Game control method and device, electronic equipment and storage medium

By providing prop controls and target object selection operations on the graphical user interface, the problem of inconvenient operation of towing props is solved, and more efficient and accurate towing prop control is achieved.

CN116492681BActive Publication Date: 2026-01-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210084271.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-21
Publication Date
2026-01-23
Estimated Expiration
2042-01-21

AI Technical Summary

Technical Problem

The process of using traction tools in existing technologies is not very convenient, especially in PC and mobile games where the controls are inconvenient.

Method used

The graphical user interface provides a corresponding item control for the traction item. The item icon on the item control indicates the traction item, and in response to the object selection operation, the target object is determined, and the virtual character is controlled to use the traction item to move from the starting point to the ending point.

Benefits of technology

It improves the ease of operating the traction equipment, reduces misoperation, and improves the accuracy and efficiency of operation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game control method and device, electronic equipment and storage medium; the application provides a graphical user interface through a terminal, the content displayed by the graphical user interface at least partially contains a game scene and a game object therein, and a prop control corresponding to a traction prop is provided on the graphical user interface; in response to an object selection operation based on the prop control, a target object corresponding to the object selection operation in the game scene is determined; wherein the object selection operation is used to associate the prop control and the target object; the object selection operation at least includes a first selection event and a second selection event respectively acting on the prop control and the target object; the target object is taken as an end point of the traction prop, and a current virtual character is taken as a starting point of the traction prop, the current virtual character is controlled to move from the starting point to the end point using the traction prop, and the game object includes the target object and the current virtual character. Thus, the present scheme can improve the convenience of controlling the traction prop.
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Description

Technical Field

[0001] This invention relates to the field of video games, and more specifically to a game control method, device, electronic device, and storage medium. Background Technology

[0002] Video games refer to all interactive games that run on a computer platform. A graphical user interface (GUI) is the game interface that displays video games graphically, allowing users to interact with the game. For example, the interface may display various game controls (such as skill controls or behavior controls), which users can manipulate to control game objects and perform specific game actions.

[0003] However, as a type of virtual item, traction items generally require specific trigger actions to switch to and use. For example, in PC games, using a traction item requires switching to a specific key, followed by individual or combined mouse or button controls, resulting in low convenience. In mobile games, traction items are typically used as auxiliary weapons. When needing to use a traction item, one must first switch the virtual weapon permanently displayed in the weapon bar to the traction item via touch, and then further control the traction item via touch, again resulting in low convenience.

[0004] It is evident that the process of using traction devices in existing technologies is not very convenient. Summary of the Invention

[0005] This invention provides a game control method, device, electronic device, and storage medium that can improve the convenience of controlling traction props.

[0006] This invention provides a game control method that provides a graphical user interface (GUI) via an electronic device. The GUI displays content that at least partially includes a game scene and game objects therein, comprising:

[0007] Provide a tool control corresponding to a towing tool on the graphical user interface; indicate the towing tool through the tool icon on the tool control;

[0008] In response to an object selection operation based on an item control, the target object corresponding to the object selection operation in the game scene is determined; wherein, the object selection operation is used to associate the item control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the item control and the target object;

[0009] The target object is the endpoint of the traction tool, and the current virtual character is the starting point of the traction tool. The player controls the current virtual character to use the traction tool to move from the starting point to the endpoint. The game objects include the target object and the current virtual character.

[0010] The present invention also provides a game control device, comprising:

[0011] The display unit is used to provide a tool control corresponding to a traction tool on a graphical user interface; the traction tool is indicated by the tool icon on the tool control.

[0012] A determining unit is used to respond to an object selection operation based on an item control and determine the target object corresponding to the object selection operation in the game scene; wherein, the object selection operation is used to associate the item control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the item control and the target object;

[0013] The control unit is used to use the target object as the end point of the traction tool and the current virtual character as the starting point of the traction tool, and to control the current virtual character to use the traction tool to move from the starting point to the end point. The game objects include the target object and the current virtual character.

[0014] In some embodiments, the display unit is specifically used for:

[0015] In response to the operation of displaying prop controls in the graphical user interface, the prop control corresponding to the traction prop is displayed on the graphical user interface.

[0016] In some embodiments, the display unit is specifically used for:

[0017] When a specified event is detected in the game scene, the corresponding item control for the traction item is displayed on the graphical user interface; the specified event includes at least a combat event.

[0018] In some embodiments, the object selection operation includes a touch operation, the touch operation includes a first touch point and a second touch point, a first selection event includes the first touch point of the touch operation, a second selection event includes the second touch point of the touch operation, and the determining unit is specifically used for:

[0019] In response to a touch operation on an item control, the target object corresponding to the touch operation in the game scene is determined; the first touch point and the second touch point of the touch operation are located on the item control and the target object, respectively.

[0020] In some embodiments, the determining unit is specifically used for:

[0021] In response to a sliding or dragging operation on an item control, determine the target object corresponding to the sliding or dragging operation in the game scene.

[0022] In some embodiments, the determining unit is specifically used for:

[0023] The crosshair is displayed in real time at the current position of the touch point during a touch operation on the graphical user interface.

[0024] In response to a touch operation on an item control, determine the target object corresponding to the touch operation in the game scene, including:

[0025] In response to touch operations on item controls, when the current touch point is the second touch point, the game object indicated by the crosshair is used as the target object of the touch operation in the game scene.

[0026] In some embodiments, the determining unit is specifically used for:

[0027] Determine whether the target object meets the interaction conditions for controlling the current virtual character to use the traction prop;

[0028] Controlling the current virtual character to move from the starting point to the ending point using traction tools includes:

[0029] When the target object meets the interaction conditions for controlling the current virtual character to use the traction tool, control the current virtual character to use the traction tool to move from the starting point to the ending point.

[0030] In some embodiments, the determining unit is specifically used for:

[0031] When the target object meets the interaction conditions for controlling the current virtual character to use the traction tool, the crosshair will be displayed in the first display state;

[0032] When the target object does not meet the interaction conditions for controlling the current virtual character to use the traction tool, the crosshair will be displayed in the second display state.

[0033] In some embodiments, the determining unit is specifically used for:

[0034] Determine the interaction distance between the target object and the current virtual character;

[0035] The target object meets the interaction conditions for controlling the current virtual character to use the traction tool, including:

[0036] The interaction distance between the target object and the current virtual character is no greater than the maximum movable distance of the traction prop;

[0037] The target object does not meet the interaction conditions for controlling the current virtual character to use the traction tool, including:

[0038] The interaction distance between the target object and the current virtual character is no greater than the maximum movable distance of the traction prop.

[0039] In some embodiments, the target object includes a second virtual character, and the control unit is specifically used for:

[0040] Lock onto the second virtual character, and control the current virtual character to use a traction item to move from the current virtual character's location to the second virtual character's location, so that the current virtual character can launch an attack on the second virtual character.

[0041] In some embodiments, locking the second virtual character includes locking the second virtual character via a crosshair indicator, and the control unit is specifically used for:

[0042] Display the crosshair indicator in the third display state; the third display state is used to indicate that the target object is the second virtual character.

[0043] In some embodiments, the touch operation further includes a third touch point, and the determining unit is specifically used for:

[0044] When the third touch point of the touch operation is located at the edge of the graphical user interface or the item control, control the current virtual character to cancel the use of the traction item.

[0045] In some embodiments, the game control device is also used for:

[0046] In response to the activation trigger operation of the prop control, the state of the traction prop is determined to be in use, and the trigger operation of the prop control is monitored.

[0047] In some embodiments, the game control device is also used for:

[0048] In response to at least one trigger operation on a behavior control, control the virtual character to perform independent behaviors corresponding to each of the at least one trigger operation;

[0049] In response to a second trigger operation on the behavior control, it is determined whether the conditions for controlling the virtual character to perform a combined behavior corresponding to the combined operation are met based on the combined operation. The combined operation includes at least one trigger operation and a second trigger operation.

[0050] When the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met based on the combined operation, the virtual character releases at least two independent behaviors in the combined behavior corresponding to the combined operation in sequence.

[0051] In some embodiments, prop controls are adjacent to behavior controls in the graphical user interface.

[0052] The present invention also provides an electronic device, including a memory and a processor, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in any of the game control methods provided by the present invention.

[0053] The present invention also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the game control methods provided by the present invention.

[0054] This invention provides a graphical user interface (GUI) via a terminal. The GUI displays content that at least partially includes a game scene and game objects therein. A traction prop control is provided on the GUI. The traction prop is indicated by a prop icon on the prop control. In response to an object selection operation based on the prop control, a target object corresponding to the object selection operation in the game scene is determined. The object selection operation is used to associate the prop control and the target object. The object selection operation includes at least a first selection event and a second selection event acting on the prop control and the target object, respectively. The target object is used as the endpoint of the traction prop, and the current virtual character is used as the starting point of the traction prop. The current virtual character is controlled to use the traction prop to move from the starting point to the endpoint. The game objects include the target object and the current virtual character.

[0055] In this invention, the corresponding item control of the traction item is directly displayed on the graphical user interface. Players can perform object selection operations on the item control to select the target object in the game scene, thereby controlling the current virtual character to use the traction item to move to the target object, thus improving the convenience of controlling the traction item. Attached Figure Description

[0056] To more clearly illustrate the technical solutions in this invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0057] Figure 1a This is a flowchart illustrating the game control method provided by the present invention;

[0058] Figure 1b This is a schematic diagram of a graphical user interface provided by the present invention;

[0059] Figure 1c This is a schematic diagram of a scenario illustrating the game control method provided in an embodiment of this application;

[0060] Figure 1d This is a schematic diagram illustrating the combined behavior of the game control method provided in the embodiments of this application;

[0061] Figure 1e This is a schematic diagram of the end region of the game control method provided in the embodiments of this application;

[0062] Figure 1f This is a schematic diagram illustrating the operation of the game control method provided in the embodiments of this application;

[0063] Figure 1g This is a schematic diagram illustrating the operation of the game control method provided in the embodiments of this application;

[0064] Figure 1h This is a schematic diagram of a scenario illustrating the game control method provided in an embodiment of this application;

[0065] Figure 2a This is a flowchart illustrating the application of the game control method provided by the present invention in a multiplayer competitive game scenario;

[0066] Figure 2b This is a schematic diagram of a long-press item control provided by the present invention;

[0067] Figure 2c This is a schematic diagram of another graphical user interface for displaying a crosshair indicator provided by the present invention;

[0068] Figure 2d This is a schematic diagram of another graphical user interface displaying a crosshair marker provided by the present invention;

[0069] Figure 3 This is a schematic diagram of a game control device provided by the present invention;

[0070] Figure 4 This is a schematic diagram of the structure of the electronic device provided by the present invention. Detailed Implementation

[0071] The technical solutions of this invention will now be clearly and completely described with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this invention, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this invention without creative effort are within the scope of protection of this invention.

[0072] This invention provides a game control method, device, electronic device, and storage medium.

