase A's first interaction attribute parameter and reduce the second interaction attribute parameter of interaction component 1 for A's interaction behavior; if the result of B's interaction behavior is successful, it is necessary to increase B's first interaction attribute parameter and reduce the second interaction attribute parameter of the interaction component for B's interaction behavior again based on the already reduced second interaction attribute parameter; if the result of C's interaction behavior is a failure, C's first interaction attribute parameter will not be processed, and the second interaction attribute parameter of the interaction component will not be reduced for C's interaction behavior.
[0074] A target parameter threshold can be pre-set to generate the conditions for determining the end of a game match. The game match is determined to be over when the first interaction attribute parameter of any target virtual character in the game scene is greater than or equal to the target parameter threshold. The game performance of each virtual character in the game match is then calculated based on the first interaction attribute parameter of each virtual character in the game scene. Specifically, multiple target virtual characters can be ranked based on the value of the first interaction attribute parameter, and game props can be distributed to the target virtual characters as rewards.
[0075] The following embodiment provides a specific method for deleting a first interactive component from a first component interaction position corresponding to the first interactive component in response to a second interactive attribute parameter of the first interactive component among the interactive components being lower than a first parameter threshold.
[0076] When a game scene includes multiple containing components, and the component interaction position is located inside the containing component, the interactive component located inside the containing component is invisible. If the second interaction attribute parameter of a first interactive component among the interactive components is lower than the first parameter threshold, the first interactive component can be directly removed from the target containing component corresponding to the first interactive component. Alternatively, the first interactive component can be controlled to move inside the corresponding target containing component, and the process of adjusting the position parameters of the first interactive component and / or the corresponding target containing component so that the first interactive component alternately resides inside and outside the corresponding target containing component can be stopped. This makes the interactive component invisible, preventing the target virtual character from interacting with the interactive component, or invalidating the interaction. Furthermore, the second interaction attribute parameter of the first interactive component can be controlled to return to a preset initial parameter value within a specified time. For example, the specified time can be set to 3 seconds. If the second interaction attribute parameter of the first interactive component returns to the initial parameter value, the first interactive component can be immediately controlled to move outside the containing component. Alternatively, the display time of the first interactive component can be determined based on a random algorithm. After the game reaches the display time, the first interactive component can be controlled to move outside the containing component. At this point, the target virtual character can interact with the first interactive component again.
[0077] The disclosed embodiments also provide another method for controlling game components. This method is implemented based on the method shown in Figure 1. In this method, interactive components are displayed as "mole," containing components are displayed as "land," and the designated prop carried by the target virtual character is displayed as a "hammer."
[0078] The "mole," also known as a points component with a health bar, can provide points to the object that hits it (equivalent to the "first interaction value" mentioned above). Each time it is hit, a fixed amount of health is deducted from its health (equivalent to the "second interaction value" mentioned above). When its health reaches 0, it triggers the falling movement device and becomes incapable of being hit for a certain period of time. In some embodiments, after falling, the "mole" can regain its health after a certain period of time and can be hit again.
[0079] A random hamster emerges from each of a set number of holes. When its health reaches 0, it disappears. After it disappears, a new hamster emerges from a new hole. No new hamsters will spawn in holes already containing hamsters. A hamster can also be randomly determined to spawn in the hole where it needs to spawn. Once a hamster's health bar is empty and it retracts into its hole, it will disappear. Hamsters can be categorized as common or rare, each providing different points. A set number of rare hamsters will appear after a certain time, such as 25 seconds, after the game begins.
[0080] In a specific implementation, the game scene has 24 holes in the ground, which can be considered as 24 locations for component interaction. "Hamlets" are refreshed in time periods, for example, a wave of 8 hamsters refreshes every 10 seconds. They poke their heads out of the 8 holes selected for that wave. In other words, within 10 seconds, the hamsters can poke their heads out of the holes as many times as they want, depending on the configuration. However, the hole positions are fixed and they won't move to other holes. At 11 seconds, a new 8 holes are selected for the second wave of hamsters to refresh, and this cycle repeats. Hammer skills are assigned to target avatars. Clicking them attacks the hamsters, and jumping triggers a special attack animation. Multiple target avatars can attack a single hamster simultaneously, earning the same points, and the hamsters will lose health at the same time. Any surviving hamsters will reappear in the next wave.
[0081] In a specific implementation process, a game scene as shown in FIG5 may be set, where the birthplace in FIG5 represents a accommodating component where a "mole" can appear.
[0082] Regarding the above method embodiment, referring to FIG6 , an embodiment of the present disclosure provides a component control device in a game, wherein a graphical user interface is provided through a terminal device, and at least a portion of a game scene is displayed in the graphical user interface. The game scene includes at least one virtual character, and the at least one virtual character includes at least a controlled virtual character controlled by the terminal device. The at least one virtual character has a preset first interaction attribute parameter. The device includes:
[0083] The component interaction location providing module 602 is configured to provide a plurality of component interaction locations in the game scene in response to a game match start instruction;
[0084] The interactive component creation module 604 is configured to determine at least one target component interaction position from a plurality of component interaction positions, create an interactive component at each target component interaction position, and control and adjust display parameters of each interactive component in the game scene according to a specified rule so that each interactive component is alternately visible and invisible at the corresponding target component interaction position, wherein the interactive component has a second interactive attribute parameter;
[0085] The interaction module 606 is configured to execute, in response to an interaction between a target virtual character and the interaction component when the interaction component is in a visible state, controlling an update of a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component according to an interaction result of the interaction, wherein the interaction is used to indicate an increase in the first interaction attribute parameter and a decrease in the second interaction attribute parameter, and the target virtual character is any virtual character among the at least one virtual character;
[0086] The component deletion module 608 is configured to delete the first interactive component from the first component interaction position corresponding to the first interactive component in response to the second interactive attribute parameter of the first interactive component among the interactive components being lower than the first parameter threshold.
