Game control method and device, electronic equipment and computer readable storage medium

By allowing players to choose their own virtual battle lineup and opponents, the game solves the problems of poor gameplay and resource consumption caused by fixed virtual battle opponents in traditional match-3 + battle games, thus improving interactivity and optimizing resources.

CN115591245BActive Publication Date: 2026-05-12CHENGDU XINGHE INTERACTIVE ENTERTAINMENT TECH CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
CHENGDU XINGHE INTERACTIVE ENTERTAINMENT TECH CO LTD
Filing Date
2022-03-16
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In traditional match-3 + battle games, the virtual battle opponents are fixed and not suitable for the current battle lineup, resulting in a poor player experience and high resource consumption.

Method used

Players can choose virtual battle lineups and opponents, determine the formation based on the lineup selection, and adjust the lineup by moving the opponents to engage in game battles.

Benefits of technology

It improves player interactivity and gaming experience, reduces processing resource consumption, shortens game duration, and optimizes resource usage.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115591245B_ABST
    Figure CN115591245B_ABST
Patent Text Reader

Abstract

The application provides a game control method and device, electronic equipment and a computer readable storage medium. A specific embodiment of the method comprises: in response to detecting a lineup selection operation, determining a first virtual battle lineup according to the lineup selection operation; determining a virtual battle object used to create an arrangement array according to the first virtual battle lineup; determining a second virtual battle lineup according to an object movement operation performed on the arrangement array; and performing a game battle based on the first virtual battle lineup and the second virtual battle lineup. The method can increase interaction with the player and improve the game experience. Furthermore, the processing resources occupied can be reduced.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a game control method, device, electronic device, and computer-readable storage medium. Background Technology

[0002] Traditional match-3 games eliminate three or more identical elements by connecting them together. With the continuous development of the gaming industry, "match-3+" games have gradually emerged, such as "match-3 + role-playing game (RPG)," "match-3 + strategy game (SLG)," and "match-3 + combat game."

[0003] In match-3 puzzle games with combat elements, elimination is performed on a board-like grid, and the eliminated elements become virtual targets for attacking the opposing team. Alternatively, eliminated elements can increase the energy of these virtual targets; when the energy exceeds a preset threshold, the target can be controlled to engage in combat. However, the eliminated elements in the grid are pre-set, meaning the resulting virtual targets are fixed and may not be suitable for attacking the current opponent's lineup, leading to a poor player experience. Furthermore, these technologies suffer from issues such as long game durations, cumbersome controls, and excessive caching due to a large number of virtual targets, resulting in high resource consumption on the executing device. Summary of the Invention

[0004] The purpose of this application is to provide a game control method, device, electronic device, and computer-readable storage medium to increase interaction with players and improve the gaming experience. Furthermore, it can reduce the processing resources required.

[0005] In a first aspect, embodiments of this application provide a game control method, which includes: in response to detecting a lineup selection operation, determining a first virtual battle lineup based on the lineup selection operation; determining virtual battle objects for creating an array based on the first virtual battle lineup; determining a second virtual battle lineup based on an object movement operation performed on the array; and conducting game battles based on the first virtual battle lineup and the second virtual battle lineup. This increases interaction with players, improves the game experience, and reduces the processing resources required.

[0006] Optionally, before determining the first virtual battle lineup based on the lineup selection operation detected, the method further includes: displaying the opposing virtual battle lineup corresponding to the opposing side; and determining the first virtual battle lineup based on the lineup selection operation detected includes: determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup. This can help improve players' win rate and encourage them to continue playing. Furthermore, since players can quickly determine the first virtual battle lineup based on the opposing virtual battle lineup, it can speed up the game process and reduce the consumption of processing resources to some extent.

[0007] Optionally, displaying the opposing virtual battle lineup corresponding to the opposing side includes: displaying at least one opposing virtual battle target included in the opposing virtual battle lineup and the attribute information corresponding to the at least one opposing virtual battle target. In this way, by displaying multiple opposing virtual battle targets and the attribute information corresponding to each opposing virtual battle target, players can arrange their troops according to the number and attribute information of the opposing virtual battle targets.

[0008] Optionally, before determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup, the game control method further includes: in response to detecting a first filtering operation performed based on any of the opposing virtual battle objects, filtering virtual battle objects that are countered by the opposing virtual battle object from the virtual battle object pool according to the attribute information corresponding to the opposing virtual battle object, and obtaining a filtering result; or in response to detecting a second filtering operation performed on the attribute information of any opposing virtual battle object, obtaining a filtering result; wherein, the second filtering operation is used to instruct the filtering of virtual battle objects that are countered by the opposing virtual battle object corresponding to the attribute information; in this way, virtual battle objects that are countered by the opposing virtual battle object can be quickly filtered out through the attribute information of the opposing virtual battle object, which speeds up the game process to a certain extent and reduces resource consumption.

[0009] Optionally, determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup includes: determining the determination operation performed on any virtual battle object in any of the filtering results as the lineup selection operation. This allows any virtual battle object to be added to the first virtual battle lineup.

[0010] Optionally, the first virtual battle lineup includes multiple first virtual battle objects, and the step of determining the virtual battle objects used to create an array based on the first virtual battle lineup includes: if an object selection operation is detected on any of the first virtual battle objects, determining that first virtual battle object as the virtual battle object used to create the array; if no object selection operation is detected on any of the first virtual battle objects, determining the determination order in which each of the first virtual battle objects is determined to join the first virtual battle lineup; and determining the virtual battle objects used to create the array based on the determination order. This allows players to independently decide whether to participate in the object elimination process, improving the gaming experience.

