Game control method and device

By controlling the interaction between the game character and cover by obtaining distance and angle in a third-person perspective game, the problem of monotonous game character behavior is solved, and a richer gaming experience is achieved.

CN114225416BActive Publication Date: 2025-10-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111546390.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-16
Publication Date
2025-10-28
Estimated Expiration
2041-12-16

AI Technical Summary

Technical Problem

In existing third-person perspective games, the behavior of game characters is relatively simple and lacks interaction with environmental objects, resulting in an unsatisfactory game experience.

Method used

By obtaining the distance and angle between the game character and the occlusion surface, the system displays the "Enter Cover" control when the conditions are met. This control responds to user actions, allowing the game character to move to the occlusion area to achieve cover, thus enhancing the interactivity between the game character and the environment.

Benefits of technology

It effectively enables interaction between game characters and the environment, enhances the diversity of game behaviors and the realistic tactical shooting experience, and improves the user's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a game control method and apparatus. The method includes: acquiring the distance between a game character and an obscuring surface, and the angle between the game character's orientation and the vertical line of the obscuring surface. When the distance is less than or equal to a first preset distance and the angle is less than or equal to a preset angle, an "enter cover" control is displayed in the graphical user interface. In response to a selection operation on the "enter cover" control, the game character is controlled to move to the obscuring area corresponding to the obscuring surface, so that the cover obscures the game character. By acquiring the distance and angle between the game character and the obscuring surface, and when both the distance and angle meet the conditions, an "enter" control is displayed in the graphical user interface. Then, based on the selection operation on the "enter cover" control, the game character is controlled to move to the obscuring area, thereby achieving the obscuring of the game character by the cover, which effectively avoids the problem of the game character's behavior being too monotonous.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a game control method and apparatus. Background Technology

[0002] With the continuous development of internet technology, games are playing an increasingly important role in people's daily lives.

[0003] Among them, there is a type of game with a third-person perspective. In games with a third-person perspective, the game character controlled by the player is visible on the screen. Current third-person perspective games usually support a series of actions such as moving, crouching, and jumping of the game character to enhance the richness of the game character's behavior.

[0004] However, the design of game behavior in existing technologies is usually based on the game character itself, which results in the game character's behavior being relatively simple. Summary of the Invention

[0005] This application provides a game control method and apparatus to overcome the problem of relatively simple behavior of game characters.

[0006] In a first aspect, embodiments of this application provide a game control method, which executes a game application and renders a graphical user interface on a terminal device's display. The graphical user interface includes at least a portion of a game scene, the game scene including game characters and cover, the cover including an occlusion surface, comprising:

[0007] Obtain the distance between the game character and the occluding surface, and the angle between the orientation of the game character and the vertical line of the occluding surface;

[0008] When the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, the entry cover control corresponding to the occlusion surface is displayed in the graphical user interface.

[0009] In response to the selection operation of the enter cover control, the game character is controlled to move to the cover area corresponding to the cover surface, so that the cover covers the game character.

[0010] In one possible design, controlling the game character to move to the occlusion area corresponding to the occlusion surface includes:

[0011] Obtain the preset type of the cover, wherein the preset type is any one of the following: high cover, low cover;

[0012] The first pose of the game character is determined based on the preset type of the cover;

[0013] Control the game character to move to the occluded area corresponding to the occluded surface, and control the game character's posture to adjust to the first posture.

[0014] In one possible design, determining the game character's first pose based on the preset type of the cover includes:

[0015] If the preset type of the shelter is a high shelter, then the first posture is determined to be a standing posture;

[0016] If the preset type of the shelter is a low shelter, then the first posture is determined to be a non-standing posture, which includes a crouching posture and a prone posture.

[0017] In one possible design, when the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, before the graphical user interface displays the entry cover control corresponding to the occlusion surface, the method further includes:

[0018] When the distance between the game character and the obstruction is less than or equal to a second preset distance, the obstruction is highlighted in the graphical user interface;

[0019] Wherein, the second preset distance is greater than the first preset distance.

[0020] In one possible design, after controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes:

[0021] In response to an aiming operation performed on the aiming control of the graphical user interface, the second pose of the game character is determined according to the preset type of the cover;

[0022] The game character's posture is adjusted to the second posture, and the aiming reticle is displayed at a preset position in the graphical user interface.

[0023] In one possible design, determining the second pose of the game character based on the preset type of the cover includes:

[0024] If the preset type of the shelter is a high shelter, then the second posture is the posture of probing from the side of the shelter;

[0025] If the preset type of the shelter is a low shelter, then the second posture is the posture of peeking out from above the shelter.

[0026] In one possible design, after displaying the aiming reticle at a preset location in the graphical user interface, the method further includes:

[0027] In response to the selection operation of the attack control on the graphical user interface, the game character is controlled to perform a preset attack operation.

[0028] In one possible design, when controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes:

[0029] Adjust the first game view corresponding to the current graphical user interface to the second game view, wherein the field of view of the second game view is greater than the field of view of the first game view.

[0030] In one possible design, after controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes:

[0031] The exit cover control is displayed in the graphical user interface;

[0032] In response to the selection operation applied to the leave cover control, the game character is controlled to leave the cover, thereby canceling the cover from obscuring the game character.

[0033] In one possible design, when the game character is a non-player character, the method further includes:

[0034] Obtain the preset probability corresponding to each preset action of the non-player character, wherein the preset action is an action associated with the cover;

[0035] Based on the preset probabilities, the non-player character is triggered to perform the preset action corresponding to each preset probability.

[0036] In one possible design, the preset action includes at least one of the following: finding cover, identifying a cover of a preset category, moving to the cover area of ​​the cover face of the cover, moving in the cover area, probing and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

[0037] In one possible design, the method further includes:

[0038] For any of the preset actions, the preset probability corresponding to the preset action is updated periodically with a preset duration.

[0039] Secondly, embodiments of this application provide a game control device that executes a game application and renders a graphical user interface on a terminal device's display. The graphical user interface includes at least a portion of a game scene, which includes game characters and cover. The cover includes an obstructing surface, comprising:

[0040] The acquisition module is used to acquire the distance between the game character and the occluding surface, and the angle between the orientation of the game character and the vertical line of the occluding surface;

[0041] The display module is used to display an entry cover control corresponding to the obstruction surface in the graphical user interface when the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle.

[0042] The control module is used to control the game character to move to the occlusion area corresponding to the occlusion surface in response to the selection operation of the entry cover control, so that the cover occludes the game character.

[0043] In one possible design, the control module is specifically used for:

[0044] Obtain the preset type of the cover, wherein the preset type is any one of the following: high cover, low cover;

[0045] The first pose of the game character is determined based on the preset type of the cover;

[0046] Control the game character to move to the occluded area corresponding to the occluded surface, and control the game character's posture to adjust to the first posture.

[0047] In one possible design, the control module is specifically used for:

[0048] If the preset type of the shelter is a high shelter, then the first posture is determined to be a standing posture;

[0049] If the preset type of the shelter is a low shelter, then the first posture is determined to be a non-standing posture, which includes a crouching posture and a prone posture.

