Game control method, device, medium and electronic device

By registering listeners for the combat logic in virtual games and synchronously driving multiple combat performance logics, the problems of time consumption in combat logic control and visual effect deviation in virtual games are solved, improving control efficiency and visual effect consistency.

CN115779405BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-11-30
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In existing technologies, combat logic control in virtual games is time-consuming and prone to visual distortion.

Method used

By registering listeners for each combat logic in the virtual game, in response to control commands, multiple combat performance logics associated with the combat logic are synchronously driven, updating the display content of the graphical user interface, including pause, speed-up, and rewind operations.

Benefits of technology

It achieves visual synchronization of combat logic control results, reduces the processing time of control commands, and improves the processing efficiency of control commands.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure relates to the field of computer technology, providing a game control method, apparatus, computer-readable storage medium, and electronic device. The method includes: when playing combat logic in a virtual game through a graphical user interface, a listener pre-registered for the combat logic responds to receiving control commands for the combat logic; determines multiple combat performance logics associated with the combat logic, wherein the combat performance logics are the logic for changes in multiple visual scenes of combat objects in the virtual battle during the playback of the combat logic; and drives the multiple combat performance logics to execute control commands, updating the display content in the graphical user interface. This disclosure, based on the pre-registered listener controlling the updating of the combat logic, can improve the visual effects after controlling the combat logic in the virtual game and increase the processing efficiency of control commands for the combat logic.
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Description

Technical Field

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

[0002] Virtual combat in virtual games is a common gaming experience in most games. Players can experience various storylines, levels, and character skill effects in virtual games through the combat logic, which increases the fun of the game.

[0003] Typically, during the process of players playing a virtual game, or during the process of game developers debugging or testing the game, there is a need to control the combat logic in the virtual game, such as adjusting the speed or pausing the combat logic. In particular, the combat logic usually requires the joint implementation of the combat performance logic of multiple combat performance objects in the virtual combat. Therefore, controlling the combat logic is also controlling the various combat performance logics used to implement the combat logic.

[0004] In related technologies, when controlling the combat logic, there are issues such as time-consuming combat logic control processing and potential visual discrepancies in the control results.

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The purpose of this disclosure is to provide a game control method and apparatus, a computer-readable storage medium and an electronic device, thereby improving the visual effects after controlling the combat logic in a virtual game to at least a certain extent, and improving the processing efficiency of control commands for the combat logic.

[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0008] According to a first aspect of this disclosure, a game control method is provided, which provides a graphical user interface via a terminal device, the graphical user interface displaying game screens of a virtual game, the method comprising:

[0009] When the combat logic in the virtual game is played in the graphical user interface, the listener pre-registered for the combat logic responds to the control command for the combat logic and determines multiple combat performance logics associated with the combat logic. The combat performance logic is the change logic of multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic.

[0010] The control commands are executed to drive multiple combat performance logics and update the display content in the graphical user interface.

[0011] Optionally, the step of driving multiple combat performance logics to execute the control commands and update the display content in the graphical user interface includes:

[0012] If the control command is a pause command, then multiple combat performance logics are driven to execute the pause command, and the paused combat screen is displayed in the graphical user interface;

[0013] If the control command is a speed change command, then multiple combat performance logics are driven to execute the speed change command, and the speed-changed combat logic is played in the graphical user interface.

[0014] Optionally, the step of driving multiple combat performance logics to execute the pause command and displaying the paused combat screen in the graphical user interface includes:

[0015] Each of the combat performance logics is driven to determine the first target visual image displayed in the combat performance logic at the time the pause command is received, thus obtaining the combat screen after the pause.

[0016] The battle logic is paused, and the battle screen after the pause is displayed in the graphical user interface.

[0017] Optionally, the method further includes:

[0018] The non-combat logic of the virtual game continues to play in the graphical user interface.

[0019] Optionally, after pausing the playback of the battle logic and displaying the paused battle screen in the graphical user interface, the method further includes:

[0020] In response to receiving a playback command for the battle logic, each battle performance logic is driven to update and display multiple second target visual screens to continue playing the battle logic in the graphical user interface. The second target visual screen is the visual screen in the battle performance logic that follows the first target visual screen.

