A control method and device in a game, electronic equipment and storage medium

By controlling virtual objects to evacuate and transfer virtual resources in extreme terrain during gameplay, the problem of frequent non-combat deaths of virtual objects was solved, improving the gaming experience and resource utilization.

CN116712734BActive Publication Date: 2026-04-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-06-14
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

In game scenarios, players' virtual characters frequently die in non-combat states under extreme terrain, leading to a decline in the gaming experience and a waste of resources.

Method used

By responding to movement control commands and resource acquisition events, virtual objects can be controlled to evacuate and transfer virtual resources in extreme terrain, thus avoiding death in non-combat situations.

Benefits of technology

It improved the operational efficiency of virtual objects, extended game duration, and increased the resource utilization of terminal devices and servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to the technical field of games, in particular to a control method and device in a game, electronic equipment and a storage medium. The application controls a controlled virtual object to move in a game match scene by responding to a movement control instruction for the controlled virtual object; controls the controlled virtual object to obtain a first virtual resource in the game match scene in response to a resource acquisition event; controls the controlled virtual object to be withdrawn from a target terrain to make the controlled virtual object continue the game match in response to the controlled virtual object entering the target terrain; and controls the first virtual resource with a first unit value to be transferred. In this way, the application can avoid the situation that the controlled virtual object controlled by a player dies in a non-battle state, can improve the operation efficiency of the controlled virtual object, and thus, can guarantee a certain game match time length of the player and can improve the resource utilization rate of a terminal device and a server.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more particularly to a control method, device, electronic device, and storage medium for games. Background Technology

[0002] With the development of the electronic entertainment industry and mobile terminal technology, game types have gradually diversified, and game scenarios have also gradually increased. Among them, game scenarios can be any of two-dimensional virtual interactive scenarios, 2.5-dimensional virtual interactive scenarios, and three-dimensional virtual interactive scenarios. The virtual environment can be sky, land, ocean, etc., and the land includes environmental elements such as deserts, cities, cliffs, swamps, water bodies, volcanoes, and snowfields.

[0003] In virtual environments with extreme terrain, such as cliffs, swamps, bodies of water, volcanoes, and snowfields, there may be abundant virtual resources where players can search for resources or level up by fighting monsters. Different games handle player-controlled virtual objects entering these extreme terrains differently. Currently, some games will immediately kill the player's virtual object and restart the game; others will cause the player's virtual object to lose some health points but not die. However, if the game scene contains a large number of extreme terrains, the player's virtual object will repeatedly die outside of combat. This not only affects the player's gaming experience but also leads to games ending too quickly, causing a significant loss of players and wasting resources by overloading terminal devices and servers. Summary of the Invention

[0004] In view of this, embodiments of this application provide at least one control method, device, electronic device, and storage medium for games, which can improve the operational efficiency for controlled virtual objects, thereby ensuring a certain game duration for players and improving the resource utilization of terminal devices and servers.

[0005] This application mainly includes the following aspects:

[0006] In a first aspect, embodiments of this application provide a control method for a game, providing a first graphical user interface through a terminal device. The content displayed by the first graphical user interface includes at least a portion of the game scene, the game scene including target terrain and controlled virtual objects. The method includes: responding to a movement control command for the controlled virtual object, controlling the controlled virtual object to move in the game scene; responding to a resource acquisition event, controlling the controlled virtual object to acquire virtual resources in the game scene; wherein the acquired virtual resources include at least a first virtual resource; responding to the controlled virtual object entering the target terrain, controlling the controlled virtual object to be withdrawn from the target terrain so that the controlled virtual object can continue the game, and controlling the transfer of a first unit value of the first virtual resource.

[0007] Secondly, embodiments of this application also provide a control device for a game, which provides a first graphical user interface through a terminal device. The content displayed by the first graphical user interface includes at least a portion of the game scene. The game scene includes target terrain and a controlled virtual object. The device includes: a first control module, configured to respond to a movement control command for the controlled virtual object and control the controlled virtual object to move in the game scene; a second control module, configured to respond to a resource acquisition event and control the controlled virtual object to acquire virtual resources in the game scene; wherein the acquired virtual resources include at least a first virtual resource; and a third control module, configured to respond to the controlled virtual object entering the target terrain and control the removal of the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, and control the transfer of a first unit value of the first virtual resource.

[0008] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory through the bus, and the machine-readable instructions are executed by the processor to perform the steps of the control method in the game described in the first aspect.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method in the game described in the first aspect or any possible implementation of the first aspect.

[0010] The control method, device, electronic device, and storage medium provided in this application for games, in response to a resource acquisition event, control a controlled virtual object to acquire a first virtual resource in the game scene. Furthermore, in response to the controlled virtual object entering a target terrain, control the controlled virtual object to be withdrawn from the target terrain so that the controlled virtual object can continue the game, and control the transfer of a first unit value of the first virtual resource. Compared to some games in related technologies that directly cause the player's virtual object to die and restart the game, or games that cause the player's virtual object to lose a certain amount of health but not die, and games with many extreme terrains in the game scene where the player's virtual object repeatedly dies in a non-combat state, which not only affects the player's gaming experience but also increases game time, this application can avoid the situation where the player-controlled virtual object dies in a non-combat state, improve the operational efficiency of the controlled virtual object, and thus ensure a certain game time for the player, thereby improving the resource utilization of terminal devices and servers.

[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0013] Figure 1 A flowchart of a game control method provided in an embodiment of this application is shown;

[0014] Figure 2 This illustration shows one of the schematic diagrams showing the number of first virtual resources in a first graphical user interface provided in an embodiment of this application;

[0015] Figure 3 This is a second schematic diagram showing the display of the number of first virtual resources in the first graphical user interface provided in the embodiments of this application;

[0016] Figure 4 This is shown as a third schematic diagram illustrating the display of the number of first virtual resources in the first graphical user interface provided in the embodiments of this application;

[0017] Figure 5 A flowchart of another game control method provided in an embodiment of this application is shown;

[0018] Figure 6 This illustration shows a schematic diagram of the control display in the first graphical user interface provided in an embodiment of this application;

[0019] Figure 7 This illustration shows a schematic diagram of the control display in the second graphical user interface provided in an embodiment of this application;

[0020] Figure 8 This invention provides a functional block diagram of a game control device according to an embodiment of the present application.

[0021] Figure 9 This illustration shows a second functional block diagram of a game control device provided in an embodiment of this application;

[0022] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

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

[0025] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0026] In order to enable those skilled in the art to use the content of this application, and in combination with the specific application scenario of "game", the following implementation method is given. For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.

[0027] The methods, apparatus, electronic devices, or computer-readable storage media described in this application can be applied to any scenario requiring game play. This application does not limit specific application scenarios, and any scheme using the game control methods and apparatus provided in this application is within the protection scope of this application.

[0028] As an example, with the development of the electronic entertainment industry and mobile terminal technology, game types have gradually diversified, and game scenarios have also gradually increased. Among them, game scenarios can be any of two-dimensional virtual interactive scenarios, 2.5-dimensional virtual interactive scenarios, and three-dimensional virtual interactive scenarios. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts, cities, cliffs, swamps, water bodies, volcanoes, and snowfields.

[0029] In virtual environments with extreme terrain, such as cliffs, swamps, bodies of water, volcanoes, snowfields, and deserts, there may be abundant virtual resources where players can search for resources or level up by fighting monsters. Different games handle player-controlled virtual objects entering these extreme terrains differently. Currently, some games will immediately kill the player's virtual object and restart the game; others will cause the player's virtual object to lose some health points but not die. However, if the game scene contains a large number of extreme terrains, the player's virtual object will repeatedly die outside of combat. This not only affects the player's gaming experience but also leads to games ending too quickly, causing a large loss of players, and wasting resources by overloading terminal devices and servers.

[0030] To address the aforementioned issues, this application embodiment controls the movement of a controlled virtual object within the game scene in response to a movement control command; it also controls the controlled virtual object to acquire virtual resources within the game scene in response to a resource acquisition event; wherein the acquired virtual resources include at least a first virtual resource; and it controls the removal of the controlled virtual object from the target terrain in response to the controlled virtual object entering the target terrain so that the controlled virtual object can continue playing the game, and controls the transfer of a first unit value of the first virtual resource. In this way, this application can prevent the player-controlled virtual object from dying outside of combat, improve the operational efficiency of the controlled virtual object, thereby ensuring a certain game duration for the player and improving the resource utilization of terminal devices and servers.

[0031] In one optional implementation, the terminal device involved in this application mainly refers to a terminal used to provide a graphical user interface and to control virtual objects. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, MP4 players (Moving Picture Experts Group Audio Layer IV), personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this application, where the application is described as a game application, optionally, the application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0032] In one alternative implementation, a graphical user interface is a human-computer communication interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, launch programs, or perform other tasks.

[0033] In one alternative implementation, a UI control refers to any visual control or element visible on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc., some of which respond to user actions. For the purposes of this application, UI controls include, for example, attack controls, skill controls (jump controls, dodge controls, grappling hook controls, etc.), a first virtual joystick, a virtual auxiliary joystick, an attack mode switching control, etc.