[0050] In one possible design, the display module is also used for:

[0051] When the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, before the graphical user interface displays the entry cover control corresponding to the occlusion surface, and when the distance between the game character and the occlusion surface is less than or equal to a second preset distance, the cover is highlighted in the graphical user interface;

[0052] Wherein, the second preset distance is greater than the first preset distance.

[0053] In one possible design, the control module is also used for:

[0054] After controlling the game character to move to the occlusion area corresponding to the occlusion surface, in response to the aiming operation of the aiming control on the graphical user interface, the second posture of the game character is determined according to the preset type of the cover;

[0055] The game character's posture is adjusted to the second posture, and the aiming reticle is displayed at a preset position in the graphical user interface.

[0056] In one possible design, the control module is specifically used for:

[0057] If the preset type of the shelter is a high shelter, then the second posture is the posture of probing from the side of the shelter;

[0058] If the preset type of the shelter is a low shelter, then the second posture is the posture of peeking out from above the shelter.

[0059] In one possible design, the control module is also used for:

[0060] After displaying the aiming reticle at a preset position in the graphical user interface, the game character is controlled to perform a preset attack operation in response to the selection operation of the attack control on the graphical user interface.

[0061] In one possible design, the control module is also used for:

[0062] When the game character is moved to the occlusion area corresponding to the occlusion surface, the first game view corresponding to the current graphical user interface is adjusted to the second game view, wherein the field of view corresponding to the second game view is greater than the field of view corresponding to the first game view.

[0063] In one possible design, after controlling the game character to move to the occlusion area corresponding to the occlusion surface, the control module is further configured to:

[0064] The exit cover control is displayed in the graphical user interface;

[0065] In response to the selection operation applied to the leave cover control, the game character is controlled to leave the cover, thereby canceling the cover from obscuring the game character.

[0066] In one possible design, when the game character is a non-player character, the control module is further used for:

[0067] Obtain the preset probability corresponding to each preset action of the non-player character, wherein the preset action is an action associated with the cover;

[0068] Based on the preset probabilities, the non-player character is triggered to perform the preset action corresponding to each preset probability.

[0069] In one possible design, the preset action includes at least one of the following: finding cover, identifying a cover of a preset category, moving to the cover area of ​​the cover face of the cover, moving in the cover area, probing and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

[0070] In one possible design, the control module is also used for:

[0071] For any of the preset actions, the preset probability corresponding to the preset action is updated periodically with a preset duration.

[0072] Thirdly, embodiments of this application provide a game control device, including:

[0073] Memory, used to store programs;

[0074] A processor for executing the program stored in the memory, wherein, when the program is executed, the processor is configured to perform the method described in the first aspect above and any of the various possible designs of the first aspect.

[0075] Fourthly, embodiments of this application provide a computer-readable storage medium including instructions that, when executed on a computer, cause the computer to perform the methods described in the first aspect above and any of the various possible designs of the first aspect.

[0076] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the method described in the first aspect above and any of the various possible designs of the first aspect.

[0077] This application provides a game control method and apparatus. The method includes: acquiring the distance between a game character and an obscuring surface, and the angle between the game character's orientation and the vertical line of the obscuring surface. When the distance is less than or equal to a first preset distance and the angle is less than or equal to a preset angle, an entry cover control is displayed in the graphical user interface. In response to a selection operation on the entry cover control, the game character is controlled to move to the obscuring area corresponding to the obscuring surface, so that the cover obscures the game character. By acquiring the distance and angle between the game character and the obscuring surface, when both the distance and angle meet the conditions, the entry display control corresponding to the current obscuring surface is displayed in the graphical user interface. Then, based on the selection operation on the entry cover control, the game character is controlled to move to the obscuring area to achieve the obscuring of the game character by the cover. This effectively realizes the interaction between the game character and the cover in the game scene, thereby avoiding the problem of the game character's behavior being relatively monotonous. Attached Figure Description

[0078] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0079] Figure 1 A schematic diagram illustrating the implementation of a third-person perspective game as provided in this application embodiment;

[0080] Figure 2 A flowchart of a game control method provided in an embodiment of this application;

[0081] Figure 3 Flowchart of the game control method provided in the embodiments of this application Figure 2 ;

[0082] Figure 4 This is a schematic diagram showing the positions of game characters and cover provided in an embodiment of this application;

[0083] Figure 5 A schematic diagram illustrating the permissible range of orientation for a game character provided in an embodiment of this application;

[0084] Figure 6 This application provides an example of how a game character can be located in a cover area. Figure 1 ;

[0085] Figure 7 This application provides an example of how a game character can be located in a cover area. Figure 2 ;

[0086] Figure 8Flowchart of the game control method provided in the embodiments of this application Figure 3 ;

[0087] Figure 9 This is a schematic diagram of the structure of the game control device provided in the embodiments of this application;

[0088] Figure 10 This is a schematic diagram of the hardware structure of the game control device provided in an embodiment of this application. Detailed Implementation

[0089] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0090] To better understand the technical solution of this application, the relevant technologies involved in this application will be further described in detail below.

[0091] With the continuous development of internet technology, the gaming industry has also made great strides, and games are playing an increasingly important role in people's daily lives.

[0092] Among the diverse range of games, there exists a third-person perspective, in which the player-controlled character is visible on the screen. For example, third-person shooter games, a type of 3D shooter game, where combat revolves around shooting.

[0093] Unlike first-person shooter games, where players typically only see the weapon held by their character in the game interface, giving them a first-person perspective, third-person shooter games usually allow players to see a portion or all of the character's view in the game interface. For example, you can refer to... Figure 1 To understand, Figure 1 This is a schematic diagram illustrating the implementation of a third-person perspective game as provided in an embodiment of this application.

[0094] like Figure 1 As shown, in third-person perspective games, the player-controlled character 101 is visible on the graphical user interface. However, in first-person perspective games, the graphical user interface typically only displays the weapon held by the player character.

[0095] Therefore, for third-person perspective games, the game characters can provide intuitive feedback to the player's actions through their movements. As more and more third-person perspective shooting games appear on mobile devices, the design and improvement of combat gameplay has become increasingly important.

[0096] Currently, the main gameplay of common third-person shooter games revolves around hitting and eliminating enemy targets while minimizing or avoiding being hit. Building upon this, improvements to the combat experience in existing third-person shooter games include: adding actions such as crouching, prone, jumping, and rolling to the character, in addition to movement, aiming, and shooting controls; and adding vehicles such as cars and boats to alter movement and attack methods.

[0097] The above measures can increase the freedom of player-controlled character actions and the variety of combat strategies. However, current improvements to combat gameplay all focus on enriching the actions of the player-controlled character. It's understandable that third-person perspective games, if they can accurately recreate the logic of real-world scenarios, can effectively enhance the user's gaming experience. Therefore, current implementations that only design the character's own actions without considering their interaction with objects in the environment result in relatively simplistic character behavior.