[0087] The component control device in the aforementioned game provides multiple component interaction locations in the game scene in response to a game match start instruction; determines at least one target component interaction location from the multiple component interaction locations, creates an interaction component at the target component interaction location, and controls and adjusts each interaction component to alternate between visible and invisible states at the corresponding target component interaction location; when the interaction component is in the visible state, in response to an interaction between a target virtual character and the interaction component, controls the update of a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component; and in response to the second interaction attribute parameter of the first interaction component being lower than a first parameter threshold, deletes the first interaction component. In this method, players need to concentrate their attention, discover randomly appearing game components, and hit them, giving players a more exciting gaming experience.
[0088] The above-mentioned interactive component creation module is also configured to execute: based on a preset random algorithm and a preset first component generation quantity, determine the target component interaction position from multiple component interaction positions; the number of target component interaction positions matches the component generation quantity.
[0089] The above-mentioned device also includes: an interaction position update module, which is configured to execute, in response to the duration of the game match reaching a specified duration, based on a preset random algorithm and a preset second component generation number, determine an updated target component interaction position from multiple component interaction positions, and create an interaction component at each updated target component interaction position; the number of updated target component interaction positions matches the second component generation number.
[0090] The above-mentioned interaction position update module is also configured to execute: in response to the existence of an interaction component at the updated target component interaction position, updating the second interaction attribute parameter of the interaction component to a preset initial parameter value; in response to the absence of an interaction component at the updated target component interaction position, creating an interaction component at the updated target component interaction position.
[0091] The above-mentioned interaction position update module is also configured to execute: determining the component interaction position where there is no interaction component among multiple component interaction positions as the alternative component interaction position; based on a preset random algorithm and a preset second component generation quantity, determining the updated target component interaction position from the alternative component interaction positions.
[0092] The above-mentioned game scene includes multiple accommodating components; the component interaction position providing module is also configured to execute: in response to a game match start instruction, determine multiple accommodating components in the game scene as multiple component interaction positions; the interaction component creation module is also used to: determine at least one target accommodating component from the multiple accommodating components, generate an interaction component inside the target accommodating component, and control and adjust the position parameters of the interaction component and / or the target accommodating component so that each interaction component is located inside and outside the corresponding target accommodating component in turn, wherein each interaction component is in an invisible state when located inside the corresponding target accommodating component, and is in a visible state when located outside the corresponding target accommodating component.
[0093] The above-mentioned interactive component creation module is also configured to perform: determining the display time corresponding to the interactive component in the target accommodating component based on a preset random algorithm; in response to the duration of the game match reaching the display time corresponding to the interactive component, controlling the interactive component to move to the outside of the target accommodating component.
[0094] The above-mentioned accommodating component has a designated surface portion; the designated surface portion has a pre-set first relative collision parameter; the first relative collision parameter indicates that the interactive component can pass through the designated surface portion; the above-mentioned interactive component creation module is also configured to execute: control the interactive component to pass through the designated surface portion of the target accommodating component and move to the outside of the target accommodating component.
[0095] The above-mentioned interactive component has a visibility attribute parameter; the visibility attribute parameter is used to indicate whether the interactive component is in a visible state or an invisible state; the above-mentioned interactive component creation module is also configured to execute: creating an interactive component at each target component interaction position; the visibility attribute parameter of the interactive component is a first parameter; the first parameter indicates that the interactive component is in an invisible state; based on a preset random algorithm, determining the display time corresponding to the interactive component at the target component interaction position; in response to the duration of the game match reaching the display time of the interactive component, setting the visibility attribute parameter of the interactive component to a second parameter; the second parameter indicates that the interactive component is in a visible state.
[0096] The target virtual character carries a designated prop; the interaction module is further configured to execute: in response to an interaction trigger operation, control the virtual character to move the designated prop along a preset direction; in response to detecting a collision between the designated prop and the interaction component, determine that the result of the interaction behavior between the target virtual character and the interaction component is a successful interaction; and control the updating of a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component.
[0097] The above-mentioned game scene includes multiple accommodating components; the component interaction position is located inside the accommodating component; the accommodating component has a specified surface portion; the specified surface portion has a pre-set second relative collision parameter; the second relative collision parameter indicates that the specified prop can collide with the specified surface portion; the above-mentioned device also includes: an interaction result determination module, which is configured to execute in response to detecting a collision between the specified prop and the specified surface portion, and determine that the result of the interaction behavior between the virtual character and the interaction component is an interaction failure.
[0098] The above-mentioned device also includes: a prop movement control module, which is configured to execute, in response to the end of the interactive behavior, controlling the virtual character to move the designated prop in the opposite direction of the preset direction, so that the designated prop moves to the position before the interactive triggering operation occurs.
