Game Control Method, Device, Electronic Device and Storage Medium

By adjusting the locked area to a deformation state using the target distance value in the first-person shooting game, the lock box removal problem caused by player misoperation is solved, and the shooting speed and gaming experience are improved.

CN114130025BActive Publication Date: 2025-07-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111444863.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-30
Publication Date
2025-07-22
Estimated Expiration
2041-11-30

AI Technical Summary

Technical Problem

In first-person shooting games, the player's locked shooting object is moved out of the locking box due to misoperation, making it difficult to shoot quickly, resulting in a poor game experience.

Method used

By responding to the lock trigger event in the graphical user interface, it is determined that the second virtual character is in an interactive locked state, and a lock box is displayed in the locked area. The target distance value is used to adjust the locked area to a deformation state to avoid misoperation to unlock the lock, ensuring that the second virtual character is always in the locked area.

Benefits of technology

It effectively avoids the unlocking of locking errors caused by misoperation, and improves the player's shooting speed and gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a game control method, device, electronic device and storage medium, the method comprising: determining that the second virtual character is in an interactive lock state of the first virtual character by responding to a preset lock trigger event, and popping up a lock area in a graphical user interface, responding to a move operation on the lock area, determining the target distance value between the boundary of the lock area and the second virtual character, and when the target distance value is less than a first threshold, adjusting the lock area to a deformed state. In this technical solution, it is determined by the target distance value whether the second virtual character is about to release the interactive lock state, and when the second virtual character is about to release the interactive lock state, the lock area is adjusted to a deformed state, which effectively avoids the situation where the second virtual character is mistakenly unlocked due to a player's misoperation, ensures that the user can quickly shoot the second virtual character, and improves the player's gaming experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game control method, device, electronic device and storage medium. Background Art

[0002] First-person shooting game (FPS) is a shooting game played from the player's subjective perspective. During the game, the player can aim the weapon's built-in crosshairs at the shootable object and shoot according to the game progress and the real-time combat situation between players in the game.

[0003] At present, in order to improve the shooting speed of the player and the fun of the game, the terminal device can also display a locking frame around the shootable object after the player shoots at the shootable object multiple times, and lock the shootable object. When the player shoots at the locked shootable object, the terminal device will automatically aim at the locked shootable object, and when the locked shootable object is moved out of the locking frame, the lock state of the shootable object will be cancelled.

[0004] However, if the player moves the locked shootable object out of the lock frame by mistake, it will be difficult to quickly shoot the shootable object, and the gaming experience will be poor. Summary of the invention

[0005] The present application provides a game control method, device, electronic device and storage medium to solve the problem that if a player makes an erroneous operation and moves a locked shootable object out of a locking frame, it is difficult to quickly shoot the shootable object, resulting in a poor gaming experience.

[0006] In a first aspect, an embodiment of the present application provides a game control method, wherein a graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface at least partially includes a game scene of the game, wherein the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game, and the method includes:

[0007] In response to a preset lock triggering event, determining that the second virtual character is in an interactive lock state of the first virtual character, and popping up a lock area in the graphical user interface, wherein the second virtual character in the interactive lock state is displayed in the lock area;

[0008] In response to a movement operation on the locked area, determining a target distance value between a boundary of the locked area and the second virtual character;

[0009] When the target distance value is less than a first threshold, the locking area is adjusted to a deformed state, wherein the deformed state indicates that the second virtual character is about to release the interactive locking state.

[0010] In a possible design of the first aspect, adjusting the locking area to a deformed state includes:

[0011] The boundary of the locked area close to the second virtual character is used as a target boundary area;

[0012] The target boundary area is adjusted to a deformed state.

[0013] In another possible design of the first aspect, adjusting the locking area to a deformed state includes:

[0014] The boundary of the locked area is deformed according to the boundary shape of the second virtual character.

[0015] In another possible design of the first aspect, when the target distance value is less than a first threshold, adjusting the locked area to a deformed state includes:

[0016] When the target distance value is less than a first threshold, determining a deformation amplitude of the deformation state according to the target distance value;

[0017] According to the deformation amplitude, the locking area is adjusted to the deformation state.

[0018] In another possible design of the first aspect, after determining, in response to the movement operation directed to the locked area, a target distance value between a boundary of the locked area and the second virtual character, the method further includes:

[0019] According to the target distance value, the sensitivity corresponding to the moving operation is adjusted.

[0020] In another possible design of the first aspect, the method further includes:

[0021] In response to a preset unlocking triggering event, it is determined that the second virtual character releases the interactive locking state, and the locking area is restored from the deformed state to the undeformed state.

[0022] In another possible design of the first aspect, the preset lock trigger event is that within a preset time, the first virtual character continuously hits the second virtual character more than a preset attack number, and the interaction lock state is an attack lock state.