[0073] Specifically, the game control device can be integrated into an electronic device, such as a terminal or server. The terminal can include mobile terminals, smart Bluetooth devices, laptops, or personal computers (PCs), and can be a mobile phone or tablet. The server can be a single server or a server cluster consisting of multiple servers.

[0074] In some embodiments, the game control device can also be integrated into multiple electronic devices, such as multiple servers, with multiple servers implementing the game control method of the present invention.

[0075] In some embodiments, the server may also be implemented as a terminal.

[0076] In some embodiments, the electronic device may be a mobile terminal running a video game. The video game provides a graphical user interface (GUI) through the terminal. The GUI displays content that at least partially includes the game scene and game objects therein. A traction prop control is provided on the GUI. The traction prop is indicated by a prop icon on the prop control. In response to an object selection operation based on the prop control, a target object corresponding to the object selection operation in the game scene is determined. The object selection operation is used to associate the prop control and the target object. The object selection operation includes at least a first selection event and a second selection event acting on the prop control and the target object, respectively. The target object is used as the endpoint of the traction prop, and the current virtual character is used as the starting point of the traction prop. The current virtual character is controlled to use the traction prop to move from the starting point to the endpoint. The game objects include the target object and the current virtual character.

[0077] In one embodiment of this disclosure, a game control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0078] 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 terminal, television, computer, or PDA; however, the terminal device for game control is 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.

[0079] In an optional implementation, the terminal device can be a local terminal device. 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 user through a graphical user interface, that is, conventionally downloading, installing, and running the game program through the terminal. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen, or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0080] A game scene (or virtual scene) is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene provides the complete game logic for the user to control virtual objects. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world for the user to control virtual objects in combat. Instances of virtual scenes can include at least one element selected from: mountains, rocks, flat land, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0081] A game interface refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.

[0082] In an optional implementation, the game interface may include game controls (e.g., skill controls, item controls, behavior controls, etc.), indicator signs (e.g., direction indicator signs, character indicator signs, etc.), information display area (e.g., number of kills, match time, etc.), or game settings controls (e.g., system settings, shop, gold coins, etc.).

[0083] For example, in some embodiments, a tool control may be included in the graphical user interface.

[0084] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game objects, (Non-Player Character, NPC) characters, and artificial intelligence (AI) characters that execute game logic in the virtual scene.

[0085] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one game object.

[0086] In some embodiments, game objects in a game scene include virtual objects controlled by the player.

[0087] Game objects refer to virtual objects within a virtual scene, including game characters. Game characters are controllable, dynamic objects, i.e., dynamic virtual objects. Optionally, these dynamic objects can be virtual characters, virtual animals, anime characters, etc. The game character is either a character controlled by the user through an input device, an artificial intelligence character trained and set up for battle in a virtual environment, or a non-virtual character set up for battle in a virtual scene.

[0088] Optionally, the game character is a virtual character that competes in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this embodiment of the application does not limit this.

[0089] In one possible implementation, the user can control virtual objects to perform game behaviors in the virtual scene. Game behaviors can include moving, casting skills, using items, and talking. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills and virtual items provided by the application to fight against other virtual objects.

[0090] Virtual cameras are an essential component of game scene visuals, used to present game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. As a game rendering window, they capture and present the game world visuals to the user. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as first-person view or third-person view.

[0091] In one optional implementation, this embodiment provides a game control method that provides a graphical user interface (GUI) via an electronic device. The GUI displays content that at least partially includes a game scene and game objects within it. The electronic device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system.

[0092] The following sections provide detailed descriptions of each example. It should be noted that the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments.

[0093] In this embodiment, a game control method is provided, such as Figure 1aAs shown, the specific flow of this game control method can be as follows:

[0094] 110. Provide a tool control corresponding to a traction tool on the graphical user interface; indicate the traction tool through the tool icon on the tool control.

[0095] The specific display form of the prop control in the graphical user interface is not limited; for example, the prop control can be displayed as a prop icon surrounded by a circle.

[0096] An item identifier can be a unique identifier for a tethered item in the game scene, indicating the tethered item; for example, it can be an image, text, or a simple drawing of the tethered item.

[0097] A traction device, also known as a grappling hook or grappling hook, is a virtual tool that, through specific or non-specific trigger operations and under specific or non-specific trigger conditions, allows the user to move or transfer from one location to another within a virtual game scene. For example, a traction device might consist of a grappling hook and a chain; or it might consist of a knot and a rope, and so on.

[0098] In some embodiments, in response to an operation to display item controls in the graphical user interface, the item controls corresponding to the traction item are displayed on the graphical user interface. The operation to display the item controls can be touch, drag, swipe, long press, short press, double-click, click, end drag, etc., or it can be a mouse or keyboard trigger event. Displaying the item controls only when the player needs to control the traction item reduces accidental operations and improves the accuracy of traction item control while maintaining ease of use.

[0099] In some embodiments, when a specified event is detected in the game scene, the corresponding item control for the traction item is displayed on the graphical user interface; the specified event includes at least a combat event, which may refer to a virtual character using a virtual item to fight against virtual characters controlled by other players. The specified event may also be a displacement event, which may refer to the current virtual character rapidly moving towards a target point or direction in the game scene.

[0100] For example, when a combat event is detected in the game scene, the corresponding item control for the traction item is displayed on the graphical user interface. Combat events are intense and real-time, requiring efficient control operation. Displaying the item control when a combat event is detected allows players to quickly manipulate the item control to trigger the traction item and move rapidly to the location of the combat event, improving operability and efficiency. As another example, when a displacement event is detected in the game scene, the corresponding item control for the traction item is displayed on the graphical user interface. When the player controls the current virtual character to move, the traction item is automatically displayed, allowing the player to use it to control the current virtual character to move quickly. This enriches the diversity of virtual character movement control, enhances the user experience, and ultimately increases user engagement.

[0101] In some embodiments, the state of the traction prop can be determined as the usage state in response to the activation trigger operation of the prop control, and the trigger operation of the prop control can be monitored.

[0102] Monitoring trigger operations on prop controls can include monitoring object selection operations and prop control display operations.

[0103] Enabling trigger actions can include long press, double-click, etc.; when a traction item is in use, it means the current virtual character can use the traction item and perform related game actions. If the traction item is not in use, it will not respond to trigger actions on the item control. For example, a user can first long press the item control, responding to the long press and confirming the traction item's status as in use; then, monitoring dragging the item control, if the traction item is not in use, directly dragging the item control will not trigger an action on the electronic device. By enabling the traction item through long press before responding to dragging actions, both ease of operation and the prevention of user errors can be maintained, improving operational accuracy.

[0104] In some embodiments, when the current virtual character's inventory contains a traction item, the item control is in a first display state, and operation on the item control can trigger an action; when the inventory does not contain a traction item, the item control is in a second display state, and operation on the item control cannot trigger an action. Here, the inventory can refer to a virtual space that contains the virtual items of the current virtual character; the first display state indicates that operation on the item control can trigger the traction item, and may display the item control in its original color; the second display state indicates that operation on the item control cannot trigger the traction item, and may be grayed out.

[0105] 120. In response to an object selection operation based on an item control, determine the target object corresponding to the object selection operation in the game scene; wherein the object selection operation is used to associate the item control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the item control and the target object.

[0106] The target object can be any game object in the game scene. For example, the target object can be a game object that can be hooked by the grappling hook of the traction prop; or, the target object can be a game object that can be tied by the knot of the traction prop.

[0107] The first selection event can be an event that acts on the prop control; the second selection event can be an event that acts on the target object.

[0108] Object selection can be an operation performed by the player on the graphical user interface, and can be a touch operation or a mouse or keyboard trigger event. Touch operations can include touching, dragging, swiping, tapping, long pressing, short pressing, double-tapping, clicking, and ending dragging. In some embodiments, touch operations can be a combination of a series of operations, such as a combination of clicking or double-tapping an item control and clicking or double-tapping a target object; and other touch operations besides those exemplified in this embodiment. Object selection is used to associate item controls with target objects, allowing the determination or selection of target objects based on item controls.

[0109] In some embodiments, the object selection operation includes a touch operation, which includes a first touch point and a second touch point. A first selection event includes the first touch point of the touch operation, and a second selection event includes the second touch point of the touch operation. The touch point can be the point where a player interacts with the graphical user interface (GUI) while operating the GUI. In some embodiments, a pressure sensor and a processor in the electronic device can be used to determine the touch point.

[0110] It can respond to touch operations on prop controls and determine the target object corresponding to the touch operation in the game scene; the first touch point and the second touch point of the touch operation are located on the prop control and the target object, respectively.

[0111] In some embodiments, in response to a sliding operation on an item control, the target object corresponding to the sliding operation in the game scene is determined.

[0112] In some embodiments, in response to a drag operation on an item control, the target object corresponding to the drag operation in the game scene is determined.

[0113] For example, if the touch operation is a drag-and-drop operation, then the first touch point can be the touch point applied to the item control when dragging begins, and the second touch point can be the point applied to the target object when dragging ends. For instance, if the electronic device is a touchscreen terminal, the user can drag item controls on the graphical user interface (GUI) displayed on the touchscreen screen. When the finger touches the GUI and begins dragging, the point where the finger touches the GUI is the first touch point, which applies to the item control; when the finger is released, the point where the finger touches the GUI is the second touch point, which applies to the target object. It can be understood that the value of the touch point changes as the touch operation touches the GUI; for example, when the touch operation is a drag-and-drop operation, the value of the touch point changes as the drag operation touches the GUI. Through touch operations, such as swiping or dragging, the target object can be quickly and conveniently identified, improving the ease of identifying or selecting the target object.

[0114] In addition, touch operations may also include other touch operations besides the aforementioned swiping and dragging, such as single-click or double-click operations on prop controls and target objects, respectively. That is, touch operations include single-click or double-click operations on prop controls and single-click or double-click operations on target objects, etc., and the embodiments of the present invention do not impose any special limitations or constraints on this.

[0115] In some embodiments, when the object selection operation is a touch operation, a crosshair can be displayed in real time at the current touch point location on the graphical user interface. The current touch point can be the point on the graphical user interface that the touch operation is currently touching, and the crosshair can be used to indicate the game object corresponding to the current touch point in the game scene. The crosshair can be an arrow icon, a triangle icon, etc. Displaying the crosshair above the location where the finger touches the graphical user interface can prevent operation errors caused by the finger obstructing the user's view.

[0116] In response to touch operations on item controls, when the current touch point is the second touch point, the game object indicated by the crosshair is used as the target object of the touch operation in the game scene.

[0117] In some embodiments, the touch operation further includes a third touch point. When the third touch point is located at the edge of the graphical user interface or an item control, it controls the current virtual character to cancel the use of the traction item. For example, when a player drags an item control to the edge of the user interface, or when a player drags an item a distance and then drags it back to its original position, the electronic device responds to the user's touch operation and controls the current virtual character to cancel the use of the traction item, thereby improving the convenience of canceling the use of the traction item.

