A game control method and device, computer equipment and storage medium
By providing action controls and executable area judgment on the game interface, the function of virtual characters directly crouching under cover is realized, which solves the problem of cumbersome operation when the virtual character is far away from the cover, and improves the convenience and experience of game players.
Patent Information
- Application Number
- CN202211049847.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-30
- Publication Date
- 2026-02-17
- Estimated Expiration
- 2042-08-30
AI Technical Summary
In cover shooting games, when the virtual character is far from the cover, players need to perform cumbersome operations to move the virtual character to the vicinity of the cover before they can enter the cover and crouch, resulting in a poor gaming experience.
By providing action controls on the graphical user interface, the executable area is determined based on the position of the target virtual object in the game scene, and a crouching indicator icon is displayed when there is cover in the executable area, and the virtual object is directly crouched in response to the operation.
The process of virtual characters entering cover has been simplified, improving the ease of operation and gaming experience for players.
Smart Images

Figure CN115382201B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to a game control method, device, computer equipment, and storage medium. Background Technology
[0002] With the development of the internet, a large number of different types of games have emerged to meet users' daily entertainment needs. In cover-based shooting games, the most basic combat tactic is for virtual characters to crouch behind cover and fire. Virtual characters and cover have frequent and diverse interactions; for example, a virtual character crouches and enters cover. In games, rolling and entering cover are the most effective ways to avoid enemy attacks.
[0003] In related technologies, in cover-based shooting games, the game interface provides roll controls. Players click the controls to trigger a roll for the virtual character, which then remains standing. Entering cover involves a crouch button appearing on the main interface when the character approaches cover; clicking it causes the character to crouch behind cover. However, when the virtual character is far from cover, players need to move the character to the vicinity of cover before they can crouch, making the operation cumbersome and resulting in a poor player experience. Summary of the Invention
[0004] This application provides a game control method, device, computer equipment, and storage medium, which can improve the gaming experience for game players.
[0005] This application provides a game control method, including:
[0006] Action controls are provided on the graphical user interface;
[0007] In response to a first operation on the action control, the executable area of the first action of the target virtual object in the game scene is determined based on the position of the target virtual object in the game scene;
[0008] When a cover is present in the executable area, a crouch indicator icon corresponding to the cover is displayed in the graphical user interface.
[0009] In response to the end of the first operation, the target virtual object is controlled to crouch and enter the cover after performing the first action toward the cover.
[0010] Accordingly, this application also provides a game control device, including:
[0011] A providing unit is configured to provide action controls on the graphical user interface;
[0012] A determining unit is configured to, in response to a first operation on the action control, determine the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene;
[0013] The display unit is used to display a crouchable indicator icon corresponding to the cover in the graphical user interface when there is a cover in the executable area.
[0014] A first control unit is configured to, in response to the end of the first operation, control the target virtual object to crouch and enter the cover after performing the first action toward the cover.
[0015] In some embodiments, the determining unit includes:
[0016] The first determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance, thereby obtaining the executable area.
[0017] In some embodiments, the determining unit includes:
[0018] The second determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0019] The first acquisition subunit is used to acquire the current viewpoint direction of the target virtual object in the game scene;
[0020] The first selection subunit is used to select a sector-shaped region from the circular region based on the viewing direction and a preset angle to obtain the executable region.
[0021] In some embodiments, the determining unit includes:
[0022] The third determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0023] The fourth determining subunit is used to determine the target cover that is closest to the target virtual object from among the multiple covers if there are multiple covers in the circular area;
[0024] The second selection subunit is used to select the area where the target cover is located from the circular area based on the positional relationship between the target cover and the target virtual object in the game scene, so as to obtain the executable area.
[0025] In some embodiments, the determining unit includes:
[0026] The fifth determining subunit determines a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0027] The second acquisition subunit is used to acquire the target direction of the other virtual objects relative to the target virtual object in the game scene;
[0028] The third determining subunit is used to select a sector region from the circular region based on the target direction and a preset angle to obtain the executable region.
[0029] In some embodiments, the first control unit includes:
[0030] A first control subunit is configured to, in response to the end of the first operation, control the target virtual object to perform the first action and then crouch to enter the cover closest to the target virtual object.
[0031] In some embodiments, the first control unit includes:
[0032] The fourth determining subunit is used to determine the occlusion area of the cover from the game scene;
[0033] The third control subunit is used to control the target virtual object to perform the first action towards the cover and then crouch in the cover area of the cover.
[0034] In some embodiments, the device further includes:
[0035] A second control unit is configured to control the target virtual object to perform the first action along the sliding direction of the sliding operation in response to a sliding operation that is continuous with the first operation.