[0011] Optionally, determining the second virtual battle lineup based on object movement operations performed on the array includes: determining whether the virtual battle objects on the array meet preset conditions after performing the object movement operation on any virtual battle object; wherein the preset conditions include a preset number of virtual battle objects of the same type arranged consecutively in the array; when it is detected that the virtual battle objects on the array meet the preset conditions, eliminating the virtual battle objects that meet the preset conditions, and adding the target virtual battle object at the position of the virtual battle object moved as indicated by the object movement operation; when it is detected that the number of executions of the object movement operation exceeds a threshold or the execution time exceeds a time threshold, determining the second virtual battle lineup based on the virtual battle object moved as indicated by the object movement operation. In this way, by limiting the number of executions or the execution time, the game time can be kept within a controllable range, thereby keeping the processing resources occupied within a controllable range, which is beneficial for the planning of processing resources to a certain extent.

[0012] Optionally, after eliminating virtual battle objects that meet the preset conditions when they are detected to meet the preset conditions, the step of determining the second virtual battle lineup based on the object movement operation performed on the array further includes: determining the number of virtual battle objects eliminated; and increasing the number of second virtual battle objects according to the elimination number and a preset rule to obtain the second virtual battle lineup. In this way, the number of second virtual battle objects can continuously increase with the elimination number, allowing players to increase the number of virtual battle objects they can eliminate according to the preset rule, thus incentivizing players.

[0013] Optionally, when a virtual combat object on the array is detected to meet a preset condition, the virtual combat object meeting the preset condition is eliminated, and a target virtual combat object is added at the position of the virtual combat object moved by the object movement operation. This includes: if the elimination of a virtual combat object meeting the preset condition is directly caused by the object movement operation, the target virtual combat object is added at the position of the virtual combat object moved by the object movement operation and located in the elimination area, or at the initial position of the virtual combat object moved by the object movement operation; if the elimination of a virtual combat object meeting the preset condition is indirectly caused by the object movement operation, the target virtual combat object is added at the geometric center of the array occupied by the eliminated virtual combat object. In this way, without affecting the current array arrangement, stronger target virtual combat objects can be arranged, achieving the goal of obtaining one or more target virtual combat objects with a single object movement operation, thus improving the player's gaming experience. Furthermore, since multiple target virtual combat objects can be obtained with a single object movement operation, it is more suitable for scenarios where the number of object movement operations is limited, reducing the consumption of processing resources to a certain extent.

[0014] Optionally, after determining the second virtual battle lineup based on the object movement operation performed on the array, the game control method further includes: for each second virtual battle object included in the second virtual battle lineup, determining the object attribute information corresponding to that second virtual battle object based on preset configuration information; the object attribute information includes combat distance and / or combat skills; and determining the battle position of the second virtual battle object based on the object attribute information. This allows the second virtual battle objects to be placed in a better position, increasing the game's win rate and motivating players.

[0015] Secondly, embodiments of this application provide a game control device, comprising: a first determining module, configured to determine a first virtual battle lineup based on a detected lineup selection operation; a second determining module, configured to determine virtual battle objects for creating an array based on the first virtual battle lineup; a third determining module, configured to determine a second virtual battle lineup based on an object movement operation performed on the array; and a battle module, configured to conduct game battles based on the first and second virtual battle lineups. This increases interaction with players, improves the gaming experience, and reduces the processing resources required.

[0016] Thirdly, embodiments of this application provide an electronic device, including a processor and a memory, wherein the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the steps of the method provided in the first aspect above are performed.

[0017] Fourthly, embodiments of this application provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, performs the steps of the method provided in the first aspect above.

[0018] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing embodiments of this application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description

[0019] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments of this application will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 A flowchart illustrating a game control method provided in this application embodiment;

[0021] Figure 2 This is a schematic diagram of an array arrangement according to an embodiment of this application;

[0022] Figure 3 A structural block diagram of a game control device provided in an embodiment of this application;

[0023] Figure 4 This is a schematic diagram of the structure of an electronic device for executing a game control method, provided as an embodiment of this application. Detailed Implementation

[0024] 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. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0025] It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. Furthermore, in the description of this application, terms such as "first," "second," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0026] It should be noted that, unless otherwise specified, the embodiments or technical features in the embodiments of this application may be combined.

[0027] In related technologies, there are problems such as poor player experience and excessive resource consumption. To address these issues, this application provides a game control method, device, electronic device, and computer-readable storage medium. Furthermore, by allowing players to independently select virtual battle opponents for elimination, a virtual battle lineup can be determined based on these opponents. This enables players to strategically arrange their troops according to the opponent's lineup, increasing player interaction and improving the gaming experience. Moreover, by shortening game time, reducing the need for selecting virtual battle lineups, and minimizing the caching of virtual battle opponent information, resource consumption is reduced.

[0028] In some application scenarios, the above-described game control method can be applied to mobile terminals such as smartphones and tablets, or computer terminals. Specifically, the mobile terminal or computer terminal can determine the virtual battle targets and virtual battle lineups for elimination by receiving the selection operation performed by the player, and then conduct game battles based on the virtual battle lineups. In other application scenarios, the above-described game control method can also be applied to a server providing services to the mobile terminal or computer terminal. Specifically, the mobile terminal or computer terminal can generate a selection request based on the selection operation performed by the player, requesting the server to determine the virtual battle targets and virtual battle lineups for elimination based on the selection request, and can conduct game battles based on the virtual battle lineups according to the battle request sent by the mobile terminal or computer terminal. Exemplarily, this application is described in the context of mobile terminals.