[0118] 130. Use the target object as the end point of the traction tool and the current virtual character as the starting point of the traction tool. Control the current virtual character to use the traction tool to move from the starting point to the end point. The game objects include the target object and the current virtual character.

[0119] In some embodiments, before controlling the current virtual character to move from the starting point to the ending point using a traction tool, it can be determined whether the target object meets the interaction conditions for controlling the current virtual character to use the traction tool. When the target object meets the interaction conditions for controlling the current virtual character to use the traction tool, the current virtual character is controlled to move from the starting point to the ending point using the traction tool. The specific implementation of determining whether the target object meets the interaction conditions for controlling the current virtual character to use the traction tool is not limited.

[0120] As an optional implementation method, the interaction distance between the target object and the current virtual character can be determined; the interaction distance can be the distance between the current virtual character and the target object in the game scene.

[0121] The target object meets the interaction conditions for controlling the current virtual character to use the traction tool, including: the interaction distance between the target object and the current virtual character is not greater than the maximum movable distance of the traction tool. The maximum movable distance can be set according to the actual application, and can limit the range of movement using the traction tool.

[0122] The target object does not meet the interaction conditions for controlling the current virtual character to use the traction prop, including: the interaction distance between the target object and the current virtual character is greater than the maximum movable distance of the traction prop.

[0123] As an optional implementation, it can also be determined whether the target object is a hookable object. A hookable object means that the traction tool can hook or grab it, allowing the virtual character to move to the hookable object's location within the game scene using the traction tool. For example, hookable objects can be virtual characters or buildings. A non-hookable object means that the traction tool cannot hook or grab it, preventing the virtual character from moving to the hookable object's location within the game scene using the traction tool. For example, non-hookable objects can be grass, leaves, sky, water, or other objects within the game scene.

[0124] The target object does not meet the interaction conditions for controlling the current virtual character to use the traction tool, including: the interaction distance between the target object and the current virtual character is greater than the maximum movable distance of the traction tool, and / or, the target object is an object that cannot be hooked.

[0125] The target object meets the interaction conditions for controlling the current virtual character to use the traction prop, including: the interaction distance between the target object and the current virtual character is not greater than the maximum movable distance of the traction prop, and / or, the target object is a hookable object.

[0126] In some embodiments, when the target object meets the interaction conditions for controlling the current virtual character to use the traction prop, the crosshair indicator can be displayed in a first display state; when the target object does not meet the interaction conditions for controlling the current virtual character to use the traction prop, the crosshair indicator can be displayed in a second display state.

[0127] The first display state indicates to the player that the target object meets the interaction conditions for controlling the current virtual character to use the traction item. This can be achieved by displaying the crosshair in its original color or highlighting it, for example, by displaying the crosshair in an opaque state. The second display state indicates to the player that the target object does not meet the interaction conditions for controlling the current virtual character to use the traction item, for example, by displaying the crosshair in a semi-transparent state. By displaying the crosshair and showing different display states based on whether the interaction conditions are met, players can better control the timing of using the traction item in the game scene, further improving the accuracy of traction item control.

[0128] In some embodiments, text prompts may also be displayed in the graphical interface, such as "Grass cannot be hooked", "Hooked to xx character", "Exceeded maximum movement distance", etc.

[0129] In some embodiments, the target object includes a second virtual character, which is any game character in the game scene, and may be an enemy game character. The second virtual character can be locked, and the current virtual character can be controlled to use a traction item to move from its current location to the location of the second virtual character, so that the current virtual character can launch an attack on the second virtual character.

[0130] For example, at least one candidate object can be identified within a preset range of the point corresponding to the second touch point in the game scene. The preset range can be customized according to the actual application, for example, it can be a circular area with a radius of 20 pixels. The aiming area in the game scene can be calculated based on the preset range of the second touch point, thereby identifying candidate objects within the aiming area. When a game character is among the candidate objects, that game character is identified as the second virtual character. For example, if a game character is standing on a rock, and both the rock and the game character are within the aiming area, then the rock and the game character are candidate objects. In this case, the game character can be used as the second virtual character (target object), i.e., the second virtual character is locked. In other words, when a game character exists within the preset range of the second touch point, it can be directly locked onto, creating a suction effect. Therefore, the second virtual character can be quickly locked onto for attacks, enabling rapid pursuit and improving the user experience.

[0131] In some embodiments, locking onto the second virtual character includes locking onto the second virtual character via a crosshair indicator; the crosshair indicator can be displayed in a third display state; the third display state is used to indicate that the target object is the second virtual character; the third display state can be an opaque display state with a color, such as a red opaque display state. Providing the player with a third display state when locking onto the second virtual character helps the player control the timing of using traction items to attack the second virtual character in the game scene, further improving the accuracy of traction item control. Furthermore, after locking onto the second virtual character via the crosshair indicator, the crosshair indicator can move with the second virtual character's position in the game scene, meaning the crosshair indicator always follows the second virtual character to lock onto it.

[0132] This embodiment does not restrict the specific implementation method of controlling the current virtual character to move from the starting point to the ending point using a traction tool.

[0133] In some embodiments, the target object can be a fixed, non-moving game object. The current virtual character is controlled to move towards the target object at a preset speed. The preset speed can be customized according to the actual application and can be set in the parameters of the traction prop. Alternatively, the target object can maintain its original movement speed, and the current virtual character can be controlled to catch up with the target object at the preset speed. In another embodiment, when the target object is a movable game object in the virtual game scene, the current virtual character can also be controlled to use the traction prop to move the target object from the endpoint to the starting point. For example, the current virtual character does not move, and the target object is controlled to move towards the current virtual character at a preset speed to hook the target object to the current virtual character's position in the game scene, thereby improving the versatility of the traction prop's function.

[0134] Once the target object is identified, the current virtual character can be controlled to use a traction tool. For example, the current virtual character can be controlled to throw out a traction tool, and the grappling hook of the traction tool will grab the target object. The point of force of the grappling hook can be the point in the game scene corresponding to the second touch point mentioned above. At this time, the target object is the end point of the traction tool, and the current virtual character is the starting point.

[0135] In some embodiments, the target object may not be suitable as the landing point for the current virtual character after using the traction tool, or there may not be a landing point for the current virtual character after using the traction tool at the target object. In such cases, the traction tool can be used to pull the current virtual character to the target area. For example, the length of the chain of the traction tool can be shortened at a preset speed, so that the chain can pull the current virtual character to the target area. The target area is determined by the target object. For example, when the target object is a second virtual character, the target area can be the location associated with the target object, such as the location near the second virtual character. When the target object is a stone, the target area can be the area corresponding to the second touch point on the stone, so as to improve the success rate of using the traction tool and enrich the application scenarios applicable to the traction tool.

[0136] In some embodiments, if the current virtual character's backpack can only carry a preset number of traction items, the number of traction items in the backpack will decrease by 1 each time a traction item is used. In some embodiments, if the target object does not meet the interaction conditions for controlling the current virtual character to use traction items, but the player still operates and uses the item control, the number of traction items in the backpack will also decrease by 1.

[0137] The game control scheme provided by this invention can be applied to various game scenarios involving the rapid movement of game objects. For example, taking a multiplayer competitive game scenario, an electronic device provides a graphical user interface (GUI). The GUI displays at least a portion of the multiplayer competitive game scenario and the game objects within it, including a target object and the current virtual character. A traction prop control is provided on the GUI. The traction prop is indicated by a prop icon on the GUI. In response to a long press on the GUI, the traction prop is determined to be in use, and touch operations on the GUI are monitored. In response to touch operations based on the GUI, the target object corresponding to the touch operation in the game scenario is determined. The first and second touch points of the touch operation act on the GUI and the target object, respectively. The target object is used as the endpoint of the traction prop, and the current virtual character is used as the starting point. The current virtual character is controlled to move from the starting point to the endpoint using the traction prop. The scheme provided by this invention improves the convenience of controlling the traction prop.

[0138] As can be seen from the above, in this embodiment, the prop control corresponding to the traction prop is directly displayed on the graphical user interface. Players can perform object selection operations on the prop control to select the target object in the game scene, so as to control the current virtual character to use the traction prop to move to the target object, thereby improving the convenience of controlling the traction prop.

[0139] In some embodiments, the graphical user interface also provides a behavior control. When the target object is a game character, after controlling the user object to use traction props to move and interact in the game scene, the user object can also be controlled to attack the target object by operating the behavior control. The operation is smooth and can improve the operation efficiency.

[0140] In some embodiments, such as Figure 1b As shown, in the graphical user interface, item control 01 and behavior control 04 are adjacent. The specific flow of this game control method can be as follows:

[0141] (i) In response to at least one trigger operation on a behavior control, control the virtual character to perform independent behaviors corresponding to the at least one trigger operation.

[0142] The triggering operation can include touch, swipe, drag, tap, long press, short press, click, double tap, triple tap, and end drag operation. For example, in some embodiments, the triggering operation can be a short press; in some embodiments, the triggering operation can be a long press; and in some embodiments, the triggering operation can be a drag operation.

[0143] Each behavior control's trigger operation can correspond to a default independent behavior. For example, in some embodiments, in response to a short press operation on a behavior control, the virtual character can be controlled to perform the default independent behavior, which may include casting a default skill, performing a default interaction behavior, performing a default movement behavior, etc.

[0144] For example, the default independent behavior could be casting a default skill, such as jumping, basic attacking, moving forward, or crawling. For example, see reference... Figure 1c When the user briefly presses the behavior control 04, the virtual character 02 controlled by the user can cast the default skill [normal attack].

[0145] The default skill can be a basic skill, while the opposite is a special skill. Both basic and special skills can be set according to actual needs. For example, a basic skill can be [normal attack], a special skill can be [throwing weapon], etc., a basic interaction behavior can be [dialogue], a special interaction behavior can be [taunt], etc., a basic movement behavior can be [move forward], a special movement behavior can be [dash forward], etc.

[0146] (ii) In response to the second trigger operation of the behavior control, determine whether the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met based on the combined operation. The combined operation includes at least one trigger operation and a second trigger operation.

[0147] In some embodiments, a series of triggering operations can be combined into a combined operation, which includes at least one triggering operation and a second triggering operation. The sub-operations (at least one triggering operation and the second triggering operation) in the combined operation can include touch, drag, swipe, long press, short press, double click, click, end drag, etc.

[0148] The second triggering operation is the last operation triggered in the sequence of the combined operations. This second triggering operation can be the same as the triggering operation in step (i) or it can be a different operation. That is, the second triggering operation can include touch, swipe, drag, swipe, long press, short press, click, double click, triple click, end drag, etc.

[0149] For example, in some embodiments, the triggering operation in step (a) can be a long press operation, and the second triggering operation can be a drag operation.

[0150] For example, in some embodiments, the combined operation includes [operation 1..., operation i-1, operation i], where i is a positive integer greater than 2, and operations 1 to i-1 are all triggering operations in step (i), and operation i is the second triggering operation.