[0098] To address the problems in the existing technology, this application proposes the following technical concept: by designing the connection and interaction between game characters and objects in the environment, such as designing cover in the game that can shield the game character, during the shooting game, the game character can find suitable cover and establish a connection with the cover to shield himself and reduce the exposed area, thereby effectively restoring the real tactical shooting experience and avoiding the problem of the game character's behavior being too monotonous.

[0099] Based on the above introduction, the game control method provided in this application will be introduced below. First, the application scenarios of the game control method in this application will be explained.

[0100] The game control method in this application embodiment can run on a local terminal device or a cloud interactive system.

[0101] The cloud interaction system includes cloud servers and user devices, used to run cloud applications. The cloud applications run separately.

[0102] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of object control methods are completed on the cloud gaming server. The cloud gaming client is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client 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 game data processing is performed by the cloud gaming server in the cloud. During gameplay, the player uses the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0103] In an alternative implementation, the local terminal device stores a game program and is used to display game visuals. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., by conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on a terminal display screen or providing it to the player via holographic projection. For example, the local terminal device may include a display screen for displaying the GUI, which includes game visuals, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the screen.

[0104] The game control method provided in this application will be described below with reference to specific embodiments. In various embodiments of this application, a game application can be executed, and a graphical user interface can be rendered on the display of a terminal device. The game application can run on the terminal device, and the graphical user interface rendered above is the interface of the game application.

[0105] This section provides a brief introduction to the graphical user interface (GUI). A GUI refers to a computer operating user interface that uses a graphical display. It allows users to manipulate icons or menu controls on the screen using input devices, such as a mouse or a touchscreen. This embodiment does not limit the type of input device. During gameplay, users interact with the client or server by operating through the GUI.

[0106] Based on the above introduction, firstly, in conjunction with Figure 2 The game control method provided in the embodiments of this application will be described. Figure 2 A flowchart of a game control method provided in an embodiment of this application.

[0107] like Figure 2 As shown, the method includes:

[0108] S201, Obtain the distance between the game character and the cover, and the angle between the game character's orientation and the vertical line of the cover.

[0109] In this embodiment, a cover exists in the graphical user interface. A cover can be understood as a pre-defined object in the game, used to obscure the game character and reduce its exposed surface. In one possible implementation, many objects exist in the graphical user interface, and which objects can serve as cover can be pre-configured. For example, cover can be walls, trash cans, stone pillars, sandbags, etc., in the game. This embodiment does not limit the specific implementation of the cover; any game object that can be used to obscure game objects can serve as cover in this embodiment. Therefore, the specific implementation of the cover can be selected according to the actual needs of the game design.

[0110] It should also be noted that not just any object in the game can serve as cover in this embodiment. The cover in this embodiment is pre-defined. For example, if trash can A in the game scene is pre-defined as cover, then trash can A possesses the relevant cover attributes. Similarly, if wall B exists in the game scene, but is not currently set as cover, then wall B does not possess the cover attributes. In this embodiment, the game character can only interact with an object that functions as cover.

[0111] In this embodiment, the shelter may include at least one shielding surface. In one possible implementation, any shelter may include multiple surfaces. As for which surface can serve as the shielding surface, it may be preset, for example. This embodiment does not limit this.

[0112] The following explanation uses any cover in the graphical user interface and any obstruction surface within that cover as an example. It's understandable that for a game character to interact with a cover, the character must be at least near the cover, and during actual gameplay, the character can move within the graphical user interface in response to user actions.

[0113] Therefore, for example, the distance between the game character and the cover can be obtained. In one possible implementation, the distance between the game character and the cover can be obtained in real time, or the distance between the game character and the cover can be obtained periodically with a preset time period, or the distance between the game character and the cover can be obtained every time the movement of the game character is detected. This embodiment does not limit this. The currently obtained distance can be, for example, the straight-line distance between the game character and the cover.

[0114] In this embodiment, the cover may include at least one occluding surface. When the cover occludes the game character, the occluding surface specifically occludes the game character. Therefore, in this embodiment, the angle between the orientation of the game character and the vertical line of the occluding surface of the cover can also be obtained. By obtaining the angle, the user's current operation intention can be determined, that is, whether the user needs to operate the cover to occlude the game character, and whether the current occluding surface can occlude the game character.

[0115] In one possible implementation, this embodiment may also determine whether the game character is located on the side of the obstructing surface.

[0116] It should be noted that this embodiment uses any cover and any of its obstructing surfaces as an example. In actual implementation, the implementation method is similar for different covers and different obstructing surfaces. As for which cover surface to obtain the distance and angle, it mainly depends on the position of the game character. For example, the above-mentioned distance and angle acquisition operation can be performed when the game character approaches a certain cover surface.

[0117] S202. When the distance is less than or equal to the first preset distance and the included angle is less than or equal to the preset included angle, the entry cover control corresponding to the occlusion surface is displayed on the graphical user interface.

[0118] The distance between the game character and the cover surface has been obtained. In one possible implementation, the distance can be compared with a first preset distance. If the distance is less than or equal to the first preset distance, it can be determined that the game character is located near the cover. In this case, the current distance between the game character and the cover surface meets the condition for occlusion.

[0119] Furthermore, the angle between the vertical lines of the game character and the cover surface is also obtained. In one possible implementation, for example, the angle can be compared with a preset angle. When it is determined that the angle is less than or equal to the preset angle, it can be determined that the current positional relationship between the game character and the cover surface satisfies the condition for occlusion.

[0120] Therefore, when the distance is less than or equal to a first preset distance, and the included angle is less than or equal to a preset included angle, and when the game character is on the side of the occluding surface, it can be determined that the current game character meets the conditions for being occluded by the current cover. Therefore, the corresponding "enter cover" control can be displayed in the graphical user interface. Here, the occluding surface refers to the occluding surface for which the distance and included angle are obtained. The "enter cover" control can be displayed, for example, near the currently interacting cover surface, or it can be displayed at a preset position. This embodiment does not limit the display position or specific display method of the "enter cover" control; it can be selected and set according to actual needs.

[0121] S203. In response to the selection operation of the entry cover control, control the game character to move to the cover area corresponding to the cover surface, so that the cover covers the game character.

[0122] In this embodiment, the "Enter Cover" control can be provided to the user so that the user can trigger the game character to interact with the current cover. Therefore, in this embodiment, for example, in response to the selection operation of the "Enter Cover" control, the game character can be controlled to move to the occlusion area corresponding to the occlusion surface so that the cover occludes the game character.

[0123] In one possible implementation, after detecting the user's triggering of the enter cover control, when controlling the game character to move to the occlusion area corresponding to the occlusion surface, the game character can be directly controlled to be in a certain posture in the occlusion area corresponding to the occlusion surface, so as to achieve effective simulation of using cover for occlusion in the actual scene.

[0124] It's also worth noting that in this embodiment, upon detecting a selection operation for the "Enter Cover" control, the game character is directly moved to the occlusion area corresponding to the occlusion surface to achieve the occlusion effect. Therefore, the "Enter Cover" control can only be displayed when the game character and the occlusion surface meet certain conditions.