[0036] In some embodiments, the device further includes:
[0037] A third control unit is configured to, in response to a second operation on the motion control, control the target virtual object to perform the first action and then stand in a standing state, wherein the first operation and the second operation are different.
[0038] Accordingly, this application also provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any of the game control methods provided in this application.
[0039] Accordingly, this application also provides a storage medium that stores multiple instructions, which are adapted for a processor to load and execute the game control method described above.
[0040] This application embodiment designs multiple action commands for the same action control on the game interface. Different action commands are triggered by different operations of the player on the action control. When the player's specified operation on the action control is detected, an action execution area is determined according to the position of the target virtual object controlled by the player in the game scene. Then, when there is game cover in the action execution area, the target virtual object can be controlled to crouch in the cover after completing the action corresponding to the action control, which improves the convenience of operation for the player and thus improves the player's game experience. Attached Figure Description
[0041] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0042] Figure 1 This is a scene diagram of a game control system provided in an embodiment of this application.
[0043] Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application.
[0044] Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application.
[0045] Figure 4 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0046] Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0047] Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0048] Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0049] Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0050] Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0051] Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0052] Figure 11 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0053] Figure 12 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0054] Figure 13 This is a flowchart illustrating another game control method provided in an embodiment of this application.
[0055] Figure 14 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0056] Figure 15 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0057] Figure 16 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0058] Figure 17 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0059] Figure 18 This is a structural block diagram of a game control device provided in an embodiment of this application.
[0060] Figure 19 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0061] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0062] This application provides a game control method, apparatus, storage medium, and computer device. Specifically, the game control method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0063] For example, when this game control method runs on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes. The processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.
[0064] For example, when the game control method runs on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game application and the game screen presentation are separate. The storage and execution of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0065] Please see Figure 1 , Figure 1 This is a schematic diagram of a game control system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Different terminals can also connect to other terminals or to servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. In addition, the system can include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases as different users play multiplayer games online.
[0066] This application provides a game control method, which can be executed by a terminal or a server. This application describes a game control method executed by a terminal as an example. The terminal includes a touchscreen display and a processor. The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of the following types of games: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game may include a virtual environment. Furthermore, the virtual environment may include one or more virtual objects controlled by the user (or player). Additionally, the virtual environment may include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual environment. Optionally, the virtual environment may also include one or more elements, such as skills, scores, object health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface may present one or more indicators to provide guidance information to the player. For example, the game may include virtual objects controlled by the player and one or more other virtual objects (such as enemy objects). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects may be computer-controlled, such as robots using artificial intelligence (AI) algorithms, enabling a human-computer interaction mode. For example, virtual objects possess various skills or abilities used by the player to achieve objectives. For example, virtual objects possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.
[0067] It should be noted that, Figure 1 The schematic diagram of the game control system shown is merely an example. The image processing system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game control systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0068] To address the aforementioned problems, this application provides a first game control method, apparatus, computer device, and storage medium, which can improve the gaming experience for players. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0069] This application provides a game control method, which can be executed by a terminal or a server. This application uses the example of the game control method being executed by a terminal for illustration.
[0070] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application. The specific flow of the game control method can be as follows:
[0071] 101. Provide action controls on the graphical user interface.
[0072] In this embodiment, a graphical user interface (GUI) is provided via a terminal device. The GUI includes at least a portion of the game scene of the target game and a target virtual object within the game scene, which is controlled by the current player. The GUI also provides action controls to trigger the target virtual object to perform corresponding actions within the game scene.
[0073] Action controls can be of various types, and different action controls can be used to trigger different actions. For example, an action control can be a roll control, which can be used to trigger a target virtual object to perform a roll action in the game scene.
[0074] For example, please see Figure 3 , Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application. Figure 3 The graphical user interface shown displays the game scene of the target game, as well as the target virtual object controlled by the current player within the game scene. It also provides action controls and other operation controls.
[0075] 102. In response to the first operation on the action control, determine the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene.
[0076] The first operation is the action performed by the player on the action control. The first operation can be of various types, such as clicking, pressing, or sliding.
[0077] Here, the first action refers to the action corresponding to the action control, and the executable area refers to the range in the game scene where the target virtual object can perform the first action.
[0078] In some embodiments, the step "determining the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene" may include the following operations:
[0079] Based on the position of the target virtual object in the game scene and the preset distance, a circular area is determined in the game scene to obtain the executable area.
[0080] The preset distance refers to the distance a virtual object moves after performing its first action in the game. For example, if the first action is a roll, the preset distance refers to the preset roll distance, which is the distance the virtual object moves after performing one roll.
[0081] In this embodiment of the application, the target virtual object can perform the first action in any direction in the game scene. The range of the target virtual object performing the first action can be a circular area. The circular area is determined with the position of the target virtual object in the game scene as the center point and a preset distance as the radius, thereby obtaining the executable area.