[0099] The above-mentioned interaction module is also configured to execute: in response to the interaction result of the interactive behavior being a successful interaction, obtaining the current parameter value of the first interaction attribute parameter and the current parameter value of the second interaction attribute parameter; calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value, and determining the calculation result as the updated current parameter value of the first interaction attribute parameter of the target virtual character; the first interaction value is greater than zero; calculating the difference between the current parameter value of the second interaction attribute parameter and the preset second interaction value, and determining the calculation result as the updated current parameter value of the second interaction attribute parameter of the interactive component; the second interaction value is greater than zero.
[0100] The above-mentioned interactive components include multiple types; each type of interactive component has a corresponding first interactive value; the above-mentioned interactive module is also configured to execute: determining the first interactive value based on the type of interactive component corresponding to the interactive behavior; calculating the current parameter value of the first interactive attribute parameter and the sum of the first interactive value.
[0101] When there are multiple target virtual characters, the device further includes: a parameter updating module configured to independently calculate the interaction results of the interaction behaviors between each target virtual character and the interaction component in response to the interaction behaviors between the multiple target virtual characters and the interaction component, and to control the update of the first interaction attribute parameters of each target virtual character and the second interaction attribute parameters of the interaction component according to the results of the independent calculation.
[0102] The above-mentioned interactive component includes a parameter display area; the above-mentioned device also includes: a display area rendering module, configured to execute rendering of the parameter display area based on the current parameter value of the second interactive attribute parameter of the interactive component; the rendered parameter display area is divided into a first area and a second area; the size of the first area is related to the current parameter value of the second interactive attribute parameter.
[0103] The component deletion module is further configured to execute: in response to the second interaction attribute parameter of the first interaction component among the interaction components being lower than the first parameter threshold, delete the first interaction component from the target accommodating component corresponding to the first interaction component.
[0104] The above-mentioned component deletion module is also configured to execute: controlling the first interactive component to move to the inside of the corresponding target accommodating component, and controlling the stop of the step of adjusting the position parameters of the first interactive component and / or the corresponding target accommodating component so that the first interactive component is located inside and outside the corresponding target accommodating component in turn, until the second interactive attribute parameter of the first interactive component is restored to the preset initial parameter value within the specified time.
[0105] The above-mentioned device also includes: a parameter adjustment module, which is configured to execute the step of restoring the second interactive attribute parameter of the first interactive component to the initial parameter value in response to the second interactive attribute parameter of the first interactive component, and resuming the step of adjusting the position parameters of the first interactive component and / or the corresponding target accommodating component so that the first interactive component is alternately located inside and outside the corresponding target accommodating component.
[0106] The above-mentioned device also includes: a settlement module, which is configured to execute in response to the first interaction attribute parameter of any virtual character in the game scene being greater than or equal to the target parameter threshold, determine the end of the game, and settle the game performance of each virtual character in the game based on the first interaction attribute parameter of each virtual character in the game scene.
[0107] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the component control method in the above game. The details are as follows:
[0108] In response to a game match start instruction, multiple component interaction positions are provided in the game scene; at least one target component interaction position is determined from the multiple component interaction positions, an interaction component is created at each target component interaction position, and the display parameters of each interaction component in the game scene are controlled and adjusted according to specified rules, so that each interaction component is alternately visible and invisible at the corresponding target component interaction position, wherein the interaction component has a second interaction attribute parameter; when the interaction component is in a visible state, in response to an interaction behavior between a target virtual character and the interaction component, the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component are controlled to be updated according to the interaction result of the interaction behavior, wherein the interaction behavior is used to indicate to increase the first interaction attribute parameter and reduce the second interaction attribute parameter, and the target virtual character is any virtual character among the at least one virtual character; in response to the second interaction attribute parameter of the first interaction component among the interaction components being lower than the first parameter threshold, the first interaction component is deleted from the first component interaction position corresponding to the first interaction component.
[0109] In the above method, players need to concentrate their attention, discover randomly appearing game components, and hit them, which brings players a more exciting gaming experience.
[0110] Optionally, the above-mentioned step of determining at least one target component interaction position from multiple component interaction positions includes: determining the target component interaction position from multiple component interaction positions based on a preset random algorithm and a preset first component generation number; the number of target component interaction positions matches the component generation number.
[0111] Optionally, the above method also includes: in response to the duration of the game match reaching a specified duration, based on a preset random algorithm and a preset number of second component generation, determining an updated target component interaction position from multiple component interaction positions, and creating an interaction component at each updated target component interaction position; the number of updated target component interaction positions matches the number of second component generation.
[0112] Optionally, the above-mentioned step of creating an interactive component at each updated target component interaction position includes: in response to the existence of an interactive component at the updated target component interaction position, updating the second interactive attribute parameter of the interactive component to a preset initial parameter value; in response to the absence of an interactive component at the updated target component interaction position, creating an interactive component at the updated target component interaction position.
[0113] Optionally, the above-mentioned step of determining the updated target component interaction position from multiple component interaction positions based on a preset random algorithm and a preset number of second component generation includes: determining the component interaction position where no interaction component exists in the multiple component interaction positions as the alternative component interaction position; and determining the updated target component interaction position from the alternative component interaction positions based on the preset random algorithm and the preset number of second component generation.
