A game control method and related device

By introducing multiple scores and puzzle tips into music games, players need to remember and learn the scores and play them according to puzzle tips, solving the problem of single fun in existing games and increasing the diversity and challenges of the game.

CN114288653BActive Publication Date: 2025-03-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210074246.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-21
Publication Date
2025-03-28
Estimated Expiration
2042-01-21

AI Technical Summary

Technical Problem

Existing music games mainly test players' real-time reaction speed and sense of rhythm, and are not friendly to some players whose hands and brains are not coordinated enough, and the game fun is relatively single.

Method used

Provide a game control method. By displaying multiple music scores and puzzle tips, players need to memorize and learn the music score in advance, select the correct music score based on the puzzle tips for playing, and complete the performance based on the memory and puzzle solving ability.

Benefits of technology

In addition to testing the player's real-time reaction speed and brain-hand coordination, it also tests the player's memory ability and puzzle solving ability, enriching the user's game fun experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a game control method and related devices, which displays a performance preparation interface of a target level to a player. The performance preparation interface includes multiple scores and specific information transmitted by each score. Each score is used to indicate the order of performance for multiple response areas, so that the player can memorize and learn multiple scores. Switch from the performance preparation interface to a performance interface including a first puzzle prompt and a musical instrument area. The first puzzle prompt is used to prompt the performance according to the first score used to transmit the first information. The first information is the specific information that matches the first puzzle prompt in the specific information transmitted by each score. The musical instrument area includes multiple response areas, and the player can perform a trigger operation on multiple response areas to achieve performance. When the player performs a trigger operation on the target response area, the sound effect corresponding to the target response area is played. After the performance is completed, the settlement interface displaying the performance result is entered based on the performance completion confirmation operation. The present application enriches the user's fun experience in the game.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a game control method and related devices. Background Art

[0002] With the rapid development of computer technology and the popularization of the Internet, people can engage in more and more entertainment activities through electronic devices, such as music games. Music games can be, for example, drum games in arcade games or various musical instrument playing games in mobile games.

[0003] Currently, music games are usually implemented by players performing actions in coordination with music and rhythm to play the game. For example, in a drum game in an arcade game, the player plays the physical drum according to the rhythm prompt screen displayed in real time on the screen to complete the performance.

[0004] This method mainly tests the player's reaction speed and sense of rhythm, mainly for music rhythm challenges, testing the player's real-time reaction speed and brain-hand coordination. In the game experience, pure rhythm gameplay mainly changes in speed, which is not friendly to some players who are not well coordinated with their hands and brains, and the game fun is relatively single. Summary of the invention

[0005] In order to solve the above technical problems, the present application provides a game control method and related devices, which not only test the user's real-time reaction speed and brain-hand coordination, but also test the user's memory ability and the ability to solve problems according to puzzle prompts, enriching the user's fun experience in the game.

[0006] The embodiments of the present application disclose the following technical solutions:

[0007] On the one hand, an embodiment of the present application provides a game control method, the method comprising:

[0008] Displaying a performance preparation interface of a target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, wherein each musical score is used to indicate a performance order for a plurality of response areas;

[0009] Switching from the performance preparation interface to the performance interface, the performance interface including a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt being used to prompt a performance according to a first musical score for transmitting first information, the first information being specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area including the multiple response areas;

[0010] In response to a triggering operation on a target response area among the multiple response areas, playing a sound effect corresponding to the target response area;

[0011] In response to the performance completion confirmation operation, a settlement interface is entered, and the settlement interface is used to display the performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

[0012] On the one hand, an embodiment of the present application provides a game control method, the method comprising:

[0013] Determining a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a player to play according to a first musical score used to convey first information, wherein the first information is specific information matching the first puzzle hint;

[0014] Determine multiple music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the multiple music scores include the first music score, and each music score is used to indicate the order of playing multiple response areas;

[0015] In response to a triggering operation on a target response area among the multiple response areas, acquiring a response identifier of the target response area;

[0016] The response identifier of the target response area is compared with the target response identifier in the first music score to obtain a performance result, wherein the target response identifier is the response identifier in the first music score targeted by the trigger operation.

[0017] On the one hand, an embodiment of the present application provides a game control device, the device comprising a display unit, a switching unit, a playing unit and an entry unit:

[0018] The display unit is used to display a performance preparation interface of the target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, wherein each musical score is used to indicate a performance order for a plurality of response areas;

[0019] The switching unit is used to switch from the performance preparation interface to the performance interface, the performance interface includes a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt is used to prompt to perform according to a first musical score used to transmit first information, the first information is specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area includes the multiple response areas;

[0020] The playing unit is configured to play a sound effect corresponding to a target response area among the multiple response areas in response to a triggering operation on the target response area;

[0021] The entry unit is used to enter a settlement interface in response to a performance completion confirmation operation, wherein the settlement interface is used to display a performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

[0022] On the one hand, an embodiment of the present application provides a game control device, the device comprising a determination unit, an acquisition unit and a comparison unit:

[0023] The determining unit is used to determine a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a performance according to a first music score used to convey first information, and the first information is specific information matching the first puzzle hint;

[0024] The determining unit is further used to determine a plurality of music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the plurality of music scores include the first music score, and each music score is used to indicate a performance order of a plurality of response areas;

[0025] The acquisition unit is configured to acquire a response identifier of a target response area in response to a trigger operation on the target response area among the multiple response areas;

[0026] The comparison unit is used to compare the response identifier of the target response area with the target response identifier in the first music score to obtain a performance result, and the target response identifier is the response identifier in the first music score targeted by the trigger operation.

[0027] On the one hand, an embodiment of the present application provides an electronic device for game control, the electronic device comprising a processor and a memory:

[0028] The memory is used to store program code and transmit the program code to the processor;

[0029] The processor is used to execute the game control methods described in the above aspects according to the instructions in the program code.

[0030] On the one hand, an embodiment of the present application provides a computer-readable storage medium, wherein the computer-readable storage medium is used to store program codes, and the program codes are used to execute the game control methods described in the aforementioned aspects.

[0031] On the one hand, an embodiment of the present application provides a computer program product, including a computer program, which implements the game control methods of the aforementioned aspects when executed by a processor.