[0082] For example, please see Figure 4 , Figure 4 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 4 In the graphical user interface shown, the position of the target virtual object in the game scene is: target position. The preset distance of the first action can be: L. Then, a circular area can be determined in the game scene with the target position as the center and the distance L as the radius, thus obtaining the executable area.
[0083] In some embodiments, to further select an accurate executable region, the step "determine the executable region of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene" may include the following operations:
[0084] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0085] Get the current viewpoint orientation of the target virtual object in the game scene;
[0086] Based on the viewing direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0087] Here, the viewing direction refers to the direction the target virtual object is facing in the game scene. The preset angle can be the viewing angle of the target virtual object in the game scene.
[0088] For example, please see Figure 5 , Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 5 In the graphical user interface shown, the position of the target virtual object in the game scene is: target position. The preset distance for the first action can be: L. Therefore, a circular area can be defined in the game scene with the target position as the center and distance L as the radius. The current viewing direction of the target virtual object in the game scene can be obtained as: first direction, and the field of view angle can be 'a'. Then, based on the first direction and the field of view angle 'a', a sector-shaped area is divided from the circular area to obtain the executable area.
[0089] In some embodiments, in order to control the virtual object to quickly execute the first action, the step "determine the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene" may include the following operations:
[0090] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0091] If there are multiple cover points in the circular area, then the target cover point that is closest to the target virtual object is determined from among the multiple cover points;
[0092] Based on the positional relationship between the target cover and the target virtual object in the game scene, the area where the target cover is located is selected from the circular area to obtain the executable area.
[0093] In this context, cover refers to a virtual object in a game scene that can be used by a target virtual object to avoid attacks or damage from other objects. For example, cover can be a building in the virtual scene.
[0094] Specifically, the positional relationship between the target cover and the target virtual object includes the relative direction of the target cover and the target virtual object in the game scene, as well as the relative distance between the target cover and the target virtual object. Then, based on the relative direction and the preset angle, a portion of the circular area is determined to obtain the executable area.
[0095] For example, please see Figure 6, Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 6 In the graphical user interface shown, the position of the target virtual object in the game scene is: target position. A circular area is defined in the game scene with the target position as the center and a distance L as the radius. Multiple cover objects are detected in the circular area, including: cover A and cover B. The cover closest to the target virtual object is selected from the multiple cover objects as: cover B.
[0096] Furthermore, determining the relative direction between the target virtual object and the target cover can be done through a second direction. Based on the relative direction and a preset angle, a sector is divided from the circular area to obtain the executable region. This allows players to easily control the target virtual object to quickly enter cover and avoid attacks from other objects.
[0097] In some embodiments, the graphical user interface may further include other virtual objects in the game scene. These other virtual objects may be on a different side from the target virtual object; that is, they may be virtual objects controlled by other players or virtual objects set in the game scene that can attack the target virtual object. Therefore, to further select an accurate executable area, the step "determine the executable area of the target virtual object's first action in the game scene based on the target virtual object's position in the game scene" may include the following operations:
[0098] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0099] Obtain the target orientation of other virtual objects relative to the target virtual object in the game scene;
[0100] Based on the target direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0101] Here, the target direction refers to the relative direction between other virtual objects and the target virtual object. The preset angle can be the field of view angle of the target virtual object in the game scene.
[0102] For example, please see Figure 7 , Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 7In the graphical user interface shown, the position of the target virtual object in the game scene is: target position. A circular area is defined in the game scene with the target position as the center and a distance L as the radius. The positions of other virtual objects in the game scene can be: position S. The relative directions of other virtual objects to the target virtual object can be: third direction. The field of view angle of the target virtual object in the game scene can be: 'a'. Then, based on the third direction and the field of view angle 'a', a sector is divided from the circular area to obtain the executable area.
[0103] 103. When a cover exists in the executable area, display the corresponding crouch indicator icon in the graphical user interface.
[0104] The crouchable indicator icon is used to indicate to the player that there is a target virtual object in the executable area of the current game scene that can be used as cover for crouching.
[0105] For example, please see Figure 8 , Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 8 In the graphical user interface shown, the executable area is first determined based on the position of the target virtual object in the game scene. When a cover is detected in the executable area, a crouch indicator is displayed in the area near the cover in the graphical user interface, which can be used to prompt the current player that the target virtual object can be controlled to crouch in the cover.
[0106] In some embodiments, when multiple cover are present in the executable area, a crouch indicator icon may be displayed on each cover in the graphical user interface display.