[0023] Optionally, when the second virtual character is in the state of being attacked and locked by the first virtual character, the method further includes:

[0024] When the target attack point of the attack operation of the first virtual character toward the second virtual character is within the area in the game scene corresponding to the locking area, the state of the attack operation is determined as a hit state.

[0025] In yet another possible design of the first aspect, determining a target distance value between a boundary of the locked area and the second virtual character includes:

[0026] The distance value between the preset part of the second virtual character and the boundary of the locking area is calculated, and the minimum distance value is determined as the target distance value between the locking area and the second virtual character.

[0027] Optionally, adjusting the sensitivity corresponding to the moving operation according to the target distance value includes:

[0028] When the target distance value is less than a preset distance threshold, the sensitivity of the moving operation is reduced to a first preset sensitivity.

[0029] Optionally, adjusting the sensitivity corresponding to the moving operation according to the target distance value includes:

[0030] When the target distance value exceeds the preset distance threshold, the sensitivity of the moving operation is maintained or increased to a second preset sensitivity.

[0031] In a second aspect, an embodiment of the present application provides a game control device, which provides a graphical user interface through a terminal device, wherein the content displayed in the graphical user interface at least partially includes a game scene of the game, wherein the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game, and the device includes:

[0032] a processing module, configured to, in response to a preset lock triggering event, determine that the second virtual character is in an interactive lock state of the first virtual character, and pop up a lock area in the graphical user interface, wherein the second virtual character in the interactive lock state is displayed in the lock area;

[0033] The processing module is further configured to determine a target distance value between a boundary of the locked area and the second virtual character in response to a movement operation on the locked area;

[0034] The processing module is further configured to adjust the locking area to a deformed state when the target distance value is less than a first threshold, wherein the deformed state indicates that the second virtual character is about to release the interactive locking state.

[0035] In a possible design of the second aspect, the processing module is specifically configured to:

[0036] Use the boundary of the locked area close to the second virtual character as the target boundary area;

[0037] Adjust the target boundary area to a deformed state.

[0038] In another possible design of the second aspect, the processing module is specifically configured to:

[0039] Deform the boundary of the locked area according to the boundary shape of the second virtual character.

[0040] In still another possible design of the second aspect, the processing module is specifically configured to:

[0041] When the target distance value is less than the first threshold, determine the deformation amplitude of the deformed state according to the target distance value;

[0042] Adjust the locked area to the deformed state according to the deformation amplitude.

[0043] In yet another possible design of the second aspect, after determining the target distance value between the boundary of the locked area and the second virtual character in response to a movement operation for the locked area, the processing module is further configured to:

[0044] Adjust the sensitivity corresponding to the movement operation according to the target distance value.

[0045] In yet another possible design of the second aspect, the processing module is further configured to:

[0046] In response to a preset unlocking trigger event, determine that the second virtual character releases the interaction locking state, and the locked area will be restored from the deformed state to the undeformed state.

[0047] In yet another possible design of the second aspect, the preset locking trigger event is that within a preset time, the number of times the first virtual character continuously hits the second virtual character exceeds a preset number of attack times, and the interaction locking state is an attack locking state.

[0048] Optionally, when the second virtual character is in the attack locking state by the first virtual character, the processing module is further configured to:

[0049] When the target attack point of the attack operation of the first virtual character towards the second virtual character is within the area of the game scene corresponding to the locked area, determine the state of the attack operation as the hit state.

[0050] In yet another possible design of the second aspect, the processing module is specifically configured to:

[0051] The distance value between the preset part of the second virtual character and the boundary of the locking area is calculated, and the minimum distance value is determined as the target distance value between the locking area and the second virtual character.

[0052] Optionally, the processing module is specifically used to: when the target distance value is less than a preset distance threshold, reduce the sensitivity of the moving operation to a first preset sensitivity.

[0053] Optionally, when the target distance value exceeds the preset distance threshold, the sensitivity of the moving operation is maintained or increased to a second preset sensitivity.

[0054] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor, wherein the processor is used to implement the first aspect and the methods provided by various possible designs when executing the computer program instructions.

[0055] In a fourth aspect, an embodiment of the present application may provide a computer-readable storage medium, in which computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, they are used to implement the first aspect and the methods provided by various possible designs.

[0056] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, is used to implement the first aspect and the methods provided by various possible designs.

