A game triggering control method and device, electronic equipment and medium

By configuring labels for trigger events in the game engine and using group triggers for unified processing, the development difficulty and code complexity caused by trigger overlap are solved, thus simplifying the processing and improving efficiency.

CN114984581BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-06-21
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In game engines, overlapping trigger action areas increase development difficulty, code complexity, and maintainability. Existing solutions increase the difficulty of system development and code non-reusability.

Method used

Configure corresponding tags for trigger events in the game, determine and control the target trigger to execute the corresponding event by updating the tag count information of the game object, and use group triggers to uniformly handle overlapping logic, simplifying the processing of each trigger system.

Benefits of technology

It simplifies the process of handling overlapping triggers, improves development efficiency, reduces development difficulty, and enhances system stability, code simplicity, and maintainability.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a game trigger control method, device, electronic device, and medium. The method includes: updating the tag count information of the game object when a game object meets a preset trigger condition; determining a target trigger event to be executed and a target trigger to execute the target trigger event based on the tag count information; and controlling the target trigger to execute the target trigger event. According to this invention, configuring corresponding tags for each trigger event in the game and changing the execution of trigger events to be controlled by tag counts simplifies the handling process when various trigger systems overlap, eliminating the need for developers of each system to handle these issues individually, thus improving development efficiency.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and in particular to a game triggering control method, a game triggering control device, an electronic device, and a computer-readable storage medium. Background Technology

[0002] Triggers are present in many game engines and tools, used to trigger events. For ease of calculation, triggers are typically simple geometric shapes, such as spheres, cylinders, and convex polyhedra. They are widely used in games, for example, to detect whether an enemy has entered a monster's attack range; and to trigger mechanisms and traps.

[0003] In certain situations, the effective range of triggers may overlap. One solution to deal with this overlap is for developers to manually record the entry and exit states of the triggers before processing them. However, this solution increases the development difficulty of each system, increases the complexity of the code, and makes the code more difficult to maintain. Summary of the Invention

[0004] In view of the above problems, embodiments of the present invention are proposed to provide a game trigger control method and a corresponding game trigger control device, an electronic device, and a computer-readable storage medium to overcome or at least partially solve the above problems.

[0005] This invention discloses a game trigger control method, wherein each trigger event of the game has a corresponding label, and the method includes:

[0006] When a game object meets the preset triggering condition of the trigger, update the tag count information of the game object;

[0007] Based on the tag count information, determine the target trigger event to be triggered and the target trigger event to be executed;

[0008] Control the target trigger to execute the target trigger event.

[0009] Optionally, determining the target trigger event to be triggered and the target trigger event to be executed based on the tag count information includes:

[0010] The target trigger event to be triggered is determined based on the tag count information, and the group trigger with the target tag corresponding to the target trigger event as the basic unit is determined as the target trigger.

[0011] Optionally, determining the target trigger event to be executed based on the tag count information includes:

[0012] If the count value corresponding to the tag count information is greater than the preset count threshold, then it is determined that the event of entering the trigger will be executed.

[0013] If the count value corresponding to the tag count information is not greater than the preset count threshold, then it is determined that the event of triggering the exit trigger will be executed.

[0014] Optionally, updating the tag count information of the game object includes:

[0015] Determine the trigger event information contained in the trigger, and update the tag count information according to the trigger event information.

[0016] Optionally, updating the tag count information based on the trigger event information includes:

[0017] Determine the adjustment tag corresponding to the trigger event information, and increase or decrease the tag count information corresponding to the adjustment tag by a preset value.

[0018] Optionally, the group trigger is encapsulated for unified processing of trigger events occurring in various triggering systems of the game; the triggering system includes at least one of the sound effects system, item interaction system, and monster territory system.

[0019] Optionally, the game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. When the game object meets the preset trigger conditions, updating the tag count information of the game object includes:

[0020] When the game object meets the preset triggering condition, the trigger list is refreshed to update the trigger identifier, trigger event label, and count value corresponding to the trigger event label in the trigger list.