[0107] For example, please see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 9 In the graphical user interface shown, if the presence of a first cover and a second cover is detected in the executable area, a crouching indicator icon can be displayed on the first cover and the second cover respectively. This can be used to prompt the current player that they can control the target virtual object to crouch in the first cover or the second cover.
[0108] 104. In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the cover and then crouch to enter the cover.
[0109] In some embodiments, the first operation can be a press operation. When the press operation is detected to have ended, if there is cover in the executable area, the target virtual object can be controlled to perform the first action and then crouch in the cover. In this way, multiple instructions can be triggered by a single operation to control the target virtual object to complete the first action and crouch in the cover, improving the ease of operation for game players.
[0110] For example, please see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 10 In the graphical user interface shown, the first operation on the action control is detected to be completed, and the first virtual object is controlled to perform the first action towards the cover and then crouch and enter the cover.
[0111] In some embodiments, multiple shelters may exist in the executable area. To control the target virtual object to quickly crouch, the step "in response to the end of the first operation, control the target virtual object to perform a first action towards the shelter and then crouch to enter the shelter" may include the following operations:
[0112] In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the nearest cover and then crouch to enter the cover.
[0113] Specifically, once the first operation is detected to be completed, the target virtual object is selected from among multiple coverts in the executable area to obtain the target cover. Then, the target virtual object is controlled to perform the first action towards the target cover and crouch to enter the target cover.
[0114] For example, please see Figure 11 , Figure 11 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 11 In the graphical user interface shown, the executable area includes a first cover and a second cover, wherein the cover closest to the target virtual object can be the first cover. Upon detecting the end of the first operation on the action control, the first virtual object is controlled to perform a first action towards the first cover and then crouches into the first cover.
[0115] In some embodiments, to ensure the accuracy of the crouching of the target virtual object, the step "controlling the target virtual object to crouch after performing the first action toward the cover to enter the cover" may include the following operations:
[0116] Determine the area covered by cover in the game scene;
[0117] After the target virtual object performs its first action towards the cover, it crouches and remains within the cover's shielded area.
[0118] In this embodiment of the application, the cover in the game scene may include multiple side areas, wherein the occlusion area refers to the side area of the cover that can be used by the target virtual object to accurately avoid the attack.
[0119] Specifically, it can obtain the location of the attack object in the current game scene that can attack the target virtual object, and then determine the side area where the target virtual object can avoid the attack from the multiple sides of the cover based on the location of the attack object, thereby determining the occlusion area.
[0120] For example, please see Figure 12 , Figure 12 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 12 In the graphical user interface shown, the game scene contains a target virtual object and an attack object, where the attack object can attack the target virtual object. The cover within the executable area of the game scene can include multiple areas: area ①, area ②, area ③, and area ④. By obtaining the position information of the attack object and determining that it is in front of the target virtual object, area ① can be selected from the multiple areas of the cover to allow the target virtual object to evade the attack. Therefore, area ① can be used as the occlusion area. Then, the target virtual object is controlled to perform a first action towards the cover and enters a crouching state within area ① of the cover.
[0121] In some embodiments, if no cover is present in the executable region, the method may include the following steps:
[0122] In response to a sliding operation that follows the first operation, the target virtual object is controlled to perform the first action along the sliding direction of the sliding operation.
[0123] Among them, the sliding operation that is continuous with the first operation refers to the sliding operation at the end of the first operation.
[0124] Specifically, when the swipe action in the graphical user interface is detected when the current player finishes their first action, the target virtual object can be controlled to perform the first action in the direction of the swipe, thus preventing attacks from other virtual objects.
[0125] In some embodiments, in order to improve the utilization of interface space, the method may further include the following steps:
[0126] In response to a second operation on the action control, the target virtual object is placed in a standing state after performing the first action.
[0127] The first operation and the second operation are different operations, and different instructions can be triggered by performing the first operation and the second operation on the action control.
[0128] Specifically, by performing a first operation on the action control, the target virtual object can be controlled to crouch in cover within the executable area after performing the first action corresponding to the action control in the game scene; by performing a second operation on the action control, the target virtual object can be controlled to stand up after performing the first action corresponding to the action control in the game scene. By integrating different instructions into a single action control, the number of controls in the graphical user interface is reduced, thereby improving the utilization of interface space.
[0129] This application discloses a game control method, which includes: providing action controls on a graphical user interface; in response to a first operation on the action controls, determining the executable area of a first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene; when cover exists in the executable area, displaying a crouching indicator icon corresponding to the cover on the graphical user interface; and in response to the end of the first operation, controlling the target virtual object to perform the first action towards the cover and then crouching to enter the cover. This can improve the game experience for players in the target game.