[0034] In one optional implementation, the game scene is a scene displayed (or provided) by the application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, the game scene refers to the virtual game controls that carry virtual objects during gameplay. These virtual objects can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, or a three-dimensional virtual interactive scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts, cities, cliffs, swamps, water bodies, volcanoes, and snowfields. The game scene is the scene where the user controls the complete game logic of the virtual objects. Optionally, the game scene can also be used for game scene battles between at least two virtual objects, and the game scene has virtual resources available for use by at least two virtual objects. For example, a game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game resource elements.

[0035] In one alternative implementation, a virtual environment refers to a computer-generated virtual game scene environment. For example, a virtual environment can be a two-dimensional game environment, a three-dimensional game environment, a virtual reality environment, or an augmented reality environment. Typically, virtual environments are categorized into external virtual environments (referred to as "outside-game" or "external virtual environment") and internal virtual environments (referred to as "in-game," "during-game," or "in-game virtual environment"), depending on whether they are within or outside the game session. External virtual environments include, but are not limited to, the game system's main interface and the functional pages of various game modules. Internal virtual environments generally provide a multimedia virtual world where players can control virtual objects within the game through operating devices or interfaces, observe objects, characters, and scenery from the perspective of virtual objects, or interact with objects, characters, and scenery within the internal virtual environment. Optionally, the virtual environment within the game is used to provide a virtual battle environment for at least two virtual objects, in which the virtual objects can collect virtual items, and then use the collected virtual items to defeat the enemy, with the goal of successfully escaping.

[0036] It should be emphasized that, in the embodiments of the present invention, unless otherwise specified, the game scene generally refers to the in-game virtual environment.

[0037] In one optional implementation, a virtual object refers to an movable object controlled by a player within a game scene environment (outside virtual environment / outside virtual environment). This movable object can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual game scene environment is a three-dimensional virtual world, the virtual object can be a three-dimensional model, with each virtual object having its own shape and volume in the three-dimensional virtual world, occupying a portion of the space within the three-dimensional virtual world. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and this virtual object achieves different game identities by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. Typically, players enter the game through a player account, which generally includes both playing a virtual object and controlling a virtual object. Playing a virtual object refers to the virtual object controlled by the player in the outside virtual environment, while controlling a virtual object refers to the virtual object controlled by the player in the inside virtual environment. Typically, before a game begins, players can engage in at least one of the following pre-game preparation activities in the out-of-game virtual environment by assuming a virtual avatar: social activities, purchasing activities, completing tasks, recharging, setting game parameters, and forming teams and queuing for matches. Once the game starts, players can control the virtual avatar in the in-game virtual environment to move, use and upgrade skills, buy and sell virtual items, control the character's perspective, upgrade the controlled character, restore the controlled character's attributes, attack enemy forces, destroy buildings, collect resources, and capture points. In some implementations, the virtual avatar and the controlled virtual avatar generally correspond to the same player account; a single player account can have multiple virtual avatars, and a single virtual avatar can have multiple controlled virtual avatars. For example, a player account might create multiple virtual avatars on one or more game servers and then choose to use the controlled virtual avatar corresponding to the virtual avatar in the game.

[0038] It should be emphasized that, in this embodiment, unless otherwise specified, virtual objects generally refer to virtual objects manipulated in the local virtual environment, that is, controlled virtual objects.

[0039] In one alternative implementation, in a virtual world, different virtual teams belonging to at least two opposing factions occupy their respective map areas and compete against each other with a specific victory condition as the objective. This victory condition includes, but is not limited to, at least one of the following: capturing or destroying a stronghold of the opposing faction, eliminating virtual objects of the opposing faction, surviving within a specified scenario and time, seizing a certain resource, or exceeding the opponent's score within a specified time. Tactical competition can be conducted in rounds, and the map for each round can be the same or different. Each virtual team includes one or more virtual objects, such as 1, 2, 3, or 5.

[0040] This invention provides a control method for a game, in one embodiment of which the game control method can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0041] In one 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 separate. The storage and operation of item description information are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0042] In one optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0043] In one optional implementation, this embodiment of the invention provides a game control method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The following description uses the example of the game control method running on a local terminal device (hereinafter referred to as the terminal device) as an example.

[0044] To facilitate understanding of this application, the technical solutions provided in this application will be described in detail below with reference to specific embodiments.

[0045] Please see Figure 1 , Figure 1 A flowchart illustrating a game control method provided in an embodiment of this application. Figure 1 As shown in the embodiment of this application, the game control method provides a first graphical user interface through a terminal device. The content displayed by the first graphical user interface includes at least a portion of the game scene, which includes target terrain and controlled virtual objects. The method includes the following steps:

[0046] S101: In response to a movement control command for the controlled virtual object, control the controlled virtual object to move within the game scene.

[0047] Here, players can control the movement of controlled virtual objects within the game scene by sending movement control commands to them. These movement control commands can be generated in various ways, such as displaying movement control controls on the first graphical user interface, and triggering these controls to move the controlled virtual objects within the game scene.

[0048] It should be noted that the movement of a controlled virtual object in the game scene can be to avoid a target virtual object, to fight against a target virtual object, or to search for virtual resources in the game scene, etc.

[0049] S102: In response to a resource acquisition event, control the controlled virtual object to acquire virtual resources in the game scene; wherein the acquired virtual resources include at least a first virtual resource.

[0050] It's understandable that virtual resources can be deployed in game scenarios. These virtual resources can be deployed in various forms, such as virtual treasure chests, lost fragments, virtual resource packs, or automatically upon kills. These virtual resources include, but are not limited to, virtual armor, virtual weapons, weapon attachments, virtual skill items, and virtual currency. Virtual skill items can be understood as items that enhance weapon attributes, health, special skills, or resurrection attributes. Resurrection attribute items include virtual gems and virtual levitation power.

[0051] It should be noted that players can acquire various virtual resources in the game by controlling a controlled virtual object. For example, they can acquire a first virtual resource with a "resurrection attribute item." Here, "resurrection attribute item" can be understood as the ability to respawn when the controlled virtual object is in danger of abnormal death, which mainly refers to death outside of combat.

[0052] Here, there are multiple ways to generate a resource acquisition event. That is, the resource acquisition event includes: the controlled virtual object picking up resources in the game scene, and / or the controlled virtual object achieving a kill in the game scene.

[0053] It should be noted that when a controlled virtual object picks up resources in a game, one method is to control the controlled virtual object to approach the virtual resource directly to pick it up; another method is to trigger the opening of a virtual resource pack or virtual treasure chest containing the virtual resource. Similarly, when a controlled virtual object achieves a kill in a game, it can be done by controlling the controlled virtual object to kill a non-player character (NPC).

[0054] S103: In response to the controlled virtual object entering the target terrain, control the removal of the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, and control the transfer of the first virtual resource of the first unit value.

[0055] Here, the controlled virtual object is in a situation where it is at risk of abnormal death, such as when the controlled virtual object enters a virtual environment with extreme terrain. Extreme terrain is the target terrain in this application. Extreme terrain refers to game terrain with great danger, such as steep cliffs, swamps full of traps, vast and turbulent waters, volcanoes full of lava, and snowfields covered with ice. It is generally understood that once a controlled virtual object enters extreme terrain, it is difficult for it to survive.

[0056] In related technologies, if a controlled virtual object enters extreme terrain, it will either die instantly and the game will restart, or it will lose some health points but not die. However, if there are many extreme terrains in the game scene, the player's controlled virtual object will repeatedly die outside of combat. This not only affects the player's gaming experience but also leads to games ending too quickly, a large number of players leaving, and idle terminal devices and servers wasting resources.

[0057] Based on this, this application proposes a novel game logic design, namely, a new game control method. When a controlled virtual object enters extreme terrain (the target terrain), it can respawn using its first virtual resource (a respawn attribute item), but this requires a certain amount of transfer (deduction) of the first virtual resource. Specifically, upon detecting that a controlled virtual object has entered the target terrain, the system automatically removes the controlled virtual object from the target terrain so that it can continue playing the game. In this way, the controlled virtual object will not lose a certain number of health points or die. Therefore, even in game scenarios with many extreme terrains, this application can prevent the player-controlled virtual object from dying outside of combat, improving the operational efficiency for controlled virtual objects, thus ensuring a certain game duration for players and improving the resource utilization of terminal devices and servers.

[0058] Here, the amount of the first virtual resource acquired by the controlled virtual object in each game is measured in unit values, and the amount of the first virtual resource consumed each time is also measured in unit values. The amount of the first virtual resource acquired each time can be the same as the amount of the first virtual resource consumed each time, or they can be different.

[0059] In one possible implementation, in response to the controlled virtual object approaching the target terrain, a first quantity identifier is displayed on the first graphical user interface, the first quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object.