[0021] This invention also discloses a game trigger control device, wherein each trigger event of the game has a corresponding label, and the device includes:

[0022] The update module is used to update the tag count information of the game object when the game object meets the preset triggering conditions of the trigger;

[0023] The determination module is used to determine the target trigger event to be triggered and the target trigger event to be executed based on the tag count information;

[0024] The control module is used to control the target trigger to execute the target trigger event.

[0025] Optionally, the determining module includes:

[0026] The determination submodule is used to determine the target trigger event to be executed based on the tag count information, and to determine the group trigger with the target tag corresponding to the target trigger event as the basic unit as the target trigger.

[0027] Optionally, the determining submodule includes:

[0028] The first determining unit is used to determine that if the count value corresponding to the tag count information is greater than a preset count threshold, the event of triggering the execution of the trigger will be executed.

[0029] The second determining unit is used to determine the event of triggering the execution of the exit trigger if the count value corresponding to the tag count information is not greater than the preset count threshold.

[0030] Optionally, the update module includes:

[0031] The update submodule is used to determine the trigger event information contained in the trigger and update the tag count information according to the trigger event information.

[0032] Optionally, the update submodule includes:

[0033] The increment and decrement unit is used to determine the adjustment tag corresponding to the trigger event information, and to increment or decrement the tag count information corresponding to the adjustment tag by a preset value.

[0034] Optionally, the group trigger is encapsulated for unified processing of trigger events occurring in various triggering systems of the game; the triggering system includes at least one of the sound effects system, item interaction system, and monster territory system.

[0035] Optionally, the game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. The update module includes:

[0036] The refresh submodule is used to refresh the trigger list when the game object meets the preset trigger conditions, so as to update the trigger identifier, trigger event label and the count value corresponding to the trigger event label in the trigger list.

[0037] This invention also discloses an electronic device, including: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the steps of the game trigger control method described above.

[0038] This invention also discloses a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the steps of the game trigger control method described above.

[0039] The embodiments of the present invention have the following advantages:

[0040] In this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined according to the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency. Attached Figure Description

[0041] Figure 1 This is a diagram illustrating a game object passing through a sound effect area.

[0042] Figure 2 This is a schematic diagram of the model for handling overlaps between various systems in the game;

[0043] Figure 3 This is a flowchart of the steps of a game triggering control method provided in an embodiment of the present invention;

[0044] Figure 4 This is a flowchart of another game trigger control method provided by an embodiment of the present invention;

[0045] Figure 5 This is a schematic diagram of a model for handling overlap using group triggers according to an embodiment of the present invention;

[0046] Figure 6 This is a structural block diagram of a game trigger control device provided in an embodiment of the present invention;

[0047] Figure 7 This is a structural block diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0048] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art are within the scope of protection of the present invention.

[0049] The sound effect zone is an application of triggers; it starts playing a specified sound effect when a player enters and stops playing when they leave. (See reference...) Figure 1 The diagram illustrates a game object traversing a sound effect area. It includes sound effect area A and sound effect area B, where the same sound effect is triggered in both areas, and there is some overlap between them. When the player moves along the dotted line, they first enter sound effect area B, then enter sound effect area A, then leave sound effect area B, and finally leave sound effect area A. If a traditional trigger is used, the sound effect will stop playing after leaving sound effect area B, resulting in an error because the player has not yet left sound effect area A.

[0050] To avoid the aforementioned problems, one solution is for the sound effects developers to manually record the entry and exit states of the triggers, and then process the audio based on these records. Figure 1 For example, after entering B, the sound effect count increases by 1 and playback begins; after entering A, the sound effect count becomes 2, and the playback status remains unchanged; after leaving B, the sound effect count decreases by 1, and the playback status remains unchanged; after leaving A, the sound effect count returns to 0, and playback stops.

[0051] However, traditional triggers do not support the above solutions. All systems needing to handle overlapping issues must process them individually, resulting in non-reusable code and low development efficiency. (See reference...) Figure 2 The diagram illustrates how various systems in the game handle overlap. System A and System B each handle overlap independently, and the code for handling overlap in System A and System B is not reusable. Here, "system" refers to a system that uses Triggers, and systems can include sound effects systems, item interaction systems, monster territory systems, etc.