[0029] The defects in the solutions in the above-mentioned related technologies are all the result of the inventors' practice and careful research. Therefore, the discovery process of the above problems and the solutions proposed by the embodiments of the present invention in the following text should be the inventors' contributions to the present invention.

[0030] Please refer to Figure 1 The diagram illustrates a flowchart of a game control method provided in an embodiment of this application. Figure 1 As shown, the game control method includes the following steps 101 to 104.

[0031] Step 101: In response to detecting a lineup selection operation, determine a first virtual battle lineup based on the lineup selection operation;

[0032] In some application scenarios, mobile terminals can receive lineup selection operations. These lineup selection operations can include, for example, clicking or long-pressing the icon corresponding to a virtual object. When the mobile terminal receives a click or long-press operation from a player on the icon corresponding to a virtual object, it can be considered that the player has performed a lineup selection operation on that virtual object, and virtual objects can be added one by one as virtual battle opponents. Furthermore, when the mobile terminal receives consecutive clicks or long-presses from a player on the icons corresponding to multiple virtual objects, it can be considered that the player has performed lineup selection operations on these virtual objects, and multiple virtual objects can be added simultaneously as virtual battle opponents.

[0033] In these application scenarios, after receiving a lineup selection operation, the mobile terminal can determine the first virtual battle lineup based on the lineup selection operation. That is, if a player performs a lineup selection operation on virtual objects A, B, C, D, and E, then virtual objects A, B, C, D, and E can be determined as the first virtual battle lineup.

[0034] Step 102: Based on the first virtual battle lineup, determine the virtual battle objects used to create the array.

[0035] After determining the first virtual battle lineup, the mobile terminal can determine the virtual battle objects used to create the arrangement array based on each virtual battle object in the first virtual battle lineup. Here, the aforementioned arrangement array can be regarded as a matrix used to eliminate objects in a match-3 game. For example, in Figure 2In the matrix shown, the multiple virtual objects arranged on it (such as virtual object 201, virtual object 202, etc.) can be regarded as virtual battle objects used to create the array. That is, once the virtual battle objects are determined, they can be created as follows: Figure 2 The arrangement array shown is merely a representation of different virtual objects using simple different shapes and patterns. In practical applications, those skilled in the art can change the shapes and patterns according to actual needs to make the virtual objects more vivid and lifelike.

[0036] In some application scenarios, for example, a preset number of virtual battle objects can be randomly selected from the first virtual battle lineup as virtual battle objects for creating an array. For instance, if there are 5 virtual battle objects in the first virtual battle lineup, 3 or 4 can be randomly selected as virtual battle objects for creating an array.

[0037] Step 103: Determine the second virtual battle lineup based on the object movement operation performed on the array.

[0038] After the mobile terminal creates the array, it can receive object movement operations performed by the player on the array. Then, the mobile terminal can determine a second virtual battle lineup based on these object movement operations. For example, dragging an icon of a virtual battle object by the player can be considered an object movement operation.

[0039] In some application scenarios, if a player is detected to have performed an object movement operation on a virtual battle object, and if the virtual battle object can be eliminated in the array, then the virtual battle object can be added to the second virtual battle lineup.

[0040] Step 104: Conduct game battles based on the first virtual battle lineup and the second virtual battle lineup.

[0041] After the mobile terminal determines the first and second virtual battle lineups, a game battle can commence. In some application scenarios, the mobile terminal can initiate a game battle based on the player's battle command. For example, after detecting that both the first and second virtual battle lineups have been determined, the mobile terminal can display prompt buttons such as "Start Battle" or "Let's PK!" to essentially remind the player to engage in a game battle. The player can then click on these prompt buttons to instruct the mobile terminal to begin the game battle. In other application scenarios, the mobile terminal can directly initiate a game battle after detecting that both the first and second virtual battle lineups have been determined.

[0042] In this embodiment, through steps 101 to 104 above, players can independently determine the elimination targets (i.e., the virtual battle targets used to create the array) and the virtual battle lineup in match-3 battle games, which increases the interaction between players and improves the game experience.

[0043] Furthermore, in related technologies, when selecting between two virtual battle lineups, the selection operation is usually performed separately (for example, performing selection operation a to determine the first virtual battle lineup, and then performing selection operation b to determine the second virtual battle lineup). This requires performing multiple similar operations, which is cumbersome. It also causes the mobile terminal to be involved in processing related to multiple operations, such as information display and step guidance, which will cache more related processing information (such as icon information, operation step description information, etc.), thus consuming too much processing resources of the mobile terminal. Moreover, since the selection operation needs to be performed separately, more time is spent on selecting virtual battle lineups, resulting in a longer game time, which also consumes processing resources of the mobile terminal to some extent.

[0044] In this embodiment, since the second virtual battle lineup is determined based on the first virtual battle lineup, the mobile terminal only needs to select the first virtual battle lineup from a large number of virtual battle objects, and then select the second virtual battle lineup from a small number of virtual battle objects included in the first virtual battle lineup. This simplifies the operation steps, saves operation time, and consequently shortens the game duration. Furthermore, it reduces the amount of related processing information cached, thus minimizing the processing resources used.

[0045] In some alternative implementations, prior to step 101, the game control method further includes step 100: displaying the opposing virtual battle lineup corresponding to the opposing side;

[0046] Before receiving the lineup selection action from the player, the mobile terminal can first obtain the opposing virtual battle lineup, so that the player can arrange their troops according to the opposing virtual battle lineup.