[0060] It should be noted that when a controlled virtual object approaches the target terrain, a first quantity indicator will be automatically displayed on the first graphical user interface to indicate the quantity of the first virtual resource held by the controlled virtual object. This first quantity indicator serves two purposes: firstly, it informs the player of the quantity of the first virtual resource they possess; secondly, it alerts the player that if the player's controlled virtual object enters the target terrain, the levitation power function corresponding to the first virtual resource will be activated, and the first virtual resource held by the controlled virtual object will be consumed to a certain extent.

[0061] Please see Figure 2 , Figure 2 This illustration shows one of the schematic diagrams showing the number of first virtual resources in a first graphical user interface provided in an embodiment of this application. For example... Figure 2 As shown, the first graphical user interface displays a first quantity identifier 21, which is used to indicate the quantity information of the first virtual resource held by the controlled virtual object 22 before entering the target terrain 23. The white area in the first quantity identifier represents the holding, and the black area in the first quantity identifier represents the empty. Since the white area only occupies 1 / 4 of the whole identifier, the first virtual resource currently has a unit value.

[0062] In one possible implementation, after the step of controlling the removal of the controlled virtual object from the target terrain in S103, the method further includes: displaying a second quantity identifier on the first graphical user interface, the second quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object after it has been transferred.

[0063] It should be noted that after the controlled virtual object is removed from the target terrain, a second quantity indicator will be automatically displayed on the first graphical user interface to indicate the remaining quantity of the first virtual resource held by the controlled virtual object after the transfer. This second quantity indicator can prompt the player to know the remaining quantity of the first virtual resource held by the controlled virtual object after the controlled virtual object entered the target terrain and consumed a certain amount of the first virtual resource held by the controlled virtual object.

[0064] Please see Figure 3 , Figure 3 This is a second schematic diagram showing the display of the number of first virtual resources in the first graphical user interface provided in an embodiment of this application. For example... Figure 3 As shown, the first graphical user interface displays a second quantity identifier 31, which indicates the quantity of the first virtual resource held by the controlled virtual object 32 after it has been transferred. In the target terrain 33, white areas in the second quantity identifier represent held resources, and black areas represent empty areas. Since there are no more white areas, the first virtual resource has been consumed. Figure 3 The "arrow direction" is used to indicate that the controlled virtual object 32 is withdrawn from the target terrain to another location.

[0065] In one possible implementation, in response to the controlled virtual object acquiring the first virtual resource in the game scenario, a third quantity identifier is displayed on the first graphical user interface, the third quantity identifier being used to indicate the quantity information of the first virtual resource newly added by the controlled virtual object.

[0066] It should be noted that when a controlled virtual object acquires the first virtual resource, a third quantity indicator will be automatically displayed on the first graphical user interface to indicate the quantity of the newly acquired first virtual resource. This third quantity indicator can prompt the player regarding the increase in the quantity of the first virtual resource they possess.

[0067] Please see Figure 4 , Figure 4 This is shown as a third schematic diagram illustrating the display of the number of first virtual resources in the first graphical user interface provided in this application embodiment. For example... Figure 4 As shown, the first graphical user interface displays a third quantity indicator 41, which indicates the quantity of the first virtual resource acquired by the controlled virtual object 42 in the game scenario. A virtual buoy 43 is also displayed, which alerts the player to the increase in the quantity of the first virtual resource. In the third quantity indicator, the white area represents held resources, and the black area represents empty resources. Since the white area only occupies 1 / 4 of the entire indicator, the first virtual resource currently has one unit value.

[0068] In this embodiment, by responding to a movement control command for a controlled virtual object, the controlled virtual object is controlled to move within the game scene; in response to a resource acquisition event, the controlled virtual object is controlled to acquire virtual resources within the game scene; wherein the acquired virtual resources include at least a first virtual resource; in response to the controlled virtual object entering a target terrain, the controlled virtual object is controlled to be withdrawn from the target terrain so that the controlled virtual object can continue the game, and the first virtual resource of a first unit value is transferred. Thus, this application can prevent the player-controlled virtual object from dying outside of combat, improve the operational efficiency of the controlled virtual object, thereby ensuring a certain game duration for the player and improving the resource utilization of terminal devices and servers.

[0069] In one possible implementation, the acquired virtual resources may also include a second virtual resource, which is used to exchange for virtual items in the game scenario.

[0070] Here, the second virtual resource refers to the virtual currency in the game. Players can use the second virtual resource to exchange for virtual items in the game. These virtual items include, but are not limited to, virtual armor, virtual weapons, weapon attachments, and so on.

[0071] It should be noted that players can make the controlled virtual object acquire the second virtual resource in several ways. For example, one way is for the controlled virtual object to acquire the second virtual resource in a battle during a game, which can be a battle with an enemy virtual object or a battle with an NPC; another way is for the controlled virtual object to pick up the second virtual resource in the game scene.

[0072] Figure 5 A flowchart illustrating another game control method provided as an embodiment of this application. Figure 5 As shown in the embodiment of this application, the game control method provides a first graphical user interface through a terminal device. The content displayed by the first graphical user interface includes at least a portion of the game scene, which includes target terrain and controlled virtual objects. The method includes the following steps:

[0073] S501: In response to a movement control command for the controlled virtual object, control the controlled virtual object to move within the game scene.

[0074] S502: In response to a resource acquisition event, control the controlled virtual object to acquire virtual resources in the game scene; wherein the acquired virtual resources include a first virtual resource and a second virtual resource.

[0075] S503: In response to the controlled virtual object entering the target terrain, control the removal of the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, and control the transfer of the first virtual resource of a first unit value.

[0076] S504: In response to the insufficiency of the first virtual resource, control transfer of the second virtual resource acquired by the controlled virtual object by a second unit value to supplement the insufficient portion of the first virtual resource.

[0077] In practice, when a controlled virtual object is detected to have entered the target terrain, in addition to controlling the removal of the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, it is also necessary to transfer the first virtual resource consumed in this process. This transfer can be understood as a deduction. Furthermore, when it is detected that the first virtual resource is insufficient for transfer, the control transfers the second virtual resource held by the controlled virtual object to supplement the insufficient portion of the first virtual resource.

[0078] It is understood that the first virtual resource held by the controlled virtual object will gradually decrease with each entry into the target terrain until it is completely consumed. At this point, if the controlled virtual object is detected entering the target terrain again, the system will not only remove the controlled virtual object from the target terrain to allow it to continue the game, but also directly transfer a third unit value of the second virtual resource. That is, in response to the controlled virtual object entering the target terrain and the detection that the first virtual resource held by the controlled virtual object has been consumed, the system will remove the controlled virtual object from the target terrain to allow it to continue the game, and transfer a third unit value of the second virtual resource acquired by the controlled virtual object.

[0079] In one optional implementation, the target terrain is a game terrain in the game scene that causes attribute debuffs to virtual objects entering the target terrain, and / or prevents virtual objects entering the target terrain from continuing the game.

[0080] Here, for the purposes of this application, "target terrain" refers to game terrain in a game scenario that causes attribute debuffs to virtual objects entering the target terrain, and / or prevents virtual objects entering the target terrain from continuing the game. In other words, when a player's controlled virtual object enters the target terrain, it will only cause attribute debuffs to the controlled virtual object. These attribute debuffs primarily consume the first virtual resource held by the controlled virtual object. If the first virtual resource held by the controlled virtual object is insufficient to offset the consumption, the second virtual resource of the controlled virtual object will be deducted. This prevents situations where the player-controlled virtual object dies outside of combat (e.g., suddenly dying in the game due to accidental fall off a cliff), thus improving the efficiency of operations on controlled virtual objects and enhancing the player's gaming experience.

[0081] In one alternative implementation, in response to the second virtual resource being insufficient to compensate for the insufficient transfer portion in the first virtual resource, the second virtual resource and the first virtual resource acquired by the controlled virtual object are set to zero.

[0082] It's understandable that during a game, there might be situations where, when a controlled virtual object enters a target terrain, its second virtual resource is insufficient to compensate for the shortfall in its first virtual resource. In this case, the remaining second and first virtual resources of the controlled virtual object are simply reset to zero. Furthermore, after resetting the remaining second and first virtual resources of the controlled virtual object to zero, the player can control the controlled virtual object to freely enter the target terrain within the game scene. At this point, the player's controlled virtual object can still continue playing the game, and no further virtual resources, such as the first or second virtual resources, will be deducted from the controlled virtual object, except in cases where the player re-acquires the first or second virtual resources within the game scene.

[0083] This game mechanic allows players to continue playing without affecting game balance (as long as the player's controlled virtual object doesn't die upon entering the target terrain, it has no impact on other players), ensuring sufficient game time and improving the player experience. However, without the second virtual resource, the player cannot exchange it for virtual items, which affects the "development" of their controlled virtual object during the game. Therefore, if the player repeatedly enters the target terrain, causing both the first and second virtual resources to reach zero, it hinders their chances of winning. In one optional implementation, the controlled virtual object holds a maximum of a specified number of the first virtual resources, and the value of the first unit is positively correlated with the game duration.