[0052] Therefore, adopting the above solutions would increase the development difficulty of each system, increase code complexity, and make the code more difficult to maintain. Furthermore, because this part of the processing is developed independently, its stability cannot be guaranteed.

[0053] One of the core concepts of this invention is that each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when there is overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0054] Reference Figure 3 This diagram illustrates a flowchart of a game trigger control method according to an embodiment of the present invention. This flowchart can be executed in a game server or in a game client. Each trigger event in the game has a corresponding label, and the specific steps may include the following:

[0055] Step 301: When the game object meets the preset triggering condition of the trigger, update the tag count information of the game object.

[0056] The game world contains various types of game objects (Entities), such as players and monsters. A trigger in a game can refer to a spatial geometry. When an Entity enters or leaves a trigger, a corresponding event is triggered (causing the Entity to respond). This event is called a trigger event. In short, if a game object performs an operation that satisfies the trigger's pre-defined triggering conditions, a trigger event will occur.

[0057] In this embodiment of the invention, corresponding tags can be configured for each trigger event in the game. In one example, trigger events may include events that trigger the playback of sound effects, events that trigger attacks from game objects, events that trigger the display of interactive interfaces, etc. For example, when a player enters a monster's territory, the monster will attack; when a player approaches an interactive object, the UI of the interactive object is displayed, and when the player moves away, it is hidden; approaching a campfire makes one warm; approaching a landmine detonates; approaching an ammunition box provides supplies, etc. Exemplarily, the event that triggers the playback of sound effect A can be labeled as tag 1, the event that triggers the playback of sound effect B can be labeled as tag 2, and the event that triggers a monster C to attack can be labeled as tag 3. Through configuration, the same trigger event can have a unique corresponding tag, and different trigger events can have different tags.

[0058] If a game object meets the trigger's preset triggering conditions, such as the game object entering the trigger's effective area (the area where the trigger event occurs), the tag count information carried by the game object can be updated. The tag count information is used to count the tags carried by the game object. For example, if the tag count of a certain tag is currently 0, when the game object enters the trigger's effective area, the tag count can be increased to 1.

[0059] In this embodiment of the invention, the entity responsible for executing each step of a game trigger control method can be a game server or a game client. The game client can be various terminal devices such as computers, mobile phones, tablets, game consoles, and PDAs; this embodiment does not limit the specific type of terminal device. Furthermore, the correspondence between trigger events and tags can be stored in the game server or in the game client; this embodiment does not specifically limit this.

[0060] Step 302: Determine the target trigger event to be triggered and the target trigger to execute the target trigger event based on the tag count information.

[0061] In this embodiment of the invention, the target trigger event to be executed can be determined based on the updated tag count information, as well as the target trigger to execute the target trigger event. In one example, the target trigger can be a group trigger. Since each trigger event corresponds to a unique tag, and each trigger can trigger multiple trigger events, meaning each trigger can have multiple tags, in this invention, triggers belonging to the same tag can be grouped together, forming a group trigger. It can be understood that the number of group triggers corresponds to the number of tags. In a group trigger, the execution of the trigger event is no longer controlled by a single trigger, but rather by all triggers under a tag.

[0062] Therefore, when the preset triggering conditions of a single trigger are met and the target trigger event is triggered, the execution object of the target trigger event can be a group trigger, rather than the single trigger.

[0063] Step 303: Control the target trigger to execute the target trigger event.

[0064] Once the target trigger event to be triggered and the target trigger to execute that target trigger event are determined, the target trigger can be controlled to execute that target trigger event.

[0065] In summary, in this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0066] Reference Figure 4 This diagram illustrates a flowchart of another game trigger control method provided by an embodiment of the present invention. This flowchart can be executed in a game server or in a game client. Each trigger event in the game has a corresponding label, and the specific steps may include the following:

[0067] Step 401: When the game object meets the preset triggering condition of the trigger, update the tag count information of the game object.

[0068] In this embodiment of the invention, the entity responsible for executing each step of a game triggering control method can be a game server or a game client. The game client can be various terminal devices such as computers, mobile phones, tablets, game consoles, and PDAs; this application embodiment does not limit the specific type of terminal device.