[0125] Otherwise, if the game character is not near the occlusion surface, or the positional relationship between the game character and the occlusion surface is not one where occlusion is possible, and the "Enter Cover" control is displayed in such a case, even if the user clicks the "Enter Cover" control, the corresponding cover surface cannot quickly and effectively occlude the game character. If the game character is forcibly moved to the occlusion area of ​​the occlusion surface, it may cause the game character to teleport, which is not conducive to a good gaming experience or the simulation of a realistic scene.

[0126] Therefore, in this embodiment, the game character and the occluding surface are only displayed when they meet certain conditions, thereby effectively ensuring the effectiveness of the occlusion of the game character by the occlusion.

[0127] It should also be noted that in this embodiment, after detecting the selection operation for entering the cover control and controlling the game character to move to the cover area corresponding to the cover surface, the game character is not simply behind the cover. The game character will also establish a corresponding connection with the current cover. The game character can perform a series of operations based on the cover. Therefore, this embodiment is not simply moving the game character, but realizing the interaction between the game character and the cover, so as to effectively enhance the interactivity between the game character and the environment.

[0128] The game control method provided in this application includes: obtaining the distance between the game character and an occlusion surface, and the angle between the game character's orientation and the vertical line of the occlusion surface. When the distance is less than or equal to a first preset distance and the angle is less than or equal to a preset angle, an entry cover control is displayed in the graphical user interface. In response to the selection operation of the entry cover control, the game character is controlled to move to the occlusion area corresponding to the occlusion surface, so that the cover occludes the game character. By obtaining the distance and angle between the game character and the occlusion surface, when both the distance and angle meet the conditions, the entry display control corresponding to the current occlusion surface is displayed in the graphical user interface. Then, according to the selection operation of the entry cover control, the game character is controlled to move to the occlusion area to realize the cover occluding the game character, thereby effectively realizing the interaction between the game character and the cover in the game scene, and thus avoiding the problem of the game character's behavior being relatively monotonous.

[0129] Based on the content described in the above embodiments, the following is combined with... Figures 3 to 7 This application provides a further detailed description of the game control method provided. Figure 3 Flowchart of the game control method provided in the embodiments of this application Figure 2 , Figure 4 This is a schematic diagram showing the positions of game characters and cover provided in an embodiment of this application. Figure 5 This is a schematic diagram illustrating the permissible range of the orientation of a game character provided in an embodiment of this application. Figure 6 This application provides an example of how a game character can be located in a cover area. Figure 1 , Figure 7 This application provides an example of how a game character can be located in a cover area. Figure 2 .

[0130] like Figure 3 As shown, the method includes:

[0131] S301. When the distance between the game character and the cover is less than or equal to a second preset distance, the cover is highlighted in the graphical user interface, wherein the second preset distance is greater than the first preset distance.

[0132] In this embodiment, we will also use any cover surface of any cover as an example. For example, before obtaining the distance and angle between the game character and the cover surface, we first obtain the distance between the game character and the cover. Then we compare the distance between the game character and the cover with the second preset distance to determine whether the distance between the game character and the cover surface is less than or equal to the second preset distance.

[0133] When the distance between the game character and the cover is determined to be less than or equal to a second preset distance, the cover can be highlighted in the graphical user interface. In one possible implementation, the second preset distance in this embodiment is greater than the first preset distance, that is, the cover can be highlighted when the game character is still some distance away from the cover before reaching the vicinity of the cover.

[0134] In one possible implementation, the cover can be displayed in a preset manner to highlight it. In this embodiment, the preset manner may include at least one of the following: highlighting the cover in the graphical user interface; or displaying a frame in the graphical user interface with the cover inside the frame; or displaying a cover label on the cover in the graphical user interface.

[0135] The purpose of displaying cover in a preset manner is to effectively prompt users about the location of cover when they are about to approach it. This allows users to quickly identify which objects are cover and where the cover is located, and then the user can control the game character to approach the cover.

[0136] In actual implementation, the specific implementation of the preset method can be selected according to actual needs. This embodiment does not impose any special restrictions on this, as long as the preset method can serve to indicate the location of the cover to the user.

[0137] In one possible implementation, when designing cover in the game, to allow players to quickly distinguish between cover and non-cover, the appearance of cover can be standardized. For example, all cover in the game could be set to cubes, meaning that when setting cover, cubic objects would be selected as cover. Alternatively, all cover in the game could be set to circles, or all cover in the game could be set to the same color.

[0138] In other words, in this embodiment, the appearance of cover can be set to a preset display state, which may include a preset shape, preset color, etc. This embodiment does not limit the specific implementation of the preset display state that standardizes the appearance of cover, as long as it can enable players to quickly distinguish whether the object in the game is a cover or not.

[0139] S302, Obtain the distance between the game character and the occluding surface, and the angle between the game character's orientation and the vertical line of the occluding surface.

[0140] The implementation of S302 is similar to that of S201, and will not be described in detail here.

[0141] S303. When the distance is less than or equal to the first preset distance and the included angle is less than or equal to the preset included angle, the entry cover control corresponding to the occlusion surface is displayed on the graphical user interface.

[0142] The implementation of S303 is similar to that of S202, and the specific implementation will not be described in detail here.

[0143] This embodiment can be combined with Figure 4 The implementation methods for distance and angle will be further explained, such as... Figure 4 As shown, assuming there is a game character 401 and a cover 402 in the graphical user interface, taking the occlusion surface α of cover 402 as an example, for instance, the distance between the game character 401 and the cover surface α is... Figure 4 The distance is represented by t in the figure.

[0144] And, for example, the orientation of game character 401 can be... Figure 4 The direction indicated by arrow B, that is, facing diagonally towards the shading surface α, and the perpendicular line of the shading surface, can be, for example, […]. Figure 4 As shown by arrow A in the figure, the vertical line of the occluding surface in this embodiment can be a vertical line pointing towards the occluding surface. The angle between arrow A and arrow B is the angle between the orientation of the game character and the vertical line of the occluding surface.

[0145] Then the distance can be compared with the first preset distance, and the included angle can be compared with the preset included angle. When it is determined that both the distance and the included angle meet the conditions, then refer to Figure 4 The entry cover control 403 corresponding to the occlusion surface α can be displayed in the graphical user interface.

[0146] In actual implementation, the specific design and location of the bunker control can be selected according to actual needs, and this embodiment does not impose any restrictions on this.

[0147] In this embodiment, the preset included angle can be, for example, 80°, and can be combined with... Figure 5 A further understanding of the limitations of the preset angle, such as... Figure 5 As shown, Figure 5 The rectangle shown is, for example, a top view of the shelter described above, such as the one described above. Figure 4 The β-face of the bunker in the middle, then Figure 5The bottom line of the rectangle shown corresponds to the top view of plane α, and Figure 5 The line indicated by arrow A in the diagram corresponds to the vertical line of plane α.