[0151] To improve both the ease and accuracy of controlling combined actions, the time intervals between different triggering actions within a combined operation can be used to determine whether the combined operation meets the conditions for controlling the virtual character to perform the corresponding combined action. For example, the time intervals between each triggering action can determine whether the triggering actions in the combined operation are continuous, i.e., whether the user triggers each triggering action in the combined operation sequentially without interruption within a short period of time.

[0152] For example, if there is a 3-second interval between operation X and operation Y in a combined operation, it can be inferred that the user wants to control the virtual character to perform the independent behavior corresponding to operation X and the independent behavior corresponding to operation Y by triggering operation X and operation Y respectively. That is, the combined operation is determined not to meet the condition of controlling the virtual character to cast the combined behavior corresponding to the combined operation.

[0153] For example, if there is a 2-millisecond interval between operation X and operation Y in a combo operation, it can be determined that the user wants to achieve a combo by continuously triggering operation X and operation Y. That is, the combo operation is determined to meet the condition of controlling the virtual character to perform the combo behavior corresponding to the combo operation.

[0154] It should be noted that, depending on the time interval, there are multiple ways to determine whether the combined operation meets the conditions for controlling the virtual character's casting and corresponding combined behavior. Examples are given below:

[0155] In some embodiments, step (ii) may include the following steps:

[0156] In response to a second triggering operation on a behavior control, determine the time interval between the termination time of the last triggering operation and the start time of the second triggering operation.

[0157] Based on the time interval between the termination time of the last triggering operation and the start time of the second triggering operation in at least one triggering operation, determine whether the conditions for controlling the combined behavior of virtual character casting and combination operations are met.

[0158] For example, in some embodiments, the combined operation includes [operation 1..., operation i-1, operation i], where i is a positive integer greater than 2, and operations 1 to i-1 are all triggering operations in step (i), operation i-1 is the last triggering operation among at least one triggering operation, and operation i is the second triggering operation.

[0159] Each operation includes the start and end times of the operation, and the absolute value of the difference between the start and end times is the duration of the operation.

[0160] The time interval between the two operations can be determined based on the termination time of operation i-1 and the start time of operation i.

[0161] There are multiple implementations that can determine whether the conditions for controlling the combined behavior of virtual character casting and combination operations are met based on time intervals.

[0162] For example, in some embodiments, if the time interval is less than a preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met; if the time interval is not less than the preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are not met.

[0163] For example, in some embodiments, if the time interval is not greater than a preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met; if the time interval is greater than the preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are not met.

[0164] For example, in some embodiments, if the time interval is less than a preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met; if the time interval is greater than the preset interval, it can be determined that the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are not met.

[0165] The preset interval can be set according to the actual application scenario.

[0166] In this embodiment, the user only needs to focus on the interval between operations and does not need to trigger other behavior controls to release the combined behavior corresponding to the combined operations. Therefore, this solution can balance the convenience and accuracy of combined behavior control.

[0167] Similarly, in some embodiments, step (ii) may include the following steps:

[0168] In response to a second triggering operation on a behavior control, determine the time interval between the start time of the first triggering operation and the end time of the second triggering operation in at least one triggering operation;

[0169] Based on the time interval between the start time of the first triggering operation and the end time of the second triggering operation, determine whether the conditions for controlling the virtual character's casting and combination operations are met.

[0170] Among them, the first triggering operation in at least one triggering operation is the first triggering operation in at least one triggering operation.

[0171] For example, in some embodiments, the combined operation includes [operation 1..., operation i-1, operation i], where i is a positive integer greater than 2, and operations 1 to i-1 are all triggering operations in step (i), operation i is the first triggering operation among at least one triggering operation, and operation i is the second triggering operation.

[0172] The duration of this combined operation can be determined by the time interval between the start time of operation 1 and the end time of operation i.

[0173] There are multiple implementations that can determine whether the conditions for controlling the virtual character to cast and combine the corresponding behaviors based on the duration of the combined operation.

[0174] For example, in some embodiments, if the duration of the combined operation is less than a preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met; if the duration of the combined operation is not less than the preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are not met.

[0175] For example, in some embodiments, if the duration of the combined operation is not greater than a preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met; if the duration of the combined operation is greater than the preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are not met.

[0176] For example, in some embodiments, if the duration of the combined operation is less than a preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met; if the duration of the combined operation is greater than the preset duration, it can be determined that the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are not met.

[0177] In this embodiment, the user only needs to focus on the interval between operations and does not need to trigger other behavior controls to release the combined behavior corresponding to the combined operations. Therefore, this solution can balance the convenience and accuracy of combined behavior control.

[0178] Similarly, in some embodiments, step (ii) may include the following steps:

[0179] In response to a second triggering operation on a behavior control, a first time interval between the termination time of the previous triggering operation and the start time of the next triggering operation in at least one triggering operation, and a second time interval between the termination time of the last triggering operation and the start time of the second triggering operation in at least one triggering operation;

[0180] Based on the first time interval and the second time interval, determine whether the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met.

[0181] The latter triggering operation is the operation that follows the former triggering operation.

[0182] For example, in some embodiments, the combined operation includes [operation 1..., operation j-1, operation j..., operation i-1, operation i], where i is a positive integer greater than 2, j is a positive integer not greater than i-1 and not less than 2, where operation 1 to operation i-1 are all triggering operations in step (i), if operation j-1 is the previous triggering operation in at least one triggering operation, operation j is the next triggering operation of operation j-1, and operation i is the second triggering operation.

[0183] Based on the first time interval between the termination time of operation j-1 and the start time of operation j, and the second time interval between the termination time of operation i-1 and the start time of operation i, it can be determined whether the conditions for controlling the virtual character to cast and combine operations are met.

[0184] There are multiple embodiments that can determine whether the conditions for controlling the combined behavior corresponding to the casting and combination operations of the virtual character are met based on the first time interval and the second time interval.

[0185] For example, in some embodiments, if the first time interval is less than a preset first interval and the second time interval is less than a preset second interval, then the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met; otherwise, the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are not met.

[0186] For example, in some embodiments, if the first time interval is not greater than a preset first interval and the second time interval is not greater than a preset second interval, then the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are met; otherwise, the conditions for controlling the combined behavior corresponding to the virtual character's casting and combination operations are not met.

[0187] The preset first interval and the preset second interval can be the same or different, and the preset first interval and the preset second interval can be set according to the actual application scenario.

[0188] For example, in some embodiments, if the first time interval is greater than the second time interval, the condition for controlling the combined behavior corresponding to the virtual character's casting and combination operations is met; otherwise, the condition for controlling the combined behavior corresponding to the virtual character's casting and combination operations is not met.

[0189] For example, in some embodiments, if the first time interval is not less than the second time interval, the condition for controlling the combined behavior corresponding to the virtual character's casting and combination operations is met; otherwise, the condition for controlling the combined behavior corresponding to the virtual character's casting and combination operations is not met.

[0190] In this embodiment, the user only needs to focus on the interval between operations and does not need to trigger other behavior controls to release the combined behavior corresponding to the combined operations. Therefore, this solution can balance the convenience and accuracy of combined behavior control.

[0191] (iii) When the condition for controlling the virtual character to release the combined behavior corresponding to the combined operation is met based on the combined operation, the virtual character is controlled to release at least two independent behaviors in the combined behavior corresponding to the combined operation in sequence.

[0192] Multiple independent actions can be combined to form a combined action. For example, in some embodiments, an independent action is an independent move, and a combined action is a combo, that is, a combo can be composed of multiple independent moves.

[0193] When the conditions for releasing a combined operation corresponding to a combined behavior are met, each triggering operation in the combined operation corresponds sequentially to each independent behavior in the independent behavior, meaning there is a mapping relationship between combined operations and combined behaviors. Based on this, the mapping relationship between combined operations and combined behaviors can be used to determine whether the conditions for releasing a combined operation corresponding to a combined behavior are met, thereby improving the efficiency of combined behavior determination.

[0194] Additionally, the independent behaviors corresponding to each of the at least one triggering operation and the second triggering operation, as well as the independent behaviors included in the combined behavior, can be judged sequentially. If the independent behavior corresponding to any of the at least one triggering operation and the second triggering operation does not match the corresponding independent behaviors in the combined row, it can be determined that the condition for releasing the combined behavior corresponding to the combined operation is not met, thus improving the efficiency of combined behavior judgment. If the independent behaviors corresponding to each of the at least one triggering operation and the second triggering operation match each corresponding independent behavior in the combined row, it can be determined that the condition for releasing the combined behavior corresponding to the combined operation is met, thus improving the accuracy of combined behavior judgment.

[0195] The mapping relationship between combination operations and combination behaviors can be designed according to the actual application scenario. For example, the combination operation [A, A, A] corresponds to the combination behavior [a, b, c]; the combination operation [A, A, B] corresponds to the combination behavior [a, b, d]; the combination operation [A, B, B] corresponds to the combination behavior [a, e, f]; the combination operation [A, B, A] corresponds to the combination behavior [c, g, h]...

[0196] In some embodiments, this solution can be applied to skill combo execution, providing a combo control on a graphical user interface. In response to a combo trigger operation on the combo control, the virtual character is controlled to sequentially execute at least two independent behaviors from the combination behaviors corresponding to the combo control. For example, in response to a combo trigger operation [click, click, long press] on the combo control [jump], the virtual character is controlled to sequentially execute the combination behaviors [jump, double jump, eagle strike] corresponding to the [jump].

[0197] In some embodiments, to reduce the impact of user errors and improve operational efficiency, when it is determined from the combination operation that the conditions for controlling the virtual character to perform the corresponding combination behavior are not met, i.e., the combo operation fails, the following can also be done:

[0198] Control the independent behavior corresponding to the second trigger operation of the virtual character.

[0199] For example, under certain circumstances, the combined operation [A, B, C] triggered by the user does not meet the conditions for controlling the virtual character to release the combined behavior [a, b, c] corresponding to the combined operation. Therefore, since the triggering operation C in the combined operation [A, B, C] is the second triggering operation, the virtual character is controlled to release the independent behavior c corresponding to the triggering operation C.

[0200] In some embodiments, to optimize the number of controls and improve screen utilization, the game control method further includes:

[0201] In response to a second combination operation on a behavior control, when the second combination operation satisfies the condition for controlling the virtual character to release a second combination behavior corresponding to the second combination operation, the virtual character is controlled to release at least two independent behaviors in the second combination behavior corresponding to the second combination operation in sequence; the second combination operation is different from the combination operation, and the second combination behavior is different from the combination behavior.

[0202] In some embodiments, a virtual character may be controlled to perform a second combined behavior based on a second combined operation that is different from the combined operation on the behavior control.

[0203] The second combination operation differs from the combination operation in that it may include:

[0204] (1) Among the at least two independent operations included in the second combined operation, at least one of the independent operations is different from one of the independent operations among the at least two independent operations included in the combined operation;

[0205] (2) The order of the different independent operations among the at least two independent operations contained in the second combined operation is such that at least one of the operation orders is different from the order of some operation order among the at least two independent operations contained in the combined operation.