[0069] When a game object meets the pre-defined triggering conditions, a trigger event can be triggered. In this embodiment of the invention, a corresponding label can be configured for each trigger event in the game. Through configuration, each trigger event can have a unique corresponding label. The correspondence between trigger events and labels can be stored in the game server or the game client.

[0070] If a game object meets the preset triggering conditions of the trigger, such as when the game object enters the trigger's effective area (the area where the trigger event occurs) or leaves the trigger's effective area, the tag count information carried by the game object can be updated.

[0071] For step 401, the following steps can be performed:

[0072] Sub-step S11: Determine the trigger event information contained in the trigger, and update the tag count information according to the trigger event information.

[0073] In this embodiment of the invention, the tag count information of the game object may be updated based on the trigger event information contained in the trigger.

[0074] For sub-step S11, the following steps can be performed:

[0075] Determine the adjustment tag corresponding to the trigger event information, and increase or decrease the tag count information corresponding to the adjustment tag by a preset value.

[0076] In this embodiment of the invention, an adjustment tag corresponding to the trigger event information can be determined, and then a preset value can be added to or subtracted from the tag count information corresponding to the adjustment tag.

[0077] For example, when an Entity enters a Trigger, the count of all tags under that Entity is incremented by 1. If the previous count of a tag was 0, the event of the Entity entering the tag is triggered. When an Entity leaves a Trigger, the count of all tags under that Entity is decremented by 1. If the tag count is reduced to 0, the event of the Entity leaving the tag is triggered.

[0078] Step 402: Determine the target trigger event to be executed based on the tag count information, and determine the group trigger with the target tag corresponding to the target trigger event as the basic unit as the target trigger.

[0079] Since each trigger event corresponds to a unique label, and each trigger can trigger multiple trigger events (meaning each trigger can have multiple labels), in this invention, triggers belonging to the same label can be grouped together, forming a group trigger. In a group trigger, the execution of trigger events is no longer controlled by a single trigger, but rather by all triggers under a label. A group trigger can be a higher-level encapsulation of a trigger.

[0080] In this embodiment of the invention, the target trigger event to be executed can be determined based on the updated tag count information, and the group triggers with the target tag corresponding to the target trigger event as the basic unit are determined as the target triggers for executing the target trigger event. That is, based on the correspondence between trigger events and tags, the target tag corresponding to the target trigger event is determined, and then the group triggers composed of the target tag as the basic unit are determined, and the group triggers are used as the target triggers.

[0081] Group triggers are encapsulated into a unified system for handling trigger events occurring across various triggering systems within the game. These triggering systems include at least one or more of the following: sound effects system, item interaction system, and monster territory system. (See reference...) Figure 5The diagram shown is a schematic of a model for handling overlap using group triggers in an embodiment of the present invention. The logic for handling overlap is uniformly encapsulated in the group trigger, which can be called by various triggering systems in the game.

[0082] For step 402, the following steps can be performed:

[0083] Sub-step S21: If the count value corresponding to the tag count information is greater than the preset count threshold, then determine to trigger the execution of the trigger event.

[0084] In sub-step S22, if the count value corresponding to the tag count information is not greater than the preset count threshold, then it is determined to trigger the event of executing the exit trigger.

[0085] If the count value corresponding to the tag count information is greater than a preset count threshold, it can be determined that an event to enter the trigger is being triggered; if the count value corresponding to the tag count information is not greater than the preset count threshold, it can be determined that an event to leave the trigger is being triggered. For example, with Figure 1 For example, since sound effect areas A and B are both designated to trigger the playback of the same sound effect, both sound effect areas A and B can have a label "[Sound Effect 1]". Assuming the set counting threshold is 0, when the player enters sound effect area B, the count of the player's "[Sound Effect 1]" label increases to 1, which is greater than 0, and the sound effect starts playing. When the player enters the overlapping area of ​​A and B, the count of the player's "[Sound Effect 1]" label increases to 2, which is still greater than 0, and the sound effect continues to play. When the player leaves sound effect area B, the count of the player's "[Sound Effect 1]" label decreases to 1, which is still greater than 0, and the sound effect continues to play. When the player leaves sound effect area A, the count of the player's "[Sound Effect 1]" label decreases to 0, which is not greater than 0, and the sound effect stops playing. Using the solution of this invention, the playback of the sound effect is changed to be controlled by labels, so that the sound effect can be played and stopped correctly as the player moves along the dotted line.