[0148] Taking a preset angle of 80° as an example, when the game character is located at... Figure 5 When the position indicated by 501 is reached, the angle between the game character's orientation B1 and the vertical line A of the occluding surface α is 80°; when the game character is located at... Figure 5 When the position indicated by 502 is reached, the angle between the game character's orientation B2 and the vertical line A of the occluding surface α is 0°; when the game character is located at... Figure 5 When the position indicated by 503 is such that the angle between the game character's orientation B3 and the perpendicular line A of the occluding surface α is 80°, then for the game character's orientation, as long as the game character's orientation belongs to... Figure 5 The orientation ranges indicated by the dashed lines all satisfy the condition described above that the included angle is less than or equal to the preset included angle.

[0149] Furthermore, in the actual implementation process, the specific implementation method of the preset angle can be selected and set according to actual needs. This embodiment does not limit this, as long as the preset angle is set to restrict the display of the cover control when the game character is facing the occluded surface to a certain extent.

[0150] S304. In response to the selection operation of entering the cover control, obtain the preset type of the cover, and determine the first posture of the game character according to the preset type of the cover.

[0151] In the graphical user interface of this embodiment, corresponding operations on the cover control can be detected. In one possible implementation, for example, when a selection operation on the cover control is detected, it can be determined that the cover face corresponding to the current cover control needs to occlude the game character.

[0152] It is understandable that the cover set in the game is usually immovable. Therefore, in this embodiment, the game character can be controlled to move to the occlusion area corresponding to the cover surface, so as to achieve the cover occlusion of the game character.

[0153] In one possible implementation, this embodiment sets a preset type for each cover. The preset type can be regarded as a configuration attribute of the cover. The preset type can be any of the following: high cover, low cover. High cover refers to a cover with a relatively high height, and low cover refers to a cover with a relatively low height.

[0154] In this embodiment, the game character's posture differs when moving to the obscured area due to high cover and low cover. Therefore, for example, the preset type of cover can be obtained, and the first posture of the game character can be determined based on the preset type of cover.

[0155] For example, if the default type of the cover is high cover, it can be determined that the current cover is relatively high, so the first posture can be determined as a standing posture; and if the default type of the cover is low cover, it can be determined that the current cover is relatively low, so the first posture can be determined as a non-standing posture, which includes crouching posture and prone posture.

[0156] In one possible implementation, when the cover is a low cover of a preset type, the specific posture is either crouching or prone. This posture can be preset or determined based on the length and width of the cover. This embodiment does not limit this, as long as it can ensure that the cover obscures the game character as much as possible.

[0157] It's worth noting that different stances are set for high and low cover to ensure that both types of cover can effectively obscure the game character. For example, without crouching or prone stances for low cover, if the game character simply moves to a standing position within the low cover's coverage area, the cover might not provide effective obscuring. Furthermore, if the user had to manually adjust the character's stance after moving to a standing position within the low cover's coverage area, it would undoubtedly increase the user's operational effort and time, hindering the rapid achievement of cover obscuring the game character.

[0158] Therefore, in this embodiment, by setting the posture of the game character corresponding to different preset types of cover, the cover can effectively and quickly occlude the game character.

[0159] In one possible implementation, for any given shelter, at least the parameters shown in Table 1 below can be set.

[0160] Table 1

[0161]

[0162] Based on the description in Table 1 above, it can be confirmed that in this embodiment, any cover can be set with the parameters described above, and the specific explanations of each parameter are also described in Table 1. By setting the corresponding parameters, the specific behavior of the game character when it is located in the obstruction area of ​​the cover can be determined. In actual implementation, in addition to the parameters described in Table 1 above, more implementation methods can be selected and set according to actual needs.

[0163] The parameter settings for the cover mentioned above can be achieved by adding a cover script to the model after the cover model appearance has been completed, thereby giving the current cover the relevant attributes and functions described above.

[0164] S305. Control the game character to move to the occlusion area corresponding to the occlusion surface, and control the game character's posture to adjust to the first posture so that the cover occludes the game character.

[0165] After determining the first stance, you can control the game character to move to the occlusion area corresponding to the occlusion surface, and control the game character's stance to adjust to the first stance so that the cover can occlude the game character.

[0166] For example, it can be combined Figure 6 Understanding standing posture, such as Figure 6 As shown, if a selection operation on the cover control is detected, and the preset type of the cover is determined to be a high cover, then the first posture can be determined to be a standing posture. Then refer to... Figure 6 The game character 601 can be controlled to move to the occlusion area corresponding to the occlusion surface α of the cover 602, and the posture of the game character 601 will be directly adjusted to... Figure 6 The standing posture shown.

[0167] And, it can also be combined with Figure 7 Understanding the squatting posture, such as Figure 7 As shown, if a selection operation on a cover control is detected, and the preset type of the cover is determined to be low cover, then for example, if the first posture is determined to be a crouching posture, then refer to... Figure 7 The game character 701 can be controlled to move to the occlusion area corresponding to the occlusion surface α of the cover 702, and the posture of the game character 701 will be directly adjusted to... Figure 7 The squatting posture is shown. The prone posture is implemented in a similar way, and will not be described in detail here.

[0168] And it is understandable that the above Figure 6 and Figure 7 The standing and crouching postures shown are only one possible implementation. In actual implementation, the initial standing position of the standing posture, the initial orientation of the game character in the standing posture, the hand movements in the standing posture, whether the hands are holding weapons, etc., can all be selected according to actual needs. Similarly, for the crouching posture, more specific implementation methods in the crouching posture can also be selected according to actual needs. This embodiment does not impose any special restrictions on this.

[0169] S306. In response to aiming operations performed on aiming controls in the graphical user interface, determine the second stance of the game character based on the preset type of cover.

[0170] In this embodiment, the game character can perform a series of operations when located in an obscured area. In one possible implementation, an aiming control can be provided in the graphical user interface, for example, the aiming control could be... Figure 6 As shown in 603. Specifically, the aiming control is used to trigger the game character to enter a shooting stance and display the aiming reticle on the graphical user interface. For example, aiming operations on the aiming control can be detected, thereby determining the second stance of the game character based on the preset type of cover. In this embodiment, the second stance refers to the shooting stance of the game character.

[0171] In one possible implementation, if the preset type of the shelter is a high shelter, the second posture in this embodiment can be, for example, a posture of peeking out from the side of the shelter; and if the preset type of the shelter is a low shelter, the second posture in this embodiment is a posture of peeking out from above the shelter.

[0172] This feature allows the game character to peek out in different directions when aiming at a weapon, depending on the preset type of cover. This effectively improves the realism of the game character's performance and maximizes the concealment of the character.

[0173] In actual implementation, the specific probe position (such as whether to probe from the left or right side, or from which position above), as well as the more detailed probe posture, can be selected and set according to actual needs. This embodiment does not impose any restrictions on this.

[0174] S307, control the game character's posture to adjust to the second posture, and determine the aiming position on the graphical user interface according to the aiming operation, and display the aiming reticle in the standard position.