[0021] Optionally, after pausing the playback of the battle logic and displaying the paused battle screen in the graphical user interface, the method further includes:

[0022] In response to receiving a command to reverse the combat logic, control each combat performance logic to update and display multiple third target visual screens, so as to reverse the combat logic in the graphical user interface, wherein the third target visual screen is the visual screen in the combat performance logic that precedes the first target visual screen.

[0023] Optionally, the step of driving multiple combat performance logics to execute the speed-up command and playing the speed-up combat logic in the graphical user interface includes:

[0024] The updated frame rate of the visual image is determined based on the frame rate of the terminal device and the combat logic speed change value in the speed change command.

[0025] Each of the combat performance logics is controlled to update and display a fourth target visual screen according to the updated frame rate, so as to play the speed-up combat logic in the graphical user interface. The fourth target visual screen is the visual screen displayed after the visual screen displayed by the combat performance logic at the moment the speed-up command is received.

[0026] According to a second aspect of this disclosure, a game control device is provided, which provides a graphical user interface via a terminal device, the graphical user interface displaying game screens of a virtual game, the device comprising:

[0027] The triggering module is configured to, when the combat logic in the virtual game is played in the graphical user interface, a listener pre-registered for the combat logic responds to the acquisition of control instructions for the combat logic and determines multiple combat performance logics associated with the combat logic, wherein the combat performance logics are the change logics of multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic.

[0028] The driving module is configured to drive multiple combat performance logics to execute the control commands and update the display content in the graphical user interface.

[0029] Optionally, the driver module is configured as follows:

[0030] If the control command is a pause command, then multiple combat performance logics are driven to execute the pause command, and the paused combat screen is displayed in the graphical user interface;

[0031] If the control command is a speed change command, then multiple combat performance logics are driven to execute the speed change command, and the speed-changed combat logic is played in the graphical user interface.

[0032] Optionally, the driver module is configured as follows:

[0033] Each of the combat performance logics is driven to determine the first target visual image displayed in the combat performance logic at the time the pause command is received, thus obtaining the combat screen after the pause.

[0034] The battle logic is paused, and the battle screen after the pause is displayed in the graphical user interface.

[0035] Optionally, the device further includes a first playback module configured to:

[0036] The non-combat logic of the virtual game continues to play in the graphical user interface.

[0037] Optionally, the device further includes a second playback module configured to:

[0038] In response to receiving a playback command for the battle logic, each battle performance logic is driven to update and display multiple second target visual screens to continue playing the battle logic in the graphical user interface. The second target visual screen is the visual screen in the battle performance logic that follows the first target visual screen.

[0039] Optionally, the device further includes a third playback module, configured to:

[0040] In response to receiving a command to reverse the combat logic, control each combat performance logic to update and display multiple third target visual screens, so as to reverse the combat logic in the graphical user interface, wherein the third target visual screen is the visual screen in the combat performance logic that precedes the first target visual screen.

[0041] Optionally, the driver module is configured as follows:

[0042] The updated frame rate of the visual image is determined based on the frame rate of the terminal device and the combat logic speed change value in the speed change command.

[0043] Each of the combat performance logics is controlled to update and display a fourth target visual screen according to the updated frame rate, so as to play the speed-up combat logic in the graphical user interface. The fourth target visual screen is the visual screen displayed after the visual screen displayed by the combat performance logic at the moment the speed-up command is received.

[0044] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon that, when executed by a processor, implements the game control method as described in the first aspect.

[0045] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and

[0046] Memory for storing the executable instructions of the processor;

[0047] The processor is configured to execute the game control method as described in the first aspect.

[0048] As can be seen from the above technical solutions, the game control method, game control device, and computer-readable storage medium and electronic device implementing the game control method in the exemplary embodiments of this disclosure have at least the following advantages and positive effects:

[0049] In some embodiments of the present disclosure, a listener can be registered for each combat logic in a virtual game. When the virtual game executes a combat logic, the listener associated with the combat logic can respond by obtaining control commands for the combat logic and simultaneously drive multiple combat performance logics associated with the combat logic to execute control commands, thereby completing the control of the combat logic. On the one hand, this ensures the synchronization of visual updates for each combat performance logic associated with the combat logic, which can solve the problem of visual effect deviations in the control results of the combat logic. On the other hand, during the processing of control commands for the combat logic, there is no need to broadcast control commands, and since each combat performance logic associated with the combat logic can update the visual screen synchronously, the time consumption of the control command processing process can be reduced, and the efficiency of control command processing can be improved.