[0086] Step 403: Control the target trigger to execute the target trigger event.

[0087] Once the target trigger event to be triggered and the target trigger to execute that target trigger event are determined, the target trigger can be controlled to execute that target trigger event.

[0088] This invention proposes a novel trigger—Group-Trigger—that can easily handle overlapping triggers. Group-Trigger centrally processes overlapping parts across various triggering systems, freeing developers of other systems from individual handling and improving development efficiency. Developers of each system can focus on their own functionality, reducing development complexity and improving system stability, code simplicity, consistency, and maintainability. The above process is a higher-level encapsulation of the trigger. To further improve efficiency, the trigger and Group-Trigger can be merged, with the related logic implemented at a lower level.

[0089] In an optional embodiment of the present invention, the game object has a trigger list, which records trigger identifiers, trigger event labels, and count values ​​corresponding to the trigger event labels. For step 401, the following steps can be performed:

[0090] Sub-step S31: When the game object meets the preset triggering condition, refresh the trigger list to update the trigger identifier, trigger event label, and count value corresponding to the trigger event label in the trigger list.

[0091] Each trigger has a unique ID for identification. Each game object maintains a trigger list representing all the triggers currently in which the game object resides. The trigger list is refreshed periodically and compared with the previous list. Newly added trigger IDs trigger an entry event, and removed trigger IDs trigger an exit event.

[0092] After merging, a new mapping can be added to the trigger list. The key is the trigger event tag, and the value is the tag's count. Increasing the count to 1 triggers the tag's entry event, and decreasing it to 0 triggers the tag's exit event. When refreshing the trigger list, the trigger's entry and exit events are no longer triggered; instead, the count of the corresponding tag is directly incremented or decremented.

[0093] In summary, in this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0094] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.

[0095] Reference Figure 6 The diagram illustrates a structural block diagram of a game trigger control device according to an embodiment of the present invention. Each trigger event of the game has a corresponding label, and may specifically include the following modules:

[0096] The update module 601 is used to update the tag count information of the game object when the game object meets the preset triggering conditions of the trigger;

[0097] The determining module 602 is used to determine the target trigger event to be triggered and the target trigger event to be executed based on the tag counting information;

[0098] The control module 603 is used to control the target trigger to execute the target trigger event.

[0099] In this embodiment of the invention, the determining module includes:

[0100] The determination submodule is used to determine the target trigger event to be executed based on the tag count information, and to determine the group trigger with the target tag corresponding to the target trigger event as the basic unit as the target trigger.

[0101] In this embodiment of the invention, the determining submodule includes:

[0102] The first determining unit is used to determine that if the count value corresponding to the tag count information is greater than a preset count threshold, the event of triggering the execution of the trigger will be executed.

[0103] The second determining unit is used to determine the event of triggering the execution of the exit trigger if the count value corresponding to the tag count information is not greater than the preset count threshold.

[0104] In this embodiment of the invention, the update module includes:

[0105] The update submodule is used to determine the trigger event information contained in the trigger and update the tag count information according to the trigger event information.

[0106] In this embodiment of the invention, the update submodule includes:

[0107] The increment and decrement unit is used to determine the adjustment tag corresponding to the trigger event information, and to increment or decrement the tag count information corresponding to the adjustment tag by a preset value.

[0108] In this embodiment of the invention, the group trigger is encapsulated for unified processing of trigger events occurring in various triggering systems of the game; the triggering system includes at least one of the sound effects system, the item interaction system, and the monster territory system.

[0109] In this embodiment of the invention, the game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. The update module includes:

[0110] The refresh submodule is used to refresh the trigger list when the game object meets the preset trigger conditions, so as to update the trigger identifier, trigger event label and the count value corresponding to the trigger event label in the trigger list.