[0032] It can be seen from the above technical solution that when the player enters the target level, the performance preparation interface of the target level can be displayed to the player. The performance preparation interface includes multiple scores and specific information transmitted by each score. Each score is used to indicate the order of playing multiple response areas, so that the player can memorize and learn multiple scores so that when starting to play, the correct score can be selected according to the score learned by memory. Then switch from the performance preparation interface to the performance interface, the performance interface includes the first puzzle prompt and the instrument area of ​​the target level, the first puzzle prompt is used to prompt to play according to the first score used to transmit the first information, the first information is the specific information that matches the first puzzle prompt in the specific information transmitted by each score, and the instrument area includes multiple response areas, so that the player selects the first score that can transmit the first information according to the first puzzle prompt, and performs a trigger operation on multiple response areas according to the first score to achieve performance. When the player performs a trigger operation for the target response area among the multiple response areas, the sound effect corresponding to the target response area is played. When the performance is completed, the player performs a performance completion confirmation operation and enters the settlement interface. The settlement interface is used to display the performance result, and the performance result is determined based on the first score matching the first puzzle prompt. In this solution, players need to memorize and learn the music scores in advance and understand the information conveyed by the music scores. During the performance, players need to complete a complete performance based on the puzzle prompts and rely on memory to convey the correct information. Finally, the performance result is determined based on the first music score that matches the first puzzle prompt. In addition to testing the user's real-time reaction speed and brain-hand coordination, this solution also tests the user's memory ability and the ability to solve problems based on puzzle prompts, enriching the user's fun experience in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technical members in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0034] Figure 1 An example diagram of a music game provided for related technology;

[0035] Figure 2 An example diagram of a user interface for a music game provided in the related art;

[0036] Figure 3 Another example diagram of a user interface of a music game provided in the related art;

[0037] Figure 4 An architectural diagram of an application scenario of a game control method provided in an embodiment of the present application;

[0038] Figure 5 A flowchart of a game control method provided in an embodiment of the present application;

[0039] Figure 6 An example diagram of a performance preparation interface provided in an embodiment of the present application;

[0040] Figure 7 An example diagram of a performance interface provided in an embodiment of the present application;

[0041] Figure 8 An example diagram of another performance interface provided in an embodiment of the present application;

[0042] Fig. 9 An example diagram of a settlement interface provided in an embodiment of the present application;

[0043] Fig.10 A flowchart of another game control method provided in an embodiment of the present application;

[0044] Fig.11 A flowchart of another game control method provided in an embodiment of the present application;

[0045] Fig.12 A structural diagram of a game control device provided in an embodiment of the present application;

[0046] Fig.13 A structural diagram of another game control device provided in an embodiment of the present application;

[0047] Fig.14 A structural diagram of a terminal provided in an embodiment of the present application;

[0048] Fig.15 A structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0049] The embodiments of the present application are described below in conjunction with the accompanying drawings.

[0050] Currently, music games are usually implemented by players performing actions in coordination with music and rhythm to play the game. For example, in a drum game in an arcade game, the player plays the physical drum according to the rhythm prompt screen displayed in real time on the screen to complete the performance.

[0051] like Figure 1 As shown, the arcade game device mainly includes a screen 101, a drum 102 entity and a drumstick 103 entity. The screen 101 displays a rhythm prompt (e.g. Figure 1 The player can use the drumstick 103 entity to hit the drum 102 entity according to the rhythm prompted by the rhythm prompt. Figure 1The game device shown includes two drums 102 entities, and each player operates one drum 102 entity.

[0052] Figure 2 The example diagram of the user interface displayed on the screen 101 during the game is shown, and the example diagram of the user interface is an example diagram in the two-player game mode. The white circle in the rhythm prompt shown in the dotted box indicates hitting the drum surface, and the score is evaluated according to the number of consecutive segments and accuracy; the black circle indicates hitting the drum edge, and the score is evaluated according to the number of consecutive segments and accuracy. The white circle and the black circle will automatically move to the left double coil position. When the white circle and the black circle are exactly located at the center of the left double coil, the player will get a higher score for completing the corresponding operation. For example Figure 3 As shown, when the white circle is located at the center of the left double coil, the player can obtain the highest score by using the drumstick 103 entity to strike the taiko drum 102 entity. At the same time, the highest score prompt, such as the "GOOD" prompt, can be displayed, and the corresponding special effects can also be displayed.

[0053] However, this method only requires playing according to the rhythm prompts, which mainly tests the player's real-time reaction speed and brain-hand coordination. It is not friendly to some players whose hand-brain cooperation is not coordinated enough, and the fun of the game is relatively single.

[0054] In order to solve the above technical problems, the embodiment of the present application provides a game control method, in which the player needs to memorize and learn the music score in advance and understand the information conveyed by the music score. During the performance, the player needs to complete a complete performance based on the puzzle prompts and rely on memory to convey the correct information. Finally, the performance result is determined based on the first music score that matches the first puzzle prompt. In addition to testing the user's real-time reaction speed and brain-hand coordination, this solution also tests the user's memory ability and the ability to solve problems based on puzzle prompts, enriching the user's fun experience in the game.

[0055] It should be noted that the method provided in the embodiment of the present application can be applied to games in which various musical instruments are played. The various musical instruments may include cymbals and drums to combine traditional drum music culture into the game. The various musical instruments may also include other musical instruments such as piano, guitar, and guqin. The embodiment of the present application does not limit the types of musical instruments.

[0056] like Figure 4 As shown, Figure 4 The schematic diagram of the architecture of an application scenario of a game control method is shown. The scenario may include a terminal 401 and a server 402. A music game application may be installed on the terminal 401, and the terminal 401 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, a smart TV, etc., but is not limited thereto. Figure 4In the example, the terminal 401 is a smart phone, which does not constitute a limitation of the present application. The server 402 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The terminal 401 and the server 402 can be directly or indirectly connected via wired or wireless communication, which is not limited in the present application.

[0057] The player can open the music game application of terminal 401 and enter the target level. When the player enters the target level, terminal 401 can show the player the performance preparation interface of the target level, which includes multiple scores (e.g. Figure 4 As shown in 4011, it includes music score 1 and music score 2) and specific information conveyed by each music score (for example Figure 4 As shown in 4012, the specific information conveyed by the music score 1 is to boost morale, and the specific information conveyed by the music score 2 is to switch formations), and each music score is used to indicate the order of playing multiple response areas, so that the player can memorize and learn multiple music scores, so that when the performance starts, the player can choose the correct music score according to the memorized music score. Among them, the response area can refer to an area that can emit sound effects based on the trigger operation performed by the user. When the response area belongs to different musical instruments, the shape of the set response area and the physical meaning represented by the response area may be different. For example, when the musical instrument to which the response area belongs is a drum, the shape of the response area can be circular, and the physical meaning represented by the response area can be the drum surface; when the musical instrument to which the response area belongs is a piano, the shape of the response area can be rectangular, and the physical meaning represented by the response area can be the keys of the piano, and so on.

[0058] When the player has completed the memorization of the score, the player can click the "start playing" button to trigger the terminal 401 to switch from the playing preparation interface to the playing interface, which includes the first puzzle prompt of the target level (e.g. Figure 4 4013) and instrument area (e.g. Figure 4 4014), the first puzzle hint is used to hint at playing according to the first music score used to transmit the first information, the first information is the specific information in the specific information transmitted by each music score that matches the first puzzle hint, and the instrument area includes multiple response areas, so that the player selects the first music score that can transmit the first information according to the first puzzle hint, and performs a trigger operation on the multiple response areas according to the first music score to realize the performance.

[0059] When the player performs a trigger operation on a target response area among multiple response areas, the terminal 401 can play the sound effect corresponding to the target response area. When the performance is completed, the player performs a performance completion confirmation operation, triggering the terminal 401 to enter the settlement interface, which is used to display the performance result, and the performance result can be determined by the server 402 based on the first score matching the first puzzle prompt.