[0057] The game control method, device, electronic device and storage medium provided by the embodiment of the present application include: by responding to a preset lock trigger event, determining that the second virtual character is in an interactive lock state of the first virtual character, and popping up a lock area in a graphical user interface, responding to a move operation on the lock area, determining the target distance value between the boundary of the lock area and the second virtual character, and when the target distance value is less than a first threshold, adjusting the lock area to a deformed state. By judging whether the second virtual character is about to release the interactive lock state by the target distance value, when the second virtual character is about to release the interactive lock state, adjusting the lock area to a deformed state, so that the second virtual character is completely displayed in the lock area, effectively avoiding the situation where the second virtual character is mistakenly unlocked due to a player's misoperation, ensuring that the user can quickly shoot the second virtual character, and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0058] To more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for the description of the embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0059] Figure 1A Schematic diagram of the graphical user interface of the first embodiment of the existing game application provided by the embodiment of the present application;

[0060] Figure 1B Schematic diagram of the graphical user interface of the second embodiment of the existing game application provided by the embodiment of the present application;

[0061] Figure 2 Schematic diagram of an application scenario of the game control method provided by the embodiment of the present application;

[0062] Figure 3 Schematic diagram of the process of the first embodiment of the game control method provided by the embodiment of the present application;

[0063] Figure 4 Schematic diagram of the boundary of the first embodiment of the locked area provided by the embodiment of the present application;

[0064] Figure 5 Schematic diagram of the boundary of the second embodiment of the locked area provided by the embodiment of the present application;

[0065] Figure 6 Schematic diagram of the boundary of the third embodiment of the locked area provided by the embodiment of the present application;

[0066] Figure 7 Schematic diagram of the structure of the game control device provided by the embodiment of the present application;

[0067] Figure 8 Schematic diagram of the structure of the electronic device provided by the embodiment of the present application.

[0068] Through the above drawings, the clear embodiments of the present disclosure have been shown, and there will be more detailed descriptions hereinafter. These drawings and the text descriptions are not intended to limit the scope of the concept of the present disclosure in any way, but to illustrate the concept of the present disclosure to those skilled in the art by referring to specific embodiments. Detailed implementation manners

[0069] To make the objectives, technical solutions and advantages of the embodiments of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of this application. Obviously, the described embodiments are some but not all of the embodiments of this application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in this application without creative efforts shall fall within the scope of protection of this application.

[0070] The terms "first", "second", "third", "fourth", etc. (if any) in the description and claims of the present invention and the above-mentioned accompanying drawings are used to distinguish similar objects and do not necessarily need to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein.

[0071] In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0072] Before introducing the embodiments of this application, the background technology of the embodiments of this application will be explained first:

[0073] In shooting games with tactical combat as the main gameplay, such as FPS games, players can shoot at shootable objects and win the game by picking up the "supplies" dropped after the shootable objects are "killed". Among them, the shootable objects can be the virtual characters of other players or non-player characters (NPCs). During the process of shooting at the shootable objects, players can equip virtual weapons and aim the crosshairs of the weapons at the shootable objects and shoot according to the game progress and the real-time combat situation among players in the game.

[0074] Currently, during shooting, if you want to continuously shoot at a target, you need to continuously aim the crosshairs at the shootable object and shoot at it, which requires a high level of operation from the player and cannot guarantee the shooting speed. Figure 1A This is a schematic diagram of the graphical user interface of the first embodiment of the existing game application provided by the embodiments of this application. As Figure 1AAs shown, the graphical user interface includes a first virtual character and a second virtual character. The user controls the first virtual character through the terminal device, such as controlling the direction of travel and the shooting target of the first virtual character. The second virtual character is a shootable object relative to the user. In order to increase the shooting speed of the player and the fun of the game, the terminal device can also lock the second virtual character after the first virtual character shoots the second virtual character multiple times, and display a lock box ( Figure 1A The second virtual character is displayed in the lock frame. When the second virtual character is continuously displayed in the lock frame, the player does not need to aim at the second virtual character, and the terminal device will automatically aim at the second virtual character when shooting at the second virtual character.

[0075] Figure 1B This is a schematic diagram of a graphical user interface of the second embodiment of the existing game application provided in the embodiment of the present application. Figure 1B As shown, when the player needs to shoot at other shootable objects, the game perspective of the graphical user interface can be adjusted so that the second virtual character is not displayed in the lock frame (the display position of the lock frame in the graphical user interface does not change with the adjustment of the game perspective), so that other shootable objects (such as the third virtual character or NPC, etc.) can be shot. Figure 1B That is to say, when the second virtual character is not displayed in the lock frame, the terminal device will cancel the lock state of the second virtual character, and the second virtual character will be out of the lock.

[0076] However, during the actual game, if the player makes an error operation and moves the locked shootable object out of the lock frame, it will be difficult to quickly shoot the shootable object, and the game experience will be poor.

[0077] In view of the above problems, the invention of the present application is as follows: Since the user needs to observe the environment of different game perspectives during the game, it is easy for the user to make an error operation when performing a moving operation, so that the shootable object is displayed outside the lock frame, and the lock state of the shootable object is incorrectly released, making it difficult to quickly shoot the shootable object, resulting in a poor gaming experience for the user. Based on this, the inventor found that if the distance between the locked shootable object and the lock frame can be obtained, the lock frame is adjusted to a deformed state when the distance is small, and the shootable object is still displayed in the lock frame, it can effectively avoid the situation where the lock state of the shootable object is incorrectly released, and the problem of difficulty in quickly shooting the shootable object in the prior art can be solved, thereby improving the gaming experience of the user.