[0206] The second combination behavior differs from the combination behavior in that it may include:

[0207] (1) Among the at least two independent behaviors included in the second combined behavior, at least one of the independent behaviors is different from one of the independent behaviors among the at least two independent behaviors included in the combined behavior;

[0208] (2) The order of execution of the different independent actions among the at least two independent actions contained in the second combined action is such that at least one action is executed in a different order than the order of execution of a certain action among the at least two independent actions contained in the combined action.

[0209] In this embodiment of the invention, different combinations of operations on the same behavior control can correspond to different combined behaviors. It is not necessary to design a corresponding control for each combined behavior. By using different combinations of operations on the same behavior, the virtual character can be controlled to perform different combined behaviors. Therefore, this embodiment of the invention can optimize the number of controls on the graphical user interface and improve screen utilization.

[0210] In some embodiments, the behavior control corresponds to a preceding sub-behavior, and this method may further include the following steps:

[0211] In response to a third trigger operation on the behavior control, control the virtual character to execute the preceding sub-behavior;

[0212] Determine the multiple subsequent child behaviors corresponding to the behavior control;

[0213] The subsequent sub-behavior corresponding to the end region where the third trigger operation ends is determined as the target behavior; the graphical user interface includes multiple end regions, and each end region corresponds to a subsequent sub-behavior;

[0214] Control the virtual character to perform the target behavior.

[0215] The third triggering operation can be the same as or different from at least one triggering operation and the second triggering operation.

[0216] In this scheme, the composite behavior may include multiple game behaviors, that is, the composite behavior consists of multiple sub-behaviors, and each sub-behavior requires a specific sub-operation to trigger.

[0217] For example, a combined behavior can include a preceding sub-behavior and a following sub-behavior. The following sub-behavior can only be triggered after the preceding sub-behavior has been triggered. That is, the preceding sub-behavior is one of the triggering conditions for the following sub-behavior. To improve the accuracy of triggering the following sub-behavior, in some embodiments, the triggering operation can consist of a first sub-operation and a second sub-operation. The first and second sub-operations can be the same or different sub-operations. In response to the first sub-operation on the behavior control, the virtual character can be controlled to execute the preceding sub-behavior; in response to the second sub-operation on the behavior control, the virtual character can be controlled to execute the following sub-behavior.

[0218] In some embodiments, the preceding sub-action is the first sub-action triggered in the combined operation, and the following sub-action is the last sub-action triggered in the combined operation. Therefore, the start position of the first triggered sub-action is the start position of the triggered operation, and the end position of the last triggered sub-action is the end position of the triggered operation. For example, the triggered operation may include first long-pressing, then dragging, and finally ending the dragging; in this case, the start position of the long press is the start position of the triggered operation, and the end position of the final drag is the end position of the triggered operation.

[0219] In some embodiments, each behavior control may correspond to a default behavior. In other embodiments, each behavior control may correspond to multiple candidate behaviors in addition to a default behavior. For example, a behavior control may correspond to candidate behavior A and candidate behavior B, and the target behavior can be determined from candidate behavior A and candidate behavior B based on the end position.

[0220] When different trigger operations are applied to a behavior control, the game character can be controlled to execute the default behavior or candidate behavior corresponding to that behavior control.

[0221] For example, in response to a short press on the behavior control, a virtual character can be controlled to release a default skill; in response to a swipe on the behavior control, the target behavior can be determined from multiple candidate skills based on the ending position: releasing the skill [charged attack], thereby improving the convenience of triggering the target behavior.

[0222] In this solution, game behaviors are classified into default behaviors and combined behaviors according to the types of preset game behaviors. Default behaviors include only one game behavior, while combined behaviors can include multiple game behaviors. That is, combined behaviors are composed of multiple sub-behaviors, and each sub-behavior requires a specific sub-operation to trigger.

[0223] For example, a combined behavior can include a preceding sub-behavior and a following sub-behavior. In response to the first sub-operation of the behavior control, the virtual character can be controlled to execute the preceding sub-behavior; in response to the second sub-operation of the behavior control, the virtual character can be controlled to execute the following sub-behavior.

[0224] For example, a combined action can include multiple sub-actions, each of which requires a specific sub-operation to trigger, and each sub-action can only be executed after the sub-operation corresponding to its previous sub-action is completed. For example, the combined action "cast a longsword combo skill" includes three sub-actions: "cast skill combo 1", "cast skill combo 2", and "cast skill combo 3". Among them, "cast skill combo 1" and "cast skill combo 2" are triggered by the sub-operation "short press", while "cast skill combo 3" is triggered by the sub-operation "long press".

[0225] Therefore, if a user wants to control the virtual character to unleash a longsword combo skill, they need to first press the behavior control once to make the virtual character unleash skill combo 1; then, press the behavior control once again to make the virtual character unleash skill combo 2; finally, press the behavior control once to make the virtual character unleash skill combo 3.

[0226] In some embodiments, the candidate behavior is a combined behavior, which can consist of a preceding sub-behavior and a following sub-behavior. For example, the combined behavior [Charging Shockwave] consists of the preceding sub-behavior [Charging] and the following sub-behavior [Releasing Shockwave]. When the virtual character releases [Charging Shockwave], it first needs to execute the charging animation, and after completing the charging action, it then executes the releasing shockwave animation. Optionally, the longer the charging time, the higher the attack power of the released shockwave.

[0227] To enhance gameplay and improve user experience, in some embodiments, different candidate behaviors include the same preceding sub-behavior and different following sub-behaviors. For example, the candidate behavior [charge up attack] includes the preceding sub-behavior [charge] and the following sub-behavior [up attack], and the candidate behavior [charge down attack] includes the preceding sub-behavior [charge] and the following sub-behavior [down attack]. The preceding behaviors of the candidate behaviors [charge up attack] and [charge down attack] are the same, but their following sub-behaviors are different.

[0228] For example, refer to Figure 1d Candidate behavior A+B1 consists of the preceding sub-behavior A and the following sub-behavior B1; candidate behavior A+B2 consists of the preceding sub-behavior A and the following sub-behavior B2.

[0229] Therefore, in some embodiments, the third triggering operation includes a first sub-operation and a second sub-operation, controlling the virtual character to perform a preceding sub-behavior in response to the third triggering operation on the behavior control, including:

[0230] In response to the first sub-operation of the behavior control, the starting position of the first sub-operation is used as the starting position of the trigger operation, and the virtual character is controlled to execute the preceding sub-behavior;

[0231] In response to the second sub-operation of the behavior control, the end position of the second sub-operation is used as the end position of the trigger operation. For example, in response to the trigger operation of the behavior control, the virtual character is controlled to cast the default skill [default attack].

[0232] To enhance gameplay and further improve user experience, in some embodiments, the triggering operation includes a first sub-operation and a second sub-operation. The steps respond to the triggering operation on the behavior control, controlling the virtual character to execute a preceding sub-behavior, including:

[0233] In response to the first sub-operation of the behavior control, the starting position of the first sub-operation is used as the starting position of the trigger operation, and the virtual character is controlled to execute the preceding sub-behavior;

[0234] In response to the second sub-operation of the behavior control, the end position of the second sub-operation is used as the end position of the triggering operation.

[0235] Optionally, the first and second sub-operations can be discontinuous to improve the accuracy of triggering the operation and avoid potential misoperations. For example, the first sub-operation may include a long press, and the second sub-operation may include a drag operation.

[0236] Optionally, the first sub-operation and the second sub-operation can be continuous operations to improve the convenience of triggering the operation. For example, the first sub-operation and the second sub-operation can be continuous sliding or dragging operations.

[0237] Optionally, a short press on the behavior control can control the virtual character to execute a default behavior; a long press on the behavior control can control the virtual character to execute a preceding sub-behavior. Here, a long press refers to a continuous touch on the behavior control for a duration exceeding a preset threshold, while a short press refers to a continuous touch on the behavior control for a duration not exceeding the preset threshold. Therefore, in some embodiments, controlling the virtual character to execute a preceding sub-behavior includes:

[0238] Determine the duration of the first sub-operation;

[0239] When the duration exceeds a preset threshold, control the virtual character to execute the preceding sub-behavior;

[0240] When the duration is not greater than a preset threshold, control the virtual character to perform the default behavior corresponding to the behavior control.

[0241] For example, if the user touches the behavior control for no more than 15 milliseconds, the virtual character is controlled to cast the default skill [normal attack]; if the user touches the behavior control for more than 15 milliseconds, the virtual character is controlled to execute the preceding sub-behavior [charge].

[0242] Since multiple candidate behaviors corresponding to a behavior control can have the same preceding sub-behavior, different subsequent sub-behaviors will result in different candidate behaviors. There are several ways to determine the corresponding target behavior among the candidate behaviors based on the end position; for example, the target behavior can be determined based on the end position among the subsequent sub-behaviors.

[0243] In some embodiments, candidate behaviors include subsequent sub-behaviors, target behaviors include target behaviors, and the graphical user interface includes multiple end regions, each corresponding to a subsequent sub-behavior. Determining the corresponding target behavior from the candidate behaviors based on the end position includes:

[0244] Define the target area, which is the end area where the ending position is located;

[0245] The subsequent sub-behavior corresponding to the target region is determined as the target behavior.

[0246] In a graphical user interface, there are multiple ending regions adjacent to behavior controls, for example, reference Figure 1eThe ending area consists of a first ending area 20 and a second ending area 21. The behavior control 04 is adjacent to the first ending area 20 and the second ending area 21 respectively. The first ending area 20 corresponds to a follow-up sub-behavior: release a charged horizontal attack. The second ending area 21 corresponds to a follow-up sub-behavior: release a charged vertical attack.

[0247] For example, in some embodiments, the multiple subsequent sub-behaviors corresponding to the behavior control include a first subsequent sub-behavior and a second subsequent sub-behavior. The first end region adjacent to the behavior control corresponds to the first subsequent sub-behavior, and the second end region adjacent to the behavior control corresponds to the second subsequent sub-behavior. Therefore, the step of determining the corresponding target behavior from the candidate behaviors based on the end position may include the following steps:

[0248] When the ending position is within the first ending region, the first post-action sub-action is determined as the target action;

[0249] When the ending position is within the second ending region, the second post-action is determined as the target action.

[0250] For example, refer to Figure 1c Behavior control 04 corresponds to a first subsequent sub-behavior [Horizontal Attack] and a second subsequent sub-behavior [Vertical Attack]. Furthermore, behavior control 04 corresponds to a preceding sub-behavior [Charging]. Therefore, refer to... Figure 1e When the ending position is within the first ending region 20, the first subsequent sub-behavior [horizontal attack] is determined as the target behavior, that is, the target behavior is the preceding sub-behavior [charge] + the first subsequent sub-behavior [horizontal attack]; when the ending position is within the second ending region 21, the second subsequent sub-behavior [vertical attack] is determined as the target behavior, that is, the target behavior is the preceding sub-behavior [charge] + the second subsequent sub-behavior [vertical attack].