[0175] After determining the second posture, the game character's posture can be adjusted to the second posture. At this time, the game character is in the aiming state. In this embodiment, the aiming operation is for the game character to aim while holding a gun. For example, the aiming reticle can also be displayed at a preset position in the graphical user interface, and the aiming reticle can be adjusted according to the user's movement operation.

[0176] S308: Respond to the selection operation of the attack control on the graphical user interface, and control the game character to perform a preset attack operation.

[0177] After the user adjusts the desired aiming reticle position, they can control the game character to perform corresponding attack actions. In one possible implementation, attack controls are provided on the graphical user interface, where the attack controls can be, for example, […]. Figure 6As shown in 604. Specifically, when a selection operation targeting the attack control is detected, the game character can be controlled to perform a preset attack operation. The preset tool operation here can be, for example, a shooting operation. The specific implementation method can be selected according to actual needs, and this embodiment does not limit it.

[0178] Understandable, Figure 6 The aiming and attack controls shown are only one possible implementation. In actual implementation, the specific implementation of the aiming and attack controls can be selected and set according to actual needs, as long as they can achieve the corresponding functions.

[0179] Furthermore, when you want to control the game character to stop the peeking posture and return to the occluded area, for example, when you detect a reselection operation on the aiming control, you can control the game character to return to the occluded area. When the game character returns to the occluded area, it can be represented as the first posture described above, for example, according to the implementation method described above.

[0180] In other possible implementations, when the game character is within the obscured area of ​​cover, for example, movement operations applied to a movement control can be detected, thereby controlling the game character to move within the obscured area of ​​cover. The movement control could be, for example, a... Figure 6 As shown in 605, the movement control can receive the operation direction input by the user, thereby controlling the game character to move in the corresponding operation direction within the occluded area.

[0181] In one possible implementation, when the game character is in an obstructed area, in order to avoid the game character's field of vision being mostly obstructed due to proximity to the obstruction, thus preventing effective observation of the surrounding environment, this embodiment may, for example, expand the range of the game's field of vision displayed in the graphical user interface after controlling the game character to move to the obstructed area corresponding to the obstruction surface.

[0182] For example, when controlling the game character to move to the occluded area corresponding to the occluded surface, the first game view corresponding to the current graphical user interface can be adjusted to the second game view. In this embodiment, the field of view corresponding to the second game view is larger than the field of view corresponding to the first game view, so that the player can achieve effective environmental observation even when the game character is near the occluded object.

[0183] Furthermore, after the game character enters the obscured area, when the cover is no longer needed, for example, the game character can be controlled to leave the obscured area. In one possible implementation, after the game character enters the obscured area, a leave cover control can be displayed in the graphical user interface. The leave cover control can reuse the enter cover control described above. That is, after the game character enters the obscured area, the function of the enter cover control is switched to the function of the leave cover control. Alternatively, the leave cover control can also be a separate control. This embodiment does not limit this.

[0184] For example, it can respond to the selection operation of the leave cover control on the graphical user interface, thereby controlling the game character to leave the cover to cancel the cover from obscuring the game character. When the game character leaves the cover, the game character's posture and specific position can be selected and set according to actual needs. This embodiment does not limit this.

[0185] Alternatively, in another possible implementation, the game character can be controlled to leave the cover when it is determined that the game character is located on the side edge or top edge of the cover surface, and the included angle is greater than a preset angle, and a movement operation targeting the game character in the same direction as the side edge or top edge is detected.

[0186] For example, assuming the angle is greater than a preset angle, if the game character is located on the left edge of cover and a leftward movement action is detected, it can be determined that the player intends to control the game character to leave the cover, and therefore the player can control the game character to leave the cover. Similarly, if the game character is located on the right edge of cover and a rightward movement action is detected, or if the game character is located on the upper edge of cover and an upward movement action is detected, the player can also control the game character to leave the cover. This is because in all these cases, it can be determined that the player's intention is to control the game character to leave the cover, and therefore the player can control the game character to leave the cover.

[0187] The game control method provided in this application highlights the cover in the graphical user interface when the distance between the game character and the cover is less than or equal to a second preset distance. This allows players to quickly and effectively determine the location and boundaries of the cover when the game character approaches it. Furthermore, when controlling the game character to enter the cover, the preset type of the cover determines the character's posture after entering. For high cover, the character can be controlled to stand; for low cover, the character can be controlled to stand, ensuring the cover effectively conceals the character. In this embodiment, when the game character is within the cover's concealment area, it supports movement, attack, aiming, and other operations within the cover, effectively supporting flexible character movement within the concealment area. This enhances the interaction between the game character and the environment, effectively recreating a realistic tactical shooting experience and improving the overall gaming experience.

[0188] The above embodiments describe a series of interactions between the player-controlled game character and cover. However, currently, the game behavior of non-player characters (NPCs) is also relatively simple. NPCs are generally unaffected by their environment, exhibiting limited behavior; aside from engaging in firefights with the player-controlled character, their combat actions are monotonous and lack strategic depth. To address this issue of limited NPC behavior, this embodiment also allows for control over NPC interactions with cover, effectively enhancing the richness of NPC behavior.

[0189] The following section introduces the implementation of game control methods when the game character is a non-player character, combining... Figure 8 To explain, Figure 8 Flowchart of the game control method provided in the embodiments of this application Figure 3 .

[0190] like Figure 8 As shown, the method includes:

[0191] S801. Obtain the preset probability of each preset action of a non-player character. The preset actions are actions associated with cover.

[0192] The preset actions include at least one of the following: finding cover, identifying a preset type of cover, moving to the cover area of ​​the cover's cover surface, moving in the cover area, peeking and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

[0193] In this embodiment, for any non-player character, it can perform multiple preset actions to interact with cover, and for each preset action, there is a preset probability, where the preset probability refers to the probability of performing the corresponding action.

[0194] The preset actions may include at least one of the following: finding cover, identifying a preset type of cover, moving to the cover area of ​​the cover face, moving in the cover area, peeking and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

[0195] In this embodiment, the preset action is an action associated with the cover. In actual implementation, in addition to the content described above, other implementation methods can be selected and set according to actual needs. Any action associated with the cover can be used as the preset action in this embodiment. This embodiment does not limit the specific implementation of the preset action.

[0196] The aforementioned preset categories of cover may include, for example, long-range cover and short-range cover. Here, long-range cover may be, for example, a distance greater than a preset distance from the current non-player character, and short-range cover may be, for example, a distance less than or equal to a preset distance from the current non-player character.

[0197] In one possible implementation, for each non-player character, a table like the one in Table 2 could be set up:

[0198] Table 2

[0199]

[0200]

[0201] Based on Table 2 above, it can be determined that for any non-player character, multiple preset actions can be set, along with the probability corresponding to each preset action. In this embodiment, each preset action has its own corresponding cooldown time. After a non-player character performs a preset action, that preset action enters a cooldown period. During the cooldown period, the current non-player character cannot perform the preset action again. After the cooldown period ends, the non-player character can trigger the preset action again according to the corresponding preset probability.

