Interaction control method and apparatus in game, and electronic device
Patent Information
- Application Number
- PCT/CN2026/074112
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-02-21
- Filing Date
- 2026-01-22
- Publication Date
- 2026-08-27
Smart Images

Figure CN2026074112_27082026_PF_FP_ABST
Abstract
Description
Interactive control methods, devices and electronic devices in games
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202510201381.8, filed on February 21, 2025, entitled “Interactive Control Method, Apparatus and Electronic Device in Games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and more specifically, to an interactive control method, device, and electronic device in a game. Background Technology
[0004] In games, characters can typically unleash skills in a designated direction or location to create effects within the game environment. However, these skill effects are rather simplistic and fail to engage players, resulting in a poor gaming experience and low player retention. Summary of the Invention
[0005] According to one aspect of this disclosure, an interactive control method in a game is provided, which provides a graphical user interface via a terminal device; the graphical user interface displays a game scene in which a controlled virtual character is located, and the controlled virtual character is configured with a target skill; the method includes: in response to a first trigger command for the target skill, controlling the controlled virtual character to move toward a target direction in the game scene, wherein the target direction is determined based on a direction control operation received via the terminal device; during the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, applying the skill effect corresponding to the target skill in the game scene based on the collision position, and transferring the controlled virtual character from the collision position to a first scene position in the game scene.
[0006] According to one aspect of this disclosure, an interactive control device for a game is provided, which provides a graphical user interface via a terminal device; the graphical user interface displays a game scene where a controlled virtual character is located, and the controlled virtual character is configured with a target skill; the device includes: a skill triggering module, used to control the controlled virtual character to move towards a target direction in the game scene in response to a first triggering command, wherein the target direction is determined based on a direction control operation received through the terminal device; and a skill effect application module, used to apply the skill effect corresponding to the target skill in the game scene based on the displacement collision position in response to a collision between the controlled virtual character and a scene object in the game scene during the displacement, and to transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0007] According to one aspect of this disclosure, an electronic device is provided, 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 above-described interactive control method in the game.
[0008] According to one aspect of this disclosure, a machine-readable storage medium is provided that stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the aforementioned interactive control method in the game.
[0009] The embodiments disclosed herein bring the following beneficial effects:
[0010] The aforementioned interactive control method, device, and electronic device in a game, in response to a first trigger command targeting a skill, controls a controlled virtual character to move towards a target direction in the game scene, wherein the target direction is determined based on a directional control operation received through a terminal device. During the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, the skill effect corresponding to the target skill is applied to the game scene based on the collision location, and the controlled virtual character is moved from the collision location to a first scene position in the game scene. This method enriches the ways game characters release skills, improves the player's gaming experience, and increases player retention.
[0011] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] Figure 1 is a flowchart of an interactive control method in a game provided by an embodiment of this disclosure;
[0014] Figure 2 is a schematic diagram of one of the graphical user interfaces provided in an embodiment of this disclosure;
[0015] Figure 3 is a schematic diagram of one of the graphical user interfaces provided in the embodiments of this disclosure;
[0016] Figure 4 is a schematic diagram of one of the graphical user interfaces provided in the embodiments of this disclosure;
[0017] Figure 5 is a schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure;
[0018] Figure 6 is a schematic diagram of the structure of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation
[0019] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0020] In games, characters can typically unleash skills in a designated direction or location to create effects within the game environment. However, these skill effects are rather simplistic and fail to engage players, resulting in a poor gaming experience and low player retention.
[0021] Based on this, the present disclosure provides an interactive control method, device, and electronic device for games, which can be applied to the skill release process in games.
[0022] In one embodiment of this disclosure, the interactive control method in the game can run on a local terminal device or a server. When the interactive control method in the game runs on a server, it can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0023] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0024] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0025] Referring to Figure 1, the interactive control method in a game provided by one embodiment of this disclosure will be described first, which provides a graphical user interface (GUI) through a terminal device. The GUI displays the game scene where the controlled virtual character is located. Typically, a virtual camera bound to the controlled virtual character is pre-set, simulating the controlled virtual character's field of vision. The virtual camera captures images of the game scene. The GUI typically displays the game scene captured by the virtual camera corresponding to the controlled virtual character. The target skill configured for the controlled virtual character can be a skill inherent to the controlled virtual character, or a skill acquired after obtaining a game item or triggering a certain game event; no restrictions are imposed here.
[0026] The method includes the following steps:
[0027] Step S102: In response to the first trigger command for the target skill, control the controlled virtual character to move toward the target direction in the game scene, wherein the target direction is determined based on the direction control operation received through the terminal device.
[0028] The aforementioned first trigger command can be generated by the player through touch operation on the touch screen. For example, a control control for triggering skills is set on the graphical user interface of the mobile device. The player can generate the first trigger command by performing a trigger operation on the control control.
[0029] The aforementioned first trigger command can also be generated by the player's operation of a human-computer interaction device connected to the terminal device. This human-computer interaction device can be a keyboard, mouse, game controller, etc., and is not limited here. A trigger operation on a specific button on the keyboard, mouse, or game controller can typically generate the first trigger command.
[0030] After the first trigger command is generated, the current orientation of the controlled virtual character can be used as the target direction. The controlled virtual character can then be controlled to move from its current position toward the target direction. For example, when the controlled virtual character can perform game actions such as jumping or flying, it can be made to face the ground while in the air, thus moving toward the target direction and colliding with the ground. When the controlled virtual character is on the ground, a scene object to be collided with can be selected, such as a virtual character or building in the game scene, and a target direction can be determined. The controlled virtual character can then move toward that target direction to collide with the corresponding scene object.
[0031] The aforementioned directional control operations can be performed using a mouse or through pre-defined controls on the graphical user interface. These directional control operations cause the virtual camera to rotate, thus changing the controlled virtual character's field of view. During skill activation, the field of view direction becomes the target direction.