[0060] It should be noted that the method provided in the embodiment of the present application can be executed by the terminal, but some background processing involved in the embodiment of the present application can be executed by the server, such as determining the performance result, determining the first puzzle prompt of the target level, determining multiple music scores displayed on the performance preparation interface, etc. can be executed by the server, and the embodiment of the present application does not limit this.

[0061] Next, the game control method provided by the embodiment of the present application will be described in detail by taking the terminal executing the game control method as an example with reference to the accompanying drawings.

[0062] See also Figure 5 , Figure 5 A flow chart of a game control method is shown, the method comprising:

[0063] S501, displaying a performance preparation interface of a target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, and each musical score is used to indicate a performance order for a plurality of response areas.

[0064] The player can open the music game application on the terminal and enter the target level. When the player enters the target level, the terminal can show the player the performance preparation interface of the target level. For an example of the performance preparation interface, see Figure 6 The performance preparation interface includes multiple scores (such as Figure 6 As shown in 601, it includes music score 1 and music score 2) and specific information conveyed by each music score (for example Figure 6 As shown in 6022, the specific information conveyed by the music score 1 is to boost morale, and the specific information conveyed by the music score 2 is to switch formations). The number of the multiple music scores may vary with the difficulty. For example, the higher the level, the higher the difficulty, and the number of the multiple music scores may increase.

[0065] Each score is used to indicate the order of playing multiple response areas, so that the player can memorize and learn multiple scores, so that when starting to play, the player can choose the correct score according to the memorized score. Each score can be a response identification sequence composed of multiple response identifications, and the multiple response identifications are used to identify different response areas. The response identification can be a graphic, color, number, symbol, etc.

[0066] If the multiple response areas include a first response area and a second response area, and the response identification sequence corresponding to a certain score is the response identification of the first response area, the response identification of the second response area, the response identification of the first response area, and the response identification of the first response area, it means that when playing according to the score, the first response area should be triggered first to emit the sound effect corresponding to the first response area, then the second response area should be triggered to emit the sound effect corresponding to the second response area, then the first response area should be triggered to emit the sound effect corresponding to the first response area, and then the first response area should be triggered again to emit the sound effect corresponding to the first response area. The response area may refer to an area that can emit a sound effect based on a trigger operation performed by a user.

[0067] It should be noted that, in the embodiment of the present application, the multiple scores in the performance preparation interface include the first score (eg Figure 6 In the music score 1), the first music score is used to convey the first information, and the first information is specific information that matches the first puzzle hint, so that when starting to play, the player can play according to the first music score.

[0068] In some possible implementations, since the fun of music games is not only in playing the correct music score, but also in testing the player's learning and memory ability and the player's ability to solve puzzles, in order to increase the fun of the game, the multiple music scores may include not only the first music score, but also interference music scores (such as Figure 6 The interference score is used to convey specific information different from the first information, so that the player needs to select the correct score from the learned and memorized score according to the first puzzle prompt, which not only increases the test of the player's learning and memory ability, but also tests the player's puzzle-solving ability, further increasing the fun of the game.

[0069] There are multiple ways to determine the interfering music score. One way to determine the interfering music score is to randomly extract at least one music score from the music score used to transmit specific information different from the first information as the interfering music score. In another possible implementation, if the interfering music score is very different from the first music score, it may be easier for the player to learn and remember. As the player continues to successfully pass the level, the player's ability continues to improve. In order to avoid the player feeling bored and unchallenged, the player's learning and memory difficulty can be increased. A music score similar to the first music score can be selected as the interfering music score. Specifically, a second music score can be obtained, the second music score is used to transmit the second information, the second information is specific information that matches the second puzzle prompt, and the second puzzle prompt is different from the first puzzle prompt. Then the second music score whose similarity with the first music score is higher than a preset threshold is used as the interfering music score.

[0070] It should be noted that, in the embodiment of the present application, any of the above methods can be used to determine the interference music score in any level. Of course, the above second method can also be used to determine the interference music score when the level is relatively high, especially as the level continues to increase, the difficulty can also continue to increase. For example, the preset threshold in the above second method can be increased, so as to select a music score that is more similar to the first music score as the interference music score.

[0071] Through the above method, the learning and memory difficulty of the players can be increased, further increasing the fun of the game.

[0072] It should be noted that the above process can be called a preparation stage, and the preparation stage mainly requires players to memorize multiple scores in advance. The determination of the above multiple scores can be performed by a terminal running a music game application, or by a corresponding server, and this embodiment of the application does not limit this.

[0073] S502, switching from the performance preparation interface to the performance interface, the performance interface includes a first puzzle prompt and a musical instrument area for the target level, the first puzzle prompt is used to prompt the performance according to a first musical score used to convey first information, the first information is specific information in the specific information conveyed by each musical score that matches the first puzzle prompt, and the musical instrument area includes multiple response areas.

[0074] In the embodiment of the present application, there are multiple ways to trigger the terminal to switch from the performance preparation interface to the performance interface. In one possible implementation, when the player completes learning and memorizing the score, a performance start confirmation operation can be performed, and the terminal can switch from the performance preparation interface to the performance interface in response to the performance start confirmation operation. Figure 6 As shown, Figure 6 The performance preparation interface shown in the figure provides a "start performance" button, and the performance start confirmation operation can be that the player clicks the "start performance" button. When the player clicks the "start performance" button, the terminal switches from the performance preparation interface to the performance interface (the performance interface, for example, Figure 7 In addition, a "Close" button is provided in the performance preparation interface. When the player clicks the "Close" button, the player can exit the target level.

[0075] In another possible implementation, the performance preparation interface may include a countdown, and the length of the countdown is the length of time reserved for the player to learn and memorize the music score. When the countdown ends, the terminal automatically switches from the performance preparation interface to the performance interface. For example, if the countdown is 2 minutes, a 2-minute countdown will be performed from the time the player enters the performance preparation interface. The player learns and memorizes the music score during this 2-minute period. When the countdown reaches 0, the terminal automatically switches from the performance preparation interface to the performance interface.

[0076] In this way, the players' sense of urgency in learning and memorizing music scores can be increased, and players can be urged to quickly enter the learning and memorizing state, while the difficulty of the game can be increased and the fun of the game can be improved.

[0077] It is understandable that the first puzzle hint can be presented in the form of dialogue (text) and can be located at any position in the performance interface. The player can think about the first puzzle hint and complete the requirements of the first puzzle hint by playing to successfully pass the level. The first puzzle hint can be randomly determined or can be a preset puzzle hint corresponding to each level. The first puzzle hint can be a scene, so that the player can select a music score suitable for the scene to play, for example Figure 7 As shown, the first puzzle hint is "** found that morale is a little low". In this scenario, the selected music score can be a music score used to convey the message of "boosting morale"; the first puzzle hint can also be a question, so that the player can choose the correct answer (music score) to play according to the question.

[0078] The determination of the first puzzle hint mentioned above may be performed by a terminal running a music game application, or may be performed by a corresponding server, and this embodiment of the present application does not limit this.

[0079] The multiple response areas included in the instrument area may belong to the same instrument, that is, different response areas of the same instrument may emit corresponding timbres; or, the multiple response areas may belong to different instruments, each response area corresponds to one instrument, that is, different instruments may emit corresponding timbres.