[0050] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0051] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0052] Figure 1 A system architecture diagram illustrating an application environment in which the game control method and apparatus of this disclosure can be applied in an exemplary embodiment is shown.

[0053] Figure 2 A flowchart illustrating a game control method in an exemplary embodiment of this disclosure is shown.

[0054] Figure 3 A schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure is shown;

[0055] Figure 4 This diagram illustrates a game control device in an exemplary embodiment of the present disclosure;

[0056] Figure 5 A schematic diagram of the structure of an electronic device in an exemplary embodiment of this disclosure is shown. Detailed Implementation

[0057] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of these specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0058] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0059] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.

[0060] In virtual games, the combat logic can be controlled to pause or speed up the combat.

[0061] In related technologies, in order to control the combat logic, it is necessary to register listeners for each of the various combat performance logics associated with the combat logic. After the terminal device obtains the control event for the combat logic, it needs to broadcast the control event to the listener of each combat performance logic. After each combat performance logic listener hears the control event, it controls each combat performance logic to update the visual screen. After the terminal device determines that the visual screen of each combat performance logic has been updated, it displays the updated visual screen of all combat performance logics associated with the combat logic, thus completing the control of the combat logic.

[0062] However, this combat logic control method relies on listeners for each combat performance logic to monitor control events. During this process, the time when each listener for a combat performance logic detects a control event may differ, resulting in situations where each combat performance logic cannot update simultaneously. This leads to asynchronous updates of the visuals for each combat performance logic, causing visual deviations in the combat logic control results. Furthermore, the asynchronous monitoring of control events and updates of the visuals for each combat performance logic during the control process can result in longer processing times for control events.

[0063] To address the aforementioned problems, this disclosure proposes a game control method and apparatus, which can be applied to... Figure 1 In the system architecture of the exemplary application environment shown.

[0064] like Figure 1 As shown, the system architecture 100 may include a terminal device 101 and a server 102. The terminal device 101 may be a terminal device with display function used by users or game developers, such as a smartphone, tablet, laptop, desktop computer, etc., but is not limited to these; the server 102 may be a server deployed by a game service provider.

[0065] It should be understood that Figure 1 The number of terminal devices and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices and servers. For example, server 102 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing 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.

[0066] It should be noted that the game control method provided in this embodiment can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0067] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0068] Understandably, when a user plays the game through a client device, the combat logic in the virtual game played through the graphical user interface can trigger the combat logic control controls in the graphical user interface. The client device responds to the triggering of the combat logic control controls by generating control commands for the combat logic and sending the control commands to the server. The listeners pre-registered for the combat logic in the game program on the server respond to the acquisition of the control commands for the combat logic, determine multiple combat performance logics associated with the combat logic, drive the multiple combat performance logics to execute the control commands, update the display content in the graphical user interface, and send the updated display content of the graphical user interface to the client device for display. The combat performance logic is the logic of changes in multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic.

[0069] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0070] It is understandable that when a user plays a game through a terminal device, the combat logic in the virtual game played through the graphical user interface can trigger the combat logic control controls in the graphical user interface. The terminal device responds to the triggering of the combat logic control controls by generating control commands for the combat logic. The listeners pre-registered for the combat logic in the game program of the terminal device respond to the acquisition of the control commands for the combat logic, determine multiple combat performance logics associated with the combat logic, drive multiple combat performance logics to execute control commands, and update the display content in the graphical user interface. The combat performance logic is the logic of changes in multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic.

[0071] In one possible implementation, this invention provides a game control method that is implemented through a graphical user interface provided by a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0072] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0073] Figure 2 This diagram illustrates a flowchart of a game control method provided in an exemplary embodiment of the present disclosure. The game control method provided in this embodiment is applied to a terminal device. The game screen of a virtual game is displayed through the graphical user interface of the terminal device. (Reference) Figure 2 The method includes:

[0074] Step S201: When the combat logic in the virtual game is played in the graphical user interface, the listener that was pre-registered for the combat logic responds to the control command for the combat logic and determines multiple combat performance logics associated with the combat logic.

[0075] In this embodiment of the disclosure, the combat performance logic is the change logic of multiple visual screens of the combat performance objects in the virtual battle during the combat logic playback process. The combat performance objects may include virtual characters, virtual props, virtual special effects and virtual game scenes in the virtual game.