[0111] In summary, in this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0112] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0113] This invention also provides an electronic device, such as... Figure 7 As shown, it includes: a processor 701, a memory 702, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements various processes of the above-described embodiment of a game trigger control method, for example:

[0114] Each trigger event in the game has a corresponding label. When the processor 701 executes the computer program stored in the memory 702, it performs the following steps:

[0115] When a game object meets the preset triggering condition of the trigger, update the tag count information of the game object;

[0116] Based on the tag count information, determine the target trigger event to be triggered and the target trigger event to be executed;

[0117] Control the target trigger to execute the target trigger event.

[0118] In this embodiment of the invention, determining the target trigger event to be triggered and the target trigger event to be executed based on the tag count information includes:

[0119] The target trigger event to be triggered is determined based on the tag count information, and the group trigger with the target tag corresponding to the target trigger event as the basic unit is determined as the target trigger.

[0120] In this embodiment of the invention, determining the target trigger event to be executed based on the tag counting information includes:

[0121] If the count value corresponding to the tag count information is greater than the preset count threshold, then it is determined that the event of entering the trigger will be executed.

[0122] If the count value corresponding to the tag count information is not greater than the preset count threshold, then it is determined that the event of triggering the exit trigger will be executed.

[0123] In this embodiment of the invention, updating the tag count information of the game object includes:

[0124] Determine the trigger event information contained in the trigger, and update the tag count information according to the trigger event information.

[0125] In this embodiment of the invention, updating the tag count information according to the trigger event information includes:

[0126] Determine the adjustment tag corresponding to the trigger event information, and increase or decrease the tag count information corresponding to the adjustment tag by a preset value.

[0127] In this embodiment of the invention, the group trigger is encapsulated for unified processing of trigger events occurring in various triggering systems of the game; the triggering system includes at least one of the sound effects system, the item interaction system, and the monster territory system.

[0128] In this embodiment of the invention, the game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. When the game object meets the preset trigger conditions, updating the tag count information of the game object includes:

[0129] When the game object meets the preset triggering condition, the trigger list is refreshed to update the trigger identifier, trigger event label, and count value corresponding to the trigger event label in the trigger list.

[0130] In summary, in this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0131] This invention also provides a computer-readable storage medium storing a computer program. When executed by a processor, the computer program implements various processes of the above-described embodiment of a game trigger control method, for example:

[0132] Each trigger event in the game has a corresponding label. When the processor executes a computer program stored on a computer-readable storage medium, it performs the following steps:

[0133] When a game object meets the preset triggering condition of the trigger, update the tag count information of the game object;

[0134] Based on the tag count information, determine the target trigger event to be triggered and the target trigger event to be executed;

[0135] Control the target trigger to execute the target trigger event.

[0136] In this embodiment of the invention, determining the target trigger event to be triggered and the target trigger event to be executed based on the tag count information includes:

[0137] The target trigger event to be triggered is determined based on the tag count information, and the group trigger with the target tag corresponding to the target trigger event as the basic unit is determined as the target trigger.

[0138] In this embodiment of the invention, determining the target trigger event to be executed based on the tag counting information includes:

[0139] If the count value corresponding to the tag count information is greater than the preset count threshold, then it is determined that the event of entering the trigger will be executed.

[0140] If the count value corresponding to the tag count information is not greater than the preset count threshold, then it is determined that the event of triggering the exit trigger will be executed.

[0141] In this embodiment of the invention, updating the tag count information of the game object includes:

[0142] Determine the trigger event information contained in the trigger, and update the tag count information according to the trigger event information.

[0143] In this embodiment of the invention, updating the tag count information according to the trigger event information includes:

[0144] Determine the adjustment tag corresponding to the trigger event information, and increase or decrease the tag count information corresponding to the adjustment tag by a preset value.

[0145] In this embodiment of the invention, the group trigger is encapsulated for unified processing of trigger events occurring in various triggering systems of the game; the triggering system includes at least one of the sound effects system, the item interaction system, and the monster territory system.

[0146] In this embodiment of the invention, the game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. When the game object meets the preset trigger conditions, updating the tag count information of the game object includes:

[0147] When the game object meets the preset triggering condition, the trigger list is refreshed to update the trigger identifier, trigger event label, and count value corresponding to the trigger event label in the trigger list.