[0078] Next, the application scenarios of the game control method are briefly introduced.

[0079] The game control method in the embodiment of the present application can be run on a terminal device or a cloud interaction system. The cloud interaction system includes a cloud server and a user terminal device, and the user device is used to run a cloud application.

[0080] In an optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating entity of the game program and the entity presenting the game screen are separated, the storage and operation of the game control method are completed on the cloud gaming server, and the cloud gaming client is used for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the player operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0081] In an optional embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0082] Exemplarily, the game control method provided in the embodiment of the present application can be applied to Figure 2 In a schematic diagram of an application scenario shown. Figure 2 The following is a schematic diagram of an application scenario of the game control method provided in the embodiment of the present application, which is used to solve the above technical problems. Figure 2 As shown, the scenario includes at least one terminal device (such as Figure 2The terminal devices 11 and 12) and the game server 13, where the terminal devices 11 and 12 are respectively communicatively connected to the game server 13. Each terminal device corresponds to a user. For example, the terminal device 11 corresponds to user A, and the terminal device 12 corresponds to user B. User A and user B can be opponent players in the game. User A performs an attack operation on the terminal device 11 to shoot at the virtual character of user B, and user B performs an attack operation on the terminal device 12 to shoot at the virtual character of user A.

[0083] It should be noted that the game control methods shown in the following several embodiments can be applied to terminal devices or game servers, and this application makes no restrictions on this. Among them, the terminal device can be the aforementioned local terminal device, such as a smart phone, a tablet computer, a computer, etc., or the aforementioned cloud game client. The game server can be the aforementioned cloud game server.

[0084] Based on the above application scenarios, the technical solutions of this application will be described in detail with specific embodiments below. These several specific embodiments can be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments.

[0085] Figure 3 It is a schematic flowchart of the first embodiment of the game control method provided by the embodiment of this application. As Figure 3 shown, a graphical user interface is provided through the terminal device. The content displayed in the graphical user interface at least partially includes the game scene of the game. Among them, the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game. The game control method may include the following steps:

[0086] S101: In response to a preset locking trigger event, determine that the second virtual character is in an interactive locking state by the first virtual character, and pop up a locking area in the graphical user interface.

[0087] Among them, the second virtual character in the locked state is displayed within the locking area.

[0088] Exemplarily, the locking area can be a rectangle, a circle, a square or a graphic of any other shape, which can be defined according to the actual situation, and this application embodiment does not make specific restrictions on this.

[0089] Optionally, the locking area can be presented as the above-mentioned locking frame.

[0090] In an implementable manner, when the number of times the first virtual character continuously hits the second virtual character exceeds a preset number of attacks, the state of the second virtual character is determined to be in an interaction lock state by the first virtual character. Among them, the preset lock trigger event is that within a preset time, the number of times the first virtual character continuously hits the second virtual character exceeds the preset number of attacks, and the interaction lock state is an attack lock state.

[0091] In another implementable manner, when the number of times the first virtual character continuously hits the second virtual character exceeds a preset number of attacks and the attack frequency exceeds a preset attack frequency, the state of the second virtual character is determined to be in an interaction lock state by the first virtual character.

[0092] In another implementable manner, in response to a click operation by the user (i.e., the above-mentioned player) on the lock control on the graphical user interface, the state of the second virtual character is determined to be in an interaction lock state by the first virtual character. That is to say, in this manner, the graphical user interface needs to display the lock control to the user for the user to click on it.

[0093] In yet another implementable manner, when the display screen in the terminal device is a touch screen, a long press operation by the user on the second virtual character is received, and the state of the second virtual character is determined to be in an interaction lock state by the first virtual character.

[0094] S102: In response to a movement operation for the lock area, determine the target distance value between the boundary of the lock area and the second virtual character.

[0095] Among them, the movement operation can be a movement operation by the user on the movement area on the graphical user interface, and this movement operation can be implemented through external devices such as a mouse, keyboard, gamepad, etc. connected to the terminal device.

[0096] In an implementable manner, calculate the distance value between the preset part of the second virtual character and the boundary of the lock area, and determine the smallest distance value as the target distance value between the lock area and the second virtual character.

[0097] Exemplarily, taking the lock area as a rectangle as an example for illustration, the distances between the preset part of the second virtual character (such as the head of the second virtual character) and the upper, lower, left, and right sides of the rectangle can be calculated respectively, and the smallest distance among the distances between the head of the second virtual character and the four sides is set as the target distance. For example, if the distances between the second virtual character and the upper, lower, left, and right sides of the rectangle are 2 cm, 2 cm, 1 cm, and 3 cm respectively, then 1 cm is determined as the target distance.

[0098] Among them, the preset part can be the head of the second virtual character, the hand of the second virtual character, the abdomen or other parts of the second virtual character, which can be limited according to actual conditions, and the embodiment of the present application does not impose specific restrictions on this.