[0032] Controlled virtual characters typically need to move towards a target direction. Once the target direction is updated, the character's movement direction can be directly controlled to change to the updated target direction. Since the change in movement direction is usually slow during displacement, the character's movement speed can be increased by applying acceleration in the updated target direction, allowing the character to continue moving and gradually change its direction towards the target.
[0033] In step S104, during the displacement process, in response to the collision between the controlled virtual character and the scene object in the game scene, the skill effect corresponding to the target skill is applied in the game scene based on the displacement collision position, and the controlled virtual character is transferred from the displacement collision position to the first scene position in the game scene.
[0034] The aforementioned scene objects typically refer to virtual buildings, terrain, etc., within the game scene, and may also include virtual characters within the game scene; there are no restrictions on this. When a controlled virtual character collides with a scene object in the game scene, a target skill's effective area can be determined first based on the collision location. Specifically, either a planar area within a certain range around the collision location can be used as the target skill's effective area, or a spatial area within a certain range around the collision location can be used as the target skill's effective area. There are no restrictions on this.
[0035] The aforementioned skill effects can be either an explosion effect, in which virtual characters within the target skill's area of effect will suffer damage, resulting in reduced health or increased injury. Alternatively, the skill effect can randomly generate skill elements within the target skill's area of effect; when these skill elements encounter other virtual characters, their health will decrease or their injury will increase. These two types of skill effects can be stacked or appear sequentially over time; there are no restrictions on this.
[0036] The aforementioned first scene location can be a fixed location within the game scene. For example, it could be the "base camp" of the game faction to which the controlled virtual character belongs. After moving to the "base camp," the controlled virtual character can avoid being attacked by enemy virtual characters. Alternatively, the first scene location can be variable. For example, it could be the location of other virtual characters within the controlled virtual character's game faction, or the location of the controlled virtual character before the first trigger command was generated. The specific location can be set according to requirements and is not limited here.
[0037] After a controlled virtual character collides with a scene object in the game scene, the controlled virtual character can be directly moved from the collision point to the first scene position in the game scene. Alternatively, the controlled virtual character can be moved from the collision point to the first scene position in the game scene after the skill effect has completed. Or, the controlled virtual character can be moved from the collision point to the first scene position in the game scene after a specified time has elapsed since the collision. The specific settings can be configured according to needs, and no restrictions are imposed here.
[0038] The aforementioned interactive control method in a game, in response to a first trigger command for a target skill, controls a controlled virtual character to move towards a target direction in the game scene. The target direction is determined based on directional control operations received via a terminal device. During the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, the skill effect corresponding to the target skill is applied to the game scene based on the collision location, and the controlled virtual character is moved from the collision location to a first scene position in the game scene. This method enriches the ways game characters release skills, improves the player's gaming experience, and increases player retention.
[0039] The following embodiments provide a specific method for controlling a controlled virtual character to move toward a target direction in a game scene in response to a first trigger command for a target skill.
[0040] Typically, a virtual camera corresponding to the controlled virtual character is pre-set. The virtual camera can be attached to the controlled virtual character, or their relative position can be fixed. The graphical user interface usually displays the scene image captured by the virtual camera corresponding to the controlled virtual character. The shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character. When displaying the first position indicator, it is usually displayed in the center of the scene image. The first position indicator indicates the collision point between the controlled virtual character and the game scene when the controlled virtual character moves towards the target direction. As shown in Figure 2, the first position indicator consists of an ellipse and an arrow. When a crosshair needs to be displayed, it usually overlaps with the first position indicator.
[0041] If a ray emitted from the virtual camera along the target direction intersects with a scene object in the game scene, a first position indicator will be displayed, which is usually also displayed in the center of the scene screen. If a ray emitted from the virtual camera along the target direction does not intersect with a scene object in the game scene, such as when it is emitted into the sky, a first position indicator will usually not be displayed.
[0042] In practical applications, the controlled virtual character can be moved to a specific location before moving towards the target direction. Specifically, in response to a second trigger command for a target skill, the current position of the controlled virtual character in the game scene is determined as a first scene position, and the controlled virtual character is moved from the first scene position to a second scene position. This second scene position can be a location above the first scene position, or it can be a fixed location in the game scene used for the target skill; there are no restrictions here.
[0043] The second trigger instruction can be generated in a similar way to the first trigger instruction, such as by triggering a control on the graphical user interface or by operating a human-computer interaction device. No restrictions are imposed here.
[0044] When the second scene position is above the first scene position, the controlled virtual character can be controlled to move vertically a preset distance from the current position to the second scene position directly above the first scene position; or the controlled virtual character can be controlled to move diagonally upwards at a specified height from the current position to the first position in the area above the first scene position, where the first position is not directly above the first scene position.
[0045] In some situations, while the controlled virtual character is moving upwards, the player can also control the character's direction of movement on the horizontal plane using movement controls. These movement controls can be implemented using keyboard keys, a gamepad joystick, or a touch-sensitive virtual joystick control in the graphical user interface, without restriction. Alternatively, after the controlled virtual character has moved to its initial position, the player can control its movement on the horizontal plane, adjust its field of view, etc. Specific settings can be customized according to needs.
[0046] In practical applications, the height at which the controlled virtual character moves can also be controlled. For example, when a player can generate a second trigger command by pressing a button, the duration of that button press can be used as a parameter in the first trigger command. The height at which the controlled virtual character moves can be positively correlated with this parameter. Assuming the player only clicks the button, the height at which the controlled virtual character moves is the preset first height. Assuming the player presses the button for 2 seconds, the height at which the controlled virtual character moves is the sum of the first height and the product of a preset unit height and 2, which is higher than the first height. Specific settings can be configured according to requirements and are not limited here.