[0084] Here, this application does not limit the number of first virtual resources deployed in the game scene; they can be deployed infinitely. However, there is a limit to the number of first virtual resources that a controlled virtual object can hold in the game scene. Each controlled virtual object can hold a maximum of a specified number of first virtual resources, for example, a maximum of four units of first virtual resources. Furthermore, considering the smooth progress of the game, the first unit value of the first virtual resources consumed by a controlled virtual object each time it enters the target terrain is set to be positively correlated with the duration of the game. This ensures fairness for all players. In particular, the later the game progresses, the heavier the penalty for entering the target terrain (later, the first and second virtual resources of the controlled virtual object are reduced to zero, making it impossible to exchange for virtual items). This will affect the "cultivation and development" of the player's controlled virtual objects, thereby influencing the outcome of the game.

[0085] In one optional implementation, the step of controlling the removal of the controlled virtual object from the target terrain in response to the controlled virtual object entering the target terrain in S103 or S503 includes: controlling the transfer of the controlled virtual object from within the target terrain to a random location within a specified range outside the target terrain in response to the controlled virtual object entering the target terrain.

[0086] In practice, controlling the removal of a controlled virtual object from the target terrain can be implemented in various ways. For example, the controlled virtual object can be moved to its original position before entering the target terrain, moved to its starting position in the game scene, or moved to a designated location in the game scene. In other words, the location to which the controlled virtual object is moved can be any location within a specified range outside the target terrain; even randomly selected locations are acceptable.

[0087] Here, after the controlled virtual object is removed from the target terrain, the attributes such as the controlled virtual object's health remain the same as before the controlled virtual object entered the target terrain. That is, the controlled virtual object's health and other attributes remain unchanged before and after the controlled virtual object enters the target terrain.

[0088] In an optional implementation, the method further includes: controlling and adjusting the safe area in the game scene based on the game duration; in response to the safe area in the game scene shrinking to a preset range, deploying an item exchange unit in the game scene to provide virtual item exchange services for virtual objects participating in the game; wherein the virtual items provided by the item exchange unit can be exchanged through acquired second virtual resources.

[0089] It should be noted that as the game progresses, the safe zone within the game scene will gradually shrink, resulting in a decrease in the number of controlled virtual objects successfully entering the safe zone. Ultimately, when the safe zone shrinks to a preset size, the controlled virtual objects within that zone can be considered as having entered the final round. At this point, item exchange units providing virtual item exchange services will be automatically deployed in the game scene. Virtual objects participating in the game can exchange the acquired second virtual resources for virtual items.

[0090] It's understandable that the exchange unit for items can be an NPC or a shop, with NPCs such as "virtual merchants." When the safe zone shrinks to a preset size, the virtual items that the controlled virtual objects can exchange for are usually rare items, high-level equipment, essential medicines, etc. By acquiring such virtual items, the controlled virtual objects can increase their chances of winning the final game and gain more opportunities to win.

[0091] In one possible implementation, the method further includes: in response to the target virtual object being eliminated by the controlled virtual object, controlling the controlled virtual object to acquire all the second virtual resources of the target virtual object; and in response to the controlled virtual object being eliminated in the game scene, controlling the loss of all the second virtual resources of the controlled virtual object.

[0092] Here, players can also control a controlled virtual object to fight against and eliminate a target virtual object, thereby enabling the controlled virtual object to acquire a second virtual resource. Similarly, if the player's controlled virtual object is defeated and eliminated by other virtual objects, or if the player's controlled virtual object is eliminated due to non-combat reasons, all of the controlled virtual object's second virtual resources will be deducted.

[0093] In one possible implementation, please refer to Figure 6 , Figure 6 A schematic diagram of the control display in the first graphical user interface provided in this application embodiment is shown; the first graphical user interface also displays a first skill control 61 and a second skill control 62; the method further includes: during the process of the controlled virtual object 63 approaching the target terrain, responding to a trigger operation for the second skill control 62, controlling the controlled virtual object 63 to perform a preset jump behavior; during the process of the controlled virtual object 63 performing the preset jump behavior, responding to a trigger operation for the first skill control 61, controlling the controlled virtual object 63 to slide away from the target terrain along the movement trajectory provided by the zipline prop corresponding to the first skill control 61, so that the controlled virtual object 63 can continue the game.

[0094] It is understandable that, usually, the player accidentally causes the controlled virtual object 63 to enter the target terrain. Therefore, in some cases, the player can successfully traverse the target terrain by controlling the controlled virtual object 63. Here, the player can control the controlled virtual object 63 to traverse the target terrain by touching the first skill control 61 and the second skill control 62 displayed on the first graphical user interface at the appropriate time. The first skill control 61 is a zipline control, and the second skill control 62 is a jump control. Specifically, if the player triggers the second skill control 62 while controlling the controlled virtual object 63 to approach the target terrain, the player can control the controlled virtual object 63 to perform a preset jump. Then, while the controlled virtual object 63 is performing the preset jump, the player triggers the first skill control 61, allowing the controlled virtual object 63 to slide along the trajectory provided by the zipline item corresponding to the first skill control 61 and retreat from the target terrain. In this way, the controlled virtual object 63 successfully traverses the target terrain, and then the controlled virtual object 63 continues the game.

[0095] The preset jump behavior includes a single jump and a double jump. Whether a single jump or a double jump is executed is determined by the specific operation of the trigger operation on the second skill control. For example, if the trigger operation is a single click, the controlled virtual object will perform a single jump; if the trigger operation is a double click, the controlled virtual object will perform a double jump.

[0096] In one possible implementation, the method further includes: in response to an interface switching instruction, controlling the switching of the first graphical user interface to a second graphical user interface; wherein the interface layout of the first graphical user interface is different from that of the second graphical user interface.

[0097] It should be noted that this application provides two graphical user interfaces, including a first graphical user interface and a second graphical user interface. The first graphical user interface can be understood as the standard graphical user interface, on which players typically conduct game matches. The second graphical user interface can be understood as a convenient graphical user interface, which players can actively use to conduct game matches in certain situations, such as when it is inconvenient for players to use both hands or when it is inconvenient for players to perform frequent game operations.

[0098] The layout of the first graphical user interface (GUI) differs from that of the second GUI. This difference includes not only the arrangement of content but also the displayed elements, such as the controls. Specifically, a control displayed on one GUI may not be displayed on the other. This allows players to operate the game with one hand on the second GUI without interrupting the game or affecting gameplay.

[0099] Here, the first graphical user interface is a landscape graphical user interface, and the second graphical user interface is a portrait graphical user interface.

[0100] In one possible implementation, after the step of controlling the switching of the first graphical user interface to the second graphical user interface in response to the interface switching instruction, the method further includes: canceling the display of the second skill control; and controlling the controlled virtual object to automatically perform the preset jump behavior in response to the controlled virtual object approaching the target terrain.

[0101] Here, the operation of the first skill control is the same on both the first and second graphical user interfaces. During the process of the controlled virtual object performing the preset jump behavior, in response to the trigger operation of the first skill control on the second graphical user interface, the controlled virtual object is controlled to slide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

[0102] It should be noted that you should refer to [link / reference]. Figure 7 , Figure 7 This diagram illustrates the control display in the second graphical user interface provided in this application embodiment. Players can also control the controlled virtual object 73 to smoothly pass through the target terrain through the second graphical user interface. Here, the second skill control is not displayed on the second graphical user interface. Players only need to touch the first skill control 71 displayed on the second graphical user interface at an appropriate time to control the controlled virtual object 73 to smoothly pass through the target terrain. Specifically, when the controlled virtual object 73 is detected to be approaching the target terrain, the controlled virtual object 73 is automatically controlled to perform the preset jump behavior. Then, during the process of the controlled virtual object 73 performing the preset jump behavior, the player can trigger the first skill control 71 to control the controlled virtual object 73 to slide away from the target terrain along the movement trajectory provided by the zipline prop corresponding to the first skill control 71. In this way, the controlled virtual object 73 successfully passes through the target terrain, and then the controlled virtual object 73 continues the game.

[0103] Here, the preset jump behaviors include single-stage jumps and double-stage jumps. The type of jump behavior automatically executed by the controlled virtual object is determined by the height of obstacles in its direction of movement. For example, if the height of the obstacle is less than or equal to a first preset height, the controlled virtual object automatically performs a single-stage jump; if the height of the obstacle is greater than the first preset height but less than or equal to a second preset height, the controlled virtual object automatically performs a double-stage jump. The first preset height is less than the second preset height, and both preset heights are set based on environmental factors in the game scenario. For example, the first preset height can be set to 2m, and the second preset height to 4m.

[0104] The first graphical user interface and the second graphical user interface can be freely switched during gameplay. Specifically, for example... Figure 6 , 7 As shown, a switching control 68 can be displayed on the first graphical user interface and a switching control 78 can be displayed on the second graphical user interface to switch between the two graphical user interfaces.

[0105] In one possible implementation, such as Figure 6 , 7As shown, the first graphical user interface also displays an attack control 64, which is configured to respond to a trigger operation and control the controlled virtual object to perform attack behavior in the game scene; the method further includes: responding to a trigger operation on the attack control 64 and controlling the controlled virtual object to perform attack behavior in the game scene; and responding to the interface switching instruction and configuring the controlled virtual object to automatically perform the attack behavior in the game scene in a preset attack mode.