[0047] In some application scenarios, the opposing virtual battle lineups can be pre-set based on the player's game level. That is, the mobile terminal can pre-set multiple game levels, each corresponding to one or more opposing virtual battle lineups. This allows the player to obtain the corresponding opposing virtual battle lineup based on their game level. In other application scenarios, the opposing virtual battle lineups can be selected by the player. That is, the mobile terminal can determine the multiple opposing virtual battle opponents selected by the player based on their selection commands, and can then designate these multiple opposing virtual battle opponents as the opposing virtual battle lineup.

[0048] In some alternative implementations, step 100 may include: displaying at least one enemy virtual battle object included in the enemy virtual battle lineup and the attribute information corresponding to the at least one enemy virtual battle object.

[0049] In other words, after acquiring the opposing virtual battle lineup, the mobile terminal can display at least one opposing virtual battle target and its corresponding attribute information, allowing players to strategically deploy their troops based on the number and attributes of these virtual battle targets. For example, the mobile terminal can acquire opposing virtual battle targets A, B, and C from the opposing virtual battle lineup, and further acquire attribute information for each target, such as their preferred skills and the energy required to defeat them. Alternatively, the mobile terminal can acquire only opposing virtual battle target A from the opposing virtual battle lineup, and further acquire attribute information for target A, such as its preferred skills and the energy required to defeat it.

[0050] Thus, step 101 above may include sub-step 1011: in response to detecting a lineup selection operation based on the opposing virtual battle lineup, determining the first virtual battle lineup.

[0051] In some application scenarios, after displaying the opposing virtual battle lineups, the mobile terminal can prompt the player to choose a suitable lineup based on these lineups. Then, based on the player's lineup selection, the mobile terminal determines the first virtual battle lineup, thereby increasing the player's win rate and encouraging them to continue playing. Furthermore, because players can quickly determine their first virtual battle lineup based on the opposing lineups, the game process can be accelerated to some extent, reducing the consumption of processing resources.

[0052] In some alternative implementations, before sub-step 1011, the game control method may further include sub-step 1010A: in response to detecting a first filtering operation performed based on any of the hostile virtual battle objects, filtering virtual battle objects that are countered by the hostile virtual battle object from the virtual battle object pool according to the attribute information corresponding to the hostile virtual battle object, and obtaining the filtering result;

[0053] In some application scenarios, players can use a first-stage filtering operation to select virtual combat opponents that are countered by the opposing virtual combat opponent, thereby increasing their win rate. Specifically, the mobile terminal can receive the first-stage filtering operation performed by the player on any opposing virtual combat opponent, identifying the opposing virtual combat opponent to be filtered. It can further determine the attribute information of the opposing virtual combat opponent to be filtered, and then filter out the opposing virtual combat opponents from the virtual combat opponent pool based on this attribute information. Here, the aforementioned first-stage filtering operation may include, for example, clicking or long-pressing the opposing virtual combat opponent to be filtered. The aforementioned virtual combat opponent pool may be, for example, a resource pool including multiple or all virtual combat opponents required in the game.

[0054] In some alternative implementations, prior to sub-step 1011, the game control method may include sub-step 1010B: obtaining a filtering result in response to detecting a second filtering operation performed on attribute information based on any opposing virtual combat object; wherein the second filtering operation is used to instruct the filtering of virtual combat objects that are countered by the opposing virtual combat object corresponding to the attribute information.

[0055] In some application scenarios, players can perform a second filtering operation on any attribute information of the displayed opposing virtual combat objects to quickly filter out virtual combat objects that are countered by the opposing virtual combat object. For example, players can perform a second filtering operation, such as clicking or long-pressing, on the attribute information containing the attribute "fire" to instruct the mobile terminal to filter out virtual combat objects that are countered by the "fire" attribute. In this case, the attribute information corresponding to the filtered virtual combat objects could be "water".

[0056] Thus, the above sub-step 1011 may include: determining the determination operation performed on any virtual battle object in any of the filtering results as the lineup selection operation.

[0057] After the mobile device filters out virtual battle opponents that are countered by the opposing virtual battle opponent, these virtual battle opponents can be considered as the filtering results. In some application scenarios, the mobile device can display these filtering results to the player, who can then perform a confirmation action on any virtual battle opponent in the filtering results to add that virtual battle opponent to the first virtual battle lineup. Here, the confirmation action may include, for example, clicking or long-pressing the icon of any virtual battle opponent in the filtering results.

[0058] In this implementation, the virtual combat objects that are countered by the attribute information of the opposing virtual combat objects can be quickly filtered out, which speeds up the game process and reduces resource consumption to a certain extent.

[0059] In some alternative implementations, the first virtual battle lineup includes multiple first virtual battle objects, and step 102 above may include the following sub-steps:

[0060] Sub-step 1021: If an object selection operation is detected on any of the first virtual battle objects, the first virtual battle object is determined as the virtual battle object used to create the arrangement array;

[0061] In some application scenarios, mobile terminals can detect whether a player needs to select a virtual battle object for creating an array. In this case, if the mobile terminal detects an object selection operation performed on any first virtual battle object, it can be considered that the player needs to select a virtual battle object for creating an array. Subsequently, the mobile terminal can identify this first virtual battle object as the virtual battle object used to create the array.

[0062] Sub-step 1022: If no object selection operation is detected for any of the first virtual battle objects, determine the determination order in which each of the first virtual battle objects is determined to join the first virtual battle lineup; and determine the virtual battle objects used to create the arrangement array according to the determination order.