[0047] After moving the controlled virtual character to the second scene location, the player can generate a first trigger command. In response to the first trigger command targeting a skill, the player controls the controlled virtual character to move from the second scene location towards the target in the game scene.
[0048] To advance the game's progression, each stage of the skill release process is typically time-limited. After the second trigger command is generated, a timer can begin, such as a 5-second countdown. Within those 5 seconds, the player can generate the first trigger command. In response to the timer reaching the preset first duration, i.e., the aforementioned 5 seconds, the player controls the virtual character to move from the second scene location towards the target direction in the game scene. This can be considered as the game system automatically generating the first trigger command and controlling the virtual character to move from the second scene location towards the target direction.
[0049] Similarly, the duration of the controlled virtual character's movement can also be controlled by timing. In response to the first trigger command, the timing starts; in response to the timing reaching the preset second duration, and if the controlled virtual character does not collide with any scene objects in the game scene, the movement of the controlled virtual character is canceled.
[0050] After generating the first trigger command for the target skill, the controlled virtual character can be moved towards the target in the game scene in a first display form. The volume of the first display form is larger than the initial display form of the controlled virtual character. This creates a more stimulating visual effect and increases the probability of the controlled virtual character colliding with objects in the scene, thus improving the skill's hit rate.
[0051] During the movement of the controlled virtual character from its position in the second scene towards the target direction, the character can be controlled to perform a specified posture, such as a diving posture. The movement speed can remain constant or gradually increase, depending on the requirements.
[0052] During or after the controlled virtual character moves from the first scene location to the second scene location, the player can perform directional control actions. In response to these actions, the controlled virtual character's target direction needs to be updated. As the target direction updates, the scene view captured by the virtual camera also updates. The first position marker is always displayed in the center of the scene view, but the intersection of the controlled virtual character's target direction and the surface of a scene object in the game scene has changed.
[0053] The movement speed of the controlled virtual character can typically be constant or gradually increase; this is not restricted here. When the player changes the target direction using directional control, to adjust the controlled virtual character's displacement towards the target direction, an acceleration based on the updated target direction can be added to the controlled virtual character's movement speed. This results in an updated movement speed for the controlled virtual character, causing it to turn and gradually move towards the updated target direction. When the controlled virtual character's movement direction is the same as the updated target direction, the acceleration is canceled. At this point, there is no need to change the controlled virtual character's movement direction, so acceleration can be stopped.
[0054] During the movement of a controlled virtual character, if the character's state does not meet one or more preset conditions, the movement can be canceled. If the movement is canceled, the controlled virtual character can be moved to the first scene position in the game scene. At this time, the target skill does not produce the corresponding skill effect, and the target skill release can be considered a failure.
[0055] In practical implementation, during the displacement process, if the controlled virtual character's health falls below a preset threshold, it can be determined that the controlled virtual character's character state does not meet the specified conditions. The controlled virtual character may be affected by the abilities of other virtual characters during movement, causing its health to decrease. Alternatively, the controlled virtual character's health may decrease as it moves. If the controlled virtual character's health drops to 0, or to any other threshold greater than 0, it can be considered that the controlled virtual character cannot continue moving, i.e., the specified conditions are not met. Alternatively, the controlled virtual character can be determined to not meet the specified conditions if it receives a specified number of attacks.
[0056] During the displacement process, if the displacement duration of the controlled virtual character exceeds the specified duration, it is determined that the character state of the controlled virtual character does not meet the specified conditions. In this case, a countdown can be performed based on the specified duration and the displacement duration of the controlled virtual character. When the countdown reaches 0, it is confirmed that the character state of the controlled virtual character does not meet the specified conditions.
[0057] The following embodiment provides a specific method for responding to a collision between a controlled virtual character and a scene object in a game scene, applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene.
[0058] Typically, the target skill's effective area needs to be determined based on the displacement and collision position; the corresponding skill effect is then applied within this area. When determining the target skill's effective area, the collision position can be used as the center, with a preset length as the radius. The effective area can be a circular planar region, i.e., on the surface of the scene object, or a spherical spatial region, which can simultaneously include the scene object and the space above it.
[0059] Game scenarios typically include multiple virtual characters. In response to the first virtual character being within the target skill's area of effect, the specified attribute parameters of the first virtual character are updated. The first virtual character can be any virtual character, or a virtual character from a different game faction than the controlled virtual character. The specified attribute parameters can include the character's health, damage taken, durability, etc., and are not limited here.
[0060] Skill effect elements can also be generated within the target skill's area of effect to achieve the skill's effect. These skill effect elements can expand outwards from the collision point to the boundary of the target skill's area of effect, or they can appear randomly within the target skill's area of effect. In response to an interaction between the skill effect element and a second virtual character located within the target skill's area of effect, the specified attribute parameters of the second virtual character are updated. Typically, an interaction is considered to have occurred when the skill effect element appears or moves to the location of the second virtual character.
[0061] When a controlled virtual character collides with a scene object in the game scene, before moving the controlled virtual character from the collision point to the first scene position in the game scene, a target masking effect can be overlaid on the graphical user interface (GUI) for a specified duration. This ensures that at least a portion of the scene image captured by the virtual camera is not displayed on the GUI. The target masking effect can be static or dynamic; for example, it can be gradually covered by specified interface elements. Specifically, it can gradually display mosaic effects, pure white effects, halo effects, etc., without limitation. After the specified duration, the overlay of the target masking effect is canceled, ensuring that all scene images captured by the virtual camera are displayed on the GUI.
[0062] When a controlled virtual character collides with an object in the game scene, the player can control the character to be made invisible relative to other virtual characters for a specified duration. During this duration, the controlled virtual character is also made unattackable. Attacks from other virtual characters will not affect the controlled virtual character. After the specified duration, the controlled virtual character is made visible again relative to other virtual characters in the game scene. This can create the effect of the controlled virtual character suddenly disappearing and reappearing, requiring other players to strategically manage their characters' movement within the scene, increasing game enjoyment and thus improving player retention.