[0080] If the multiple response areas include a first response area and a second response area, the musical instrument corresponding to the first response area is a drum, and the musical instrument corresponding to the second response area is a drum, for example Figure 7 As shown in the musical instrument area 701 shown in FIG, the musical instrument area shown in 701 includes two musical instruments, the musical instrument on the left is a pi, and the musical instrument on the right is a drum. Since the ancient books record that "the round one hits the pi, and the square one hits the drum", the response mark used to identify the first response area is a circle, and the response mark used to identify the second response area is a square, for example Figure 6 In this case, Figure 7 In the performance interface shown, a prompt of "round hit drum, square hit drum" can also be displayed. In this way, when the player plays the round in the score, it means that the player needs to hit the corresponding response area of ​​the drum, and when the player plays the square in the score, it means that the player needs to hit the corresponding response area of ​​the drum.

[0081] According to the ancient records of "round ones beat drums, square ones beat drums", the combination of round and square patterns restores the ancient drum culture in music games, allowing players to feel the ancient drum culture and enriching the players' fun experience in the game.

[0082] S503: In response to a triggering operation on a target response area among the multiple response areas, play a sound effect corresponding to the target response area.

[0083] When the player is playing, each time the player performs a trigger operation on the target response area (such as clicking the target response area), the sound effect corresponding to the target response area will be triggered. Among them, the target response area is the response area actually clicked by the player, which is determined by the player based on his own learning and memory. The target response area can be correct or incorrect, which depends on the accuracy of the player's learning and memory.

[0084] In some cases, the performance interface may further include a score area, the score area includes a first score, and the first puzzle hint may also be displayed in the score area. The first score includes a blank segment. If each score is a response identifier sequence composed of multiple response identifiers, and the multiple response identifiers are used to identify different response areas, the blank segment may be a segment of the first score that hides the response identifier. The blank segment may be the entire first score or a portion of the first score. The score area can be referred to in Figure 7 As shown in 702, the sequence composed of circles and squares in 702 can be called the first music score. The first music score is displayed as three columns, and the playing order is from top to bottom and from right to left.

[0085] The rectangular portion filled with black in the first music score is a blank segment, which hides the five response identifiers in the first column from the right, which are four circles and one square, and hides the three response identifiers in the second column, which are circle, square and circle. In this case, if the trigger operation is a trigger operation performed on the first response identifier hidden in the blank segment, the terminal can also display the first response identifier in response to the trigger operation on the target response area in the multiple response areas.

[0086] For example, the first response mark is the first circle in the first column. When the first response mark in the first score is played, the player may perform a trigger operation on the target response area, which is equivalent to playing the first response mark. Then the first response mark (for example Figure 8 As shown in 8021, Figure 8 801 is equivalent to Figure 7 701 and 802 are equivalent to Figure 7 702), the first response indicator is changed from hidden to displayed.

[0087] In some possible implementations, in order to intuitively reflect the player's playing accuracy through the displayed response mark, a first response mark of a target color may be displayed, and the target color is determined according to the playing accuracy score of the first response mark, and the playing accuracy score is determined according to whether the first response mark is consistent with the response mark of the target response area (i.e., whether the performance is correct). In this way, the player can know his or her playing accuracy according to the color of the response mark displayed in the score area.

[0088] In some cases, the first score may also include a display segment, which is a segment of the first score that displays a response identifier, so that the player can perform the correct performance according to the display segment and improve the gaming experience. Since the response identifier of this part has been displayed, when this part is played, in order to intuitively reflect the player's performance accuracy through the displayed response identifier, the response identifier that has been played can be displayed in a color-changing manner. Specifically, if the trigger operation is a trigger operation performed on the second response identifier displayed in the display segment, the terminal can also respond to the trigger operation of the target response area in multiple response areas, and display the second response identifier in a color-changing manner. The color after the color change display is determined according to the performance accuracy score of the second response identifier, and the performance accuracy score is determined according to whether the second response identifier is consistent with the response identifier of the target response area (i.e., whether the performance is correct).

[0089] It is understandable that when performing, it is not only necessary to perform in the correct order of performance, but also to control the timing of the performance, that is, the rhythm of the performance. If the timing of the performance is incorrect, the rhythm of the performance may be inaccurate, and the final sound effect will have a poor sense of rhythm. Therefore, in order to facilitate players to master the rhythm of the performance, especially to provide convenience for players with poor sense of rhythm, the first music score may also have a corresponding rhythm marker. The rhythm marker moves at a preset speed according to the performance order of the first music score. The rhythm marker is used to prompt the timing of performing a trigger operation on the target response area. Among them, the rhythm marker can be displayed in different forms. In one possible implementation, the rhythm marker can be a triangular cursor on the right side of the first music score, for example Figure 7 and Figure 8 When the cursor moves to a response mark, it means that a trigger operation needs to be performed on the response area corresponding to the response mark to complete the performance of the response mark. Then, the rhythm mark moves to the next response mark, and so on.

[0090] Normally, when the triangle cursor points to the center of the response mark, it is the best time to perform a trigger operation on the response area corresponding to the response mark. The more accurate the rhythm is, the farther away from the center, the less accurate the rhythm is. Based on this, the performance accuracy score can be determined based on the performance timing (i.e., the position of the triangle cursor when the trigger operation is performed on the target response area) and whether the response mark to be played is consistent with the response mark of the target response area (i.e., whether the performance is correct). When the triangle cursor points to the center of the response mark, the player just performs a trigger operation on the correct response area to emit the correct sound effect, and the highest performance accuracy score can be triggered. If the player does not perform a trigger operation on the correct response area at the best time (when the triangle cursor points to the center of the response mark), the performance accuracy score obtained will be lower, or there will be no performance accuracy score.

[0091] In a possible implementation, multiple puzzle hints can be displayed for the same target level, and multiple puzzle hints can be displayed simultaneously, or the next puzzle hint can be displayed after the performance of one puzzle hint is completed. Specifically, after the trigger operation is performed for the last response mark in the first score, it indicates that the performance of the first puzzle hint is completed. At this time, the terminal can display a second puzzle hint on the performance interface. The second puzzle hint is used to prompt the performance according to the second score used to transmit the second information. The second information is specific information in the specific information transmitted by each score that matches the second puzzle hint. The second puzzle hint is different from the first puzzle hint.

[0092] The two steps S502-S503 may represent the performance stage, which mainly requires the player to select the correct music score to perform according to the puzzle prompts.

[0093] S504. In response to the performance completion confirmation operation, enter a settlement interface, where the settlement interface is used to display the performance result, which is determined based on the first music score that matches the first puzzle prompt.

[0094] When the player has finished playing, the player can perform a confirmation operation to trigger the terminal to enter the settlement interface, which is used to display the performance results. The performance results are determined based on the first score that matches the first puzzle hint. The settlement interface can be found in Fig. 9 As shown, the confirmation operation can be completed by the player clicking Figure 8 The “Performance Complete” button in the performance interface shown.