[0099] S103: When the target distance value is less than a first threshold, the locked area is adjusted to a deformed state.

[0100] The deformation state indicates that the second virtual character is about to release the interactive locking state.

[0101] It should be understood that the interaction lock state is about to be released means that the second virtual character is about to release the interaction lock state, but has not yet released the interaction lock state. When the target distance value continues to decrease to the second threshold, the second virtual character releases the interaction lock state.

[0102] In practical applications, the second threshold value may be 0, or other values, such as 1, 2, 3, etc., and the embodiments of the present application do not impose any specific limitation on this.

[0103] In a specific implementation, the boundary of the locked area close to the second virtual character is used as the target boundary area, and the target boundary area is adjusted to a deformed state. After determining the target boundary area, the target boundary area can be adjusted to a preset line, such as an arc, a broken line, a semicircle, etc., so that the second virtual character is completely displayed in the locked area.

[0104] It should be understood that the entire border close to the second virtual character may be determined as the target border area, or a portion of the border may be determined as the target border area.

[0105] The following example takes the locked area as a rectangle. Figure 4 This is a schematic diagram of the boundaries of the locking area embodiment 1 provided in the embodiment of the present application. Figure 4 As shown, the target boundary area is the entire boundary of the locked area close to the second virtual character, that is, the target boundary area is the entire side length of the rectangle close to the second virtual character. When the target distance value is less than the first threshold, the target boundary area is adjusted to a semicircle so that the second virtual character is completely displayed in the locked area. Figure 5 This is a schematic diagram of the boundaries of the locked area embodiment 2 provided in the embodiment of the present application. Figure 5 As shown, the target boundary area is the entire boundary portion of the locked area close to the second virtual character, that is, the target boundary area is the partial side length of the entire side length of the rectangle close to the second virtual character. When the target distance value is less than the first threshold, the target boundary area is adjusted to a broken line shape so that the second virtual character is completely displayed in the locked area.

[0106] In another specific implementation manner, the boundary of the locking area is deformed according to the boundary shape of the second virtual character.

[0107] Exemplarily, Figure 6 This is a schematic diagram of the boundary of the third embodiment of the locking area provided by the embodiments of the present application. As Figure 6 shown, when the target distance value is less than the first threshold, the edge of the locking area close to the second virtual character is deformed according to the boundary shape of the second virtual character to make it an irregular curve, so that the second virtual character is completely displayed in the locking area.

[0108] In yet another specific implementation manner, when the target distance value is less than the first threshold, the locking area is adjusted to a preset shape.

[0109] Wherein, the area size corresponding to the preset shape is larger than the size of the locking area

[0110] Exemplarily, the preset shape can be a square, a rectangle, a triangle, or any other arbitrary shape, and the embodiments of the present application do not specifically limit this. For example, assuming that the locking area is a square and the preset shape is a rectangle, then when the target distance value is less than the first threshold, the locking area is adjusted from a square to a rectangle.

[0111] In still another specific implementation manner, when the target distance value is less than the first threshold, the area size of the locking area is adjusted to a preset area size.

[0112] In any of the above implementation manners, when the target distance value is less than the first threshold, the deformation amplitude of the deformation state is determined according to the target distance value, and the locking area is adjusted to the deformation state according to the deformation amplitude

[0113] Wherein, the mapping relationship between the distance value and the deformation amplitude can be obtained in advance, and the deformation amplitude corresponding to the target distance value is obtained according to this mapping relationship.

[0114] Optionally, the mapping relationship between the distance value and the deformation amplitude can be obtained through a pre-stored file, can be obtained through a file input by the user, or can be obtained through other existing technologies, and the embodiments of the present application do not specifically limit this.

[0115] Wherein, the mapping relationship between the distance value and the deformation amplitude can be an inverse ratio relationship, that is, the smaller the distance value, the larger the deformation amplitude.

[0116] The game control method provided in the embodiment of the present application determines that the second virtual character is in an interactive locked state by the first virtual character by responding to a preset lock trigger event, and pops up a lock area in a graphical user interface, and responds to a move operation on the lock area to determine the target distance value between the boundary of the lock area and the second virtual character, and when the target distance value is less than a first threshold, the lock area is adjusted to a deformed state. It is determined by the target distance value whether the second virtual character is about to release the interactive locked state, and when the second virtual character is about to release the interactive locked state, the lock area is adjusted to a deformed state so that the second virtual character is completely displayed in the lock area, effectively avoiding the situation where the second virtual character is mistakenly unlocked due to a player's misoperation, ensuring that the user can quickly shoot the second virtual character, and improving the player's gaming experience.

[0117] Optionally, in some embodiments, the game control method further includes: adjusting the sensitivity corresponding to the moving operation according to the target distance value.

[0118] In one implementable manner, a preset distance threshold may be preset, and when the target distance value is less than the preset distance threshold, the sensitivity of the moving operation is reduced to a first preset sensitivity.