[0063] If the mobile terminal does not detect an object selection operation, it can be assumed that the player does not require selecting virtual battle objects for creating the formation. Subsequently, the mobile terminal can determine the virtual battle objects for creating the formation based on pre-set selection rules. These pre-set selection rules are: first, determine the order in which the first virtual battle objects are selected to be added to the first virtual battle lineup, and then determine the lineup according to that order. For example, the first three virtual battle objects selected by the player can be determined as the virtual battle objects for creating the formation.

[0064] In this implementation, the virtual battle opponents used to create the formation array can be determined based on the player's choice, or based on the order in which the first virtual battle opponents are determined. This allows players to decide whether to participate in the determination process, enhancing the gaming experience.

[0065] In some application scenarios, after the mobile terminal identifies the virtual battle objects used to create the array, it can create the array. It should be noted that the process of arranging multiple virtual battle objects in a matrix to form an array, enabling the array to be used in match-3 games (i.e., enabling elimination operations), is existing technology and will not be elaborated here. Furthermore, when arranging the multiple virtual battle objects in this array, the difficulty of elimination can be further set based on factors such as the player's game level and the current lineup of enemy virtual objects, to improve the player's gaming experience.

[0066] In some alternative implementations, step 103 above may include the following sub-steps:

[0067] Sub-step 1031: Based on the object movement operation performed on the arrangement array, determine whether the virtual battle objects on the arrangement array meet preset conditions after the object movement operation is performed on any virtual battle object; wherein, the preset conditions include a preset number of virtual battle objects of the same type arranged consecutively in the arrangement array;

[0068] After the mobile terminal completes the array creation, it can receive object movement operations performed by the player on any virtual combat object in the array. It can further confirm whether the object movement operation causes the virtual combat object to meet preset conditions. These preset conditions may include, for example, a preset number (e.g., 3, 5, etc.) of objects of the same type (e.g., having the same combat skills); or, for example, [the following conditions can be met]. Figure 2 Virtual battle objects (virtual objects with the same color and shape are considered to be of the same type) are arranged in a continuous pattern in rows, columns, and diagonals.

[0069] Sub-step 1032: When it is detected that the virtual battle objects on the array meet the preset conditions, the virtual battle objects that meet the preset conditions are eliminated, and the target virtual battle object is added at the position of the virtual battle object moved as indicated by the object movement operation.

[0070] If the mobile terminal detects that virtual battle objects in the array meet preset conditions, it can eliminate those virtual battle objects. That is, if a preset number of virtual battle objects of the same type are detected arranged consecutively in the array, such as in rows, columns, or diagonals, these virtual battle objects can be eliminated. It should be noted that after multiple virtual battle objects are eliminated, the mobile terminal can further supplement the array with the previously determined virtual battle objects used to create the array.

[0071] In some application scenarios, mobile terminals can also add target virtual combat objects at the location indicated by the object movement operation. That is, after eliminating multiple virtual combat objects, a target virtual combat object can be added to the array. This target virtual combat object can be, for example, a virtual object with the same combat skills as the eliminated virtual combat objects, but with stronger combat power.

[0072] In some alternative implementations, the addition position of the target virtual battle object can be determined based on the following different situations caused by the object movement operation:

[0073] Case 1: If it is detected that the virtual battle object that meets the preset condition is eliminated directly due to the object movement operation, then the target virtual battle object is added at the position of the virtual battle object that was moved by the object movement operation and is located in the elimination area or at the initial position of the virtual battle object that was moved by the object movement operation.

[0074] In some application scenarios, if a mobile terminal detects that a virtual battle object has been eliminated due to an object movement operation, it can add the target virtual battle object to the position of the virtual battle object that was moved by the object movement operation and is located in the elimination area. For example, in Figure 2 If the mobile terminal detects an object movement operation that moves virtual battle object 201 to the position of virtual battle object 202, it can be determined that the object movement operation directly caused the elimination of three virtual battle objects 201. Therefore, the elimination area where the virtual battle object 201 was located after being moved (i.e., the current...) can be determined. Figure 2 Add the target virtual battle object (at the location of the virtual battle object 202 shown).

[0075] In other application scenarios, if the mobile terminal detects that a virtual battle object has been eliminated directly due to the object movement operation, it can add the target virtual battle object to the initial position of the virtual battle object moved by the object movement operation. For example, in Figure 2 If the mobile terminal detects an object movement operation that moves virtual battle object 201 to the position of virtual battle object 202, it can be determined that the object movement operation directly caused the elimination of three virtual battle objects 201. Therefore, the virtual battle object 201 can be removed from its initial position (i.e., the current position). Figure 2 Add the target virtual battle object at the top left corner of the matrix shown.

[0076] Case 2: If it is detected that a virtual battle object that meets the preset conditions is eliminated indirectly due to the object movement operation, then the target virtual battle object is added to the array geometric center position occupied by the eliminated virtual battle object.

[0077] In other words, if the mobile terminal detects that a virtual battle object has been indirectly eliminated due to an object movement operation, it can add the target virtual battle object to the geometric center of the array occupied by the eliminated virtual battle object. For example, in Figure 2 If the mobile terminal detects an object movement operation that moves virtual battle object 204 to the position of virtual battle object 203, it can be determined that the object movement operation directly caused the elimination of 4 virtual battle objects 204, and indirectly caused the elimination of 3 virtual battle objects 203. In this case, two target virtual battle objects can be added. The target virtual battle object directly causing the addition can be located at the initial position of virtual battle object 204, and the target virtual battle object indirectly causing the addition can be located at the geometric center of the array occupied by the eliminated virtual battle object 203 (i.e.,...). Figure 2 (The position occupied by the virtual battle object 2031 shown).