[0095] The performance result may include at least one of the score result, performance score and performance grade. The score result may be a complete display of the first score, including displaying the response mark hidden in the blank segment. Of course, in order to intuitively reflect the performance accuracy, the response mark in the first score may be displayed in different colors according to the performance accuracy of the player, that is, the color of the response mark may be different depending on the performance accuracy, for example Fig. 9 As shown in Figure 901.

[0096] The performance score is a comprehensive score obtained by evaluating the performance accuracy during the entire performance process. For example, it can be a weighted average of the performance accuracy scores corresponding to all response identifiers, or other calculation methods, which are not limited in this embodiment of the present application. Fig. 9 As shown, Fig. 9 The performance score shown is 85 points.

[0097] The performance grade can be obtained by dividing the performance score into grades or levels. For example, when it is higher than 80 points, the performance grade is the highest, when it is 70-80 points, the performance grade is the second highest, when it is 60-69 points, the performance grade is the third highest, and when it is less than 60 points, the performance grade is the lowest. The performance grade can be represented by a graphic or by text. Taking the graphic representation as an example, the graphic can be a five-pointed star. In this case, three five-pointed stars (higher than 80 points), two five-pointed stars (70-80 points), one five-pointed star (60-69 points) and 0 five-pointed stars can be set in order from high to low according to the performance grade. Fig. 9 As shown, Fig. 9 The medium performance score is 85 points, which is higher than 80 points, so the performance level can be displayed as three five-pointed stars.

[0098] When the performance score is higher than 60 points, or the performance level is one five-pointed star or above, the player's challenge is successful and can enter the next level or challenge again.

[0099] For example Fig. 9 As shown, the settlement interface also includes an "Exit" button, a "Play Again" button, and a "Continue Game" button. When the player clicks the "Play Again" button, the terminal can return to the performance preparation interface of the target level and challenge again. When the player clicks the "Continue Game" button and the "Exit" button, it means that the terminal can enter the next level based on the performance score. If the performance score is above 85 points or the performance level is above one five-pointed star, the level is successfully passed; if the performance score is below 60 points or the performance level is below one five-pointed star, the level is failed.

[0100] The above process can be called the settlement stage, and the settlement stage is mainly to determine the performance result of the player. The above performance result can be determined by the terminal or by the server, and this application is not limited to this embodiment.

[0101] It can be seen from the above technical solution that when the player enters the target level, the performance preparation interface of the target level can be displayed to the player. The performance preparation interface includes multiple scores and specific information transmitted by each score. Each score is used to indicate the order of playing multiple response areas, so that the player can memorize and learn multiple scores so that when starting to play, the correct score can be selected according to the score learned by memory. Then switch from the performance preparation interface to the performance interface, the performance interface includes the first puzzle prompt and the instrument area of ​​the target level, the first puzzle prompt is used to prompt to play according to the first score used to transmit the first information, the first information is the specific information that matches the first puzzle prompt in the specific information transmitted by each score, and the instrument area includes multiple response areas, so that the player selects the first score that can transmit the first information according to the first puzzle prompt, and performs a trigger operation on multiple response areas according to the first score to achieve performance. When the player performs a trigger operation for the target response area among the multiple response areas, the sound effect corresponding to the target response area is played. When the performance is completed, the player performs a performance completion confirmation operation and enters the settlement interface. The settlement interface is used to display the performance result, and the performance result is determined based on the first score matching the first puzzle prompt. In this solution, players need to memorize and learn the music scores in advance and understand the information conveyed by the music scores. During the performance, players need to complete a complete performance based on the puzzle prompts and rely on memory to convey the correct information. Finally, the performance result is determined based on the first music score that matches the first puzzle prompt. In addition to testing the user's real-time reaction speed and brain-hand coordination, this solution also tests the user's memory ability and the ability to solve problems based on puzzle prompts, enriching the user's fun experience in the game.

[0102] From the above introduction, it can be seen that in some cases, game control in music game applications may not only require the terminal, but also the cooperation of the server, such as the determination of puzzle hints for each level, the determination of multiple scores, the determination of performance results, etc. Next, the game control method provided in the embodiment of the present application will be introduced from the perspective of the server. Fig.10 , the method comprising:

[0103] S1001. Determine a first puzzle hint for a target level, where the first puzzle hint is used to prompt a player to play according to a first music score for conveying first information, and the first information is specific information that matches the first puzzle hint.

[0104] When entering the target level, the server can determine the first puzzle hint of the target level and return the first puzzle hint to the terminal, so that when the terminal enters the performance interface, the first puzzle hint can be displayed on the performance interface.

[0105] The first puzzle hint may be located in a puzzle library, which may be a database independent of the server or a database on the server. There are multiple ways to determine the first puzzle hint. One way is that the server randomly extracts it from the puzzle library. Another way is that a correspondence between the level and the puzzle hint is pre-established. When entering the target level, the first puzzle hint may be determined based on the correspondence. Of course, other ways may also be used. The above two ways are only examples, and the embodiments of the present application do not limit this.

[0106] S1002. Determine multiple music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the multiple music scores include the first music score, and each music score is used to indicate a performance order for multiple response areas.

[0107] The server may determine multiple scores of the target level according to the first puzzle hint, wherein the multiple scores include at least one score that is an answer to the puzzle hint, such as the first score. The multiple scores may be determined from a score library, which may be a database independent of the server or a database on the server.

[0108] In some possible implementations, since the fun of music games lies not only in playing the correct music score, but also in the test of the player's learning and memory ability, and the test of the player's ability to solve puzzles, in order to increase the fun of the game, the multiple music scores may include not only the first music score, but also interference music scores. The interference music scores are used to convey specific information different from the first information, so that the player needs to select the correct music score from the music scores learned and memorized according to the first puzzle prompt, which not only increases the test of the player's learning and memory ability, but also tests the player's ability to solve puzzles, further increasing the fun of the game.

[0109] There are many ways to determine the interference score. One determination method may be to randomly extract at least one score as the interference score from the score used to convey specific information different from the first information. In another possible implementation, if the interference score is very different from the first score, it may be easier for the player to learn and remember. As the player continues to successfully pass levels, the player's ability continues to improve. In order to avoid the player feeling bored and lack of challenge, the player's learning and memory difficulty can be increased, and a score similar to the first score can be selected as the interference score. Specifically, a second score can be obtained, and the second score is used to convey second information. The second information is specific information that matches the second puzzle hint, and the second puzzle hint is different from the first puzzle hint. Then, the second score whose similarity with the first score is higher than a preset threshold is used as the interference score. For details, please refer to Figure 5 The introduction of the method for determining the interference music score in the corresponding embodiment will not be repeated here.

[0110] S1003: In response to a triggering operation on a target response area among the multiple response areas, obtain a response identifier of the target response area.

[0111] S1004: Compare the response identifier of the target response area with the target response identifier in the first music score to obtain a performance result, where the target response identifier is the response identifier in the first music score targeted by the trigger operation.

[0112] When the player starts to play, the player will play according to the current playing progress and the learned and memorized music score. When the player performs a trigger operation on the target response area, the server can obtain the response identifier of the target response area to compare the response identifier of the target response area with the target response identifier in the first music score, so as to determine whether the performance is correct and obtain the performance result. The target response identifier is the response identifier in the first music score targeted by the trigger operation, that is, the response identifier that should be played under the current playing progress.