[0063] After a controlled virtual character collides with a scene object, a timer can be started. When the specified time is reached, the controlled virtual character is moved from the collision point to the first scene position in the game scene. Similarly, after the controlled virtual character's displacement is canceled, a timer can also be started. When the specified time is reached, the controlled virtual character is moved from the canceled displacement point to the first scene position in the game scene.
[0064] If the controlled virtual character's state does not meet the specified conditions, and the control cancels the controlled virtual character's displacement, before the controlled virtual character moves to the first scene position, a first display effect can also be generated in the scene screen displayed in the graphical user interface, and before the controlled virtual character moves to the first scene position, the controlled virtual character can be made invisible relative to other virtual characters in the game scene.
[0065] Embodiments of this disclosure also provide another method for interactive control in games. This method is implemented based on the method shown in Figure 1.
[0066] In this method, the controlled virtual character stands on the surface of a scene object in the game scene, such as the interior surface of a building, before generating the first trigger command (also known as "unactivated skill"). When the player controls the character to generate the first trigger command (also known as "activated skill"), the character rises into the air. At this time, the graphical user interface displays a countdown progress and a prompt "Press the left mouse button to start the dive," and the crosshair's aiming position on the ground displays an aiming marker (equivalent to the aforementioned "first position indicator"). As shown in Figure 3, the crosshair is displayed in the center of the graphical user interface, with the aiming marker overlapping it. The crosshair is represented by a crosshair, the aiming marker is displayed in a flame shape, and the countdown progress is represented by a circular marker centered on the crosshair.
[0067] After the player presses the left mouse button, the character changes to another form and begins to dive. During the dive, the direction of the dive can be adjusted by rotating the view. The countdown indicator in the graphical user interface is updated to display the dive countdown, as shown in Figure 4.
[0068] During the dive phase, the character can be attacked. If the attack reduces the character's health to 0, the dive phase ends prematurely, and the character immediately enters the heat chamber phase. If the character crashes into the environment before the countdown ends, an explosion is triggered. If the countdown reaches zero during the dive, the character immediately enters the heat chamber phase.
[0069] When a character explodes, enemy characters within a certain range around the impact point will suffer a high amount of damage, and a circular pulse (equivalent to the aforementioned "designated effect element") will spread outward from the impact point, dealing damage to any enemy targets it touches.
[0070] When a character enters the White Chamber phase, all models in their field of vision except their own character model are gradually covered in pure white. After the coverage is complete, wait a short while, and then the character's position will teleport back to the location where the skill was activated. The field of vision will gradually return to normal from pure white. From other players' perspectives, this character will disappear after the explosion and then reappear at the location where the skill was activated after a period of time.
[0071] This approach enriches the ways game characters can unleash their skills, enhances the player's gaming experience, and increases player retention.
[0072] For the above method embodiments, referring to one of the interactive control devices in a game shown in Figure 5, a graphical user interface is provided through a terminal device; the graphical user interface displays the game scene where the controlled virtual character is located, and the controlled virtual character is configured with a target skill; the interactive control device in the game includes a skill triggering module 502 and a skill effect application module 504, wherein:
[0073] The skill triggering module 502 is configured to respond to the first triggering command and control the controlled virtual character to move towards a target direction in the game scene, wherein the target direction is determined based on the direction control operation received through the terminal device; the skill effect application module 504 is configured to, during the displacement process, respond to the collision between the controlled virtual character and a scene object in the game scene, apply the skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to the first scene position in the game scene.
[0074] The aforementioned interactive control device in a game, in response to a first trigger command for a target skill, controls a controlled virtual character to move towards a target direction in the game scene. The target direction is determined based on directional control operations received via a terminal device. During the movement, in response to a collision between the controlled virtual character and a scene object in the game scene, the device applies the skill effect corresponding to the target skill to the game scene based on the collision point, and then moves the controlled virtual character from the collision point to a first scene position in the game scene. This method enriches the ways game characters release skills, improves the player's gaming experience, and increases player retention.
[0075] Optionally, the device may also include a displacement cancellation control module configured to: during displacement, in response to the controlled virtual character's character state not meeting specified conditions, control the cancellation of the controlled virtual character's displacement.
[0076] Optionally, the device may further include a character state determination module, which is configured to: determine that the character state of the controlled virtual character does not meet the specified conditions in response to the controlled virtual character's health value falling below a preset threshold during the displacement process; or determine that the character state of the controlled virtual character does not meet the specified conditions in response to the controlled virtual character being attacked a specified number of times during the displacement process; or determine that the character state of the controlled virtual character does not meet the specified conditions in response to the controlled virtual character's displacement duration exceeding a specified duration during the displacement process.
[0077] Optionally, the device may also include a character transfer module configured to perform: in response to the cancellation of the displacement of the controlled virtual character, control to transfer the controlled virtual character to a first scene position in the game scene.
[0078] Optionally, the character transfer module can also be configured to: in response to a second trigger command for a target skill, determine the current position of the controlled virtual character in the game scene as a first scene position, and move the controlled virtual character from the first scene position to a second scene position.
[0079] Optionally, the aforementioned skill triggering module 502 is specifically configured to: respond to a first triggering command for a target skill, control the controlled virtual character to move from a second scene position toward the target direction in the game scene.
[0080] Optionally, the graphical user interface displays a scene image captured by a virtual camera corresponding to the controlled virtual character, showing the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; the device may further include an indicator display module, which is configured to: display a first position indicator at the center of the scene image; the first position indicator is used to indicate the displacement collision position between the controlled virtual character and the game scene when the controlled virtual character moves toward the target direction in the game scene.