[0076] Step S202: Drive multiple combat performance logics to execute control commands and update the display content in the graphical user interface.

[0077] In summary, the game control method provided in this embodiment can register a listener for each combat logic in the virtual game. When the virtual game executes a combat logic, the listener associated with the combat logic can respond by obtaining control commands for the combat logic and simultaneously drive multiple combat performance logics associated with the combat logic to execute control commands, thus completing the control of the combat logic. On the one hand, it ensures the synchronization of visual updates for each combat performance logic associated with the combat logic, which can solve the problem of visual effect deviations in the combat logic control results. On the other hand, during the processing of control commands for the combat logic, there is no need to broadcast control commands, and since each combat performance logic associated with the combat logic can synchronously update the visual display, the time consumption of the control command processing process can be reduced, thereby improving the efficiency of control command processing.

[0078] The following are Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below:

[0079] In step S201, when the combat logic in the virtual game is played in the graphical user interface, the listener pre-registered for the combat logic responds to the control instructions for the combat logic and determines multiple combat performance logics associated with the combat logic.

[0080] In this embodiment of the disclosure, the virtual game may include virtual combat, and the combat logic refers to the logic of changes in the combat screen from the start to the end of the virtual combat. The virtual combat typically includes various combat performance objects, such as virtual characters, virtual props, virtual special effects, and virtual game scenes in the virtual game. The combat performance logic is the logic of changes in multiple visual screens of the combat performance objects in the virtual combat during the combat logic playback. For example, the combat performance logic may include the logic of changes in the position screen of virtual objects, the logic of changes in the skeletal screen of virtual objects, the logic of changes in the behavior screen of virtual objects, the logic of changes in the virtual game scene screen, and the logic of changes in the virtual special effects screen, etc.

[0081] It should also be noted that, in the embodiments disclosed herein, during the development of the game program, a listener can be registered for each combat logic in the virtual game, so as to uniformly drive each combat performance logic associated with the combat logic through the listener, thereby driving each combat performance logic to execute control commands to update the screen of the combat performance object and realize the update of the combat logic.

[0082] In one alternative implementation, when the terminal device plays the combat logic of a virtual game in a graphical user interface, the process by which a listener pre-registered for the combat logic, in response to receiving control commands for the combat logic, determines multiple combat performance logics associated with the combat logic may include:

[0083] The terminal device responds to a virtual game start command by playing a virtual game in a graphical user interface. While the combat logic within the virtual game is playing in the graphical user interface, it can generate control commands for the combat logic in response to combat logic control operations. Listeners pre-registered for the combat logic in the virtual game can respond to these control commands and determine multiple combat performance logics associated with the combat logic. These combat logic control operations can be triggered by the player using combat logic control controls in the graphical user interface, or by the game developer using combat logic control keys on an input device (e.g., a keyboard) on the terminal device.

[0084] It should be noted that for a developed game program, the game program's data packet includes information on multiple combat performance logics associated with each combat logic in the virtual game. The process by which the terminal device determines the multiple combat performance logics associated with the combat logic may include: in the game program's data packet, obtaining multiple combat performance logics associated with the combat logic currently playing in the graphical user interface when a control command is received.

[0085] In step S202, multiple combat performance logics are driven to execute control commands and update the display content in the graphical user interface.

[0086] In this embodiment of the disclosure, the control command is used to instruct the playback effect of the combat logic. For example, the control command is used to instruct the combat logic to pause, or the control command is used to instruct the combat logic to change speed, wherein the speed change can be acceleration or deceleration. The control command may include a pause command, a speed change command, or a rewind command.

[0087] In one optional implementation, the process of the terminal device driving multiple combat performance logics to execute control commands and updating the displayed content in the graphical user interface may include: if the control command is a pause command, then driving multiple combat performance logics to execute the pause command and displaying the paused combat screen in the graphical user interface; this can drive multiple combat performance logics to execute the pause command synchronously to prevent abnormal combat logic pause effects caused by multiple combat performance logics not being able to execute the pause command simultaneously, thus improving the visual effect of the combat logic after pause; if the control command is a speed-up command, then driving multiple combat performance logics to execute the speed-up command and playing the speed-up combat logic in the graphical user interface; this can drive multiple combat performance logics to execute the speed-up command synchronously to prevent abnormal combat logic speed-up effects caused by multiple combat performance logics not being able to execute the speed-up command simultaneously, thus improving the visual effect of the game screen after the combat logic speed-up.