[0106] In one possible implementation, such as Figure 7 As shown, the content displayed by the second graphical user interface includes at least a portion of the game scene, which includes the target terrain, the controlled virtual object, and an attack range identifier 75; wherein, the attack range identifier 75 is used to indicate the effective attack range of the controlled virtual object when it automatically performs the attack behavior in the game scene.

[0107] Here, as Figure 6 , 7 As shown, the first user graphical user interface and the second user graphical user interface are similar in that both graphical user interfaces display at least part of the game scene and controlled virtual objects controlled by the terminal device. Figure 6 Controlled virtual objects 63 in the middle, Figure 7 The controlled virtual object 73 in the game is different from the first user graphical user interface (GUI). In the first GUI, the player can trigger the attack control 64 to control the controlled virtual object 63 to perform attack actions in the game scene. In the second GUI, the controlled virtual object 73 is directly configured to automatically perform attack actions in the game scene. Therefore, in the second GUI, the player does not need to trigger the attack control 74 to achieve automatic attack actions by the controlled virtual object 73. Additionally, an attack range indicator 75 is displayed on the second GUI, which determines the effective attack range of the controlled virtual object 73 when it automatically performs attack actions in the game scene. Thus, the second GUI provided in this application significantly reduces the complexity of player input, allowing players to continue playing with one hand, thereby improving input efficiency during gameplay.

[0108] In one possible implementation, such as Figure 7As shown, the method further includes: providing a first virtual joystick 76 in the second graphical user interface; controlling the controlled virtual object 73 to move in the game scene in a first movement state in response to a trigger operation on the first virtual joystick 76; controlling the controlled virtual object 73 to execute a first game skill in the game scene and control the controlled virtual object 73 to enter a second movement state in response to the trigger operation satisfying a skill trigger condition; and controlling the controlled virtual object 73 to move in the game scene in the second movement state in response to the continuation of the trigger operation.

[0109] The first game skill includes at least one of the following game behaviors: dodge, block, parry, swing attack, super armor, invincibility, and invisibility. The movement speed corresponding to the second movement state is higher than the movement speed corresponding to the first movement state, and the first game skill provides a first attribute bonus to the virtual object; wherein the first attribute bonus includes at least enhancing the virtual object's defensive strength.

[0110] It should be noted that, as Figure 6 , 7 As shown, both the first and second graphical user interfaces display a first virtual joystick 66 (76), but the first graphical user interface also displays a third skill control 67. Here, the third skill control 67 is a dodge control. In the first graphical user interface, the player needs to trigger the first virtual joystick 66 and the third skill control 67 respectively to realize the movement and dodge behaviors of the controlled virtual object 63. However, in the second graphical user interface, the first virtual joystick 76 is configured as a composite control integrating movement, dodge, and sprint functions. Therefore, the player can control the controlled virtual object 73 to perform movement, dodge, and sprint behaviors simply by triggering the first virtual joystick 76 using a specified triggering method.

[0111] Here, among them, such as Figure 7 As shown, the first virtual joystick 76 includes a control point 761 and a control area. The method for detecting whether the specified operation meets the dodging action triggering condition is as follows: the operation position of the specified operation applied to the control point 761 in the control area is used to determine whether the dodging action triggering condition is met.

[0112] Here, the control area includes an inner area 762 and an edge area 763 located outside the inner area. The specified operation includes a drag operation on the control point 761, and the dodging action trigger condition includes the control point 761 being dragged to the edge area 763. The step of controlling the controlled virtual object 73 to move in the game scene in a first movement state in response to a specified operation on the first virtual joystick 76 includes: controlling the controlled virtual object 73 to move in the game scene in a first movement state in response to a drag operation applied to the control point 761; wherein the movement direction of the controlled virtual object 73 in the game scene in the first movement state is positively correlated with the drag direction of the drag operation applied to the control point 761 within the inner area.

[0113] In one possible implementation, the second graphical user interface further displays the first skill control, and in response to a trigger operation on the first skill control, a second virtual joystick is displayed on the second graphical user interface; in response to a trigger operation on the second virtual joystick, the controlled virtual object is controlled to use the zipline prop corresponding to the first skill control to execute a second game skill in the game scene, and during the display of the second virtual joystick, responding to the first operation on the first virtual joystick is prohibited.

[0114] In one possible implementation, the step of controlling the controlled virtual object to execute a second game skill using the zipline prop corresponding to the first skill control in the game scene includes: in response to a trigger operation on the second virtual joystick, identifying a target virtual object in the game scene; controlling the controlled virtual object to slide towards the location of the target virtual object in the game scene using the zipline prop corresponding to the first skill control; and controlling the zipline prop to execute the second game skill when the controlled virtual object approaches the location of the target virtual object by sliding with the zipline prop, so as to cause skill damage to the target virtual object and extend the distance the controlled virtual object slides with the zipline prop.

[0115] In one possible implementation, such as Figure 7As shown, an attack mode switching control 77 is provided in the second graphical user interface; the preset attack mode is one of a first attack mode and a second attack mode; in response to a trigger operation on the attack mode switching control 77, the controlled virtual object 73 is switched from the preset attack mode to the target attack mode according to the trigger operation; wherein, the target attack mode is another of the first attack mode and the second attack mode; in response to the controlled virtual object 73 switching from the preset attack mode to the target attack mode, the controlled virtual object 73 is configured to automatically perform attack behavior in the game scene using the target attack mode.

[0116] In one alternative implementation, such as Figure 7 As shown, the second graphical user interface also displays an attack mode switching control 77. The attack mode switching control 77 in the second graphical user interface is used to switch between the first attack mode and the second attack mode. The attack mode switching control 77 can be displayed in various forms, as long as the switching effect is achieved; for example, the attack mode switching control 77 can be displayed as a toggle switch.

[0117] In one optional implementation, configuring the controlled virtual object to automatically execute the first attack behavior in the game scene includes: determining whether the game scene is a melee scene based on the first weapon currently used by the controlled virtual object; if it is determined to be a melee scene, switching from the first attack mode of the melee scene to the second attack mode of the melee scene; if it is determined to be a ranged scene, switching from the third attack mode of the ranged scene to the fourth attack mode of the ranged scene.

[0118] It should be noted that the attack mode switching method varies depending on the type of primary weapon currently held by the controlled virtual object. If the primary weapon is a melee weapon, the attack mode switches between light attack mode (first attack mode) and heavy attack mode (second attack mode). If the primary weapon is a ranged weapon, the attack mode switches between moving shooting mode (third attack mode) and stationary shooting mode (fourth attack mode). Melee weapons include swords and shields, hand axes, double clubs, halberds, hand hammers, katanas, daggers, etc., while ranged weapons include crossbows, bows and arrows, guns, cannons, repeating crossbows, etc.

[0119] Based on the same application concept, this application also provides a game control device corresponding to the game control method provided in the above embodiments. Since the principle of the device in this application is similar to the game control method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0120] like Figure 8 , Figure 9 As shown, Figure 8 This application shows one of the functional block diagrams of a game control device 800 provided in an embodiment of the present application; Figure 9 This is a second functional block diagram of a game control device 800 provided in an embodiment of this application. For example... Figure 8 As shown, the game control device 800 provides a first graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, which includes target terrain and controlled virtual objects. The game control device 800 includes: a first control module 810, configured to respond to a movement control command for the controlled virtual object and control the controlled virtual object to move within the game scene; a second control module 820, configured to respond to a resource acquisition event and control the controlled virtual object to acquire virtual resources within the game scene, wherein the acquired virtual resources include at least a first virtual resource; and a third control module 830, configured to respond to the controlled virtual object entering the target terrain and control the removal of the controlled virtual object from the target terrain to allow the controlled virtual object to continue playing the game, and control the transfer of a first unit value of the first virtual resource.

[0121] In one alternative implementation, the acquired virtual resources further include a second virtual resource, which is used to exchange for virtual items in the game scenario.

[0122] In one alternative implementation, such as Figure 9 As shown, the control device 800 in the game also includes a fourth control module 840; the fourth control module 840 is used to: in response to the insufficiency of the first virtual resource, control the transfer of the second virtual resource obtained by the controlled virtual object by the second unit value, so as to supplement the insufficient portion of the first virtual resource.

[0123] In one alternative implementation, such as Figure 9 As shown, the third control module 830 is further configured to: in response to the controlled virtual object approaching the target terrain, display a first quantity identifier on the first graphical user interface, the first quantity identifier being used to indicate the quantity information of the first virtual resource held by the controlled virtual object.

[0124] In one alternative implementation, such as Figure 9As shown, after the control removes the controlled virtual object from the target terrain, the third control module 830 is further configured to: display a second quantity identifier on the first graphical user interface, the second quantity identifier being used to indicate the quantity information of the first virtual resource held by the controlled virtual object after it has been transferred.

[0125] In one alternative implementation, such as Figure 9 As shown, the third control module 830 is specifically used to: in response to the controlled virtual object entering the target terrain, control the transfer of the controlled virtual object from within the target terrain to a random location within a specified range outside the target terrain.