[0130] Based on the above description, the following examples will further illustrate the game control method of this application. Please refer to... Figure 13 , Figure 13 The following is a flowchart illustrating another game control method provided in this application embodiment. Taking the specific application of this game control method to a terminal as an example, the specific process can be as follows:
[0131] 201. The terminal displays the game interface of the target game.
[0132] In this embodiment of the application, a game interface is provided through a terminal device. The game interface includes a portion of the game scene of the target game, a target virtual object in the game scene, and the target virtual object can be a virtual object controlled by the current game player. The game interface also provides scrolling control and other operation controls.
[0133] The scrolling action control can be used to trigger a target virtual object to perform a scrolling action in the game scene.
[0134] For example, please see Figure 14 , Figure 14 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 14The game interface shown displays a portion of the target game scene, including the target virtual object within the game scene. The target virtual object can be a virtual object controlled by the current player. The game interface also provides scrolling controls and other operation controls.
[0135] 202. When the terminal detects that the current player has pressed the roll control, it displays the rollable area on the game interface. If there is cover in the rollable area, it displays a crouch marker on the game interface.
[0136] The rollable area refers to the area in the game scene where the target virtual object can perform a roll action.
[0137] Specifically, the rollable area can be determined by taking the current position of the target virtual object in the game scene as the center and the preset roll distance as the radius. First, a circular area is determined in the game scene. At the same time, in order to avoid the inability to determine the crouching target when there are multiple cover in the rollable area of the target virtual object character, a fan-shaped area can be determined from the circular area according to the target virtual object's field of view direction and field of view angle to obtain the rollable area.
[0138] For example, please see Figure 15 , Figure 15 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 15 In the game interface shown, when the current player presses the tumbling action control, a fan-shaped area is determined based on the position of the target virtual object, the field of view direction and the field of view angle of the target virtual object, and the tumbling area is obtained. The tumbling area is then displayed in the graphical user interface. By displaying the tumbling area, the current player can observe whether there are any cover objects that can be used to block the view.
[0139] Additionally, if cover is detected in the rollable area, a crouch marker can be displayed near the cover display area on the game interface.
[0140] For example, please see Figure 16 , Figure 16 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 16 In the game interface shown, if cover is detected in the rollable area, a crouching marker will be displayed near the cover, indicating that the current player can control the target virtual object to crouch in the cover.
[0141] In some embodiments, if there is no cover in the current rollable area, and the player wants to control the target virtual object to crouch, the player can control the target virtual object to move in the game scene by sliding the movement control on the game interface, and update the rollable area according to the movement of the target virtual object until there is cover in the rollable area.
[0142] 203. When the terminal detects that the current player's pressing operation has ended, it controls the target virtual object to perform a rolling operation towards the cover and then crouch and enter the cover.
[0143] For example, please see Figure 17 , Figure 17 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 17 In the game interface shown, once the current player finishes pressing the button, the player can control the target virtual object to perform a roll towards the cover and then crouch to enter the cover, completing the roll and crouching actions.
[0144] This application discloses a game control method, which includes: displaying the game interface of the target game on the terminal; when the current player presses the scrolling action control, displaying a scrollable area on the game interface; if there is cover in the scrollable area, displaying a crouching mark on the game interface; and when the current player's pressing action ends, controlling the target virtual object to perform a scrolling action towards the cover and then crouching into the cover, thereby improving the game experience for the player.
[0145] To facilitate better implementation of the game control method provided in this application, this application also provides a game control device based on the above-described game control method. The meanings of the terms used are the same as in the game control method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0146] Please see Figure 18 , Figure 18 A structural block diagram of a game control device provided in this application embodiment, the device comprising:
[0147] A providing unit 301 is used to provide action controls on the graphical user interface;
[0148] The determining unit 302 is configured to, in response to a first operation on the action control, determine the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene;
[0149] Display unit 303 is used to display a crouchable indicator icon corresponding to the cover in the graphical user interface when there is a cover in the executable area.
[0150] A first control unit 304 is configured to, in response to the end of the first operation, control the target virtual object to crouch and enter the cover after performing the first action toward the cover.
[0151] In some embodiments, the determining unit includes:
[0152] The first determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance, thereby obtaining the executable area.
[0153] In some embodiments, the determining unit 302 may include:
[0154] The second determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0155] The first acquisition subunit is used to acquire the current viewpoint direction of the target virtual object in the game scene;
[0156] The first selection subunit is used to select a sector-shaped region from the circular region based on the viewing direction and a preset angle to obtain the executable region.
[0157] In some embodiments, the determining unit 302 may include:
[0158] The third determining subunit is used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0159] The fourth determining subunit is used to determine the target cover that is closest to the target virtual object from among the multiple covers if there are multiple covers in the circular area;
[0160] The second selection subunit is used to select the area where the target cover is located from the circular area based on the positional relationship between the target cover and the target virtual object in the game scene, so as to obtain the executable area.