[0202] The cooldown time for each preset action is set separately, such as a, b, c, d, e, f, g, and h in Table 2 above. For example, for the preset action "moving inside the cover", after it is executed once, the preset action enters a cooldown and cannot be executed again within e seconds. After e seconds, the action can be triggered again according to the preset probability.

[0203] In actual implementation, the preset actions that non-player characters can perform can be selected and set according to actual needs. Any action that interacts with cover can be used as a preset action in this embodiment, and this embodiment does not impose any special restrictions on this. In addition, the preset probability and cooldown time for each preset action in this embodiment can also be selected and set according to actual needs.

[0204] In addition, in this embodiment, for each preset action, the preset probability corresponding to the preset action can be updated periodically with a preset duration, so as to effectively increase the rationality of non-game players performing preset actions.

[0205] S802. Based on each preset probability, trigger non-player characters to perform the preset actions corresponding to each preset probability.

[0206] Specifically, after determining the preset probabilities, non-player characters can be triggered to perform preset actions corresponding to each preset probability.

[0207] For example, the system can determine whether to control a non-player character to find cover based on a preset probability associated with that cover. Alternatively, it can determine whether to control the non-player character to find long-range or short-range cover based on a preset probability associated with a cover of a specific category (e.g., long-range cover). Another example is whether to control the non-player character to enter the obstructed area of ​​cover based on a preset probability associated with the cover's surface. Other actions are similar, all determining whether to control the non-player character to move within cover, use peeking tools, stay, leave, or move to another cover, etc., based on the corresponding preset probabilities. When a non-player character wants to move to another cover, for example, the specific cover to move to can be determined based on the aforementioned preset probabilities.

[0208] In one possible implementation, for example, when determining a distant cover for a non-player character, if multiple distant covers exist, the non-player character can be arbitrarily selected and its covered area controlled by that cover. Alternatively, the cover closest to the current non-player character can be selected from among the multiple distant covers, and the non-player character can be controlled to enter its covered area. Therefore, when controlling the non-player character to enter a cover, the specific cover chosen can be selected according to actual needs, and this embodiment does not impose any restrictions on this.

[0209] The game control method provided in this application sets multiple preset actions for non-player characters to interact with cover, and sets a corresponding preset probability for each preset action. Then, the non-player character and cover can be triggered to perform the corresponding preset actions according to the preset probabilities, thereby effectively realizing the interaction between the non-player character and cover and enhancing the richness of the non-player character's behavior. Simultaneously, the preset probability for each preset action can be updated periodically, thereby effectively improving the rationality of the non-player character's behavior.

[0210] Building upon the embodiments described above, it's important to further clarify that current game designs often involve numerous objects. Players can control game objects to move near these objects and use them to occlude the game character. However, this approach requires players to repeatedly adjust the game character's behavior to achieve occlusion, and even then, the occlusion effect isn't guaranteed. Therefore, the existing method where players manually find objects to occlude the game character doesn't truly involve interaction or connection with cover. Essentially, the player still controls the game character's behavior, making it a game behavior designed specifically for the game character.

[0211] In this embodiment, a cover control is provided to directly achieve the occlusion of game objects by the cover. The game objects also show a posture that can be occluded, without the need for multiple tedious adjustments. Furthermore, in this embodiment, the game objects and the cover interact and connect in a specific way, which can effectively improve the interactivity between the game character and the environment and avoid the problem of the game character's behavior being too monotonous.

[0212] Figure 9 This is a schematic diagram of the structure of the game control device provided in an embodiment of this application. Figure 9 As shown, the device 90 includes: an acquisition module 901, a display module 902, and a control module 903.

[0213] The acquisition module 901 is used to acquire the distance between the game character and the occluding surface, and the angle between the orientation of the game character and the vertical line of the occluding surface;

[0214] Display module 902 is used to display an entry cover control corresponding to the occlusion surface in the graphical user interface when the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle.

[0215] The control module 903 is used to control the game character to move to the occlusion area corresponding to the occlusion surface in response to the selection operation of the entry cover control, so that the cover occludes the game character.

[0216] In one possible design, the control module 903 is specifically used for:

[0217] Obtain the preset type of the cover, wherein the preset type is any one of the following: high cover, low cover;

[0218] The first pose of the game character is determined based on the preset type of the cover;

[0219] Control the game character to move to the occluded area corresponding to the occluded surface, and control the game character's posture to adjust to the first posture.

[0220] In one possible design, the control module 903 is specifically used for:

[0221] If the preset type of the shelter is a high shelter, then the first posture is determined to be a standing posture;

[0222] If the preset type of the shelter is a low shelter, then the first posture is determined to be a non-standing posture, which includes a crouching posture and a prone posture.

[0223] In one possible design, the display module 902 is further used for:

[0224] When the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, the cover is highlighted in the graphical user interface;

[0225] Wherein, the second preset distance is greater than the first preset distance.

[0226] In one possible design, the control module 903 is further used for:

[0227] After controlling the game character to move to the occlusion area corresponding to the occlusion surface, in response to the aiming operation of the aiming control on the graphical user interface, the second posture of the game character is determined according to the preset type of the cover;

[0228] The game character's posture is adjusted to the second posture, and the aiming reticle is displayed at a preset position in the graphical user interface.

[0229] In one possible design, the control module 903 is specifically used for:

[0230] If the preset type of the shelter is a high shelter, then the second posture is the posture of probing from the side of the shelter;

[0231] If the preset type of the shelter is a low shelter, then the second posture is the posture of peeking out from above the shelter.

[0232] In one possible design, the control module 903 is further used for:

[0233] After displaying the aiming reticle at a preset position in the graphical user interface, the game character is controlled to perform a preset attack operation in response to the selection operation of the attack control on the graphical user interface.

[0234] In one possible design, the control module 903 is further used for:

[0235] When the game character is moved to the occlusion area corresponding to the occlusion surface, the first game view corresponding to the current graphical user interface is adjusted to the second game view, wherein the field of view corresponding to the second game view is greater than the field of view corresponding to the first game view.

[0236] In one possible design, after controlling the game character to move to the occlusion area corresponding to the occlusion surface, the control module 903 is further configured to:

[0237] The exit cover control is displayed in the graphical user interface;

[0238] In response to the selection operation applied to the leave cover control, the game character is controlled to leave the cover, thereby canceling the cover from obscuring the game character.

[0239] In one possible design, when the game character is a non-player character, the control module 903 is further configured to:

[0240] Obtain the preset probability corresponding to each preset action of the non-player character, wherein the preset action is an action associated with the cover;

[0241] Based on the preset probabilities, the non-player character is triggered to perform the preset action corresponding to each preset probability.

[0242] In one possible design, the preset action includes at least one of the following: finding cover, identifying a cover of a preset category, moving to the cover area of ​​the cover face of the cover, moving in the cover area, probing and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

[0243] In one possible design, the control module 903 is further used for:

[0244] For any of the preset actions, the preset probability corresponding to the preset action is updated periodically with a preset duration.

[0245] The apparatus provided in this embodiment can be used to execute the technical solutions of the above method embodiments. Its implementation principle and technical effects are similar, and will not be described again here.