[0088] In one optional implementation, the control command can be a pause command. The terminal device drives multiple combat performance logics to execute the pause command and displays the paused combat screen in the graphical user interface: each combat performance logic is driven to determine the first target visual image displayed in the combat performance logic at the time the pause command is received, thus obtaining the paused combat screen; the combat logic is paused, and the paused combat screen is displayed in the graphical user interface. Upon receiving the pause command, each combat performance logic can be driven to synchronously determine the first target visual image displayed in the combat performance logic at the time the pause command is received, thus obtaining and displaying the paused combat screen, improving the processing efficiency of the pause command and enhancing the visual effect of the combat screen displayed after the control combat logic is paused.

[0089] It should be noted that the game control method provided in this disclosure can be applied to scenarios where game developers debug or test the combat logic in a virtual game. Game developers can control the combat logic of the virtual game by triggering combat logic control keys on the input device (e.g., a keyboard) of a terminal device. For example, when the input device is a keyboard, the combat logic control keys can include the space bar, left button, and right button. The input device can generate a pause command in response to a triggering operation of the space bar, a play command in response to a triggering operation of the right button, or a reverse play command in response to a triggering operation of the left button. Figure 3 As shown, after the terminal device used by the game developer receives the control command, it can display the progress bar 301 of the virtual game in the graphical user interface 300, and display the game progress indicator icon 302 in the progress bar. After receiving the pause command, the game progress indicator icon 302 can pause; after receiving the play command, the game progress indicator icon 302 can move to the right; after receiving the reverse command, the game progress indicator icon 302 can move to the left.

[0090] In one alternative implementation, during the debugging or testing of combat logic in a virtual game, since the playback progress of the combat logic is controlled by a pre-registered listener, and the listener does not control other logic within the virtual game, the terminal device can continue playing non-combat logic within the graphical user interface after the paused combat screen is displayed. This ensures that non-combat logic continues to play without affecting its execution, allowing developers to continue debugging or testing non-combat logic and improving the efficiency of fixing virtual game issues.

[0091] In one optional implementation, in a scenario where the combat logic in a virtual game is being debugged or tested, after pausing the playback of the combat logic and displaying the paused combat screen in the graphical user interface, the terminal device can also respond to receiving a playback command for the combat logic, driving each combat performance logic to update and display multiple second target visual screens to continue playing the combat logic in the graphical user interface. The second target visual screen is the visual screen following the first target visual screen in the combat performance logic. This allows game developers to play or pause the combat logic in the virtual game environment as needed, without needing to record the combat logic during game debugging or testing, and to view the visual performance of the combat screen at any point in the combat logic, improving the convenience and efficiency of testing or debugging the combat logic.

[0092] In one optional implementation, in a scenario where the combat logic in a virtual game is being debugged or tested, after pausing the playback of the combat logic and displaying the paused combat screen in the graphical user interface, the terminal device can also respond to a rewind command for the combat logic, controlling each combat performance logic to update and display multiple third-target visual screens, so as to rewind the combat logic in the graphical user interface; wherein, the third-target visual screen is the visual screen in the combat performance logic that precedes the first-target visual screen. This allows game developers to pause or rewind the combat logic in the virtual game environment as needed, without needing to record the combat logic during game debugging or testing, enabling them to repeatedly view the visual performance of the combat screen at any point in the combat logic, thus improving the control flexibility of the combat logic and the convenience and efficiency of testing or debugging.

[0093] In one optional implementation, the control command can be a speed-up command. The process by which the terminal device drives multiple combat performance logics to execute the speed-up command and plays the speed-up combat logic in the graphical user interface includes: determining the updated frame rate of the visual image based on the frame rate of the terminal device and the speed-up value of the combat logic in the speed-up command; controlling each combat performance logic to update and display the fourth target visual image according to the updated frame rate, so as to play the speed-up combat logic in the graphical user interface, wherein the fourth target visual image is the visual image displayed after the visual image displayed by the combat performance logic at the moment the speed-up command is received. Multiple combat performance logics can be driven to synchronously update their visual images according to the updated frame rate of the visual image indicated by the speed-up command, to ensure synchronous updates of multiple combat performance logics when the combat logic speeds up, thereby improving the visual effect of the speed-up combat logic.