[0251] Finally, control the virtual character to perform the target behavior.

[0252] In some embodiments, controlling a virtual character to perform a target behavior includes:

[0253] After the virtual character completes the execution of the preceding sub-actions, control the virtual character to execute the target action.

[0254] Therefore, a virtual character needs to complete the preceding sub-action before it can proceed with the following sub-action to improve the accuracy of triggering the following sub-action. For example, if a user wants to control a virtual character to perform the following sub-action: unleash a charged attack, the user needs to first control the virtual character to complete the preceding sub-action: charge for 3 seconds.

[0255] Therefore, it is optional and can be referred to. Figure 1c When the user briefly presses behavior control 04, the user-controlled virtual character 02 performs a normal attack; see reference. Figure 1f When the user long-presses behavior control 04, the virtual character 02 executes a charging animation. After charging is complete, when the user drags behavior control 04 horizontally and releases it, the virtual character 02 swings its sword horizontally. (Reference) Figure 1g After the charge is completed, when the user drags the behavior control 04 vertically and releases it, the virtual character 02 swings its sword vertically.

[0256] To enhance the visual cues for the first sub-operation / preceding sub-behavior, the user can be prompted that the virtual character is executing a preceding sub-behavior by modifying the visual representation of controls and / or the virtual character. Therefore, in some embodiments, in response to the first sub-operation of the behavior control, the starting position of the first sub-operation is used as the starting position of the triggering operation, and the virtual character is controlled to execute the preceding sub-behavior. This further includes:

[0257] In response to the first sub-operation on the behavior control, modify the visual display state of the behavior control and / or virtual character.

[0258] The visual display state refers to the visual state displayed on the screen. This visual display state can be divided according to actual needs. For example, the visual display state can include a bright state, a low bright state, a hidden state, etc.

[0259] Highlighting can include displaying a blue light effect on the edges of virtual characters and / or behavior controls, changing the color of virtual characters and / or behavior controls to bright yellow, displaying a flashing effect on virtual characters and / or behavior controls, and so on.

[0260] Therefore, in some embodiments, the behavior control can be highlighted in response to a first sub-operation on the behavior control.

[0261] To improve the flexibility of visual prompting control for the first sub-operation / preceding sub-behavior, the user can be prompted that the virtual character is performing a preceding sub-behavior by modifying the visual display state of the virtual character in the game scene. Therefore, in some embodiments, step (1) responds to the first sub-operation of the behavior control, takes the start position of the first sub-operation as the start position of the trigger operation, and controls the virtual character to perform the preceding sub-behavior, further including:

[0262] In response to the first sub-operation of the behavior control, the visual display state of the virtual character is modified.

[0263] For example, in response to the first sub-operation of the behavior control, the virtual character is highlighted.

[0264] To enhance the visual cues of completing the preceding sub-action, the user can be notified that the virtual character has completed the preceding sub-action, thus informing the user to control the virtual character to execute the next subsequent sub-action. Therefore, in some embodiments, when the duration of the step exceeds a preset threshold, after controlling the virtual character to execute the preceding sub-action, the following steps are also included:

[0265] Generate a pre-execution completion prompt, which is used to indicate to the virtual character that the pre-execution sub-action has been completed.

[0266] The generated pre-completion prompts can include sound effects, terminal vibration prompts, and text and icon prompts on the UI interface.

[0267] In some embodiments, virtual characters wielding different weapons can perform different follow-up actions. For example, follow-up sub-actions include a first follow-up sub-action and a second follow-up sub-action. The follow-up sub-action corresponding to the end region where the third triggering operation ends is determined as the target action, including:

[0268] Determine the current item holding status of the virtual character;

[0269] When the item holding state is the first sub-state, the first sub-post sub-behavior corresponding to the end region where the end position of the third trigger operation is located is determined as the target behavior; the first sub-state is used to reflect that the virtual character does not hold the item;

[0270] When the item holding state is the second sub-state, the second sub-post sub-behavior corresponding to the end area where the end position of the third trigger operation is located is determined as the target behavior; the first sub-state is used to reflect the virtual character holding the item.

[0271] In addition to the first and second sub-states, the item holding state can include a variety of states. For example, the item holding state can include being unarmed (i.e., the virtual character is not equipped with any weapons or items or there are no weapons or items in the virtual character's backpack), holding a short weapon, holding a long weapon, holding a ranged weapon, etc.

[0272] For example, refer to Figure 1e If the target area is the first ending area 20, the first sub-behavior corresponding to the first ending area 20 is: casting the charged skill [slashing horizontally with a sword], and the second sub-behavior corresponding to the first ending area 20 is: casting the charged skill [sweeping horizontally with a whip kick]. Therefore, when the virtual character's item holding state is equipped with a sword, the target behavior is to cast the charged skill [slashing horizontally with a sword], and when the virtual character's item holding state is unarmed, the target behavior is to cast the charged skill [sweeping horizontally with a whip kick].

[0273] refer to Figure 1eIf the target area is the second ending area 21, the first sub-behavior corresponding to the second ending area 21 is: casting the charged skill [slashing with a sword], and the second sub-behavior corresponding to the second ending area 21 is: casting the charged skill [uppercut]. Therefore, when the virtual character's item holding state is equipped with a sword, the target behavior is to cast the charged skill [slashing with a sword], and when the virtual character's item holding state is unarmed, the target behavior is to cast the charged skill [uppercut].

[0274] In some embodiments, the game control method further includes:

[0275] In response to the first sub-operation of the behavior control, the associated behavior controls of the behavior control are displayed on the graphical user interface, with each associated behavior control corresponding to a game behavior;

[0276] In response to the second sub-operation of the behavior control, when the end position of the second sub-operation is within the associated behavior control, the virtual character is controlled to execute the game behavior corresponding to the associated behavior control.

[0277] Each behavior control can be associated with multiple related behavior controls.

[0278] For example, in response to a click on the [Jump] behavior control, three associated behavior controls of the [Down] behavior control can be displayed on the graphical user interface: [Bend], [Squat], and [Crawl]. When the end position of the second sub-operation is within the [Crawl] behavior control, the virtual character is controlled to perform the crawling action.

[0279] In some embodiments, in response to a first sub-operation on a behavior control, displaying the associated behavior control in a graphical user interface includes:

[0280] Determine the duration of the first sub-operation;

[0281] When the duration exceeds a preset threshold, the associated behavior control is displayed in the graphical user interface;

[0282] When the duration is not greater than a preset threshold, control the virtual character to perform the default behavior corresponding to the behavior control.

[0283] In some embodiments, in response to a second sub-operation on a behavior control, when the end position of the second sub-operation is within the associated behavior control, the virtual character is controlled to execute the game behavior corresponding to the associated behavior control, including:

[0284] In response to the second sub-operation of the behavior control, determine the end position of the second sub-operation;

[0285] When the end position of the second sub-operation is within the associated behavior control, control the virtual character to execute the game behavior corresponding to the associated behavior control;

[0286] In the graphical user interface, disable the display of associated behavior controls.

[0287] In some embodiments, to make the UI interface more concise and further improve the user experience, this application embodiment also provides a game control method, including:

[0288] (1) In response to the first sub-operation of the behavior control, display the adjacent controls in the graphical user interface. The adjacent controls are adjacent to the behavior control, and each adjacent control corresponds to a game behavior.

[0289] (2) In response to the second sub-operation of the behavior control, when the end position of the second sub-operation is within the adjacent control, control the virtual character to execute the game behavior corresponding to the adjacent control.

[0290] For example, refer to Figure 1h In response to a user's long press operation on behavior control 30, adjacent controls 31 and 32 are displayed in the graphical user interface; in response to a user's drag operation on behavior control 30, when the end position of the drag operation is within adjacent control 31, the virtual character is controlled to perform the game behavior corresponding to adjacent control 31: release the skill [jump move]; in response to a user's drag operation on behavior control 30, when the end position of the drag operation is within adjacent control 32, the virtual character is controlled to perform the game behavior corresponding to adjacent control 32: release the skill [crouch move].

[0291] Furthermore, if a user briefly presses behavior control 30, the virtual character can be controlled to execute the default skill corresponding to behavior control 30. Therefore, in some embodiments, step (1) in response to the first sub-operation on the behavior control, displaying the adjacent control in the graphical user interface includes the following steps:

[0292] Determine the duration of the first sub-operation;

[0293] When the duration exceeds a preset threshold, adjacent controls are displayed in the graphical user interface;

[0294] When the duration is not greater than a preset threshold, control the virtual character to perform the default behavior corresponding to the behavior control.

[0295] In some embodiments, step (2) responds to a second sub-operation on a behavior control. When the end position of the second sub-operation is within an adjacent control, controlling the virtual character to execute the game behavior corresponding to the adjacent control includes the following steps:

[0296] In response to the second sub-operation of the behavior control, determine the end position of the second sub-operation;

[0297] When the end position of the second sub-operation is within the adjacent control, control the virtual character to execute the game behavior corresponding to the adjacent control;

[0298] For example, refer to Figure 1h If the user short-presses behavior control 30, the virtual character will perform a default move. If the user long-presses behavior control 30, adjacent controls 31 and 32 will pop up around behavior control 30. If the user drags their finger and the end position of the drag is located in adjacent control 31, the virtual character will perform a jump move. If the end position of the drag is adjacent to control 32, the virtual character will perform a crouch move.

[0299] This application also proposes a game control method that defines multiple end regions in a graphical user interface, each end region corresponding to a subsequent sub-behavior. The method may include the following:

[0300] After the virtual character completes the sub-behavior corresponding to the i-th sub-operation, in response to the (i+1)-th sub-operation of the behavior control, control the virtual character to execute the sub-behavior corresponding to the (i+1)-th sub-operation;

[0301] Controlling the virtual character to execute the sub-action corresponding to the (i+1)th sub-operation includes:

[0302] When the (i+1)th sub-operation is a short press operation, control the virtual character to execute the sub-behavior corresponding to the (i+1)th sub-operation.

[0303] When the (i+1)th sub-operation is a long press operation, control the virtual character to execute the preceding sub-action corresponding to the (i+1)th sub-operation.

[0304] When the i-th sub-operation is a long press and the (i+1)-th sub-operation is a drag operation, the target area is determined, and the virtual character is controlled to execute the subsequent sub-action corresponding to the target area. The target area is the end area where the end position of the drag operation is located.

[0305] Where i is a positive integer.

[0306] This solution enables the execution of combos for virtual characters. Users control the virtual character to unleash combos by performing touch operations on the same action control. Touch operations can consist of sub-operations such as short press, long press, and drag. Each time a sub-operation is completed, the virtual character can unleash a combo according to the combo rules.

[0307] For example, refer to Table 1, which is a combo rules table:

[0308] Table 1

[0309] Longsword Combo 1 Short press for basic attack 1 → Short press for basic attack 2 → Long press to charge → Swipe left for a slash. Longsword Combo 2 Hold to charge → Swipe upwards to launch the opponent into the air → Short press to stab. Shield Combo 1 Hold down to raise the shield → swipe upwards to unleash a shield bash.