[0126] In one optional implementation, the resource acquisition event includes: the controlled virtual object picking up resources in the game scene, and / or the controlled virtual object achieving a kill in the game scene.

[0127] In one alternative implementation, such as Figure 9 As shown, the second control module 820 is further configured to: in response to the controlled virtual object acquiring the first virtual resource in the game scene, display a third quantity identifier on the first graphical user interface, the third quantity identifier being used to indicate the quantity information of the first virtual resource newly added by the controlled virtual object.

[0128] In one alternative implementation, such as Figure 9 As shown, the fourth control module 840 is further configured to: in response to the second virtual resource being insufficient to supplement the insufficient transfer portion in the first virtual resource, control the second virtual resource and the first virtual resource acquired by the controlled virtual object to be set to zero.

[0129] In one alternative implementation, the controlled virtual object holds a maximum of a specified number of the first virtual resources, and the value of the first unit is positively correlated with the duration of the game match.

[0130] In one optional implementation, the target terrain is a game terrain in the game scene that causes attribute debuffs to virtual objects entering the target terrain, and / or prevents virtual objects entering the target terrain from continuing the game.

[0131] In one alternative implementation, such as Figure 9As shown, the control device 800 in the game also includes a deployment module 850, which is used to: control and adjust the safe area in the game scene based on the game duration; and in response to the safe area in the game scene shrinking to a preset range, deploy item exchange units in the game scene to provide virtual item exchange services for virtual objects participating in the game; wherein the virtual items provided by the item exchange units can be exchanged through acquired second virtual resources.

[0132] In one alternative implementation, such as Figure 9 As shown, the fourth control module 840 is further configured to: in response to the target virtual object being eliminated by the controlled virtual object, control the controlled virtual object to acquire all the second virtual resources of the target virtual object; and in response to the controlled virtual object being eliminated in the game scene, control the loss of all the second virtual resources of the controlled virtual object.

[0133] In one alternative implementation, such as Figure 9 As shown, the first graphical user interface also displays a first skill control and a second skill control; the third control module 830 is further configured to: respond to a trigger operation for the second skill control and control the controlled virtual object to perform a preset jump behavior; the preset jump behavior responds to a trigger operation for the first skill control and controls the controlled virtual object to slide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

[0134] In one alternative implementation, such as Figure 9 As shown, the control device 800 in the game also includes an interface switching module 860; the interface switching module 860 is used to: control the switching of the first graphical user interface to the second graphical user interface in response to an interface switching command; the interface layout of the first graphical user interface is different from that of the second graphical user interface.

[0135] In one alternative implementation, such as Figure 9 As shown, after controlling the switching of the first graphical user interface to the second graphical user interface in response to the interface switching command, the interface switching module 860 is further configured to: cancel the display of the second skill control; and control the controlled virtual object to automatically execute the preset jump behavior in response to the controlled virtual object approaching the target terrain.

[0136] In one alternative implementation, such as Figure 9As shown, the first graphical user interface also displays an attack control, which is configured to respond to a trigger operation and control the controlled virtual object to perform attack behavior in the game scene; the interface switching module 860 is further configured to: respond to the interface switching instruction to configure the controlled virtual object to automatically perform the attack behavior in the game scene in a preset attack mode.

[0137] In one alternative implementation, such as Figure 9 As shown, the content displayed by the second graphical user interface includes at least a portion of the game scene, which includes the target terrain, the controlled virtual object, and an attack range identifier; wherein, the attack range identifier is used to indicate the effective attack range of the controlled virtual object when it automatically performs the attack behavior in the game scene.

[0138] In one alternative implementation, such as Figure 9 As shown, the interface switching module 860 is further configured to: provide a first virtual joystick in the second graphical user interface; control the controlled virtual object to move in the game scene in a first movement state in response to a trigger operation on the first virtual joystick; control the controlled virtual object to execute a first game skill in the game scene and control the controlled virtual object to enter a second movement state in response to the trigger operation satisfying a skill trigger condition; and control the controlled virtual object to move in the game scene in the second movement state in response to the continuation of the trigger operation.

[0139] In one alternative implementation, such as Figure 9 As shown, the second graphical user interface also displays the first skill control. The interface switching module 860 is further configured to: display a second virtual joystick on the second graphical user interface in response to a trigger operation on the first skill control; control the controlled virtual object to use the zipline prop corresponding to the first skill control to execute a second game skill in the game scene in response to a trigger operation on the second virtual joystick, and prohibit responding to the first operation on the first virtual joystick during the display of the second virtual joystick.

[0140] In one alternative implementation, such as Figure 9As shown, the interface switching module 860 is specifically used for: responding to a trigger operation on the second virtual joystick, identifying a target virtual object in the game scene; controlling the controlled virtual object to slide towards the location of the target virtual object in the game scene via the zipline prop corresponding to the first skill control; and controlling the zipline prop to execute a second game skill when the controlled virtual object approaches the location of the target virtual object via the zipline prop, so as to cause skill damage to the target virtual object and extend the distance the controlled virtual object slides along the zipline prop.

[0141] In one alternative implementation, such as Figure 9 As shown, the interface switching module 860 is further configured to: provide an attack mode switching control in the second graphical user interface; the preset attack mode is one of a first attack mode and a second attack mode; in response to a trigger operation on the attack mode switching control, control the controlled virtual object to switch from the preset attack mode to the target attack mode according to the trigger operation; wherein the target attack mode is another of the first attack mode and the second attack mode; in response to the controlled virtual object switching from the preset attack mode to the target attack mode, control the controlled virtual object to be configured to automatically perform attack behavior in the game scene using the target attack mode.

[0142] In this embodiment, the first control module 810 responds to a movement control command for the controlled virtual object, controlling the controlled virtual object to move within the game scene; the second control module 820 responds to a resource acquisition event, controlling the controlled virtual object to acquire a first virtual resource within the game scene; and the third control module 830 responds to the controlled virtual object entering the target terrain, controlling the controlled virtual object to be withdrawn from the target terrain so that the controlled virtual object can continue the game, and controlling the transfer of a first unit value of the first virtual resource. Thus, this application can prevent the player-controlled virtual object from dying outside of combat, improve the operational efficiency of the controlled virtual object, thereby ensuring a certain game duration for the player and improving the resource utilization of terminal devices and servers.

[0143] Based on the same application concept, see [link / reference] Figure 10The diagram shown is a structural schematic of an electronic device 1000 provided in an embodiment of this application. It includes a processor 1010, a memory 1020, and a bus 1030. The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device 1000 is running, the processor 1010 and the memory 1020 communicate through the bus 1030. The machine-readable instructions are executed by the processor 1010 to perform the steps of the control method in the game as described in any of the above embodiments.

[0144] Specifically, when the machine-readable instructions are executed by the processor 1010, they can perform the following processes: in response to a movement control instruction for the controlled virtual object, control the controlled virtual object to move within the game scene; in response to a resource acquisition event, control the controlled virtual object to acquire virtual resources within the game scene; wherein the acquired virtual resources include at least a first virtual resource; in response to the controlled virtual object entering the target terrain, control the controlled virtual object to be withdrawn from the target terrain so that the controlled virtual object can continue playing the game, and control the transfer of the first virtual resource by a first unit value.

[0145] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the acquired virtual resources also include a second virtual resource, which is used to exchange for virtual items in the game scenario.

[0146] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: in response to the insufficiency of the first virtual resource, control the transfer of the second virtual resource acquired by the controlled virtual object by a second unit value to supplement the insufficient portion of the first virtual resource.

[0147] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: in response to the controlled virtual object approaching the target terrain, a first quantity identifier is displayed on the first graphical user interface, the first quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object.

[0148] In an alternative implementation, when the machine-readable instructions are executed by the processor 1010, they may perform the following processing: after the step of controlling the removal of the controlled virtual object from the target terrain, a second quantity identifier is displayed on the first graphical user interface, the second quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object after it has been transferred.

[0149] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, the following process can be performed: the step of controlling the removal of the controlled virtual object from the target terrain in response to the controlled virtual object entering the target terrain includes: in response to the controlled virtual object entering the target terrain, controlling the transfer of the controlled virtual object from within the target terrain to a random location within a specified range outside the target terrain.

[0150] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the resource acquisition event includes: the controlled virtual object picking up resources in the game scene, and / or the controlled virtual object achieving a kill in the game scene.

[0151] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: in response to the controlled virtual object acquiring the first virtual resource in the game scenario, a third quantity identifier is displayed in the first graphical user interface, the third quantity identifier being used to indicate the quantity information of the first virtual resource newly added by the controlled virtual object.

[0152] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: in response to the second virtual resource being insufficient to supplement the insufficient transfer portion in the first virtual resource, control to set the second virtual resource and the first virtual resource acquired by the controlled virtual object to zero.

[0153] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the controlled virtual object holds a maximum of a specified number of the first virtual resources, and the value of the first unit is positively correlated with the duration of the game match.