[0113] Furthermore, the server can also determine the performance result according to the timing of the performance. The specific method of determining the performance result can be found in Figure 5 The introduction of the corresponding embodiments will not be repeated here.

[0114] The performance result includes at least one of the score result, performance score and performance grade of the performance. The server can determine the performance score according to whether the player's performance is correct and the performance timing, and send the performance score to the terminal so that the terminal can display the performance score on the settlement interface when entering the settlement interface; the server can determine the performance grade according to the performance score, and send the performance grade to the terminal so that the terminal can display the performance grade on the settlement interface when entering the settlement interface. The server can also determine whether the challenge is successful according to the performance score, and send the judgment result to the terminal. In fact, the judgment result can be reflected by the performance grade.

[0115] For more information on game control methods, see Fig.11 As shown, it includes the preparation phase, the performance phase and the settlement phase. In the preparation phase, enter the target level (see Fig.11 ), randomly draw a puzzle hint (see Fig.11 ), matching and extracting the music score as the answer to the puzzle hint (see Fig.11 Then, N interference scores are randomly selected (see Fig.11 Then start playing (see S1104 in the figure). Fig.11 In the settlement phase, after the performance is completed, the server obtains the response identifier of the target response area targeted by each player's trigger operation (see Fig.11 The server compares the response identifier of the target response area with the target response identifier to obtain the performance result (see Fig.11 The server returns the performance result to the terminal (see Fig.11 If the performance result indicates that the challenge is successful, the next level is entered (see Fig.11 Otherwise, return to S1101.

[0116] The game control method provided by the embodiment of the present application will be introduced below in combination with an actual application scenario. The application scenario is a music game application, which is an application centered on the cooperative performance of a drum and a cymbal, and the level challenge is completed by transmitting specific information through the performance. Based on this, the multiple music scores involved are multiple drum scores, and the multiple response areas include a first response area corresponding to the drum and a second response area corresponding to the drum.

[0117] In this case, when the player opens the music game application of the terminal, the target level is entered. When the player enters the target level, the terminal can show the performance preparation interface of the target level to the player, and the performance preparation interface can include a drum score 1 that transmits the information of "boosting morale", and a drum score 2 that transmits the information of "switching formation", wherein the drum score 1 is the drum score (equivalent to the aforementioned first score) as the answer to the first puzzle prompt, and the drum score 2 is an interference score. The player learns and memorizes the multiple drum scores, and after completing the learning and memorization, the player can click the "start playing" button in the performance preparation interface, thereby triggering the terminal to enter the performance interface. The performance interface includes a score area and a musical instrument area, and the score area includes the first puzzle prompt and the first score. The first puzzle prompt is "** found that morale is a little low", and the first score includes a display section and a blank section, and the musical instrument area includes a drum and a drum. The player judges that the drum score 1 should be played according to the first puzzle prompt, so the player clicks the drum or drum according to the prompt of the rhythm mark and the performance order reflected by the drum score 1.

[0118] As the performance progresses, the part of the display segment that has been played will change color and be displayed in different colors according to the performance accuracy score; the part of the blank segment that has been played will show a graphic (i.e., a response mark) and change color.

[0119] When the performance is completed, the player can click the "Performance Completed" button in the performance interface to trigger the terminal to enter the settlement interface, which displays the performance results including the score, performance score and performance level to determine whether the challenge is successful. If the challenge is successful, you can enter the next level or challenge again to get a higher performance score; if the challenge fails, you will return to the performance preparation interface.

[0120] It should be noted that, based on the implementation methods provided in the above aspects, this application can also be further combined to provide more implementation methods.

[0121] based on Figure 5 Corresponding to the game control method provided in the embodiment, the embodiment of the present application also provides a game control device 1200. Fig.12 , the game control device 1200 includes a display unit 1201, a switching unit 1202, a playing unit 1203 and an entering unit 1204:

[0122] The display unit 1201 is used to display a performance preparation interface of the target level, wherein the performance preparation interface includes multiple scores and specific information conveyed by each score, wherein each score is used to indicate a performance order for multiple response areas;

[0123] The switching unit 1202 is used to switch from the performance preparation interface to the performance interface, the performance interface includes a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt is used to prompt to perform according to a first musical score used to transmit first information, the first information is specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area includes the multiple response areas;

[0124] The playing unit 1203 is configured to play a sound effect corresponding to a target response area in the plurality of response areas in response to a triggering operation on the target response area;

[0125] The entry unit 1204 is used to enter a settlement interface in response to a performance completion confirmation operation, wherein the settlement interface is used to display a performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

[0126] In a possible implementation, the performance interface further includes a score area, the score area includes the first score, the first score includes a blank segment, if each score is a response identifier sequence consisting of multiple response identifiers, the multiple response identifiers are used to identify different response areas, the blank segment is a segment of the first score in which the response identifier is hidden, and if the trigger operation is a trigger operation performed on the first response identifier hidden in the blank segment, the display unit 1201 is further used to:

[0127] In response to a triggering operation on a target response area among the multiple response areas, the first response indicator is displayed.

[0128] In a possible implementation, the display unit 1201 is specifically used for:

[0129] The first response mark displays a target color, wherein the target color is determined according to a performance accuracy score of the first response mark, and the performance accuracy score is determined according to whether the first response mark is consistent with a response mark of the target response area.

[0130] In a possible implementation, the first music score further includes a display segment, where the display segment is a segment in the first music score that displays a response identifier. If the trigger operation is a trigger operation performed on a second response identifier displayed in the display segment, the display unit 1201 is further configured to:

[0131] In response to a triggering operation on a target response area among the multiple response areas, the second response identifier is displayed in a color change, and the color after the color change is determined based on a performance accuracy score of the second response identifier, and the performance accuracy score is determined based on whether the second response identifier is consistent with the response identifier of the target response area.

[0132] In a possible implementation, the first music score further has a corresponding rhythm identifier, and the rhythm identifier moves at a preset speed according to the performance order of the first music score, and the rhythm identifier is used to prompt the timing of performing the trigger operation on the target response area.

[0133] In a possible implementation, the multiple response areas belong to the same musical instrument;

[0134] Alternatively, the multiple response areas belong to different musical instruments, and each response area corresponds to a musical instrument.

[0135] In a possible implementation, the plurality of response areas include a first response area and a second response area, the musical instrument corresponding to the first response area is a pi, and the musical instrument corresponding to the second response area is a drum;

[0136] The response mark used to identify the first response area is a circle, and the response mark used to identify the second response area is a square.

[0137] In a possible implementation, the display unit 1201 is further used for:

[0138] After performing a trigger operation on the last response identifier in the first music score, a second puzzle hint is displayed on the performance interface, the second puzzle hint is used to prompt performance according to the second music score used to convey second information, the second information is specific information in the specific information conveyed by each music score that matches the second puzzle hint, and the second puzzle hint is different from the first puzzle hint.

[0139] In a possible implementation, the performance result includes at least one of a musical score result of the performance, a performance score, and a performance grade.