[0094] The process of determining the updated frame rate of the visual display based on the frame rate of the terminal device and the combat logic speed-up value in the speed-up command includes: determining the reciprocal of the frame rate to obtain the display duration of each visual frame in the combat performance logic; then, determining the ratio of the display duration of each visual frame to the combat logic speed-up value to obtain the display duration of each visual frame after speed-up; and further, determining the reciprocal of the display duration of each visual frame after speed-up to obtain the updated frame rate of the visual display.

[0095] For example, if the terminal device has a frame rate of 60 frames per second and the combat logic speed-up value is 2x, we can determine the reciprocal of 60 frames per second to get the display duration of each visual frame in the combat performance logic as 1 / 60 second. We can then determine the ratio of 1 / 60 second to 2x speed to get the display duration of each visual frame after the speed-up as 1 / 120 second. Finally, we can determine the reciprocal of the display duration of each visual frame after the speed-up as 1 / 120 second to get the updated frame rate of 120 frames per second.

[0096] Figure 4 This diagram illustrates a game control device provided in an exemplary embodiment of the present disclosure. A graphical user interface (GUI) is provided via a terminal device, and the GUI displays the game screen of a virtual game, such as... Figure 4 As shown, the game control device 400 includes:

[0097] Trigger module 401 is configured to, when playing the combat logic in a virtual game in the graphical user interface, a listener pre-registered for the combat logic responds to the acquisition of control instructions for the combat logic and determines multiple combat performance logics associated with the combat logic. The combat performance logic is the change logic of multiple visual images of combat performance objects in the virtual combat during the playback of the combat logic.

[0098] The driver module 402 is configured to drive multiple combat performance logic to execute control commands and update the display content in the graphical user interface.

[0099] Optionally, driver module 402 is configured as follows:

[0100] If the control command is a pause command, then multiple combat performance logics will be driven to execute the pause command, and the paused combat screen will be displayed in the graphical user interface;

[0101] If the control command is a speed-changing command, it will drive multiple combat performance logics to execute the speed-changing command and play the changed combat logic in the graphical user interface.

[0102] Optionally, driver module 402 is configured as follows:

[0103] Each combat performance logic is driven to determine the first target visual image displayed in the combat performance logic at the moment the pause command is received, thus obtaining the combat screen after the pause.

[0104] Pause the battle logic playback and display the paused battle screen in the graphical user interface.

[0105] Optional, such as Figure 4 As shown, the game control device 400 also includes a first playback module 403, configured as follows:

[0106] Continue playing the non-combat logic of the virtual game in the graphical user interface.

[0107] Optional, such as Figure 4 As shown, the game control device 400 also includes a second playback module 404, configured as follows:

[0108] In response to receiving a playback command for the combat logic, each combat performance logic is driven to update and display multiple second target visual screens to continue playing the combat logic in the graphical user interface. The second target visual screen is the visual screen in the combat performance logic that follows the first target visual screen.

[0109] Optional, such as Figure 4 As shown, the game control device 400 also includes a third playback module 405, configured as follows:

[0110] In response to receiving a command to reverse the combat logic, control each combat performance logic to update and display multiple third target visual screens, so as to reverse the combat logic in the graphical user interface. The third target visual screen is the visual screen in the combat performance logic that appears before the first target visual screen.

[0111] Optionally, driver module 402 is configured as follows:

[0112] The updated frame rate of the visual display is determined based on the frame rate of the terminal device and the combat logic speed change value in the speed change command.

[0113] Each combat performance logic is controlled to update and display the fourth target visual screen according to the updated frame rate, so as to play the combat logic after the speed change in the graphical user interface. The fourth target visual screen is the visual screen displayed after the visual screen displayed by the combat performance logic at the moment the speed change command is received.

[0114] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In one embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0115] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0116] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0117] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0118] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0119] Exemplary embodiments of this disclosure also provide an electronic device, which may be a terminal device. References below... Figure 5 This electronic device will be described. It should be understood that... Figure 5 The electronic device 500 shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0120] like Figure 5 As shown, the electronic device 500 is presented in the form of a general-purpose computing device. The components of the electronic device 500 may include, but are not limited to: at least one processing unit 510, at least one storage unit 520, and a bus 530 connecting different system components (including the storage unit 520 and the processing unit 510).