[0119] Among them, the preset distance threshold can be 1 cm, 2 cm, 3 cm, etc., and can be set according to actual conditions. The embodiment of the present application does not impose specific restrictions on this.

[0120] In another possible implementation, when the target distance value exceeds a preset distance threshold, the sensitivity of the moving operation is maintained or increased to a second preset sensitivity.

[0121] The second preset sensitivity is greater than the first preset sensitivity.

[0122] In yet another possible implementation, a mapping relationship between distance and sensitivity may be preset, and after obtaining the target distance value, the sensitivity corresponding to the target distance value may be obtained, and the movement operation may be adjusted according to the sensitivity.

[0123] Optionally, the mapping relationship between the distance and the sensitivity can be a proportional relationship between the distance and the sensitivity, so as to ensure that the smaller the target distance is, the lower the sensitivity of the movement operation is. In other words, when the second virtual character is closer to the boundary of the locked area, the lower the sensitivity of the movement operation is.

[0124] The game control method provided in the embodiment of the present application, after adjusting the locked area to a deformed state, simultaneously adjusts the sensitivity corresponding to the moving operation according to the target distance value, effectively avoiding the situation where the second virtual character is mistakenly unlocked due to the player's misoperation, thereby improving the user's shooting speed of the second virtual character and the user's gaming experience.

[0125] It should be understood that an incorrect unlocking refers to the situation where, when it is necessary to keep the second virtual character in an interactive locked state, due to the user's own operational error, the interactive locked state of the second virtual character is unlocked.

[0126] Optionally, in some embodiments, when the second virtual character is in an attack locked state by the first virtual character, when the target attack point of the attack operation of the first virtual character on the second virtual character is within the area of the game scene corresponding to the locked area, the state of the attack operation is determined to be a hit state.

[0127] In this embodiment, the position of the second virtual character in the game scene can be obtained. When performing an attack operation on the second virtual character in an attack locked state by the first virtual character, align the sight of the weapon with the position of the second virtual character, so as to complete the shooting at the second virtual character.

[0128] Optionally, in some embodiments, when the second virtual character is in an attack locked state by the first virtual character, in response to the user's attack operation, the state of the second virtual character is determined to be a hit state. Exemplarily, when the second virtual character is in an attack locked state by the first virtual character, at this time, the sight of the weapon of the first virtual character disappears, and the user clicks the attack control in the graphical user interface. In response to the user's attack operation, control the first virtual character to attack the second virtual character, and determine the state of the second virtual character to be a hit state.

[0129] Wherein, the attack operation can be a click operation by the user on the attack control on the graphical user interface, and this click operation can be implemented by external devices such as a mouse, a keyboard, a gamepad connected to the terminal device.

[0130] Optionally, in some embodiments, in response to a preset unlocking trigger event, it is determined that the second virtual character is released from the attack locked state by the first virtual character, and the locked area will be restored from the deformed state to the undeformed state.

[0131] Exemplarily, assume that the undeformed state of the locked area is a square and the deformed state is a rectangle. Then, in response to the preset unlocking trigger event, the shape of the locked area is adjusted from a rectangle to a square.

[0132] Wherein, the preset unlocking trigger event can be a click operation by the user on the unlocking control on the graphical user interface. In response to the user's click operation on the unlocking control on the graphical user interface, the second virtual character is released from the attack locked state by the first virtual character.

[0133] Exemplarily, taking a smart phone as the execution subject as an example for illustration, a lock control is displayed on the graphical user interface. The smart phone responds to the user's click operation on the unlock control on the graphical user interface to release the second virtual character from the attack lock state by the first virtual character.

[0134] Optionally, in some embodiments, after the second virtual character is released from the attack lock state by the first virtual character, timing starts and the cumulative duration is obtained. When the cumulative duration is greater than the preset unlock duration, the display of the locked area on the graphical user interface is cancelled.

[0135] Exemplarily, the preset unlock duration is 10 seconds. After the cumulative duration exceeds 10 seconds, the display of the locked area is cancelled.

[0136] Wherein, the preset unlock trigger event may also be that the target distance value is less than the second threshold.

[0137] The following is the device embodiment of the present application, which can be used to execute the method embodiment of the present application. For the details not disclosed in the device embodiment of the present application, please refer to the method embodiment of the present application.

[0138] Figure 7 It is a schematic structural diagram of a game control device provided by an embodiment of the present application. As Figure 7 shown, a graphical user interface is provided through a terminal device. The content displayed in the graphical user interface at least partially includes the game scene of the game. Among them, the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game. The game control device includes:

[0139] A processing module 71, configured to determine that the second virtual character is in an interactive lock state by the first virtual character in response to a preset lock trigger event, and pop up a locked area in the graphical user interface, wherein the second virtual character in the interactive lock state is displayed within the locked area;

[0140] The processing module 71 is further configured to determine the target distance value between the boundary of the locked area and the second virtual character in response to a moving operation on the locked area;

[0141] The processing module 71 is further configured to adjust the locked area to a deformed state when the target distance value is less than the first threshold, wherein the deformed state indicates that the second virtual character is about to be released from the interactive lock state.