[0081] The above embodiments fully consider that each stage of the skill release process is usually subject to time constraints, thereby advancing the game's progress. This not only produces more exciting visual effects but also increases the probability of collision between the controlled virtual character and scene objects, thus improving the skill's hit rate. Furthermore, this method enriches the ways in which game characters can release skills, enhances the player's gaming experience, and increases player retention.
[0082] Optionally, the device may also include an acceleration superposition module, which is configured to perform the following actions in response to a change in the target direction by a directional control operation: superimposing the acceleration of the controlled virtual character onto the changed target direction to obtain an updated movement speed of the controlled virtual character.
[0083] Optionally, the device may also include an acceleration cancellation module configured to cancel acceleration in response to the controlled virtual character’s movement direction being the same as the updated target direction.
[0084] By using the acceleration superposition and acceleration cancellation shown in the above embodiments, the controlled virtual character can turn by superimposed acceleration, and then gradually turn towards the updated target direction; when it is not necessary to change the movement direction of the controlled virtual character, the acceleration can be stopped, which improves the accuracy and logic of the turning control.
[0085] Optionally, the skill effect application module 504 is specifically configured to perform the following: determine the target skill's area of effect based on the displacement collision position; and apply the skill effect corresponding to the target skill to the target skill's area of effect.
[0086] Optionally, the skill effect application module 504 is specifically configured to execute: in response to the first virtual character being in the target skill's area of effect in the game scene, update the specified attribute parameters of the first virtual character.
[0087] Optionally, the skill effect application module 504 is specifically configured to: generate a skill effect element in the target skill effect area, and update the specified attribute parameters of the first virtual character in response to the interaction between the skill effect element and the first virtual character in the target skill effect area.
[0088] Optionally, the device may also include a timing module configured to: start timing in response to a second trigger command; and a skill trigger module 502 specifically configured to: control the controlled virtual character to move from the second scene position toward the target direction in the game scene in response to the timing reaching a preset first duration.
[0089] Optionally, the timing module can also be configured to: start timing in response to the first trigger command; the displacement cancellation control module can also be configured to: cancel the displacement of the controlled virtual character in response to the timing reaching a preset second duration and the controlled virtual character not colliding with scene objects in the game scene.
[0090] Optionally, based on the game screen displayed in the graphical user interface being a scene image captured by a virtual camera corresponding to the controlled virtual character, the device may further include a mask overlay module and a mask cancellation module. The mask overlay module is configured to: control the display of a target masking effect overlaid on the graphical user interface for a specified period of time, so that at least part of the scene image captured by the virtual camera is not displayed on the graphical user interface; the mask cancellation module is configured to: cancel the overlaid target masking effect after a specified period of time, so that all the scene images captured by the virtual camera are displayed on the graphical user interface.
[0091] Optionally, the device may further include a first character state control module and a second character state control module, wherein the first character state control module is configured to: within a specified time period, control the controlled virtual character to be invisible relative to other virtual characters in the game scene; the second character state control module is configured to: after a specified time period, control the controlled virtual character to be visible relative to other virtual characters in the game scene.
[0092] Optionally, the character transfer module is configured to: transfer the controlled virtual character from the displacement collision position to the first scene position in the game scene when the specified time is reached; or, the character transfer module is configured to: transfer the controlled virtual character from the position where the displacement was canceled to the first scene position in the game scene when the specified time is reached.
[0093] Optionally, the device may also include a third character state control module, wherein the third character state control module is configured to execute: within a specified period of time, the control will configure the controlled virtual character into an unattackable state.
[0094] Through any of the above embodiments, the controlled virtual character can suddenly disappear and then reappear. Other players need to reasonably arrange the movement strategy of the virtual character they control in the scene, which increases the fun of the game and thus improves the player retention rate.
[0095] Optionally, the skill triggering module 502 is specifically configured to: respond to a first triggering command for a target skill, control the controlled virtual character to move in a first display form toward the target direction in the game scene; the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0096] This embodiment can produce a more stimulating visual effect on the one hand, and increase the probability of collision between the controlled virtual character and scene objects on the other hand, thereby improving the hit rate of the skill.
[0097] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method in the aforementioned game, for example:
[0098] In response to the first trigger command for the target skill, the controlled virtual character is moved toward the target direction in the game scene, where the target direction is determined based on the direction control operation received through the terminal device; during the movement, in response to the collision between the controlled virtual character and scene objects in the game scene, the skill effect corresponding to the target skill is applied to the game scene based on the collision position, and the controlled virtual character is moved from the collision position to the first scene position in the game scene.
[0099] The above methods enrich the ways in which game characters can release skills, improve the player's gaming experience, and increase player retention.
[0100] Optionally, the above method further includes: during the displacement process, in response to the controlled virtual character's character state not meeting the specified conditions, controlling the cancellation of the controlled virtual character's displacement.
[0101] Optionally, the above method further includes: during the displacement process, in response to the controlled virtual character's health value being lower than a preset threshold, determining that the controlled virtual character's character state does not meet the specified conditions; or during the displacement process, in response to the controlled virtual character being attacked a specified number of times, determining that the controlled virtual character's character state does not meet the specified conditions; or during the displacement process, in response to the controlled virtual character's displacement duration exceeding a specified duration, determining that the controlled virtual character's character state does not meet the specified conditions.
[0102] Optionally, the above method further includes: in response to the cancellation of the displacement of the controlled virtual character, controlling the transfer of the controlled virtual character to a first scene position in the game scene.
[0103] Optionally, before the step of controlling the controlled virtual character to move toward the target direction in the game scene, the method further includes: in response to a second trigger command for the target skill, determining the current position of the controlled virtual character in the game scene as a first scene position, and moving the controlled virtual character from the first scene position to a second scene position.