[0148] In summary, in this embodiment of the invention, each trigger event in the game has a corresponding label. When a game object meets the preset trigger conditions of the trigger, the label count information of the game object can be updated, and the target trigger event to be triggered and the target trigger responsible for execution can be determined based on the update result. The target trigger can be controlled to execute the target trigger event. By adopting the above method, each trigger event in the game is configured with a corresponding label, and the execution of the trigger event is changed to be controlled by the label count. This simplifies the handling process of each trigger system when dealing with overlap, and the developers of each system do not need to handle it separately, which can improve development efficiency.

[0149] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0150] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0151] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0152] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0153] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0154] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.

[0155] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.

[0156] The foregoing has provided a detailed description of a game trigger control method, a game trigger control device, an electronic device, and a computer-readable storage medium provided by the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A method for triggering and controlling a game, characterized in that, Each trigger event in the game has a corresponding label, and the method includes: When a game object meets the preset triggering conditions of a trigger, the trigger event information contained in the trigger is determined, and the tag count information is updated according to the trigger event information; the preset triggering conditions include the game object entering the trigger's operating area or the game object leaving the trigger's operating area, and the tag count information is used to count the tags carried by the game object; The target trigger event to be triggered is determined based on the tag count information, and the group triggers with the target tag corresponding to the target trigger event as the basic unit are determined as the target triggers; the group triggers are encapsulated to uniformly process the trigger events occurring in various triggering systems of the game, and the triggering system includes at least one of the sound effect system, item interaction system and monster territory system; the target triggers include triggers belonging to the target tag corresponding to the target trigger event; Control the target trigger to execute the target trigger event; The step of determining the target trigger event to be executed based on the tag count information includes: If the count value corresponding to the tag count information is greater than the preset count threshold, then it is determined that the event of entering the trigger will be executed. If the count value corresponding to the tag count information is not greater than the preset count threshold, then it is determined that the event of triggering the exit trigger will be executed.

2. The method of claim 1, wherein, The step of updating the tag count information based on the trigger event information includes: Determine the adjustment tag corresponding to the trigger event information, and increase or decrease the tag count information corresponding to the adjustment tag by a preset value.

3. The method of claim 1, wherein, The game object has a trigger list, which records trigger identifiers, trigger event tags, and count values ​​corresponding to the trigger event tags. When the game object meets the preset trigger conditions of the trigger, the trigger event information contained in the trigger is determined, and the tag count information is updated according to the trigger event information, including: When the game object meets the preset triggering condition, the trigger list is refreshed to update the trigger identifier, trigger event label, and count value corresponding to the trigger event label in the trigger list.

4. A trigger control device for a game, characterized by Each trigger event in the game has a corresponding label, and the device includes: The update module is used to determine the trigger event information contained in the trigger when the game object meets the preset trigger conditions, and update the tag count information according to the trigger event information; the preset trigger conditions include the game object entering the trigger's operating area or the game object leaving the trigger's operating area, and the tag count information is used to count the tags carried by the game object; The determination module is used to determine the target trigger event to be executed based on the tag count information, and to determine the group triggers with the target tag corresponding to the target trigger event as the basic unit as the target trigger; the group triggers are encapsulated to uniformly process the trigger events occurring in various triggering systems of the game, and the triggering system includes at least one of the sound effect system, item interaction system and monster territory system; the target trigger includes a trigger belonging to the target tag corresponding to the target trigger event; The control module is used to control the target trigger to execute the target trigger event; The determining module includes: The first determining unit is used to determine that if the count value corresponding to the tag count information is greater than a preset count threshold, the event of triggering the execution of the trigger will be executed. The second determining unit is used to determine the event of triggering the execution of the exit trigger if the count value corresponding to the tag count information is not greater than the preset count threshold.

5. An electronic device, comprising: include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the steps of a trigger control method for a game as described in any one of claims 1-3.

6. A computer readable storage medium characterized by, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the steps of the trigger control method for a game as described in any one of claims 1 to 3.