[0310] When the virtual character is equipped with a longsword, the virtual character can perform two combos: If the user wants to control the virtual character to perform longsword combo 1, the user needs to press the action control twice in succession to make the virtual character perform normal attack 1 and normal attack 2. Then the user needs to press the action control to make the virtual character enter the charging state. When the charging is complete, the user needs to swipe left to make the virtual character perform a slash. If the user wants to control the virtual character to perform longsword combo 2, the user needs to press the action control to make the virtual character enter the charging state. When the charging is complete, the user needs to swipe upward to make the virtual character perform a knock-up. Then press the action control again to make the virtual character perform a short thrust.

[0311] When a virtual character is equipped with a shield, the virtual character can only perform one combo: first, the user needs to long press the action control to make the virtual character raise the shield, and then short press the action control to make the virtual character perform a shield bash.

[0312] It is important to note that the virtual character must complete the previous sub-action and then perform a new sub-action within a preset time limit before it can be executed. For example, referring to Table 1, if the preset time limit is 50 milliseconds, and there is a 1-second difference between the two short presses of the action control when the player is casting Longsword Combo 1, the game character will not cast Normal Attack 2.

[0313] As can be seen from the above, the embodiments of this application can respond to the triggering operation of the behavior control, determine the end position of the triggering operation; determine multiple candidate behaviors corresponding to the behavior control, and determine the corresponding target behavior among the candidate behaviors according to the end position; and control the virtual character to execute the target behavior.

[0314] Therefore, this solution simplifies user operations, reduces learning costs, and aligns with user habits and logic, offering a straightforward and intuitive experience that further enhances user satisfaction. Consequently, this solution effectively improves the efficiency of virtual character control.

[0315] The method described in the above embodiments will be further described in detail below.

[0316] In this embodiment, a multiplayer action-competitive game installed on a mobile terminal will be used as an example. The traction prop can be a zipline. The terminal provides a graphical user interface. The content displayed by the graphical user interface at least partially includes the game scene and the game objects therein. The game objects include the target object and the current virtual character. The method of the present invention will be described in detail here.

[0317] like Figure 2a As shown, the specific process of a game control method is as follows:

[0318] 210. Provide a tool control for the zipline on the graphical user interface; indicate the zipline through the tool icon on the tool control.

[0319] Users can respond to the operation of displaying prop controls in the graphical user interface and display the prop controls corresponding to the zipline on the graphical user interface.

[0320] When a specified event is detected in the game scene, the corresponding item control for the zipline is displayed on the graphical user interface; the specified event includes at least a combat event.

[0321] 220. In response to a long press operation on the item control, the zipline is set to the used state, and drag operations on the item control are monitored.

[0322] like Figure 2b As shown, when the player long-presses the item control 01, the terminal can respond to the long-press operation of the item control 01 and determine the zipline to be in use.

[0323] 230. In response to a drag operation based on an item control, determine the target object corresponding to the drag operation in the game scene; wherein the drag operation is applied to the item control and the target object; the drag operation includes at least a first touch point and a second touch point respectively applied to the item control and the target object.

[0324] In some embodiments, during the player's dragging of an item control, the terminal can continuously respond to the dragging operation, displaying a crosshair icon in real-time at the current touch point location on the graphical user interface. When the object corresponding to the current touch point is grass, leaves, sky, etc., the crosshair icon 05 is a semi-transparent icon, indicating to the player that the object cannot be selected; for example... Figure 2c As shown, when the crosshair is aimed at the sky, it is semi-transparent. When the object corresponding to the current touch point is not grass, leaves, or the sky, the crosshair 05 is opaque, indicating to the player that object 03 can be selected. Figure 2d As shown. When the player drags the item control too far, and the interaction distance between the current virtual character and the object corresponding to the current touch point exceeds the maximum movable distance, a message will be displayed indicating that the object cannot be hooked; it will also indicate that the maximum movable distance of the grappling item has been exceeded. When the user drags the item control close to the game character, a second virtual character is locked, meaning that the game character is included in the aiming area corresponding to the current touch point. At this time, the crosshair will automatically point to the game character, and the crosshair can be displayed in a red opaque state. By dragging the item control, the grappling hook can be used to hook all hookable game objects within the field of view, improving the convenience of grappling hook control.

[0325] When the player releases their finger from the drag-and-drop item control, the current touch point becomes the second touch point, and the object corresponding to the second touch point in the game scene becomes the target object. Using virtual items by long-pressing and dragging reduces the learning curve for users, simplifies operations, and avoids accidental operations.

[0326] 240. Set the target object as the endpoint of the zipline and the current virtual character as the starting point of the zipline. Control the current virtual character to use the zipline to move from the starting point to the endpoint.

[0327] like Figure 2d As shown, the current virtual character 02 can be controlled to throw out a grappling hook 06. The hook of the grappling hook catches the target object 03, which is the end point of the grappling hook, while the current virtual character 02 is the starting point. The length of the grappling hook chain can be shortened at a preset speed, allowing the chain to pull the current virtual character 02 to a position near the target object 03.

[0328] In some embodiments, when the target is a game character, the user can directly attack the game character after using the grappling hook. For example, the user can operate weapon skill controls or behavior controls to attack the target. The skill controls or behavior controls are adjacent to the item controls, which can reduce the time spent searching for items, making the user's operation smoother and improving operational efficiency.

[0329] As can be seen from the above, by directly displaying the corresponding item control of the traction item in the graphical user interface, players can perform object selection operations on the item control to select the target object in the game scene, thereby controlling the current virtual character to use the traction item to move to the target object, thus improving the convenience of controlling the traction item.

[0330] To better implement the above methods, the present invention also provides a game control device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0331] For example, in this embodiment, the method of the present invention will be described in detail by taking the game control device specifically integrated into an electronic device as an example.

[0332] For example, such as Figure 3 As shown, the game control device may include a display unit 301, a determination unit 302, and a control unit 303, as follows:

[0333] (a) Display unit 301:

[0334] Display unit 301 is used to provide a prop control corresponding to a traction prop on a graphical user interface; the traction prop is indicated by the prop icon on the prop control;

[0335] (II) Determine Unit 302:

[0336] The determining unit 302 is used to determine the target object corresponding to the object selection operation in the game scene in response to the object selection operation based on the prop control; wherein the object selection operation is used to associate the prop control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the prop control and the target object;

[0337] (III) Control Unit 303:

[0338] The control unit 303 is used to use the target object as the end point of the traction prop and the current virtual character as the starting point of the traction prop, and to control the current virtual character to use the traction prop to move from the starting point to the end point. The game objects include the target object and the current virtual character.

[0339] In some embodiments, the display unit is specifically used for:

[0340] In response to the operation of displaying prop controls in the graphical user interface, the prop control corresponding to the traction prop is displayed on the graphical user interface.

[0341] In some embodiments, the display unit is specifically used for:

[0342] When a specified event is detected in the game scene, the corresponding item control for the traction item is displayed on the graphical user interface; the specified event includes at least a combat event.

[0343] In some embodiments, the object selection operation includes a touch operation, the touch operation includes a first touch point and a second touch point, a first selection event includes the first touch point of the touch operation, a second selection event includes the second touch point of the touch operation, and the determining unit is specifically used for:

[0344] In response to a touch operation on an item control, the target object corresponding to the touch operation in the game scene is determined; the first touch point and the second touch point of the touch operation are located on the item control and the target object, respectively.

[0345] In some embodiments, the determining unit is specifically used for:

[0346] In response to a sliding or dragging operation on an item control, determine the target object corresponding to the sliding or dragging operation in the game scene.

[0347] In some embodiments, the determining unit is specifically used for:

[0348] The crosshair is displayed in real time at the current position of the touch point during a touch operation on the graphical user interface.

[0349] In response to a touch operation on an item control, determine the target object corresponding to the touch operation in the game scene, including:

[0350] In response to touch operations on item controls, when the current touch point is the second touch point, the game object indicated by the crosshair is used as the target object of the touch operation in the game scene.

[0351] In some embodiments, the determining unit is specifically used for:

[0352] Determine whether the target object meets the interaction conditions for controlling the current virtual character to use the traction prop;

[0353] Controlling the current virtual character to move from the starting point to the ending point using traction tools includes:

[0354] When the target object meets the interaction conditions for controlling the current virtual character to use the traction tool, control the current virtual character to use the traction tool to move from the starting point to the ending point.

[0355] In some embodiments, the determining unit is specifically used for:

[0356] When the target object meets the interaction conditions for controlling the current virtual character to use the traction tool, the crosshair will be displayed in the first display state;

[0357] When the target object does not meet the interaction conditions for controlling the current virtual character to use the traction tool, the crosshair will be displayed in the second display state.

[0358] In some embodiments, the determining unit is specifically used for:

[0359] Determine the interaction distance between the target object and the current virtual character;

[0360] The target object meets the interaction conditions for controlling the current virtual character to use the traction tool, including:

[0361] The interaction distance between the target object and the current virtual character is no greater than the maximum movable distance of the traction prop;

[0362] The target object does not meet the interaction conditions for controlling the current virtual character to use the traction tool, including:

[0363] The interaction distance between the target object and the current virtual character is no greater than the maximum movable distance of the traction prop.

[0364] In some embodiments, the target object includes a second virtual character, and the control unit is specifically used for:

[0365] Lock onto the second virtual character, and control the current virtual character to use a traction item to move from the current virtual character's location to the second virtual character's location, so that the current virtual character can launch an attack on the second virtual character.

[0366] In some embodiments, locking the second virtual character includes locking the second virtual character via a crosshair indicator, and the control unit is specifically used for:

[0367] Display the crosshair indicator in the third display state; the third display state is used to indicate that the target object is the second virtual character.

[0368] In some embodiments, the touch operation further includes a third touch point, and the determining unit is specifically used for:

[0369] When the third touch point of the touch operation is located at the edge of the graphical user interface or the item control, control the current virtual character to cancel the use of the traction item.

[0370] In some embodiments, the game control device is also used for:

[0371] In response to the activation trigger operation of the prop control, the state of the traction prop is determined to be in use, and the trigger operation of the prop control is monitored.

[0372] In some embodiments, the game control device is also used for:

[0373] In response to at least one trigger operation on a behavior control, control the virtual character to perform independent behaviors corresponding to each of the at least one trigger operation;

[0374] In response to a second trigger operation on the behavior control, it is determined whether the conditions for controlling the virtual character to perform a combined behavior corresponding to the combined operation are met based on the combined operation. The combined operation includes at least one trigger operation and a second trigger operation.

[0375] When the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met based on the combined operation, the virtual character releases at least two independent behaviors in the combined behavior corresponding to the combined operation in sequence.

[0376] In some embodiments, prop controls are adjacent to behavior controls in the graphical user interface.

[0377] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.