[0140] In a possible implementation, the switching unit 1202 is specifically configured to:

[0141] In response to a performance start confirmation operation, switching is performed from the performance preparation interface to the performance interface.

[0142] In a possible implementation, the performance preparation interface includes a countdown, and the switching unit 1202 is specifically configured to:

[0143] When the countdown ends, the performance preparation interface is switched to the performance interface.

[0144] based on Fig.10 Corresponding to the game control method provided in the embodiment, the embodiment of the present application also provides a game control device 1300. Fig.13 , the game control device 1300 includes a determination unit 1301, an acquisition unit 1302 and a comparison unit 1303:

[0145] The determining unit 1301 is used to determine a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a player to play the first music score for transmitting first information, and the first information is specific information matching the first puzzle hint;

[0146] The determining unit 1301 is further used to determine a plurality of music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the plurality of music scores include the first music score, and each music score is used to indicate a performance order of a plurality of response areas;

[0147] The acquisition unit 1302 is configured to acquire a response identifier of a target response area in response to a trigger operation on a target response area among multiple response areas;

[0148] The comparing unit 1303 is used to compare the response identifier of the target response area with the target response identifier in the first music score to obtain a performance result, wherein the target response identifier is the response identifier in the first music score targeted by the trigger operation.

[0149] In a possible implementation manner, the multiple music scores also include interference music scores, and the interference music scores are used to convey specific information different from the first information.

[0150] In a possible implementation manner, the determining unit 1301 is specifically configured to:

[0151] Acquire a second musical score, where the second musical score is used to convey second information, where the second information is specific information matching a second puzzle hint, and the second puzzle hint is different from the first puzzle hint;

[0152] A second music score whose similarity to the first music score is higher than a preset threshold is used as the interference music score.

[0153] In a possible implementation, the performance result includes at least one of a musical score result of the performance, a performance score, and a performance grade.

[0154] It can be seen from the above technical solution that when the player enters the target level, the performance preparation interface of the target level can be displayed to the player. The performance preparation interface includes multiple scores and specific information transmitted by each score. Each score is used to indicate the order of playing multiple response areas, so that the player can memorize and learn multiple scores so that when starting to play, the correct score can be selected according to the score learned by memory. Then switch from the performance preparation interface to the performance interface, the performance interface includes the first puzzle prompt and the instrument area of ​​the target level, the first puzzle prompt is used to prompt to play according to the first score used to transmit the first information, the first information is the specific information that matches the first puzzle prompt in the specific information transmitted by each score, and the instrument area includes multiple response areas, so that the player selects the first score that can transmit the first information according to the first puzzle prompt, and performs a trigger operation on multiple response areas according to the first score to achieve performance. When the player performs a trigger operation for the target response area among the multiple response areas, the sound effect corresponding to the target response area is played. When the performance is completed, the player performs a performance completion confirmation operation and enters the settlement interface. The settlement interface is used to display the performance result, and the performance result is determined based on the first score matching the first puzzle prompt. In this solution, players need to memorize and learn the music scores in advance and understand the information conveyed by the music scores. During the performance, players need to complete a complete performance based on the puzzle prompts and rely on memory to convey the correct information. Finally, the performance result is determined based on the first music score that matches the first puzzle prompt. In addition to testing the user's real-time reaction speed and brain-hand coordination, this solution also tests the user's memory ability and the ability to solve problems based on puzzle prompts, enriching the user's fun experience in the game.

[0155] The embodiment of the present application further provides an electronic device for game control, which may be a terminal. For example, the terminal is a smart phone:

[0156] Fig.14 The block diagram shows a partial structure of a smart phone provided in an embodiment of the present application. Fig.14 The smartphone includes: a radio frequency (RF) circuit 1410, a memory 1420, an input unit 1430, a display unit 1440, a sensor 1450, an audio circuit 1460, a wireless fidelity (WiFi) module 1470, a processor 1480, and a power supply 1490. The input unit 1430 may include a touch panel 1431 and other input devices 1432, the display unit 1440 may include a display panel 1441, and the audio circuit 1460 may include a speaker 1461 and a microphone 1462. It is understood that Fig.14The structure of the smartphone shown in the figure does not constitute a limitation of the smartphone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0157] The memory 1420 can be used to store software programs and modules. The processor 1480 executes various functional applications and data processing of the smartphone by running the software programs and modules stored in the memory 1420. The memory 1420 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area may store data created according to the use of the smartphone (such as audio data, a phone book, etc.), etc. In addition, the memory 1420 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0158] The processor 1480 is the control center of the smartphone, which uses various interfaces and lines to connect various parts of the entire smartphone, and executes various functions of the smartphone and processes data by running or executing software programs and / or modules stored in the memory 1420, and calling data stored in the memory 1420. Optionally, the processor 1480 may include one or more processing units; preferably, the processor 1480 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 1480.

[0159] In this embodiment, the processor 1480 in the smartphone may perform the following steps:

[0160] Displaying a performance preparation interface of a target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, wherein each musical score is used to indicate a performance order for a plurality of response areas;

[0161] Switching from the performance preparation interface to the performance interface, the performance interface including a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt being used to prompt a performance according to a first musical score for transmitting first information, the first information being specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area including the multiple response areas;

[0162] In response to a triggering operation on a target response area among the multiple response areas, playing a sound effect corresponding to the target response area;

[0163] In response to the performance completion confirmation operation, a settlement interface is entered, and the settlement interface is used to display the performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

[0164] The present application also provides a server. Fig.15 As shown, Fig.15 The structural diagram of the server 1500 provided in the embodiment of the present application, the server 1500 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPU) 1522 (for example, one or more processors) and a memory 1532, and one or more storage media 1530 (for example, one or more mass storage devices) storing application programs 1542 or data 1544. Among them, the memory 1532 and the storage medium 1530 can be short-term storage or permanent storage. The program stored in the storage medium 1530 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations in the server. Furthermore, the central processing unit 1522 can be configured to communicate with the storage medium 1530 and execute a series of instruction operations in the storage medium 1530 on the server 1500.

[0165] The server 1500 may also include one or more power supplies 1526, one or more wired or wireless network interfaces 1550, one or more input and output interfaces 1558, and / or one or more operating systems 1541, such as Windows Server 2003 or Windows Server 2008. TM , Mac OS X TM , Unix TM ,Linux TM , FreeBSD TM etc.

[0166] In this embodiment, the CPU 1522 in the server 1500 may perform the following steps:

[0167] Determining a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a player to play according to a first musical score used to convey first information, wherein the first information is specific information matching the first puzzle hint;

[0168] Determine multiple music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the multiple music scores include the first music score, and each music score is used to indicate the order of playing multiple response areas;

[0169] In response to a triggering operation on a target response area among the multiple response areas, acquiring a response identifier of the target response area;

[0170] The response identifier of the target response area is compared with the target response identifier in the first music score to obtain a performance result, wherein the target response identifier is the response identifier in the first music score targeted by the trigger operation.

[0171] According to one aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium is used to store program codes, and the program codes are used to execute the game control methods described in the above-mentioned embodiments.