[0246] Figure 10 This is a schematic diagram of the hardware structure of the game control device provided in the embodiments of this application, such as... Figure 10 As shown, the game control device 100 in this embodiment includes: a processor 1001 and a memory 1002; wherein

[0247] Memory 1002 is used to store computer-executed instructions;

[0248] The processor 1001 is used to execute computer execution instructions stored in the memory to implement the various steps performed by the game control method in the above embodiments. For details, please refer to the relevant descriptions in the foregoing method embodiments.

[0249] Alternatively, the memory 1002 can be either standalone or integrated with the processor 1001.

[0250] When the memory 1002 is set up independently, the game control device also includes a bus 1003 for connecting the memory 1002 and the processor 1001.

[0251] This application also provides a computer-readable storage medium storing computer-executable instructions. When a processor executes the computer-executable instructions, it implements the game control method executed by the game control device described above.

[0252] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be indirect coupling or communication connection through some interfaces, devices, or modules, and may be electrical, mechanical, or other forms.

[0253] The integrated modules implemented as software functional modules described above can be stored in a computer-readable storage medium. These software functional modules, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application.

[0254] It should be understood that the aforementioned processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly manifested as execution by a hardware processor, or execution by a combination of hardware and software modules within the processor.

[0255] The memory may include high-speed RAM, and may also include non-volatile storage (NVM), such as at least one disk storage device, and may also be a USB flash drive, external hard drive, read-only memory, disk or optical disc, etc.

[0256] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.

[0257] The aforementioned storage medium can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium can be any available medium accessible to general-purpose or special-purpose computers.

[0258] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.

[0259] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.

Claims

1. A game control method, characterized in that, The method comprises executing a game application and rendering a graphical user interface on a terminal device's display, the graphical user interface including at least a portion of a game scene, the game scene including game characters and cover, the cover including an occlusion surface, the method comprising: Obtain the distance between the game character and the occluding surface, and the angle between the orientation of the game character and the vertical line of the occluding surface; When the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, the entry cover control corresponding to the occlusion surface is displayed in the graphical user interface. In response to the selection operation of the entry cover control, the game character is controlled to move to the cover area corresponding to the cover surface, so that the cover covers the game character; After controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes: In response to an aiming operation performed on the aiming control of the graphical user interface, the second pose of the game character is determined according to the preset type of the cover; wherein the preset type is any one of the following: high cover, low cover; The game character's posture is adjusted to the second posture, and the aiming reticle is displayed at a preset position in the graphical user interface; When a selection operation is detected again for the aiming control, the game character is controlled to return to the occlusion area corresponding to the occlusion surface; Determining the second pose of the game character based on the preset type of the cover includes: If the preset type of the shelter is a high shelter, then the second posture is the posture of probing from the side of the shelter; If the preset type of the shelter is a low shelter, then the second posture is the posture of peeking out from above the shelter.

2. The method according to claim 1, characterized in that, The step of controlling the game character to move to the occluded area corresponding to the occluded surface includes: Obtain the preset type of the shelter; The first pose of the game character is determined based on the preset type of the cover; Control the game character to move to the occluded area corresponding to the occluded surface, and control the game character's posture to adjust to the first posture.

3. The method according to claim 2, characterized in that, Determining the first pose of the game character based on the preset type of the cover includes: If the preset type of the shelter is a high shelter, then the first posture is determined to be a standing posture; If the preset type of the shelter is a low shelter, then the first posture is determined to be a non-standing posture, which includes a crouching posture and a prone posture.

4. The method according to claim 1, characterized in that, When the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle, before the graphical user interface displays the entry cover control corresponding to the occlusion surface, the method further includes: When the distance between the game character and the obstruction is less than or equal to a second preset distance, the obstruction is highlighted in the graphical user interface; Wherein, the second preset distance is greater than the first preset distance.

5. The method according to claim 1, characterized in that, After displaying the aiming reticle at a preset position in the graphical user interface, the method further includes: In response to the selection operation of the attack control on the graphical user interface, the game character is controlled to perform a preset attack operation.

6. The method according to any one of claims 1-5, characterized in that, When controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes: Adjust the first game view corresponding to the current graphical user interface to the second game view, wherein the field of view of the second game view is greater than the field of view of the first game view.

7. The method according to any one of claims 1-5, characterized in that, After controlling the game character to move to the occlusion area corresponding to the occlusion surface, the method further includes: The exit cover control is displayed in the graphical user interface; In response to the selection operation applied to the leave cover control, the game character is controlled to leave the cover, thereby canceling the cover from obscuring the game character.

8. The method according to any one of claims 1-5, characterized in that, When the game character is a non-player character, the method further includes: Obtain the preset probability corresponding to each preset action of the non-player character, wherein the preset action is an action associated with the cover; Based on the preset probabilities, the non-player character is triggered to perform the preset action corresponding to each preset probability.

9. The method according to claim 8, characterized in that, The preset actions include at least one of the following: finding cover, identifying a cover of a preset category, moving to the cover area of ​​the cover face of the cover, moving in the cover area, probing and attacking in the cover area, staying in the cover area, moving to another cover, and leaving the cover area.

10. The method according to claim 8, characterized in that, The method further includes: For any of the preset actions, the preset probability corresponding to the preset action is updated periodically with a preset duration.

11. A game control device, characterized in that, The device comprises: executing a game application and rendering a graphical user interface on a terminal device's display; the graphical user interface includes at least a portion of a game scene, the game scene including game characters and cover, the cover including an obstructing surface; and the device further comprises: The acquisition module is used to acquire the distance between the game character and the occluding surface, and the angle between the orientation of the game character and the vertical line of the occluding surface; The display module is used to display an entry cover control corresponding to the obstruction surface in the graphical user interface when the distance is less than or equal to a first preset distance and the included angle is less than or equal to a preset included angle. The control module is used to respond to the selection operation of the enter cover control and control the game character to move to the cover area corresponding to the cover surface, so that the cover covers the game character; After controlling the game character to move to the occlusion area corresponding to the occlusion surface, the device is further used to: In response to an aiming operation performed on the aiming control of the graphical user interface, the second pose of the game character is determined according to the preset type of the cover; wherein the preset type is any one of the following: high cover, low cover; The game character's posture is adjusted to the second posture, and the aiming reticle is displayed at a preset position in the graphical user interface; When a selection operation is detected again for the aiming control, the game character is controlled to return to the occlusion area corresponding to the occlusion surface; When determining the second pose of the game character based on the preset type of the cover, the device is specifically used for: If the preset type of the shelter is a high shelter, then the second posture is the posture of probing from the side of the shelter; If the preset type of the shelter is a low shelter, then the second posture is the posture of peeking out from above the shelter.

12. A game control device, characterized in that, include: Memory, used to store programs; A processor for executing the program stored in the memory, wherein when the program is executed, the processor is configured to perform the method as described in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, Includes instructions that, when executed on a computer, cause the computer to perform the method as described in any one of claims 1 to 10.

14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 10.