[0114] Optionally, the above-mentioned game scene includes multiple accommodating components; in response to a game match start instruction, multiple component interaction positions are provided in the game scene, including: in response to a game match start instruction, multiple accommodating components in the game scene are determined as multiple component interaction positions; at least one target component interaction position is determined from the multiple component interaction positions, an interaction component is created at each target component interaction position, and the display parameters of each interaction component in the game scene are controlled and adjusted according to specified rules, so that each interaction component is alternately visible and invisible at the corresponding target component interaction position, including: at least one target accommodating component is determined from the multiple accommodating components, an interaction component is generated inside the target accommodating component, and the position parameters of the interaction component and / or the target accommodating component are controlled and adjusted, so that each interaction component is alternately located inside and outside the corresponding target accommodating component, wherein each interaction component is in an invisible state when located inside the corresponding target accommodating component, and is in a visible state when located outside the corresponding target accommodating component.
[0115] Optionally, the above-mentioned step of controlling and adjusting the position parameters of the interactive component and / or the target accommodating component includes: determining the display time corresponding to the interactive component in the target accommodating component based on a preset random algorithm; in response to the duration of the game match reaching the display time corresponding to the interactive component, controlling the interactive component to move to the outside of the target accommodating component.
[0116] Optionally, the above-mentioned accommodating component has a designated surface portion; the designated surface portion has a pre-set first relative collision parameter; the first relative collision parameter indicates that the interactive component can pass through the designated surface portion; the step of controlling the interactive component to move to the outside of the target accommodating component includes: controlling the interactive component to pass through the designated surface portion of the target accommodating component and move to the outside of the target accommodating component.
[0117] Optionally, the above-mentioned interactive component has a visibility attribute parameter; the visibility attribute parameter is used to indicate whether the interactive component is in a visible state or an invisible state; creating an interactive component at each target component interaction position, and controlling and adjusting the display parameters of each interactive component in the game scene according to specified rules, includes: creating an interactive component at each target component interaction position; the visibility attribute parameter of the interactive component is a first parameter; the first parameter indicates that the interactive component is in an invisible state; based on a preset random algorithm, determining the display time corresponding to the interactive component at the target component interaction position; in response to the duration of the game match reaching the display time of the interactive component, setting the visibility attribute parameter of the interactive component to a second parameter; the second parameter indicates that the interactive component is in a visible state.
[0118] Optionally, the target virtual character carries a designated prop; in response to an interaction between the target virtual character and the interactive component, the step of controlling the updating of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interactive component according to the interaction result of the interaction includes: in response to an interaction trigger operation, controlling the virtual character to move the designated prop along a preset direction; in response to detecting a collision between the designated prop and the interactive component, determining that the result of the interaction between the target virtual character and the interactive component is a successful interaction; and controlling the updating of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interactive component.
[0119] Optionally, the above-mentioned game scene includes multiple accommodating components; the component interaction position is located inside the accommodating component; the accommodating component has a specified surface portion; the specified surface portion has a pre-set second relative collision parameter; the second relative collision parameter indicates that the specified prop can collide with the specified surface portion; the above-mentioned method also includes: in response to detecting that the specified prop collides with the specified surface portion, determining that the result of the interaction behavior between the virtual character and the interactive component is an interaction failure.
[0120] Optionally, the above method further includes: in response to the end of the interactive behavior, controlling the virtual character to move the designated prop in the opposite direction of the preset direction, so that the designated prop moves to the position before the interaction triggering operation occurs.
[0121] Optionally, the above-mentioned step of controlling the update of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component according to the interaction result of the interaction behavior includes: in response to the interaction result of the interaction behavior being a successful interaction, obtaining the current parameter value of the first interaction attribute parameter and the current parameter value of the second interaction attribute parameter; calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value, and determining the calculation result as the current parameter value of the updated first interaction attribute parameter of the target virtual character; the first interaction value is greater than zero; calculating the difference between the current parameter value of the second interaction attribute parameter and the preset second interaction value, and determining the calculation result as the current parameter value of the updated second interaction attribute parameter of the interaction component; the second interaction value is greater than zero.
[0122] Optionally, the above-mentioned interaction components include multiple types; each type of interaction component has a corresponding first interaction value; the step of calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value includes: determining the first interaction value based on the type of interaction component corresponding to the interaction behavior; calculating the sum of the current parameter value of the first interaction attribute parameter and the first interaction value.
[0123] Optionally, when there are multiple target virtual characters, the method further includes: in response to interaction behaviors between the multiple target virtual characters and the interaction components respectively, independently calculating the interaction results of the interaction behaviors between each target virtual character and the interaction component, and controlling the update of the first interaction attribute parameters of each target virtual character and the second interaction attribute parameters of the interaction component according to the results of the independent calculation.
[0124] Optionally, the above-mentioned interactive component includes a parameter display area; the above-mentioned method also includes: rendering the parameter display area based on the current parameter value of the second interactive attribute parameter of the interactive component; dividing the rendered parameter display area into a first area and a second area; the size of the first area is related to the current parameter value of the second interactive attribute parameter.
[0125] Optionally, in response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than the first parameter threshold, deleting the first interaction component from the first component interaction position corresponding to the first interaction component includes: in response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than the first parameter threshold, deleting the first interaction component from inside the target accommodating component corresponding to the first interaction component.