[0142] In a possible design of the embodiment of the present application, the processing module 71 is specifically configured to:

[0143] Take the boundary of the locked area close to the second virtual character as the target boundary area;

[0144] Adjust the target boundary region to a deformed state.

[0145] In another possible design of the embodiment of the present application, the processing module 71 is specifically configured to:

[0146] Deform the boundary of the locked area according to the boundary shape of the second virtual character.

[0147] In still another possible design of the embodiment of the present application, the processing module 71 is specifically configured to:

[0148] When the target distance value is less than the first threshold, determine the deformation amplitude of the deformed state according to the target distance value;

[0149] Adjust the locked area to a deformed state according to the deformation amplitude.

[0150] In yet another possible design of the embodiment of the present application, after determining the target distance value between the boundary of the locked area and the second virtual character in response to a movement operation for the locked area, the processing module 71 is further configured to:

[0151] Adjust the sensitivity corresponding to the movement operation according to the target distance value.

[0152] In yet another possible design of the embodiment of the present application, the processing module 71 is further configured to:

[0153] In response to a preset unlocking trigger event, determine that the second virtual character releases the interaction locking state, and the locked area will be restored from the deformed state to the undeformed state.

[0154] In yet another possible design of the embodiment of the present application, the preset locking trigger event is that within a preset time, the number of times the first virtual character continuously hits the second virtual character exceeds the preset number of attack times, and the interaction locking state is an attack locking state.

[0155] Optionally, when the second virtual character is in the attack locking state of the first virtual character, the processing module 71 is further configured to:

[0156] When the target attack point of the attack operation of the first virtual character on the second virtual character is within the area of the game scene corresponding to the locked area, determine the state of the attack operation as the hit state.

[0157] In yet another possible design of the embodiment of the present application, the processing module 71 is specifically configured to:

[0158] Calculate the distance value between the preset part of the second virtual character and the boundary of the locked area, and determine the smallest distance value as the target distance value between the locked area and the second virtual character.

[0159] Optionally, the processing module 71 is specifically configured to: when the target distance value is less than a preset distance threshold, reduce the sensitivity of the movement operation to a first preset sensitivity.

[0160] Optionally, when the target distance value exceeds the preset distance threshold, maintain the sensitivity of the movement operation or increase the sensitivity of the movement operation to a second preset sensitivity.

[0161] The game control device provided by the embodiments of the present application can be used to execute the game control method in any of the above embodiments, and its implementation principle and technical effects are similar, and will not be elaborated here.

[0162] It should be noted that it should be understood that the division of each module of the above device is only a division of logical functions. In actual implementation, it can be fully or partially integrated into a physical entity, or physically separated. And these modules can all be implemented in the form of software called by a processing element; they can also all be implemented in the form of hardware; or some modules can be implemented in the form of software called by a processing element, and some modules can be implemented in the form of hardware. In addition, all or part of these modules can be integrated together or independently implemented. The processing element mentioned here can be an integrated circuit with signal processing capabilities. In the implementation process, each step of the above method or each of the above modules can be completed by the integrated logic circuit in the processor element or the instruction in the form of software.

[0163] Figure 8 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 8 shown, the electronic device may include: a processor 81, a memory 82, and computer program instructions stored on the memory 82 and executable on the processor 81. When the processor 81 executes the computer program instructions, the game control method provided in any of the foregoing embodiments is implemented.

[0164] Optionally, the electronic device may further include an interface for interacting with other devices.

[0165] Optionally, the above-mentioned various devices of the electronic device may be connected through a system bus.

[0166] The memory 82 may be a separate storage unit or an integrated storage unit in the processor. The number of processors is one or more.

[0167] It should be understood that the processor 81 may be a Central Processing Unit (CPU), or may also be other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (ASICs), etc. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in conjunction with the present application can be directly implemented by a hardware processor, or can be implemented by a combination of hardware and software modules in the processor.

[0168] The system bus may be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The system bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience in representation, only a thick line is used in the figure, but it does not mean that there is only one bus or one type of bus. The memory may include a Random Access Memory (RAM), and may also include a non-volatile memory (NVM), such as at least one disk memory.

[0169] All or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a readable memory. When the program is executed, it executes the steps including the above method embodiments; and the foregoing memory (storage medium) includes: Read-Only Memory (ROM), RAM, flash memory, hard disk, solid state drive, magnetic tape, floppy disk, optical disc, and any combination thereof.

[0170] The electronic device provided in the embodiments of the present application can be used to execute the game control method provided in any of the above method embodiments. The implementation principle and technical effects are similar and will not be elaborated here.