[0161] In some embodiments, the determining unit 302 may include:
[0162] The fifth determining subunit determines a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0163] The second acquisition subunit is used to acquire the target direction of the other virtual objects relative to the target virtual object in the game scene;
[0164] The third determining subunit is used to select a sector region from the circular region based on the target direction and a preset angle to obtain the executable region.
[0165] In some embodiments, the first control unit 304 may include:
[0166] A first control subunit is configured to, in response to the end of the first operation, control the target virtual object to perform the first action and then crouch to enter the cover closest to the target virtual object.
[0167] In some embodiments, the first control unit 304 may include:
[0168] The fourth determining subunit is used to determine the occlusion area of the cover from the game scene;
[0169] The third control subunit is used to control the target virtual object to perform the first action towards the cover and then crouch in the cover area of the cover.
[0170] In some embodiments, the device may further include:
[0171] A second control unit is configured to control the target virtual object to perform the first action along the sliding direction of the sliding operation in response to a sliding operation that is continuous with the first operation.
[0172] In some embodiments, the device may further include:
[0173] A third control unit is configured to, in response to a second operation on the motion control, control the target virtual object to perform the first action and then stand in a standing state, wherein the first operation and the second operation are different.
[0174] This application discloses a game control device. A providing unit 301 provides action controls on a graphical user interface. A determining unit 302, in response to a first operation on the action controls, determines the executable area of a first action of the target virtual object in the game scene based on the target virtual object's position in the game scene. A display unit 303 displays a crouching indicator icon corresponding to the cover in the graphical user interface when cover is present in the executable area. A first control unit 304, in response to the end of the first operation, controls the target virtual object to perform the first action towards the cover and then crouch to enter the cover. This improves the gaming experience for players.
[0175] Accordingly, embodiments of this application also provide a computer device, which can be a terminal. For example... Figure 19 As shown, Figure 19This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 and the memory 602 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0176] The processor 601 is the control center of the computer device 600. It connects various parts of the computer device 600 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 602, and calling data stored in the memory 602, it performs various functions of the computer device 600 and processes data, thereby monitoring the computer device 600 as a whole.
[0177] In this embodiment, the processor 601 in the computer device 600 loads the instructions corresponding to the processes of one or more applications into the memory 602 according to the following steps, and the processor 601 runs the applications stored in the memory 602 to achieve various functions:
[0178] Provide action controls on the graphical user interface;
[0179] In response to the first operation on the action control, the executable area of the first action of the target virtual object in the game scene is determined based on the position of the target virtual object in the game scene;
[0180] When a cover exists in the executable area, display the corresponding crouch indicator icon in the graphical user interface;
[0181] In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the cover and then crouch to enter the cover.
[0182] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0183] Based on the position of the target virtual object in the game scene and the preset distance, a circular area is determined in the game scene to obtain the executable area.
[0184] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0185] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0186] Get the current viewpoint orientation of the target virtual object in the game scene;
[0187] Based on the viewing direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0188] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0189] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0190] If there are multiple cover points in the circular area, then the target cover point that is closest to the target virtual object is determined from among the multiple cover points;
[0191] Based on the positional relationship between the target cover and the target virtual object in the game scene, the area where the target cover is located is selected from the circular area to obtain the executable area.
[0192] In some embodiments, the graphical user interface includes other virtual objects in the game scene, which are on opposing sides to the target virtual object;
[0193] The executable region for the first action of the target virtual object in the game scene is determined based on its position in the game scene, including:
[0194] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0195] Obtain the target orientation of other virtual objects relative to the target virtual object in the game scene;
[0196] Based on the target direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0197] In some embodiments, multiple shelters exist in the executable region;
[0198] In response to the end of the first operation, the target virtual object is controlled to crouch and enter the cover after performing the first action towards the cover, including:
[0199] In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the nearest cover and then crouch to enter the cover.
[0200] In some embodiments, controlling a target virtual object to perform a first action toward a cover and then crouching to enter the cover includes:
[0201] Determine the area covered by cover in the game scene;
[0202] After the target virtual object performs its first action towards the cover, it crouches and remains within the cover's shielded area.
[0203] In some embodiments, no cover is present in the executable region;
[0204] The method also includes:
[0205] In response to a sliding operation that follows the first operation, the target virtual object is controlled to perform the first action along the sliding direction of the sliding operation.
[0206] In some embodiments, the method further includes:
[0207] In response to a second operation on the action control, the target virtual object is controlled to perform a first action and then stand up. The first and second operations are different.