[0126] Optionally, the above-mentioned deleting the first interactive component from the inside of the target accommodating component corresponding to the first interactive component includes: controlling the first interactive component to move to the inside of the corresponding target accommodating component, and controlling the stopping of the step of adjusting the position parameters of the first interactive component and / or the corresponding target accommodating component so that the first interactive component is alternately located inside and outside the corresponding target accommodating component, until the second interactive attribute parameter of the first interactive component is restored to the preset initial parameter value within the specified time.
[0127] Optionally, the above method also includes: in response to the second interaction attribute parameter of the first interaction component being restored to the initial parameter value, resuming the step of adjusting the position parameters of the first interaction component and / or the corresponding target accommodating component so that the first interaction component is located alternately inside and outside the corresponding target accommodating component.
[0128] Optionally, the above-mentioned response is that the first interaction attribute parameter of any virtual character in the game scene is greater than or equal to the target parameter threshold, and the game performance of each virtual character in the game game is settled separately based on the first interaction attribute parameter of each virtual character in the game scene.
[0129] As shown in FIG7 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine-executable instructions that can be executed by the processor 100 . The processor 100 executes the machine-executable instructions to implement the component control method in the above-mentioned game.
[0130] Furthermore, the electronic device shown in FIG. 7 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0131] Memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG7 shows only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.
[0132] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0133] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the component control method in the above game.
[0134] The embodiments of the present disclosure provide a method, device, and electronic device for controlling components in a game, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the previous method embodiments. Specifically,
[0135] In response to a game match start instruction, multiple component interaction positions are provided in the game scene; at least one target component interaction position is determined from the multiple component interaction positions, an interaction component is created at each target component interaction position, and the display parameters of each interaction component in the game scene are controlled and adjusted according to specified rules, so that each interaction component is alternately visible and invisible at the corresponding target component interaction position, wherein the interaction component has a second interaction attribute parameter; when the interaction component is in a visible state, in response to an interaction behavior between a target virtual character and the interaction component, the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component are controlled to be updated according to the interaction result of the interaction behavior, wherein the interaction behavior is used to indicate to increase the first interaction attribute parameter and reduce the second interaction attribute parameter, and the target virtual character is any virtual character among the at least one virtual character; in response to the second interaction attribute parameter of the first interaction component among the interaction components being lower than the first parameter threshold, the first interaction component is deleted from the first component interaction position corresponding to the first interaction component.
[0136] In the above method, players need to concentrate their attention, discover randomly appearing game components, and hit them, which brings players a more exciting gaming experience.
[0137] Optionally, the above-mentioned step of determining at least one target component interaction position from multiple component interaction positions includes: determining the target component interaction position from multiple component interaction positions based on a preset random algorithm and a preset first component generation number; the number of target component interaction positions matches the component generation number.
[0138] Optionally, the above method also includes: in response to the duration of the game match reaching a specified duration, based on a preset random algorithm and a preset number of second component generation, determining an updated target component interaction position from multiple component interaction positions, and creating an interaction component at each updated target component interaction position; the number of updated target component interaction positions matches the number of second component generation.
[0139] Optionally, the above-mentioned step of creating an interactive component at each updated target component interaction position includes: in response to the existence of an interactive component at the updated target component interaction position, updating the second interactive attribute parameter of the interactive component to a preset initial parameter value; in response to the absence of an interactive component at the updated target component interaction position, creating an interactive component at the updated target component interaction position.
[0140] Optionally, the above-mentioned step of determining the updated target component interaction position from multiple component interaction positions based on a preset random algorithm and a preset number of second component generation includes: determining the component interaction position where no interaction component exists in the multiple component interaction positions as the alternative component interaction position; and determining the updated target component interaction position from the alternative component interaction positions based on the preset random algorithm and the preset number of second component generation.
[0141] Optionally, the above-mentioned game scene includes multiple accommodating components; in response to a game match start instruction, multiple component interaction positions are provided in the game scene, including: in response to a game match start instruction, multiple accommodating components in the game scene are determined as multiple component interaction positions; at least one target component interaction position is determined from the multiple component interaction positions, an interaction component is created at each target component interaction position, and the display parameters of each interaction component in the game scene are controlled and adjusted according to specified rules, so that each interaction component is alternately visible and invisible at the corresponding target component interaction position, including: at least one target accommodating component is determined from the multiple accommodating components, an interaction component is generated inside the target accommodating component, and the position parameters of the interaction component and / or the target accommodating component are controlled and adjusted, so that each interaction component is alternately located inside and outside the corresponding target accommodating component, wherein each interaction component is in an invisible state when located inside the corresponding target accommodating component, and is in a visible state when located outside the corresponding target accommodating component.
[0142] Optionally, the above-mentioned step of controlling and adjusting the position parameters of the interactive component and / or the target accommodating component includes: determining the display time corresponding to the interactive component in the target accommodating component based on a preset random algorithm; in response to the duration of the game match reaching the display time corresponding to the interactive component, controlling the interactive component to move to the outside of the target accommodating component.
[0143] Optionally, the above-mentioned accommodating component has a designated surface portion; the designated surface portion has a pre-set first relative collision parameter; the first relative collision parameter indicates that the interactive component can pass through the designated surface portion; the step of controlling the interactive component to move to the outside of the target accommodating component includes: controlling the interactive component to pass through the designated surface portion of the target accommodating component and move to the outside of the target accommodating component.