[0078] In this implementation, based on whether a virtual battle object is eliminated directly or indirectly due to an object movement operation, stronger target virtual battle objects can be placed without affecting the current array arrangement. This achieves the goal of obtaining one or more target virtual battle objects with a single object movement operation, improving the player's gaming experience. Furthermore, since multiple target virtual battle objects can be obtained with a single object movement operation, it is more suitable for scenarios where the number of object movement operations is limited, thus reducing the consumption of processing resources to some extent.

[0079] In some application scenarios, after executing the above sub-step 1032, the mobile terminal can continue to execute the following sub-step 1033.

[0080] Sub-step 1033: When it is detected that the number of times the object movement operation is executed exceeds the number threshold or the execution time exceeds the time threshold, the second virtual battle lineup is determined according to the virtual battle object moved by the object movement operation.

[0081] In some application scenarios, when a mobile terminal detects that the number of times an object movement operation is executed exceeds a threshold or the execution time of the object movement operation exceeds a time threshold, it can determine the second virtual battle lineup based on the virtual battle object moved as indicated by the object movement operation. For example, if an object movement operation instructs the movement of virtual battle object B, and this results in the elimination of multiple virtual battle objects B, then virtual battle object B can be added to the second virtual battle lineup. The number of times threshold may include, but is not limited to, 5, 7, or 8 times; the time threshold may include, but is not limited to, 1 minute or 2 minutes.

[0082] In this way, mobile terminals can keep game time within a controllable range by limiting the number of executions or execution time, thereby keeping the processing resources used within a controllable range, which is beneficial for the planning of processing resources to a certain extent.

[0083] In some alternative implementations, after sub-step 1032, step 103 may further include: determining the number of virtual battle objects eliminated; and adding a second virtual battle object according to a preset rule based on the number of eliminations to obtain the second virtual battle lineup.

[0084] In some application scenarios, after eliminating virtual battle objects that meet preset conditions, the mobile terminal can further determine the number of second virtual battle objects in the second virtual battle lineup based on the number of virtual battle objects eliminated.

[0085] Specifically, the mobile terminal can count the number of eliminated virtual battle objects, then determine the number of second virtual battle objects according to preset rules, thus obtaining a second virtual battle lineup. Here, the preset rules could include, for example, that if the number of eliminated objects is N, then the number of additional second virtual battle objects can be (N-2). In this way, the number of second virtual battle objects can continuously increase as the number of eliminated objects increases, allowing players to maximize the number of virtual battle objects they can eliminate according to these preset rules, thereby incentivizing players.

[0086] In some optional implementations, after step 103, the game control method further includes: for each second virtual battle object included in the second virtual battle lineup, determining the object attribute information corresponding to the second virtual battle object based on preset configuration information; the object attribute information includes combat distance and / or combat skills; and determining the battle position of the second virtual battle object according to the object attribute information.

[0087] After determining the second virtual battle lineup, the mobile terminal can identify each of the second virtual battle opponents included in that lineup. In some application scenarios, for example, the target virtual battle opponent can be directly identified as the second virtual battle opponent.

[0088] After the mobile terminal identifies the second virtual combat target, it can determine the object attribute information corresponding to each second virtual combat target based on preset configuration information. Here, the preset configuration information may include, for example, the combat distance, combat skills, energy required to destroy the second virtual combat target, as well as similar virtual objects and opposing virtual objects. The object attribute information may include combat distance and / or combat skills. Combat distance may include, for example, short-range or long-range; combat skills may include, for example, ambush skills or fire-breathing skills.

[0089] After the mobile terminal determines the object attribute information of each second virtual combat object, it can further determine the combat position of each second virtual combat object. For example, if it is determined that the combat range of the second virtual combat object is short and the combat skill is a flamethrower skill, the second virtual combat object can be set to a position closer to the enemy virtual combat object to give full play to its combat role.

[0090] Please refer to Figure 3 The diagram illustrates a structural block diagram of a game control device according to an embodiment of this application. This game control device can be a module, program segment, or code on an electronic device. It should be understood that this device is similar to the one described above. Figure 1 The method implementation corresponds to this and can be executed. Figure 1 The specific functions of the device involved in the method embodiments can be found in the description above. To avoid repetition, detailed descriptions are omitted here.

[0091] Optionally, the game control device includes a first determining module 301, a second determining module 302, a third determining module 303, and a battle module 304. The first determining module 301 is used to determine a first virtual battle lineup based on a detected lineup selection operation; the second determining module 302 is used to determine virtual battle objects for creating an array based on the first virtual battle lineup; the third determining module 303 is used to determine a second virtual battle lineup based on an object movement operation performed on the array; and the battle module 304 is used to conduct game battles based on the first and second virtual battle lineups.

[0092] Optionally, the game control device further includes a display module, which is used to: display the opposing virtual battle lineup corresponding to the opposing side before determining the first virtual battle lineup based on the lineup selection operation in response to detecting the lineup selection operation; and the first determination module 301 is further used to: determine the first virtual battle lineup in response to detecting the lineup selection operation based on the opposing virtual battle lineup.

[0093] Optionally, the display module is further configured to: display at least one enemy virtual battle object included in the enemy virtual battle lineup and the attribute information corresponding to the at least one enemy virtual battle object.