[0208] This application embodiment designs multiple action commands for the same action control on the game interface. Different action commands are triggered by different operations of the player on the action control. When the player's specified operation on the action control is detected, an action execution area is determined according to the position of the target virtual object controlled by the player in the game scene. Then, when there is game cover in the action execution area, the target virtual object can be controlled to crouch in the cover after completing the action corresponding to the action control, which improves the convenience of operation for the player and thus improves the player's game experience.
[0209] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0210] Optional, such as Figure 19 As shown, the computer device 600 also includes: a touch screen display 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch screen display 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will understand that... Figure 19 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0211] The touch display screen 603 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 603 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 601. It can also receive and execute commands from the processor 601. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 601 to determine the type of touch event. Subsequently, the processor 601 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 603 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 603 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to achieve input functions.
[0212] The radio frequency circuit 604 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0213] Audio circuitry 605 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 605 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 605, converted back into audio data, and then processed by processor 601 before being transmitted via radio frequency circuitry 604 to, for example, another computer device, or output to memory 602 for further processing. Audio circuitry 605 may also include an earphone jack to facilitate communication between peripheral headphones and computer devices.
[0214] The input unit 606 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0215] Power supply 607 is used to supply power to various components of computer device 600. Optionally, power supply 607 can be logically connected to processor 601 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 607 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0216] although Figure 19 As not shown in the diagram, computer device 600 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0217] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0218] As can be seen from the above, the computer device provided in this embodiment can provide action controls on a graphical user interface; in response to the first operation on the action controls, the executable area of the first action of the target virtual object in the game scene is determined based on the position of the target virtual object in the game scene; when there is cover in the executable area, the crouching indicator icon corresponding to the cover is displayed on the graphical user interface; in response to the end of the first operation, the target virtual object is controlled to perform the first action towards the cover and then crouch to enter the cover.
[0219] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0220] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game control methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0221] Provide action controls on the graphical user interface;
[0222] In response to the first operation on the action control, the executable area of the first action of the target virtual object in the game scene is determined based on the position of the target virtual object in the game scene;
[0223] When a cover exists in the executable area, display the corresponding crouch indicator icon in the graphical user interface;
[0224] In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the cover and then crouch to enter the cover.
[0225] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0226] Based on the position of the target virtual object in the game scene and the preset distance, a circular area is determined in the game scene to obtain the executable area.
[0227] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0228] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0229] Get the current viewpoint orientation of the target virtual object in the game scene;
[0230] Based on the viewing direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0231] In some embodiments, determining the executable region of the first action of the target virtual object in the game scene based on the target virtual object's position in the game scene includes:
[0232] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0233] If there are multiple cover points in the circular area, then the target cover point that is closest to the target virtual object is determined from among the multiple cover points;
[0234] Based on the positional relationship between the target cover and the target virtual object in the game scene, the area where the target cover is located is selected from the circular area to obtain the executable area.
[0235] In some embodiments, the graphical user interface includes other virtual objects in the game scene, which are on opposing sides to the target virtual object;
[0236] The executable region for the first action of the target virtual object in the game scene is determined based on its position in the game scene, including:
[0237] A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance;
[0238] Obtain the target orientation of other virtual objects relative to the target virtual object in the game scene;
[0239] Based on the target direction and a preset angle, a sector is selected from the circular region to obtain the executable region.
[0240] In some embodiments, multiple shelters exist in the executable region;
[0241] In response to the end of the first operation, the target virtual object is controlled to crouch and enter the cover after performing the first action towards the cover, including:
[0242] In response to the end of the first operation, the target virtual object is controlled to perform the first action towards the nearest cover and then crouch to enter the cover.
[0243] In some embodiments, controlling a target virtual object to perform a first action toward a cover and then crouching to enter the cover includes:
[0244] Determine the area covered by cover in the game scene;
[0245] After the target virtual object performs its first action towards the cover, it crouches and remains within the cover's shielded area.
[0246] In some embodiments, no cover is present in the executable region;
[0247] The method also includes:
[0248] In response to a sliding operation that follows the first operation, the target virtual object is controlled to perform the first action along the sliding direction of the sliding operation.
[0249] In some embodiments, the method further includes:
[0250] In response to a second operation on the action control, the target virtual object is controlled to perform a first action and then stand up. The first and second operations are different.
[0251] This application embodiment designs multiple action commands for the same action control on the game interface. Different action commands are triggered by different operations of the player on the action control. When the player's specified operation on the action control is detected, an action execution area is determined according to the position of the target virtual object controlled by the player in the game scene. Then, when there is game cover in the action execution area, the target virtual object can be controlled to crouch in the cover after completing the action corresponding to the action control, which improves the convenience of operation for the player and thus improves the player's game experience.