[0144] Optionally, the above-mentioned interactive component has a visibility attribute parameter; the visibility attribute parameter is used to indicate whether the interactive component is in a visible state or an invisible state; creating an interactive component at each target component interaction position, and controlling and adjusting the display parameters of each interactive component in the game scene according to specified rules, includes: creating an interactive component at each target component interaction position; the visibility attribute parameter of the interactive component is a first parameter; the first parameter indicates that the interactive component is in an invisible state; based on a preset random algorithm, determining the display time corresponding to the interactive component at the target component interaction position; in response to the duration of the game match reaching the display time of the interactive component, setting the visibility attribute parameter of the interactive component to a second parameter; the second parameter indicates that the interactive component is in a visible state.
[0145] Optionally, the target virtual character carries a designated prop; in response to an interaction between the target virtual character and the interactive component, the step of controlling the updating of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interactive component according to the interaction result of the interaction includes: in response to an interaction trigger operation, controlling the virtual character to move the designated prop along a preset direction; in response to detecting a collision between the designated prop and the interactive component, determining that the result of the interaction between the target virtual character and the interactive component is a successful interaction; and controlling the updating of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interactive component.
[0146] Optionally, the above-mentioned game scene includes multiple accommodating components; the component interaction position is located inside the accommodating component; the accommodating component has a specified surface portion; the specified surface portion has a pre-set second relative collision parameter; the second relative collision parameter indicates that the specified prop can collide with the specified surface portion; the above-mentioned method also includes: in response to detecting that the specified prop collides with the specified surface portion, determining that the result of the interaction behavior between the virtual character and the interactive component is an interaction failure.
[0147] Optionally, the above method further includes: in response to the end of the interactive behavior, controlling the virtual character to move the designated prop in the opposite direction of the preset direction, so that the designated prop moves to the position before the interaction triggering operation occurs.
[0148] Optionally, the above-mentioned step of controlling the update of the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component according to the interaction result of the interaction behavior includes: in response to the interaction result of the interaction behavior being a successful interaction, obtaining the current parameter value of the first interaction attribute parameter and the current parameter value of the second interaction attribute parameter; calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value, and determining the calculation result as the current parameter value of the updated first interaction attribute parameter of the target virtual character; the first interaction value is greater than zero; calculating the difference between the current parameter value of the second interaction attribute parameter and the preset second interaction value, and determining the calculation result as the current parameter value of the updated second interaction attribute parameter of the interaction component; the second interaction value is greater than zero.
[0149] Optionally, the above-mentioned interaction components include multiple types; each type of interaction component has a corresponding first interaction value; the step of calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value includes: determining the first interaction value based on the type of interaction component corresponding to the interaction behavior; calculating the sum of the current parameter value of the first interaction attribute parameter and the first interaction value.
[0150] Optionally, when there are multiple target virtual characters, the method further includes: in response to interaction behaviors between the multiple target virtual characters and the interaction components respectively, independently calculating the interaction results of the interaction behaviors between each target virtual character and the interaction component, and controlling the update of the first interaction attribute parameters of each target virtual character and the second interaction attribute parameters of the interaction component according to the results of the independent calculation.
[0151] Optionally, the above-mentioned interactive component includes a parameter display area; the above-mentioned method also includes: rendering the parameter display area based on the current parameter value of the second interactive attribute parameter of the interactive component; dividing the rendered parameter display area into a first area and a second area; the size of the first area is related to the current parameter value of the second interactive attribute parameter.
[0152] Optionally, in response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than the first parameter threshold, deleting the first interaction component from the first component interaction position corresponding to the first interaction component includes: in response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than the first parameter threshold, deleting the first interaction component from inside the target accommodating component corresponding to the first interaction component.
[0153] Optionally, the above-mentioned deleting the first interactive component from the inside of the target accommodating component corresponding to the first interactive component includes: controlling the first interactive component to move to the inside of the corresponding target accommodating component, and controlling the stopping of the step of adjusting the position parameters of the first interactive component and / or the corresponding target accommodating component so that the first interactive component is alternately located inside and outside the corresponding target accommodating component, until the second interactive attribute parameter of the first interactive component is restored to the preset initial parameter value within the specified time.
[0154] Optionally, the above method also includes: in response to the second interaction attribute parameter of the first interaction component being restored to the initial parameter value, resuming the step of adjusting the position parameters of the first interaction component and / or the corresponding target accommodating component so that the first interaction component is located alternately inside and outside the corresponding target accommodating component.
[0155] Optionally, the above method also includes: in response to the first interaction attribute parameter of any virtual character in the game scene being greater than or equal to the target parameter threshold, determining that the game game is over, and settling the game performance of each virtual character in the game game based on the first interaction attribute parameter of each virtual character in the game scene.
[0156] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0157] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.