[0154] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the target terrain is a game terrain in the game scene that causes attribute value deduction to virtual objects entering the target terrain, and / or causes virtual objects entering the target terrain to be unable to continue the game.

[0155] In one optional implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: based on the game duration, control and adjust the safe area in the game scene; in response to the safe area in the game scene shrinking to a preset range, deploy item exchange units in the game scene to provide virtual item exchange services for virtual objects participating in the game; wherein the virtual items provided by the item exchange units can be exchanged through acquired second virtual resources.

[0156] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processes: in response to the target virtual object being eliminated by the controlled virtual object, controlling the controlled virtual object to acquire all the second virtual resources of the target virtual object; in response to the controlled virtual object being eliminated in the game scene, controlling the loss of all the second virtual resources of the controlled virtual object.

[0157] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the first graphical user interface further displays a first skill control and a second skill control; in response to a trigger operation for the second skill control, the controlled virtual object is controlled to perform a preset jump behavior; the preset jump behavior, in response to a trigger operation for the first skill control, controls the controlled virtual object to slide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

[0158] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: in response to an interface switching instruction, controlling the switching of the first graphical user interface to a second graphical user interface; the interface layout of the first graphical user interface is different from that of the second graphical user interface.

[0159] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they may perform the following processing: after the step of controlling the switching of the first graphical user interface to the second graphical user interface in response to the interface switching instruction, the second skill control is de-displayed; in response to the controlled virtual object approaching the target terrain, the controlled virtual object is controlled to automatically perform the preset jump behavior; during the execution of the preset jump behavior by the controlled virtual object, in response to the trigger operation for the first skill control, the controlled virtual object is controlled to glide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

[0160] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, the following processing can be performed: an attack control is also displayed on the first graphical user interface, the attack control being configured to respond to a trigger operation and control the controlled virtual object to perform attack behavior in the game scene; in response to the interface switching instruction, the controlled virtual object is configured to automatically perform the attack behavior in the game scene in a preset attack mode.

[0161] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the content displayed by the second graphical user interface includes at least a portion of the game scene, the game scene including the target terrain, the controlled virtual object, and an attack range identifier; wherein, the attack range identifier is used to indicate the effective attack range of the controlled virtual object when it automatically performs the attack behavior in the game scene.

[0162] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processes: providing a first virtual joystick in the second graphical user interface; controlling the controlled virtual object to move in the game scene in a first movement state in response to a trigger operation on the first virtual joystick; controlling the controlled virtual object to execute a first game skill in the game scene and controlling the controlled virtual object to enter a second movement state in response to the trigger operation being satisfied by a skill trigger condition; and controlling the controlled virtual object to move in the game scene in the second movement state in response to the continuation of the trigger operation.

[0163] In one alternative implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: the first skill control is also displayed on the second graphical user interface; in response to a trigger operation on the first skill control, a second virtual joystick is displayed on the second graphical user interface; in response to a trigger operation on the second virtual joystick, the controlled virtual object is controlled to use the zipline prop corresponding to the first skill control to execute a second game skill in the game scene, and during the display of the second virtual joystick, responses to the first operation on the first virtual joystick are prohibited.

[0164] In an optional implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following process: the step of controlling the controlled virtual object to use the zipline prop corresponding to the first skill control to execute a second game skill in the game scene includes: in response to a trigger operation on the second virtual joystick, identifying a target virtual object in the game scene; controlling the controlled virtual object to slide towards the location of the target virtual object in the game scene via the zipline prop corresponding to the first skill control; and controlling the zipline prop to execute the second game skill when the controlled virtual object approaches the location of the target virtual object via the zipline prop, so as to cause skill damage to the target virtual object and extend the distance the controlled virtual object slides along the zipline prop.

[0165] In an optional implementation, when the machine-readable instructions are executed by the processor 1010, they can perform the following processing: providing an attack mode switching control in the second graphical user interface; the preset attack mode is one of a first attack mode and a second attack mode; in response to a trigger operation on the attack mode switching control, controlling the controlled virtual object to switch from the preset attack mode to a target attack mode according to the trigger operation; wherein the target attack mode is another of the first attack mode and the second attack mode; in response to the controlled virtual object switching from the preset attack mode to the target attack mode, controlling the controlled virtual object to automatically perform attack behavior in the game scene using the target attack mode.

[0166] In this embodiment, by responding to a movement control command for the controlled virtual object, the controlled virtual object is controlled to move within the game scene; in response to a resource acquisition event, the controlled virtual object is controlled to acquire a first virtual resource within the game scene; and in response to the controlled virtual object entering a target terrain, the controlled virtual object is controlled to be withdrawn from the target terrain so that it can continue playing the game, and the first virtual resource of a first unit value is transferred. Thus, this application can prevent the player-controlled virtual object from dying outside of combat, improve the operational efficiency of the controlled virtual object, thereby ensuring a certain game duration for the player and improving the resource utilization of terminal devices and servers.

[0167] Based on the same concept, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method in the game provided in the above embodiments.

[0168] Specifically, when the computer program is run by the processor, it performs the following processing: in response to a movement control command for the controlled virtual object, it controls the controlled virtual object to move within the game scene; in response to a resource acquisition event, it controls the controlled virtual object to acquire virtual resources within the game scene; wherein the acquired virtual resources include at least a first virtual resource; in response to the controlled virtual object entering the target terrain, it controls the controlled virtual object to be withdrawn from the target terrain so that the controlled virtual object can continue playing the game, and controls the transfer of the first virtual resource by a first unit value.

[0169] In one alternative implementation, the computer program, when run by a processor, performs the following processing: the acquired virtual resources further include a second virtual resource, which is used to exchange for virtual items in the game scenario.

[0170] In one alternative implementation, the computer program, when run by a processor, performs the following processing: in response to insufficient first virtual resources, it controls the transfer of a second unit value of the second virtual resources acquired by the controlled virtual object to supplement the insufficient portion of the first virtual resources.

[0171] In one alternative implementation, the computer program, when run by a processor, performs the following processing: in response to the controlled virtual object approaching the target terrain, a first quantity identifier is displayed on the first graphical user interface, the first quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object.

[0172] In one alternative implementation, the computer program, when run by the processor, performs the following processing: after the step of controlling the removal of the controlled virtual object from the target terrain, a second quantity identifier is displayed on the first graphical user interface, the second quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object after it has been transferred.

[0173] In one alternative implementation, the computer program, when run by a processor, performs the following process: the step of controlling the removal of the controlled virtual object from the target terrain in response to the controlled virtual object entering the target terrain includes: in response to the controlled virtual object entering the target terrain, controlling the transfer of the controlled virtual object from within the target terrain to a random location within a specified range outside the target terrain.

[0174] In one alternative implementation, the computer program is executed by the processor to perform the following processing: the resource acquisition event includes: the controlled virtual object picking up resources in the game scene, and / or the controlled virtual object achieving a kill in the game scene.

[0175] In one alternative implementation, the computer program, when run by a processor, performs the following processing: in response to the controlled virtual object acquiring the first virtual resource in the game scenario, a third quantity identifier is displayed on the first graphical user interface, the third quantity identifier indicating the quantity information of the first virtual resource newly added by the controlled virtual object.

[0176] In one alternative implementation, the computer program, when run by the processor, performs the following processing: in response to the second virtual resource being insufficient to compensate for the insufficient transfer portion in the first virtual resource, controls the second virtual resource and the first virtual resource acquired by the controlled virtual object to be set to zero.

[0177] In one alternative implementation, the computer program is executed by the processor as follows: the controlled virtual object holds a maximum of a specified number of the first virtual resources, and the value of the first unit is positively correlated with the duration of the game match.

[0178] In one alternative implementation, the computer program, when run by a processor, performs the following processing: the target terrain is a game terrain in the game scene that causes attribute value deduction to virtual objects entering the target terrain, and / or causes virtual objects entering the target terrain to be unable to continue the game.

[0179] In one optional implementation, the computer program, when run by a processor, performs the following processing: based on the game duration, controlling and adjusting the safe area in the game scene; in response to the safe area in the game scene shrinking to a preset range, deploying item exchange units in the game scene to provide virtual item exchange services for virtual objects participating in the game; wherein the virtual items provided by the item exchange units can be exchanged through acquired second virtual resources.

[0180] In one alternative implementation, the computer program, when run by the processor, performs the following processing: in response to the target virtual object being eliminated by the controlled virtual object, controlling the controlled virtual object to acquire all the second virtual resources of the target virtual object; in response to the controlled virtual object being eliminated in the game scenario, controlling the loss of all the second virtual resources of the controlled virtual object.

[0181] In one alternative implementation, the computer program, when run by a processor, performs the following processing: the first graphical user interface further displays a first skill control and a second skill control; in response to a trigger operation on the second skill control, the controlled virtual object is controlled to perform a preset jump behavior; the preset jump behavior, in response to a trigger operation on the first skill control, controls the controlled virtual object to glide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

[0182] In one alternative implementation, the computer program, when run by the processor, performs the following processing: in response to an interface switching instruction, controls the switching of the first graphical user interface to a second graphical user interface; the interface layout of the first graphical user interface is different from that of the second graphical user interface.