[0121] The storage unit stores program code, which can be executed by the processing unit 510 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 510 can perform actions such as... Figure 2 The methods and steps shown are as follows.

[0122] Storage unit 520 may include volatile storage units, such as random access memory (RAM) 521 and / or cache memory 522, and may further include read-only memory (ROM) 523.

[0123] Storage unit 520 may also include a program / utility 524 having a set (at least one) program module 525, such program module 525 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0124] Bus 530 may include a data bus, an address bus, and a control bus.

[0125] Electronic device 500 can also communicate with one or more external devices 600 (e.g., keyboards, pointing devices, Bluetooth devices, etc.) via input / output (I / O) interface 540. Electronic device 500 can also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via network adapter 550. As shown, network adapter 550 communicates with other modules of electronic device 500 via bus 530. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 500, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0126] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0127] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms:

[0128] That is: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which can be collectively referred to as "circuit" or "module".

[0129] Or “system”. Other embodiments of this disclosure will be readily apparent to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the generality of this disclosure.

[0130] The principles and practices described herein include general knowledge or customary techniques in the art that are not disclosed herein. The description and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are defined by the claims.

[0131] It was pointed out.

[0132] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

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 displays game screens of a virtual game, and the method comprises: When the combat logic in the virtual game is played in the graphical user interface, the listener pre-registered for the combat logic responds to the control command for the combat logic and determines multiple combat performance logics associated with the combat logic. The combat performance logic is the change logic of multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic. If the control command is a pause command, then multiple combat performance logics are driven to execute the pause command, and the paused combat screen is displayed in the graphical user interface; if the control command is a speed-up command, then multiple combat performance logics are driven to execute the speed-up command, and the speed-up combat logic is played in the graphical user interface.

2. The method according to claim 1, characterized in that, The process of driving multiple combat performance logics to execute the pause command and displaying the paused combat screen in the graphical user interface includes: Each of the combat performance logics is driven to determine the first target visual image displayed in the combat performance logic at the time the pause command is received, thus obtaining the combat screen after the pause. The battle logic is paused, and the battle screen after the pause is displayed in the graphical user interface.

3. The method according to claim 2, characterized in that, The method further includes: The non-combat logic of the virtual game continues to play in the graphical user interface.

4. The method according to claim 2, characterized in that, After pausing the playback of the battle logic and displaying the paused battle screen in the graphical user interface, the method further includes: In response to receiving a playback command for the battle logic, each battle performance logic is driven to update and display multiple second target visual screens to continue playing the battle logic in the graphical user interface. The second target visual screen is the visual screen in the battle performance logic that follows the first target visual screen.

5. The method according to claim 2, characterized in that, After pausing the playback of the battle logic and displaying the paused battle screen in the graphical user interface, the method further includes: In response to receiving a command to reverse the combat logic, control each combat performance logic to update and display multiple third target visual screens, so as to reverse the combat logic in the graphical user interface, wherein the third target visual screen is the visual screen in the combat performance logic that precedes the first target visual screen.

6. The method according to claim 1, characterized in that, The process of driving multiple combat performance logics to execute the speed-changing command and playing the speed-changed combat logic in the graphical user interface includes: The updated frame rate of the visual image is determined based on the frame rate of the terminal device and the combat logic speed change value in the speed change command. Each of the combat performance logics is controlled to update and display a fourth target visual screen according to the updated frame rate, so as to play the speed-up combat logic in the graphical user interface. The fourth target visual screen is the visual screen displayed after the visual screen displayed by the combat performance logic at the moment the speed-up command is received.

7. A game control device, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, the GUI displaying game screens of a virtual game, and the device includes: The triggering module is configured to, when the combat logic in the virtual game is played in the graphical user interface, a listener pre-registered for the combat logic responds to the acquisition of control instructions for the combat logic and determines multiple combat performance logics associated with the combat logic, wherein the combat performance logics are the change logics of multiple visual images of combat performance objects in the virtual battle during the playback of the combat logic. The driving module is configured to, if the control command is a pause command, drive multiple combat performance logics to execute the pause command and display the paused combat screen in the graphical user interface; if the control command is a speed-up command, drive multiple combat performance logics to execute the speed-up command and play the speed-up combat logic in the graphical user interface.

8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the method as described in any one of claims 1 to 6.

9. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 6 by executing the executable instructions.