[0158] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0159] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0160] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for controlling components in a game, which provides a graphical user interface through a terminal device, displays at least part of a game scene in the graphical user interface, the game scene includes at least one virtual character, the at least one virtual character at least includes a controlled virtual character controlled by the terminal device, and the at least one virtual character has preset first interaction attribute parameters. The method includes: In response to a game round start instruction, provide a plurality of component interaction positions in the game scene; Determine at least one target component interaction position from the plurality of component interaction positions, create an interaction component at each target component interaction position, and control and adjust the display parameters of each interaction component in the game scene according to specified rules, so that each interaction component alternately appears and disappears at the corresponding target component interaction position, where the interaction component has second interaction attribute parameters; When the interaction component is in a visible state, in response to an interaction behavior occurring between a target virtual character and the interaction component, control and update the first interaction attribute parameters of the target virtual character and the second interaction attribute parameters of the interaction component according to the interaction result of the interaction behavior, where the interaction behavior is used to indicate an increase in the first interaction attribute parameters and a decrease in the second interaction attribute parameters, and the target virtual character is any virtual character among the at least one virtual character; In response to the second interaction attribute parameter of the first interaction component among each interaction component being lower than a first parameter threshold, delete the first interaction component from the first component interaction position corresponding to the first interaction component.
2. The method according to claim 1, wherein The step of determining at least one target component interaction position from the plurality of component interaction positions includes: Based on a preset random algorithm and a preset first component generation quantity, determine target component interaction positions from the plurality of component interaction positions; the quantity of the target component interaction positions matches the component generation quantity.
3. The method according to claim 2, wherein The method further includes: In response to the duration of the game round reaching a specified length, based on a preset random algorithm and a preset second component generation quantity, determine updated target component interaction positions from the plurality of component interaction positions, and create an interaction component at each updated target component interaction position; the quantity of the updated target component interaction positions matches the second component generation quantity.
4. The method according to claim 3, wherein The step of creating an interaction component at each updated target component interaction position includes: In response to an interaction component existing at the updated target component interaction position, update the second interaction attribute parameter of the interaction component to a preset initial parameter value; In response to no interaction component existing at the updated target component interaction position, create an interaction component at the updated target component interaction position.
5. The method according to claim 3, wherein The step of determining updated target component interaction positions from the plurality of component interaction positions based on a preset random algorithm and a preset second component generation quantity includes: Determine the component interaction positions where no interaction component exists among the plurality of component interaction positions as alternative component interaction positions; Determine an updated target component interaction position from the alternative component interaction positions based on a preset random algorithm and the quantity of a preset second component.
6. The method according to claim 1, wherein, The game scenario includes a plurality of accommodation components; In response to a game round start instruction, provide a plurality of component interaction positions in the game scenario, including: In response to a game round start instruction, determine the plurality of accommodation components in the game scenario as the plurality of component interaction positions; Determine at least one target component interaction position from the plurality of component interaction positions, create an interaction component at each target component interaction position, and control and adjust the display parameters of each interaction component in the game scenario according to specified rules, so that each interaction component alternately appears and disappears at the corresponding target component interaction position, including: Determine at least one target accommodation component from the plurality of accommodation components, generate an interaction component inside the target accommodation component, and control and adjust the position parameters of the interaction component and / or the target accommodation component, so that each interaction component alternately locates inside and outside the corresponding target accommodation component, wherein each interaction component is in an invisible state when it is inside the corresponding target accommodation component, and each interaction component is in a visible state when it is outside the corresponding target accommodation component.
7. The method according to claim 6, wherein, The step of controlling and adjusting the position parameters of the interaction component and / or the target accommodation component includes: Based on a preset random algorithm, determine the display moment corresponding to the interaction component in the target accommodation component; In response to the duration of the game round reaching the display moment corresponding to the interaction component, control the interaction component to move outside the target accommodation component.
8. The method according to claim 7, wherein The accommodation component has a specified surface part; the specified surface part has a preset first relative collision parameter; the first relative collision parameter indicates that the interaction component can pass through the specified surface part; The step of controlling the interaction component to move outside the target accommodation component includes: Control the interaction component to pass through the specified surface part of the target accommodation component and move outside the target accommodation component.
9. The method according to claim 1, wherein The interaction component has a visibility attribute parameter; the visibility attribute parameter is used to indicate that the interaction component is in a visible state or an invisible state; The step of creating an interaction component at each target component interaction position and controlling and adjusting the display parameters of each interaction component in the game scenario according to specified rules includes: Create an interaction component at each target component interaction position; the visibility attribute parameter of the interaction component is a first parameter; the first parameter indicates that the interaction component is in an invisible state; Based on a preset random algorithm, determine the display moment corresponding to the interaction component at the target component interaction position; In response to the duration of the game round reaching the display moment of the interaction component, set the visibility attribute parameter of the interaction component to a second parameter; the second parameter indicates that the interaction component is in a visible state.
10. The method according to claim 1, wherein The target virtual character carries a specified item; Steps of controlling and updating a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component according to an interaction result of the interaction behavior in response to an interaction behavior occurring between the target virtual character and the interaction component, include: In response to an interaction trigger operation, controlling the target virtual character to move the specified prop along a preset direction; In response to detecting that the specified prop collides with the interaction component, determining that the result of the interaction behavior occurring between the target virtual character and the interaction component is a successful interaction; Controlling and updating the first interaction attribute parameter of the target virtual character and the second interaction attribute parameter of the interaction component.
11. The method according to claim 10, wherein The game scene includes a plurality of accommodating components; the component interaction position is inside the accommodating component; the accommodating component has a specified surface part; the specified surface part has a preset second relative collision parameter; The second relative collision parameter indicates that the specified prop can collide with the specified surface part; The method further includes: In response to detecting that the specified prop collides with the specified surface part, determining that the result of the interaction behavior occurring between the target virtual character and the interaction component is a failed interaction.