[0172] According to one aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method provided in various optional implementations of the above embodiments.

[0173] The descriptions of the processes or structures corresponding to the above-mentioned figures have different emphases. For parts that are not described in detail in a certain process or structure, please refer to the relevant descriptions of other processes or structures.

[0174] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein, for example. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0175] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0176] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0177] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0178] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), disk or optical disk and other media that can store program codes.

[0179] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, ordinary technical members in the art should understand that they can still modify the technical solutions recorded in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A game control method, characterized in that: The method comprises: Displaying a performance preparation interface of a target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, wherein each musical score is used to indicate a performance order for a plurality of response areas; Switching from the performance preparation interface to the performance interface, the performance interface including a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt being used to prompt a performance according to a first musical score for transmitting first information, the first information being specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area including the multiple response areas; In response to a triggering operation on a target response area among the multiple response areas, playing a sound effect corresponding to the target response area; In response to the performance completion confirmation operation, a settlement interface is entered, and the settlement interface is used to display the performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

2. The method according to claim 1, characterized in that The performance interface further includes a score area, the score area includes the first score, the first score includes a blank segment, if each score is a response identifier sequence consisting of a plurality of response identifiers, the plurality of response identifiers are used to identify different response areas, the blank segment is a segment of the first score in which the response identifier is hidden, if the trigger operation is a trigger operation performed on the first response identifier hidden in the blank segment, the method further includes: In response to a triggering operation on a target response area among the multiple response areas, the first response indicator is displayed.

3. The method according to claim 2, characterized in that The displaying the first response identifier includes: The first response mark displays a target color, wherein the target color is determined according to a performance accuracy score of the first response mark, and the performance accuracy score is determined according to whether the first response mark is consistent with a response mark of the target response area.

4. The method according to claim 2, characterized in that: The first music score further includes a display segment, which is a segment of the first music score displaying a response identifier. If the trigger operation is a trigger operation performed on a second response identifier displayed in the display segment, the method further includes: In response to a triggering operation on a target response area among the multiple response areas, the second response identifier is displayed in a color change, and the color after the color change is determined based on a performance accuracy score of the second response identifier, and the performance accuracy score is determined based on whether the second response identifier is consistent with the response identifier of the target response area.

5. The method according to any one of claims 2 to 4, characterized in that: The first music score also has a corresponding rhythm mark, and the rhythm mark moves at a preset speed according to the performance order of the first music score. The rhythm mark is used to prompt the timing of performing the trigger operation on the target response area.

6. The method according to any one of claims 2 to 4, characterized in that: The multiple response areas belong to the same musical instrument; Alternatively, the multiple response areas belong to different musical instruments, and each response area corresponds to a musical instrument.

7. The method according to claim 6, characterized in that The plurality of response areas include a first response area and a second response area, the first response area corresponds to a musical instrument of a pi, and the second response area corresponds to a musical instrument of a drum; The response mark used to identify the first response area is a circle, and the response mark used to identify the second response area is a square.

8. The method according to any one of claims 2 to 4, characterized in that: The method further comprises: After performing a trigger operation on the last response identifier in the first music score, a second puzzle hint is displayed on the performance interface, the second puzzle hint is used to prompt performance according to the second music score used to convey second information, the second information is specific information in the specific information conveyed by each music score that matches the second puzzle hint, and the second puzzle hint is different from the first puzzle hint.

9. The method according to any one of claims 1 to 4, characterized in that: The performance result includes at least one of a performance score result, a performance score and a performance grade.

10. The method according to any one of claims 1 to 4, characterized in that: The switching from the performance preparation interface to the performance interface includes: In response to a performance start confirmation operation, switching is performed from the performance preparation interface to the performance interface.

11. The method according to any one of claims 1 to 4, characterized in that: The performance preparation interface includes a countdown, and the switching from the performance preparation interface to the performance interface includes: When the countdown ends, the performance preparation interface is switched to the performance interface.

12. A game control method, characterized in that: The method comprises: Determining a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a player to play according to a first musical score used to convey first information, wherein the first information is specific information matching the first puzzle hint; Determine multiple music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the multiple music scores include the first music score, and each music score is used to indicate the order of playing multiple response areas; In response to a triggering operation on a target response area among the multiple response areas, acquiring a response identifier of the target response area; The response identifier of the target response area is compared with the target response identifier in the first music score to obtain a performance result, wherein the target response identifier is the response identifier in the first music score targeted by the trigger operation.

13. The method according to claim 12, characterized in that The multiple music scores also include interference music scores, and the interference music scores are used to convey specific information different from the first information.

14. The method according to claim 13, characterized in that The interference score is determined as follows: Acquire a second musical score, where the second musical score is used to convey second information, where the second information is specific information matching a second puzzle hint, and the second puzzle hint is different from the first puzzle hint; A second music score whose similarity to the first music score is higher than a preset threshold is used as the interference music score.

15. The method according to any one of claims 12 to 14, characterized in that: The performance result includes at least one of a performance score result, a performance score and a performance grade.

16. A game control device, characterized in that: The device comprises a display unit, a switching unit, a playback unit and an entry unit: The display unit is used to display a performance preparation interface of the target level, wherein the performance preparation interface includes a plurality of musical scores and specific information conveyed by each musical score, wherein each musical score is used to indicate a performance order for a plurality of response areas; The switching unit is used to switch from the performance preparation interface to the performance interface, the performance interface includes a first puzzle prompt and a musical instrument area of ​​the target level, the first puzzle prompt is used to prompt to perform according to a first musical score used to transmit first information, the first information is specific information in the specific information transmitted by each musical score that matches the first puzzle prompt, and the musical instrument area includes the multiple response areas; The playing unit is configured to play a sound effect corresponding to a target response area among the multiple response areas in response to a triggering operation on the target response area; The entry unit is used to enter a settlement interface in response to a performance completion confirmation operation, wherein the settlement interface is used to display a performance result, and the performance result is determined based on the first music score that matches the first puzzle prompt.

17. A game control device, characterized in that: The device comprises a determination unit, an acquisition unit and a comparison unit: The determining unit is used to determine a first puzzle hint of a target level, wherein the first puzzle hint is used to prompt a performance according to a first music score used to convey first information, and the first information is specific information matching the first puzzle hint; The determining unit is further used to determine a plurality of music scores of the target level according to the first puzzle prompt, each music score is used to convey specific information, the plurality of music scores include the first music score, and each music score is used to indicate a performance order of a plurality of response areas; The acquisition unit is configured to acquire a response identifier of a target response area in response to a trigger operation on the target response area among the multiple response areas; The comparison unit is used to compare the response identifier of the target response area with the target response identifier in the first music score to obtain a performance result, and the target response identifier is the response identifier in the first music score targeted by the trigger operation.

18. An electronic device for game control, characterized in that: The electronic device comprises a processor and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is configured to execute the method according to any one of claims 1-11 or 12-15 according to the instructions in the program code.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store program code, and the program code is used to execute the method according to any one of claims 1-11 or 12-15.

20. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method described in any one of claims 1 to 11 or 12 to 15 is implemented.

Citation Information

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