[0104] Optionally, the step of controlling the controlled virtual character to move toward the target direction in the game scene in response to the first trigger command for the target skill includes: controlling the controlled virtual character to move from the second scene position toward the target direction in the game scene in response to the first trigger command for the target skill.
[0105] Optionally, the graphical user interface displays a scene image captured by a virtual camera corresponding to the controlled virtual character, showing the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; the method further includes: displaying a first position indicator at the center of the scene image; the first position indicator is used to indicate the displacement collision position between the controlled virtual character and the game scene when the controlled virtual character moves toward the target direction in the game scene.
[0106] The above embodiments fully consider that each stage of the skill release process is usually subject to time constraints, thereby advancing the game's progress. This not only produces more exciting visual effects but also increases the probability of collision between the controlled virtual character and scene objects, thus improving the skill's hit rate. Furthermore, this method enriches the ways in which game characters can release skills, enhances the player's gaming experience, and increases player retention.
[0107] Optionally, the above method further includes: in response to a change in the target direction by a directional control operation, adding the acceleration of the controlled virtual character to the changed target direction to obtain the updated movement speed of the controlled virtual character.
[0108] Optionally, the above method further includes: canceling acceleration in response to the controlled virtual character's movement direction being the same as the updated target direction.
[0109] By using the acceleration superposition and acceleration cancellation shown in the above embodiments, the controlled virtual character can turn by superimposed acceleration, and then gradually turn towards the updated target direction; when it is not necessary to change the movement direction of the controlled virtual character, the acceleration can be stopped, which improves the accuracy and logic of the turning control.
[0110] Optionally, the above steps of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position include: determining the target skill's area of effect based on the displacement collision position; and applying the skill effect corresponding to the target skill in the target skill's area of effect.
[0111] Optionally, the above-mentioned step of applying the skill effect corresponding to the target skill in the target skill's area of effect includes: updating the specified attribute parameters of the first virtual character in response to the first virtual character being in the target skill's area of effect in the game scene.
[0112] Optionally, the steps described above for generating a skill effect in the target skill's area of effect include: generating a skill effect element in the target skill's area of effect, and updating the specified attribute parameters of the first virtual character in response to the interaction between the skill effect element and the first virtual character in the target skill's area of effect.
[0113] Optionally, the above method further includes: starting a timer in response to a second trigger command; and controlling the controlled virtual character to move from the second scene position toward the target direction in the game scene in response to the timer reaching a preset first duration.
[0114] Optionally, the above method further includes: in response to a first trigger command, starting a timer; in response to the timer reaching a preset second duration and the controlled virtual character not colliding with scene objects in the game scene, controlling and canceling the displacement of the controlled virtual character.
[0115] Optionally, the game screen displayed in the graphical user interface is a scene image captured by a virtual camera corresponding to the controlled virtual character. Before transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene, the method further includes: controlling the display of a target masking effect on the graphical user interface for a specified period of time, so that at least part of the scene image captured by the virtual camera is not displayed on the graphical user interface; after the specified period of time, canceling the display of the target masking effect, so that all the scene images captured by the virtual camera are displayed on the graphical user interface.
[0116] Optionally, the above method further includes: controlling the controlled virtual character to be invisible relative to other virtual characters in the game scene within a specified time period; and controlling the controlled virtual character to be visible relative to other virtual characters in the game scene after the specified time period.
[0117] Optionally, the above-mentioned transfer of the controlled virtual character from the displacement collision position to the first scene position in the game scene includes: transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene when the specified time is reached; or transferring the controlled virtual character from the position where the displacement was canceled to the first scene position in the game scene when the specified time is reached.
[0118] Optionally, the above method also includes: configuring the controlled virtual character into an unattackable state for a specified period of time.
[0119] Through any of the above embodiments, the controlled virtual character can suddenly disappear and then reappear. Other players need to reasonably arrange the movement strategy of the virtual character they control in the scene, which increases the fun of the game and thus improves the player retention rate.
[0120] Optionally, the step of controlling the controlled virtual character to move toward the target direction in the game scene in response to the first trigger command for the target skill includes: controlling the controlled virtual character to move toward the target direction in the game scene in a first display form in response to the first trigger command for the target skill; the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0121] This embodiment can produce a more stimulating visual effect on the one hand, and increase the probability of collision between the controlled virtual character and scene objects on the other hand, thereby improving the hit rate of the skill.
[0122] Referring to Figure 6, 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 interactive control method in the game described above.
[0123] Furthermore, the electronic device shown in Figure 6 also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103, and the memory 101 connected via the bus 102.
[0124] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 6, but this does not indicate that there is only one bus or one type of bus.
[0125] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0126] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method in the above-mentioned game.
[0127] This disclosure provides an interactive control method, apparatus, and electronic device for games, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods shown in the preceding method embodiments, for example:
[0128] In response to the first trigger command for the target skill, the controlled virtual character is moved toward the target direction in the game scene, where the target direction is determined based on the direction control operation received through the terminal device; during the movement, in response to the collision between the controlled virtual character and scene objects in the game scene, the skill effect corresponding to the target skill is applied to the game scene based on the collision position, and the controlled virtual character is moved from the collision position to the first scene position in the game scene.
[0129] The above methods enrich the ways game characters can release skills, improve the player's gaming experience, and increase player retention.
[0130] Optionally, the above method further includes: during the displacement process, in response to the controlled virtual character's character state not meeting the specified conditions, controlling the cancellation of the controlled virtual character's displacement.
[0131] Optionally, the above method further includes: during the displacement process, in response to the controlled virtual character's health value being lower than a preset threshold, determining that the controlled virtual character's character state does not meet the specified conditions; or during the displacement process, in response to the controlled virtual character being attacked a specified number of times, determining that the controlled virtual character's character state does not meet the specified conditions; or during the displacement process, in response to the controlled virtual character's displacement duration exceeding a specified duration, determining that the controlled virtual character's character state does not meet the specified conditions.