12. The method according to claim 10, wherein The method further includes: In response to the end of the interaction behavior, controlling the target virtual character to move the specified prop in the opposite direction of the preset direction, so that the specified prop moves to the position where it was before the interaction trigger operation occurred.
13. The method according to claim 1, wherein, Steps of controlling and updating a first interaction attribute parameter of the target virtual character and a second interaction attribute parameter of the interaction component according to an interaction result of the interaction behavior, include: In response to the result of the interaction behavior being a successful interaction, obtaining a current parameter value of the first interaction attribute parameter and a current parameter value of the second interaction attribute parameter; Calculating the sum of the current parameter value of the first interaction attribute parameter and a preset first interaction value, and determining the calculation result as the current parameter value of the updated first interaction attribute parameter of the target virtual character; the first interaction value is greater than zero; Calculating the difference between the current parameter value of the second interaction attribute parameter and a preset second interaction value, and determining the calculation result as the current parameter value of the updated second interaction attribute parameter of the interaction component; the second interaction value is greater than zero.
14. The method according to claim 13, wherein, There are multiple types of the interaction components; each type of the interaction component has a corresponding first interaction value; The step of calculating the sum of the current parameter value of the first interaction attribute parameter and the preset first interaction value, includes: Based on the type of the interaction component corresponding to the interaction behavior, determining the first interaction value; Calculating the sum of the current parameter value of the first interaction attribute parameter and the first interaction value.
15. The method according to claim 1, wherein When the number of the target virtual characters is multiple, the method further includes: In response to interaction behaviors respectively generated between multiple target virtual characters and the interaction component, the interaction results of the interaction behaviors between each target virtual character and the interaction component are independently calculated, and the first interaction attribute parameters of each target virtual character and the second interaction attribute parameters of the interaction component are controlled to be updated according to the results of the independent calculation.
16. The method according to claim 1, wherein, The interaction component includes a parameter display area; The method further includes: Based on the current parameter value of the second interaction attribute parameter of the interaction component, the parameter display area is rendered; The rendered parameter display area is divided into a first area and a second area; the size of the first area is related to the current parameter value of the second interaction attribute parameter.
17. The method according to claim 6, wherein, The step of deleting the first interaction component from the first component interaction position corresponding to the first interaction component in response to the second interaction attribute parameter of the first interaction component in each interaction component being lower than a first parameter threshold includes: In response to the second interaction attribute parameter of the first interaction component in each interaction component being lower than a first parameter threshold, the first interaction component is deleted from inside the target accommodation component corresponding to the first interaction component.
18. The method according to claim 17, wherein, The step of deleting the first interaction component from inside the target accommodation component corresponding to the first interaction component includes: Controlling the first interaction component to move inside the corresponding target accommodation component, and controlling to stop executing the step of adjusting the position parameters of the first interaction component and / or the corresponding target accommodation component so that the first interaction component alternately locates inside and outside the corresponding target accommodation component until the second interaction attribute parameter of the first interaction component is restored to a preset initial parameter value within a specified time.
19. The method according to claim 18, wherein, The method further includes: In response to the second interaction attribute parameter of the first interaction component being restored to the initial parameter value, restoring the execution of the step of adjusting the position parameters of the first interaction component and / or the corresponding target accommodation component so that the first interaction component alternately locates inside and outside the corresponding target accommodation component.
20. The method according to claim 13, wherein The method further includes: In response to the first interaction attribute parameter of any virtual character in the game scene being greater than or equal to a target parameter threshold, determining that the game round ends, and settling the game performance of each virtual character in the game round based on the first interaction attribute parameters of the virtual characters in the game scene respectively.
21. A component control device in a game, which provides a graphical user interface through a terminal device, and displays at least part of a game scene in the graphical user interface. The game scene includes at least one virtual character, and the at least one virtual character at least includes a controlled virtual character controlled by the terminal device. The at least one virtual character has preset first interaction attribute parameters. The device includes: A component interaction position providing module, configured to execute, in response to a game round start instruction, provide a plurality of component interaction positions in the game scene; An interaction component creation module, configured to execute determining at least one target component interaction position from the multiple component interaction positions, creating an interaction component at each target component interaction position, and controlling and adjusting display parameters of each interaction component in the game scene according to specified rules, so that each interaction component alternately becomes visible and invisible at the corresponding target component interaction position, wherein the interaction component has second interaction attribute parameters; An interaction module, configured to execute when the interaction component is in a visible state, in response to an interaction behavior occurring between a target virtual character and the interaction component, controlling and updating first interaction attribute parameters of the target virtual character and second interaction attribute parameters of the interaction component according to an interaction result of the interaction behavior, wherein the interaction behavior is used to indicate increasing the first interaction attribute parameters and decreasing the second interaction attribute parameters, and the target virtual character is any virtual character among the at least one virtual character; A component deletion module, configured to execute in response to second interaction attribute parameters of a first interaction component among each interaction component being lower than a first parameter threshold, deleting the first interaction component from a first component interaction position corresponding to the first interaction component.
22. An electronic device, including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the component control method in the game according to any one of claims 1-20.
23. A machine-readable storage medium, the machine-readable storage medium storing machine-executable instructions, when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the component control method in the game according to any one of claims 1-20.
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