[0094] Optionally, the game control device further includes a filtering module, which is configured to: before determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup, in response to detecting a first filtering operation performed based on any of the opposing virtual battle objects, filter virtual battle objects that are countered by the opposing virtual battle object in the virtual battle object pool according to the attribute information corresponding to the opposing virtual battle object, and obtain a filtering result; or in response to detecting a second filtering operation performed on the attribute information of any opposing virtual battle object, obtain a filtering result; wherein the second filtering operation is used to instruct the filtering of virtual battle objects that are countered by the opposing virtual battle object corresponding to the attribute information; and the first determining module 301 is further configured to: determine the determining operation performed on any virtual battle object in any of the filtering results as the lineup selection operation.

[0095] Optionally, the first virtual battle lineup includes multiple first virtual battle objects, and the second determining module 302 is further configured to: if an object selection operation is detected on any of the first virtual battle objects, determine the first virtual battle object as the virtual battle object used to create the array; if no object selection operation is detected on any of the first virtual battle objects, determine the determination order in which each of the first virtual battle objects is determined to be added to the first virtual battle lineup; and determine the virtual battle object used to create the array according to the determination order.

[0096] Optionally, the third determining module 303 is further configured to: determine, based on the object movement operation performed on the array, whether the virtual battle objects on the array meet preset conditions after performing the object movement operation on any virtual battle object; wherein, the preset conditions include a preset number of virtual battle objects of the same type arranged consecutively in the array; when it is detected that the virtual battle objects on the array meet the preset conditions, eliminate the virtual battle objects that meet the preset conditions, and add the target virtual battle object at the position of the virtual battle object moved as indicated by the object movement operation; when it is detected that the number of times the object movement operation is executed exceeds a threshold or the execution time exceeds a time threshold, determine the second virtual battle lineup based on the virtual battle object moved as indicated by the object movement operation.

[0097] Optionally, the third determining module 303 is further configured to: after eliminating virtual battle objects that meet the preset conditions when the virtual battle objects on the array are detected to meet the preset conditions, determine the number of virtual battle objects eliminated; and add a second virtual battle object according to the number of eliminations and a preset rule to obtain the second virtual battle lineup.

[0098] Optionally, the third determining module 303 is further configured to: if it is detected that the virtual battle object satisfying the preset condition is eliminated directly due to the object movement operation, then add the target virtual battle object at the position of the virtual battle object located in the elimination area moved by the object movement operation or at the initial position of the virtual battle object moved by the object movement operation; if it is detected that the virtual battle object satisfying the preset condition is eliminated indirectly due to the object movement operation, then add the target virtual battle object at the array geometric center position occupied by the eliminated virtual battle object.

[0099] Optionally, the game control device further includes a battle position determination module, which is used to: after determining the second virtual battle lineup based on the object movement operation performed on the array, determine the object attribute information corresponding to each second virtual battle object included in the second virtual battle lineup based on preset configuration information; the object attribute information includes combat distance and / or combat skills; and determine the battle position of the second virtual battle object based on the object attribute information.

[0100] It should be noted that those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0101] Please refer to Figure 4 , Figure 4 This is a schematic diagram of the structure of an electronic device for executing a game control method, provided in an embodiment of this application. The electronic device may include: at least one processor 401, such as a CPU, at least one communication interface 402, at least one memory 403, and at least one communication bus 404. The communication bus 404 is used to enable direct communication between these components. In this embodiment, the communication interface 402 is used for signaling or data communication with other node devices. The memory 403 may be a high-speed RAM or a non-volatile memory, such as at least one disk storage device. Optionally, the memory 403 may also be at least one storage device located remotely from the aforementioned processor. The memory 403 stores computer-readable instructions. When these computer-readable instructions are executed by the processor 401, the electronic device can perform the aforementioned... Figure 1 The method and process are shown.

[0102] Understandable. Figure 4 The structure shown is for illustrative purposes only; the electronic device may also include components that are more advanced than those shown. Figure 4The more or fewer components shown, or having the same Figure 4 The different configurations shown. Figure 4 The components shown can be implemented using hardware, software, or a combination thereof.

[0103] This application provides a computer-readable storage medium storing a computer program thereon. When the computer program is executed by a processor, it can perform actions such as... Figure 1 The method process executed by the electronic device in the illustrated method embodiment.

[0104] This application provides a computer program product, which includes a computer program stored on a non-transitory computer-readable storage medium. The computer program includes program instructions, and when the program instructions are executed by a computer, the computer can perform the methods provided in the above-described method embodiments. For example, the method may include: in response to detecting a lineup selection operation, determining a first virtual battle lineup based on the lineup selection operation; determining virtual battle objects for creating an array based on the first virtual battle lineup; determining a second virtual battle lineup based on an object movement operation performed on the array; and performing a game battle based on the first virtual battle lineup and the second virtual battle lineup.

[0105] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0106] Furthermore, the units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0107] Furthermore, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0108] In this document, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, without necessarily requiring or implying any such actual relationship or order between these entities or operations.