[0132] Optionally, the above method further includes: in response to the cancellation of the displacement of the controlled virtual character, controlling the transfer of the controlled virtual character to a first scene position in the game scene.
[0133] Optionally, before the step of controlling the controlled virtual character to move toward the target direction in the game scene, the method further includes: in response to a second trigger command for the target skill, determining the current position of the controlled virtual character in the game scene as a first scene position, and moving the controlled virtual character from the first scene position to a second scene position.
[0134] Optionally, the step of controlling the controlled virtual character to move toward the target direction in the game scene in response to the first trigger command for the target skill includes: controlling the controlled virtual character to move from the second scene position toward the target direction in the game scene in response to the first trigger command for the target skill.
[0135] Optionally, the graphical user interface displays a scene image captured by a virtual camera corresponding to the controlled virtual character, showing the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character; the method further includes: displaying a first position indicator at the center of the scene image; the first position indicator is used to indicate the displacement collision position between the controlled virtual character and the game scene when the controlled virtual character moves toward the target direction in the game scene.
[0136] The above embodiments fully consider that each stage of the skill release process is usually subject to time constraints, thereby advancing the game's progress. This not only produces more exciting visual effects but also increases the probability of collision between the controlled virtual character and scene objects, thus improving the skill's hit rate. Furthermore, this method enriches the ways in which game characters can release skills, enhances the player's gaming experience, and increases player retention.
[0137] Optionally, the above method further includes: in response to a change in the target direction by a directional control operation, adding the acceleration of the controlled virtual character to the changed target direction to obtain the updated movement speed of the controlled virtual character.
[0138] Optionally, the above method further includes: canceling acceleration in response to the controlled virtual character's movement direction being the same as the updated target direction.
[0139] By using the acceleration superposition and acceleration cancellation shown in the above embodiments, the controlled virtual character can turn by superimposed acceleration, and then gradually turn towards the updated target direction; when it is not necessary to change the movement direction of the controlled virtual character, the acceleration can be stopped, which improves the accuracy and logic of the turning control.
[0140] Optionally, the above steps of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position include: determining the target skill's area of effect based on the displacement collision position; and applying the skill effect corresponding to the target skill in the target skill's area of effect.
[0141] Optionally, the above-mentioned step of applying the skill effect corresponding to the target skill in the target skill's area of effect includes: updating the specified attribute parameters of the first virtual character in response to the first virtual character being in the target skill's area of effect in the game scene.
[0142] Optionally, the steps described above for generating a skill effect in the target skill's area of effect include: generating a skill effect element in the target skill's area of effect, and updating the specified attribute parameters of the first virtual character in response to the interaction between the skill effect element and the first virtual character in the target skill's area of effect.
[0143] Optionally, the above method further includes: starting a timer in response to a second trigger command; and controlling the controlled virtual character to move from the second scene position toward the target direction in the game scene in response to the timer reaching a preset first duration.
[0144] Optionally, the above method further includes: in response to a first trigger command, starting a timer; in response to the timer reaching a preset second duration and the controlled virtual character not colliding with scene objects in the game scene, controlling and canceling the displacement of the controlled virtual character.
[0145] Optionally, the game screen displayed in the graphical user interface is a scene image captured by a virtual camera corresponding to the controlled virtual character. Before transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene, the method further includes: controlling the display of a target masking effect on the graphical user interface for a specified period of time, so that at least part of the scene image captured by the virtual camera is not displayed on the graphical user interface; after the specified period of time, canceling the display of the target masking effect, so that all the scene images captured by the virtual camera are displayed on the graphical user interface.
[0146] Optionally, the above method further includes: controlling the controlled virtual character to be invisible relative to other virtual characters in the game scene within a specified time period; and controlling the controlled virtual character to be visible relative to other virtual characters in the game scene after the specified time period.
[0147] Optionally, the above-mentioned transfer of the controlled virtual character from the displacement collision position to the first scene position in the game scene includes: transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene when the specified time is reached; or transferring the controlled virtual character from the position where the displacement was canceled to the first scene position in the game scene when the specified time is reached.
[0148] Optionally, the above method also includes: configuring the controlled virtual character into an unattackable state for a specified period of time.
[0149] Through any of the above embodiments, the controlled virtual character can suddenly disappear and then reappear. Other players need to reasonably arrange the movement strategy of the virtual character they control in the scene, which increases the fun of the game and thus improves the player retention rate.
[0150] Optionally, the step of controlling the controlled virtual character to move toward the target direction in the game scene in response to the first trigger command for the target skill includes: controlling the controlled virtual character to move toward the target direction in the game scene in a first display form in response to the first trigger command for the target skill; the volume of the first display form is larger than the initial display form of the controlled virtual character.
[0151] This embodiment can produce a more stimulating visual effect on the one hand, and increase the probability of collision between the controlled virtual character and scene objects on the other hand, thereby improving the hit rate of the skill.
[0152] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0153] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0154] If the functions described above are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, or the parts that contribute to related technologies, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0155] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0156] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method in a game, comprising providing a graphical user interface (GUI) via a terminal device, the GUI displaying a game scene in which a controlled virtual character is located, the controlled virtual character being configured with target skills; the method comprising: In response to a first trigger command for the target skill, the controlled virtual character is controlled to move toward a target direction in the game scene, wherein the target direction is determined based on a direction control operation received through the terminal device; During the displacement process, in response to the collision between the controlled virtual character and a scene object in the game scene, the skill effect corresponding to the target skill is applied to the game scene based on the displacement collision position, and the controlled virtual character is transferred from the displacement collision position to the first scene position in the game scene.