[0378] As can be seen from the above, the game control device of this embodiment can display the item control corresponding to the traction item in the graphical user interface. The item icon on the item control indicates the traction item. Players can perform an object selection operation on the item control to select the target object in the game scene. Then, the target object is used as the endpoint of the traction item, and the current virtual character is used as the starting point of the traction item. Players control the current virtual character to use the traction item to move from the starting point to the endpoint. Therefore, this solution can improve the accuracy of controlling the traction item.

[0379] Accordingly, this application also provides an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.

[0380] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0381] The processor 401 is the control center of the electronic device 400. It connects various parts of the electronic device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the electronic device 400 and processes data, thereby monitoring the electronic device 400 as a whole.

[0382] In this embodiment, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to realize various functions:

[0383] Provide a tool control corresponding to a towing tool on the graphical user interface; indicate the towing tool through the tool icon on the tool control;

[0384] In response to an object selection operation based on an item control, the target object corresponding to the object selection operation in the game scene is determined; wherein, the object selection operation is used to associate the item control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the item control and the target object;

[0385] The target object is the endpoint of the traction tool, and the current virtual character is the starting point of the traction tool. The player controls the current virtual character to use the traction tool to move from the starting point to the endpoint. The game objects include the target object and the current virtual character.

[0386] The processor 401 runs the application program stored in the memory 402, thereby enabling the following functions:

[0387] In response to at least one trigger operation on a behavior control, control the virtual character to perform independent behaviors corresponding to each of the at least one trigger operation;

[0388] In response to a second trigger operation on the behavior control, it is determined whether the conditions for controlling the virtual character to perform a combined behavior corresponding to the combined operation are met based on the combined operation. The combined operation includes at least one trigger operation and a second trigger operation.

[0389] When the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met based on the combined operation, the virtual character releases at least two independent behaviors in the combined behavior corresponding to the combined operation in sequence.

[0390] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0391] Optional, such as Figure 4 As shown, the electronic device 400 also includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0392] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0393] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one skill control area, which contains at least one item control, skill control, or behavior control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with it.

[0394] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0395] Audio circuit 405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuit 404 to, for example, another electronic device, or output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0396] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0397] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0398] although Figure 4 As not shown in the diagram, the electronic device 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0399] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0400] As can be seen from the above, the electronic device provided in this embodiment can display the corresponding item control for the traction item in a graphical user interface. The item identifier on the item control indicates the traction item. Players can perform an object selection operation on the item control to select the target object in the game scene. Then, the target object is used as the endpoint of the traction item, and the current virtual character is used as the starting point of the traction item. Players can then control the current virtual character to use the traction item to move from the starting point to the endpoint. Therefore, this solution can improve the accuracy of controlling the traction item.

[0401] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0402] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game control methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0403] Provide a tool control corresponding to a towing tool on the graphical user interface; indicate the towing tool through the tool icon on the tool control;

[0404] In response to an object selection operation based on an item control, the target object corresponding to the object selection operation in the game scene is determined; wherein, the object selection operation is used to associate the item control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the item control and the target object;

[0405] The target object is the endpoint of the traction tool, and the current virtual character is the starting point of the traction tool. The player controls the current virtual character to use the traction tool to move from the starting point to the endpoint. The game objects include the target object and the current virtual character.

[0406] For example, the computer program can also perform the following steps:

[0407] In response to at least one trigger operation on a behavior control, control the virtual character to perform independent behaviors corresponding to each of the at least one trigger operation;

[0408] In response to a second trigger operation on the behavior control, it is determined whether the conditions for controlling the virtual character to perform a combined behavior corresponding to the combined operation are met based on the combined operation. The combined operation includes at least one trigger operation and a second trigger operation.

[0409] When the conditions for controlling the virtual character to release the combined behavior corresponding to the combined operation are met based on the combined operation, the virtual character releases at least two independent behaviors in the combined behavior corresponding to the combined operation in sequence.

[0410] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0411] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0412] Since the computer program stored in the storage medium can execute the steps of any of the game control methods provided in the embodiments of this application, the beneficial effects that any of the game control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0413] The above provides a detailed description of a game control method, device, storage medium, and electronic device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game control method, characterized in that, The method of providing a graphical user interface via an electronic device, wherein the content displayed by the graphical user interface at least partially includes a game scene and game objects therein, includes: The graphical user interface provides a prop control corresponding to a towing prop; the towing prop is indicated by the prop icon on the prop control; the graphical user interface also provides a behavior control, and the prop control and the behavior control are adjacent in the graphical user interface. In response to an object selection operation based on the prop control, a target object corresponding to the object selection operation in the game scene is determined; wherein, the object selection operation is used to associate the prop control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the prop control and the target object; The target object is used as the endpoint of the traction prop, and the current virtual character is used as the starting point of the traction prop. The current virtual character is controlled to use the traction prop to move from the starting point to the endpoint. The game objects include the target object and the current virtual character. In response to at least one trigger operation on the behavior control, control the current virtual character to perform independent behaviors corresponding to the at least one trigger operation; In response to a second trigger operation on the behavior control, it is determined whether the conditions for controlling the current virtual character to perform a combined behavior corresponding to the combined operation are met based on the combined operation, wherein the combined operation includes the at least one trigger operation and the second trigger operation; When it is determined that the conditions for controlling the current virtual character to perform a combined action corresponding to the combined action are met based on the combined operation, the current virtual character is controlled to perform at least two independent actions in the combined action corresponding to the combined action in sequence.

2. The game control method as described in claim 1, characterized in that, The graphical user interface provides a tool control corresponding to a traction tool, including: In response to an operation to display prop controls in a graphical user interface, the prop control corresponding to the traction prop is displayed on the graphical user interface.

3. The game control method as described in claim 1, characterized in that, The graphical user interface provides a tool control corresponding to a traction tool, including: When a specified event is detected in the game scene, the item control corresponding to the traction item is displayed on the graphical user interface; the specified event includes at least a combat event.

4. The game control method as described in claim 1, characterized in that, The object selection operation includes a touch operation, which includes a first touch point and a second touch point. The first selection event includes the first touch point of the touch operation, and the second selection event includes the second touch point of the touch operation. In response to the object selection operation based on the prop control, determining the target object corresponding to the object selection operation in the game scene includes: In response to a touch operation on the prop control, the target object corresponding to the touch operation in the game scene is determined; the first touch point and the second touch point of the touch operation are located on the prop control and the target object, respectively.

5. The game control method as described in claim 4, characterized in that, In response to a touch operation on the prop control, determining the target object corresponding to the touch operation in the game scene includes: In response to a sliding or dragging operation on the prop control, the target object corresponding to the sliding or dragging operation in the game scene is determined.

6. The game control method as described in claim 4, characterized in that, The method further includes: A crosshair is displayed in real time at the current position of the touch point of the touch operation on the graphical user interface. In response to a touch operation on the prop control, determining the target object corresponding to the touch operation in the game scene includes: In response to a touch operation on the prop control, when the current touch point is the second touch point, the game object indicated by the crosshair is taken as the target object of the touch operation in the game scene.

7. The game control method as described in claim 6, characterized in that, Before controlling the current virtual character to use the traction prop to move from the starting point to the ending point, the method also includes: Determine whether the target object meets the interaction conditions for controlling the current virtual character to use the traction prop; Controlling the current virtual character to move from the starting point to the ending point using the traction prop includes: When the target object meets the interaction conditions for controlling the current virtual character to use the traction prop, the current virtual character is controlled to use the traction prop to move from the starting point to the ending point.

8. The game control method as described in claim 7, characterized in that, The method further includes: When the target object meets the interaction conditions for controlling the current virtual character to use the traction prop, the crosshair is displayed in the first display state; When the target object does not meet the interaction conditions for controlling the current virtual character to use the traction prop, the crosshair is displayed in the second display state.

9. The game control method as described in claim 8, characterized in that, The step of determining whether the target object meets the interaction conditions for controlling the current virtual character to use the traction prop includes: Determine the interaction distance between the target object and the current virtual character; The target object satisfies the interaction conditions for controlling the current virtual character to use the traction prop, including: The interaction distance between the target object and the current virtual character is no greater than the maximum movable distance of the traction prop; The target object does not meet the interaction conditions for controlling the current virtual character to use the traction prop, including: The interaction distance between the target object and the current virtual character is greater than the maximum movable distance of the traction prop.

10. The game control method as described in claim 6, characterized in that, The target object includes a second virtual character, and controlling the current virtual character to move from the starting point to the ending point using the traction prop includes: Lock onto the second virtual character, and control the current virtual character to use the traction tool to move from the current virtual character's location to the second virtual character's location, so that the current virtual character can launch an attack on the second virtual character.

11. The game control method as described in claim 10, characterized in that, Locking the second virtual character includes locking the second virtual character via the crosshair indicator, and the method further includes: The crosshair is displayed in a third display state; the third display state is used to indicate that the target object is the second virtual character.

12. The game control method as described in claim 4, characterized in that, The touch operation also includes a third touch point. Before controlling the current virtual character to move from the starting point to the ending point using the traction prop, the method further includes: When the third touch point of the touch operation is located at the edge of the graphical user interface or the prop control, the current virtual character is controlled to cancel the use of the traction prop.

13. The game control method as described in claim 1, characterized in that, The step of determining the object selection operation before the target object corresponding to the object selection operation in the game scene in response to the object selection operation based on the prop control includes: In response to the activation trigger operation of the prop control, the state of the traction prop is determined to be in use, and the trigger operation of the prop control is monitored.

14. A game control device, characterized in that, A graphical user interface is provided via an electronic device, the content of which at least partially includes a game scene and game objects therein, including: The display unit is used to provide a prop control corresponding to a traction prop on the graphical user interface; the traction prop is indicated by the prop icon of the traction prop on the prop control; the graphical user interface also provides a behavior control, and the prop control and the behavior control are adjacent to each other in the graphical user interface. A determining unit is configured to, in response to an object selection operation based on the prop control, determine a target object corresponding to the object selection operation in the game scene; wherein the object selection operation is used to associate the prop control and the target object; the object selection operation includes at least a first selection event and a second selection event respectively acting on the prop control and the target object; A control unit is configured to use the target object as the endpoint of the traction prop and the current virtual character as the starting point of the traction prop, and control the current virtual character to use the traction prop to move from the starting point to the endpoint. The game objects include the target object and the current virtual character. The game control device is further configured to: in response to at least one trigger operation of the behavior control, control the current virtual character to perform independent behaviors corresponding to the at least one trigger operation; in response to a second trigger operation of the behavior control, determine whether the condition for controlling the current virtual character to perform a combined behavior corresponding to the combined operation is met based on a combination operation, wherein the combined operation includes the at least one trigger operation and the second trigger operation; and when the condition for controlling the current virtual character to perform a combined behavior corresponding to the combined operation is met based on the combination operation, control the current virtual character to sequentially perform at least two independent behaviors in the combined behavior corresponding to the combined operation.

15. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game control method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game control method according to any one of claims 1 to 13.

Citation Information

Patent Citations

  • Game control method and device, electronic equipment and storage medium

    CN116510287A