[0252] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0253] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0254] Since the computer program stored in the storage medium can execute the steps of any of the game control methods provided in the embodiments of this application, the beneficial effects that any of the game control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0255] The above provides a detailed description of a game control method, apparatus, storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of a game scene and a target virtual object within the game scene, the target virtual object being controlled by the current player, and the GUI also includes other virtual objects within the game scene, which are in opposing factions to the target virtual object. Action controls are provided on the graphical user interface; In response to a first operation on the action control, the executable area of the first action of the target virtual object in the game scene is determined based on the position of the target virtual object in the game scene and a preset distance. The preset distance refers to the movement distance of the virtual object after performing the first action in the game scene, which is pre-designed. The executable area is the range of the target virtual object performing the first action in the game scene. The first action includes a rolling action. When a cover is present in the executable area, a crouch indicator icon corresponding to the cover is displayed in the graphical user interface. In response to the end of the first operation, the target virtual object is controlled to crouch and enter the cover after performing the first action towards the cover; The step of determining the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene and a preset distance includes: A circular area is determined in the game scene based on the position of the target virtual object in the game scene and a preset distance; Obtain the target orientation of the other virtual objects relative to the target virtual object in the game scene; Based on the target direction and a preset angle, a sector is selected from the circular region to obtain the executable region; Alternatively, a circular area can be determined in the game scene based on the position of the target virtual object in the game scene and a preset distance; Obtain the current viewpoint orientation of the target virtual object in the game scene; Based on the viewing direction and the preset angle, a sector-shaped region is selected from the circular region to obtain the executable region; Alternatively, a circular area can be determined in the game scene based on the position of the target virtual object in the game scene and a preset distance; If there are multiple shelters in the circular area, then the target shelter that is closest to the target virtual object is determined from among the multiple shelters; Based on the positional relationship between the target cover and the target virtual object in the game scene, the area where the target cover is located is selected from the circular area to obtain the executable area.
2. The method according to claim 1, characterized in that, Multiple shelters exist within the executable area; The response to the end of the first operation, controlling the target virtual object to crouch and enter the cover after performing the first action towards the cover, includes: In response to the end of the first operation, the target virtual object is controlled to crouch and enter the cover closest to it after performing the first action.
3. The method according to claim 1, characterized in that, The step of controlling the target virtual object to crouch and enter the cover after performing the first action towards the cover includes: Determine the occlusion area of the cover from the game scene; After the target virtual object performs the first action towards the cover, it is crouched and positioned within the cover area of the cover.
4. The method according to claim 1, characterized in that, There are no shelters in the executable area; The method further includes: In response to a sliding operation that occurs consecutively with the first operation, the target virtual object is controlled to perform the first action along the sliding direction of the sliding operation.
5. The method according to claim 1, characterized in that, The method further includes: In response to a second operation on the action control, the target virtual object is controlled to perform the first action and then stand in a standing state, wherein the first operation and the second operation are different.
6. A game control device, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes at least a portion of a game scene and a target virtual object within the game scene, the target virtual object being controlled by the current player. The GUI also includes other virtual objects within the game scene, these other virtual objects being in a different faction from the target virtual object. The device comprises: A providing unit is configured to provide action controls on the graphical user interface; A determining unit is configured to respond to a first operation on the action control, and determine the executable area of the first action of the target virtual object in the game scene based on the position of the target virtual object in the game scene and a preset distance. The preset distance refers to the movement distance of the virtual object after performing the first action in the game scene, which is pre-designed. The executable area is the range area of the target virtual object performing the first action in the game scene. The first action includes a rolling action. The display unit is used to display a crouchable indicator icon corresponding to the cover in the graphical user interface when there is a cover in the executable area. A first control unit is configured to, in response to the end of the first operation, control the target virtual object to crouch and enter the cover after performing the first action toward the cover; The determining unit is configured to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance, obtain the target direction of the other virtual objects in the game scene relative to the target virtual object, and select a fan-shaped area from the circular area based on the target direction and a preset angle to obtain the executable area. Alternatively, it can be used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance, obtain the current viewing direction of the target virtual object in the game scene, and select a fan-shaped area from the circular area based on the viewing direction and a preset angle to obtain the executable area; Alternatively, it can be used to determine a circular area in the game scene based on the position of the target virtual object in the game scene and a preset distance. If there are multiple cover in the circular area, the target cover closest to the target virtual object is determined from the multiple cover. Based on the positional relationship between the target cover and the target virtual object in the game scene, the area where the target cover is located is selected from the circular area to obtain the executable area.
7. A computer device comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein, When the processor executes the program, it implements the game control method as described in any one of claims 1 to 5.
8. A storage medium, characterized in that, The storage medium stores multiple instructions, which are adapted for loading by a processor to execute the game control method according to any one of claims 1 to 5.
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