2. The method according to claim 1, wherein, The method further includes: During the displacement process, in response to the controlled virtual character's character state not meeting the specified conditions, the displacement of the controlled virtual character is cancelled.
3. The method according to claim 2, wherein, The method further includes: During the displacement process, in response to the controlled virtual character's health value falling below a preset threshold, it is determined that the controlled virtual character's character state does not meet the specified condition; or During the displacement process, in response to the controlled virtual character being attacked a specified number of times, it is determined that the character state of the controlled virtual character does not meet the specified condition; or During the displacement process, in response to the displacement duration of the controlled virtual character exceeding a specified duration, it is determined that the character state of the controlled virtual character does not meet the specified condition.
4. The method according to claim 3, wherein, The method further includes: In response to the cancellation of the displacement of the controlled virtual character, the control moves the controlled virtual character to the first scene position in the game scene.
5. The method according to any one of claims 1-4, wherein, Prior to the step of controlling the controlled virtual character to move toward a target direction in the game scene, the method further includes: In response to a second trigger command for the target skill, the current position of the controlled virtual character in the game scene is determined as the first scene position, and the controlled virtual character is moved from the first scene position to the second scene position.
6. The method according to claim 5, wherein, The step of controlling the controlled virtual character to move toward a target direction in the game scene in response to a first trigger command for the target skill includes: In response to a first trigger command for the target skill, the controlled virtual character is controlled to move from the second scene position toward the target direction in the game scene.
7. The method according to claim 1, wherein, The graphical user interface displays scene images captured by a virtual camera corresponding to the controlled virtual character, showing the game scene; the shooting direction of the virtual camera corresponds to the target direction of the controlled virtual character. The method further includes: A first position indicator is displayed in the center of the scene screen; the first position indicator is used to indicate the position of the collision between the controlled virtual character and the game scene when the controlled virtual character moves toward the target direction in the game scene.
8. The method according to claim 1, wherein, The method further includes: In response to the direction control operation changing the target direction, the movement speed of the controlled virtual character is superimposed on the acceleration of the changed target direction to obtain the updated movement speed of the controlled virtual character.
9. The method according to claim 8, wherein, The method further includes: In response to the controlled virtual character's movement direction being the same as the updated target direction, the acceleration is canceled.
10. The method according to claim 1, wherein, The steps of applying the skill effect corresponding to the target skill in the game scene based on the displacement collision position include: The target skill's effective area is determined based on the displacement and collision location; Apply the skill effect corresponding to the target skill to the target skill's area of effect.
11. The method according to claim 10, wherein, The step of applying the skill effect corresponding to the target skill to the target skill's effective area includes: In response to the first virtual character being located in the target skill's area of effect in the game scene, the specified attribute parameters of the first virtual character are updated.
12. The method according to claim 10, wherein, The step of applying the skill effect corresponding to the target skill to the target skill's effective area includes: A skill effect element is generated in the target skill area. In response to the interaction between the skill effect element and the first virtual character in the target skill area, the specified attribute parameters of the first virtual character are updated.
13. The method according to claim 5, wherein, The method further includes: In response to the second trigger command, a timer begins; In response to the timing reaching a preset first duration, the controlled virtual character is controlled to move from the second scene position toward the target direction in the game scene.
14. The method according to claim 13, wherein, The method further includes: In response to the first trigger command, the timer begins; In response to the timing reaching a preset second duration and the controlled virtual character not colliding with scene objects in the game scene, the control cancels the displacement of the controlled virtual character.
15. The method according to claim 1 or 4, wherein, The game screen displayed by the graphical user interface is a scene image captured by a virtual camera corresponding to the controlled virtual character; Before transferring the controlled virtual character from the displacement collision position to a first scene position in the game scene, the method further includes: Within a specified time period, the target masking effect is overlaid on the graphical user interface so that at least part of the scene images captured by the virtual camera are not displayed on the graphical user interface. After the specified duration, the overlay effect of the target masking is canceled so that the scene images captured by the virtual camera are displayed on the graphical user interface.
16. The method according to claim 15, wherein, The method further includes: During the specified duration, the control configures the controlled virtual character to be invisible relative to other virtual characters in the game scene; After the specified duration, the controlled virtual character is configured to be visible relative to other virtual characters in the game scene.
17. The method according to claim 16, wherein, The step of transferring the controlled virtual character from the displacement collision position to the first scene position in the game scene includes: When the specified time period is reached, the controlled virtual character is transferred from the displacement collision position to the first scene position in the game scene; or When the specified time period is reached, the controlled virtual character is transferred from the position where the displacement was canceled to the first scene position in the game scene.
18. The method according to claim 16, wherein, The method further includes: During the specified duration, the control will configure the controlled virtual character into an unattackable state.
19. The method according to claim 1, wherein, The step of controlling the controlled virtual character to move toward a target direction in the game scene in response to a first trigger command for the target skill includes: In response to a first trigger command for the target skill, the controlled virtual character is controlled to move toward the target direction in the game scene in a first display form; the volume of the first display form is larger than the initial display form of the controlled virtual character.
20. An interactive control device for a game, providing a graphical user interface via a terminal device, the graphical user interface displaying a game scene where a controlled virtual character is located, the controlled virtual character being configured with target skills; the device comprising: The skill triggering module is configured to execute a response to a first triggering command, controlling the controlled virtual character to move toward a target direction in the game scene, wherein the target direction is determined based on a direction control operation received through the terminal device; The skill effect application module is configured to execute during the displacement process, in response to the collision between the controlled virtual character and a scene object in the game scene, apply the skill effect corresponding to the target skill in the game scene based on the displacement collision position, and transfer the controlled virtual character from the displacement collision position to a first scene position in the game scene.
21. An electronic device comprising a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the interactive control method in a game according to any one of claims 1-19.
22. A machine-readable storage medium storing machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in a game according to any one of claims 1-19.