[0171] The embodiments of the present application provide a computer-readable storage medium. Computer instructions are stored in the computer-readable storage medium. When the computer instructions run on a computer, the computer is enabled to execute the above game control method.

[0172] The above-mentioned computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory, electrically erasable programmable read-only memory, erasable programmable read-only memory, programmable read-only memory, read-only memory, magnetic memory, flash memory, a magnetic disk or an optical disk. The readable storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0173] Optionally, the readable storage medium is coupled to the processor, so that the processor can read information from the readable storage medium and write information to the readable storage medium. Of course, the readable storage medium can also be a component of the processor. The processor and the readable storage medium can be located in an application specific integrated circuit (ASIC). Of course, the processor and the readable storage medium can also exist as discrete components in the device.

[0174] An embodiment of the present application further provides a computer program product. The computer program product includes a computer program stored in a computer-readable storage medium. At least one processor can read the computer program from the computer-readable storage medium, and when the at least one processor executes the computer program, the above-mentioned game control method can be implemented.

[0175] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only limited by the appended claims.

Claims

1. A game control method, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface at least partially includes a game scene of the game, wherein the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game, and the method includes: In response to a preset lock triggering event, determining that the second virtual character is in an interactive lock state of the first virtual character, and popping up a lock area in the graphical user interface, wherein the second virtual character in the interactive lock state is displayed in the lock area; In response to a movement operation on the locked area, determining a target distance value between a boundary of the locked area and the second virtual character; When the target distance value is less than a first threshold, the locking area is adjusted to a deformed state, wherein the deformed state indicates that the second virtual character is about to release the interactive locking state.

2. The method according to claim 1, wherein The step of adjusting the locking area to a deformed state includes: The boundary of the locked area close to the second virtual character is used as a target boundary area; The target boundary area is adjusted to a deformed state.

3. The method according to claim 1, wherein The step of adjusting the locking area to a deformed state includes: The boundary of the locked area is deformed according to the boundary shape of the second virtual character.

4. The method according to any one of claims 1 to 3, characterized in that, When the target distance value is less than a first threshold, adjusting the locked area to a deformed state includes: When the target distance value is less than a first threshold, determining a deformation amplitude of the deformation state according to the target distance value; According to the deformation amplitude, the locking area is adjusted to the deformation state.

5. The method according to claim 1, wherein After determining the target distance value between the boundary of the locked area and the second virtual character in response to the movement operation of the locked area, the method further includes: According to the target distance value, the sensitivity corresponding to the moving operation is adjusted.

6. The method according to claim 1, wherein The method further comprises: In response to a preset unlocking triggering event, it is determined that the second virtual character releases the interactive locking state, and the locking area is restored from the deformed state to the undeformed state.

7. The method according to claim 1, characterized in that The preset locking trigger event is that within a preset time, the first virtual character continuously hits the second virtual character more than a preset attack number, and the interactive locking state is an attack locking state.

8. The method according to claim 7, wherein When the second virtual character is in the state of being locked by the attack of the first virtual character, the method further includes: When the target attack point of the attack operation of the first virtual character toward the second virtual character is within the area in the game scene corresponding to the locking area, the state of the attack operation is determined as a hit state.

9. The method according to claim 1, characterized in that The determining of the target distance value between the boundary of the locked area and the second virtual character includes: The distance value between the preset part of the second virtual character and the boundary of the locking area is calculated, and the minimum distance value is determined as the target distance value between the locking area and the second virtual character.

10. The method according to claim 5, wherein The adjusting the sensitivity corresponding to the moving operation according to the target distance value includes: When the target distance value is less than a preset distance threshold, the sensitivity of the moving operation is reduced to a first preset sensitivity.

11. The method according to claim 5, characterized in that, The adjusting the sensitivity corresponding to the moving operation according to the target distance value includes: When the target distance value exceeds a preset distance threshold, the sensitivity of the moving operation is maintained or increased to a second preset sensitivity.

12. A game control device, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface at least partially includes a game scene of the game, wherein the game scene at least includes a first virtual character controlled by the terminal device and a second virtual character in the game, and the apparatus comprises: a processing module, configured to, in response to a preset lock triggering event, determine that the second virtual character is in an interactive lock state of the first virtual character, and pop up a lock area in the graphical user interface, wherein the second virtual character in the interactive lock state is displayed in the lock area; The processing module is further configured to determine a target distance value between a boundary of the locked area and the second virtual character in response to a movement operation on the locked area; The processing module is further configured to adjust the locking area to a deformed state when the target distance value is less than a first threshold, wherein the deformed state indicates that the second virtual character is about to release the interactive locking state.

13. An electronic device, comprising: A processor, a memory, and computer program instructions stored in the memory and executable on the processor, wherein the processor is used to implement the game control method according to any one of claims 1 to 11 when executing the computer program instructions.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are executed by a processor, they are used to implement the game control method according to any one of claims 1 to 11.

Citation Information

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