[0109] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A game control method, characterized in that, include: In response to the detection of a lineup selection operation, a first virtual battle lineup is determined based on the lineup selection operation; Based on the first virtual battle lineup, determine the virtual battle objects used to create the array; wherein, the array includes multiple array positions, and the virtual battle objects are distributed in the array positions; The second virtual battle lineup is determined based on the object movement operations performed on the array. Game battles will be conducted based on the first virtual battle lineup and the second virtual battle lineup; The step of determining the second virtual battle lineup based on object movement operations performed on the array includes: determining whether the virtual battle objects on the array meet preset conditions after performing the object movement operation on any virtual battle object; wherein, the preset conditions include a preset number of virtual battle objects of the same type arranged consecutively in the array; when it is detected that the virtual battle objects on the array meet the preset conditions, eliminating the virtual battle objects that meet the preset conditions, and adding a target virtual battle object at the position of the virtual battle object moved as indicated by the object movement operation; when it is detected that the number of times the object movement operation is executed exceeds a threshold or the execution time exceeds a time threshold, determining the second virtual battle lineup based on the virtual battle object moved as indicated by the object movement operation.

2. The method according to claim 1, characterized in that, Before determining the first virtual battle lineup based on the lineup selection operation in response to detecting the lineup selection operation, the method further includes: Display the opposing virtual battle lineup corresponding to the opposing team; and The step of responding to the detection of a lineup selection operation and determining a first virtual battle lineup based on the lineup selection operation includes: In response to detecting a lineup selection operation based on the opposing virtual battle lineup, the first virtual battle lineup is determined.

3. The method according to claim 2, characterized in that, The display of the opposing virtual battle lineup corresponding to the opposing side includes: Display at least one enemy virtual battle opponent included in the enemy virtual battle lineup, as well as the attribute information corresponding to the at least one enemy virtual battle opponent.

4. The method according to claim 3, characterized in that, Before determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup, the method further includes: In response to detecting a first filtering operation performed based on any of the aforementioned hostile virtual combat objects, virtual combat objects that are countered by the hostile virtual combat object are filtered from the virtual combat object pool according to the attribute information corresponding to the hostile virtual combat object, and a filtering result is obtained; or In response to detecting a second filtering operation performed on attribute information of any opposing virtual battle object, a filtering result is obtained; wherein the second filtering operation is used to instruct the filtering of virtual battle objects that are countered by the opposing virtual battle object corresponding to the attribute information.

5. The method according to claim 4, characterized in that, The step of determining the first virtual battle lineup in response to detecting a lineup selection operation based on the opposing virtual battle lineup includes: The determination operation performed on any virtual battle object in any of the filtering results is defined as the lineup selection operation.

6. The method according to any one of claims 1-5, characterized in that, The first virtual battle lineup includes multiple first virtual battle opponents, and The step of determining the virtual battle targets for creating the array based on the first virtual battle lineup includes: If an object selection operation is detected on any of the first virtual battle objects, the first virtual battle object is determined as the virtual battle object used to create the arrangement array; If no object selection operation is detected for any of the first virtual battle objects, determine the order in which each of the first virtual battle objects is determined to be added to the first virtual battle lineup; and Based on the determined order, the virtual battle objects used to create the arrangement array are determined.

7. The method according to claim 1, characterized in that, After eliminating virtual battle objects that meet the preset conditions when they are detected to meet the preset conditions, the step of determining the second virtual battle lineup based on the object movement operation performed on the array further includes: Determine the number of virtual battle objects eliminated; Based on the number of eliminations, a second virtual battle opponent is added according to a preset rule to obtain the second virtual battle lineup.

8. The method according to claim 1, characterized in that, The step of eliminating virtual battle objects that meet preset conditions when they are detected to meet preset conditions, and adding a target virtual battle object at the position of the virtual battle object moved as indicated by the object movement operation, includes: If it is detected that the virtual battle object that meets the preset condition is eliminated directly due to the object movement operation, then the target virtual battle object is added at the position of the virtual battle object that was moved by the object movement operation and is located in the elimination area or at the initial position of the virtual battle object that was moved by the object movement operation. If it is detected that a virtual battle object that meets the preset conditions is eliminated indirectly due to the object movement operation, then the target virtual battle object is added to the array geometric center position occupied by the eliminated virtual battle object.

9. The method according to claim 1, characterized in that, After determining the second virtual battle lineup based on object movement operations performed on the array, the method further includes: For each second virtual battle opponent included in the second virtual battle lineup, the object attribute information corresponding to that second virtual battle opponent is determined based on preset configuration information; the object attribute information includes combat distance and / or combat skills; and Based on the object attribute information, the battle position of the second virtual battle object is determined.

10. A game control device, characterized in that, include: The first determining module is used to determine a first virtual battle lineup in response to the detection of a lineup selection operation; The second determining module is used to determine, based on the first virtual battle lineup, the virtual battle objects to be used to create the array; wherein, the array includes multiple array positions, and the virtual battle objects are distributed in the array positions; The third determining module is used to determine the second virtual battle lineup based on the object movement operation performed on the array. The battle module is used to conduct game battles based on the first virtual battle lineup and the second virtual battle lineup; The third determining module is further configured to: determine, based on the object movement operation performed on the array, whether the virtual battle objects on the array meet preset conditions after performing the object movement operation on any virtual battle object; wherein, the preset conditions include a preset number of virtual battle objects of the same type arranged consecutively in the array; when it is detected that the virtual battle objects on the array meet the preset conditions, eliminate the virtual battle objects that meet the preset conditions, and add the target virtual battle object at the position of the virtual battle object moved as indicated by the object movement operation; when it is detected that the number of times the object movement operation is executed exceeds a threshold or the execution time exceeds a time threshold, determine the second virtual battle lineup based on the virtual battle object moved as indicated by the object movement operation.

11. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-readable instructions that, when executed by the processor, perform the method as described in any one of claims 1-9.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it performs the method as described in any one of claims 1-9.