[0183] In one alternative implementation, the computer program, when run by the processor, performs the following processing: after the step of controlling the switching of the first graphical user interface to the second graphical user interface in response to the interface switching instruction, the second skill control is de-displayed; in response to the controlled virtual object approaching the target terrain, the controlled virtual object is controlled to automatically perform the preset jump behavior.

[0184] In one alternative implementation, the computer program, when run by the processor, performs the following processing: an attack control is also displayed on the first graphical user interface, the attack control being configured to respond to a trigger operation and control the controlled virtual object to perform attack behavior in the game scene; in response to the interface switching instruction, the controlled virtual object is configured to automatically perform the attack behavior in the game scene using a preset attack mode.

[0185] In one alternative implementation, the computer program, when run by a processor, performs the following processing: the content displayed by the second graphical user interface includes at least a portion of the game scene, the game scene including the target terrain, the controlled virtual object, and an attack range identifier; wherein the attack range identifier is used to indicate the effective attack range of the controlled virtual object when it automatically performs the attack behavior in the game scene.

[0186] In one alternative implementation, the computer program, when run by a processor, performs the following processing: providing a first virtual joystick in the second graphical user interface; controlling the controlled virtual object to move in the game scene in a first movement state in response to a trigger operation on the first virtual joystick; controlling the controlled virtual object to execute a first game skill in the game scene and controlling the controlled virtual object to enter a second movement state in response to the trigger operation satisfying a skill trigger condition; and controlling the controlled virtual object to move in the game scene in the second movement state in response to the continuation of the trigger operation.

[0187] In one alternative implementation, the computer program, when run by a processor, performs the following processing: the first skill control is also displayed on the second graphical user interface; in response to a trigger operation on the first skill control, a second virtual joystick is displayed on the second graphical user interface; in response to a trigger operation on the second virtual joystick, the controlled virtual object is controlled to use the zipline prop corresponding to the first skill control to perform a second game skill in the game scene, and during the display of the second virtual joystick, responses to the first operation on the first virtual joystick are prohibited.

[0188] In one optional implementation, the computer program, when run by a processor, performs the following steps: controlling the controlled virtual object to execute a second game skill using the zipline prop corresponding to the first skill control in the game scene includes: in response to a trigger operation on the second virtual joystick, identifying a target virtual object in the game scene; controlling the controlled virtual object to slide towards the location of the target virtual object in the game scene using the zipline prop corresponding to the first skill control; and controlling the zipline prop to execute the second game skill when the controlled virtual object approaches the location of the target virtual object by sliding with the zipline prop, so as to cause skill damage to the target virtual object and extend the distance the controlled virtual object slides along the zipline prop.

[0189] In one optional implementation, the computer program, when run by a processor, performs the following processing: providing an attack mode switching control in the second graphical user interface; the preset attack mode being one of a first attack mode and a second attack mode; in response to a trigger operation on the attack mode switching control, controlling the controlled virtual object to switch from the preset attack mode to a target attack mode according to the trigger operation; wherein the target attack mode is another of the first attack mode and the second attack mode; in response to the controlled virtual object switching from the preset attack mode to the target attack mode, controlling the controlled virtual object to automatically perform attack behavior in the game scene using the target attack mode.

[0190] Specifically, the storage medium can be a general-purpose storage medium, such as a portable disk or hard disk. When the computer program on the storage medium is run, it can execute the control methods in the game, which can prevent the controlled virtual object controlled by the player from dying in a non-combat state, improve the efficiency of operation on the controlled virtual object, and thus ensure a certain game time for the player, thereby improving the resource utilization of terminal devices and servers.

[0191] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0192] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0193] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0194] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0195] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0196] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0197] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A control method for a game, characterized in that, The method includes providing a first graphical user interface via a terminal device, the content of which includes at least a portion of the game scene, a first virtual joystick, and a second virtual joystick. The game scene includes target terrain and controlled virtual objects. In response to a movement control command for the controlled virtual object, the controlled virtual object is controlled to move within the game scene; In response to a resource acquisition event, the controlled virtual object is controlled to acquire virtual resources in the game scene; wherein the acquired virtual resources include at least a first virtual resource; In response to the controlled virtual object entering the target terrain, control is used to remove the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, and control is used to transfer the first virtual resource of a first unit value; In response to a trigger operation on the second virtual joystick, the controlled virtual object is controlled to use a zipline item to perform a second game skill in the game scene, and during the display of the second virtual joystick, responses to a first operation on the first virtual joystick used to control the movement of the controlled virtual object are prohibited.

2. The method according to claim 1, characterized in that, The acquired virtual resources also include a second virtual resource, which is used to exchange for virtual items in the game match scenario.

3. The method according to claim 2, characterized in that, The method further includes: In response to the insufficiency of the first virtual resource, the second virtual resource acquired by the controlled virtual object is transferred by a second unit value to supplement the insufficient portion of the first virtual resource.

4. The method according to claim 1, characterized in that, The method further includes: In response to the controlled virtual object approaching the target terrain, a first quantity identifier is displayed on the first graphical user interface, the first quantity identifier indicating the quantity information of the first virtual resource held by the controlled virtual object.

5. The method according to claim 4, characterized in that, After the step of controlling the removal of the controlled virtual object from the target terrain, the method further includes: A second quantity identifier is displayed in the first graphical user interface. The second quantity identifier is used to indicate the quantity information of the first virtual resource held by the controlled virtual object after it has been transferred.

6. The method according to claim 1, characterized in that, The step of controlling the removal of the controlled virtual object from the target terrain in response to the controlled virtual object entering the target terrain includes: In response to the controlled virtual object entering the target terrain, the controlled virtual object is moved from within the target terrain to a random location within a specified range outside the target terrain.

7. The method according to claim 1, characterized in that, The resource acquisition event includes: the controlled virtual object picking up resources in the game scene, and / or the controlled virtual object achieving a kill in the game scene.

8. The method according to claim 1, characterized in that, The method further includes: In response to the controlled virtual object acquiring the first virtual resource in the game scene, a third quantity identifier is displayed in the first graphical user interface, the third quantity identifier being used to indicate the quantity information of the first virtual resource newly added by the controlled virtual object.

9. The method according to claim 3, characterized in that, The method further includes: In response to the second virtual resource being insufficient to compensate for the insufficient transfer portion in the first virtual resource, the control sets the second virtual resource and the first virtual resource acquired by the controlled virtual object to zero.

10. The method according to any one of claims 1 to 9, characterized in that, The controlled virtual object holds a maximum of a specified number of the first virtual resources, and the value of the first unit is positively correlated with the duration of the game.

11. The method according to any one of claims 1 to 9, characterized in that, The target terrain is a game terrain in the game scene that causes attribute debuffs to virtual objects entering the target terrain, and / or prevents virtual objects entering the target terrain from continuing the game.

12. The method according to any one of claims 1 to 9, characterized in that, The method further includes: Based on the game duration, the safe zone in the game scene is controlled and adjusted. In response to the safe zone in the game scene shrinking to a preset range, an item exchange unit is deployed in the game scene to provide virtual item exchange services for virtual objects participating in the game. The virtual items provided by the item exchange unit can be exchanged for the acquired second virtual resources.

13. The method according to any one of claims 1 to 9, characterized in that, The method further includes: In response to the target virtual object being eliminated by the controlled virtual object, the controlled virtual object is controlled to acquire all the second virtual resources of the target virtual object; In response to the controlled virtual object being eliminated in the game scenario, control the loss of all second virtual resources of the controlled virtual object.

14. The method according to any one of claims 1 to 9, characterized in that, The first graphical user interface also displays a first skill control and a second skill control; the method further includes: In response to a trigger operation on the second skill control, the controlled virtual object is controlled to perform a preset jump behavior; The preset jump behavior response is triggered by the first skill control, and controls the controlled virtual object to slide along the movement trajectory provided by the zipline prop corresponding to the first skill control.

15. The method according to claim 14, characterized in that, The method further includes: In response to an interface switching command, the first graphical user interface is switched to a second graphical user interface; the interface layout of the first graphical user interface is different from that of the second graphical user interface.

16. The method according to claim 15, characterized in that, After the step of controlling the switching of the first graphical user interface to the second graphical user interface in response to the interface switching command, the method further includes: Cancel the display of the second skill control; In response to the controlled virtual object approaching the target terrain, the controlled virtual object is controlled to automatically execute the preset jump behavior.

17. The method according to claim 15, characterized in that, The first graphical user interface also displays an attack control, which is configured to respond to a trigger operation and control the controlled virtual object to perform attack behavior in the game scene; the method further includes: In response to the interface switching command, the controlled virtual object is configured to automatically execute the attack behavior in a preset attack mode in the game scene.

18. The method according to claim 17, characterized in that, The content displayed by the second graphical user interface includes at least a portion of the game scene, which includes the target terrain, the controlled virtual object, and an attack range indicator. The attack range identifier is used to indicate the effective attack range of the controlled virtual object when it automatically performs the attack behavior in the game scene.

19. The method according to claim 15, characterized in that, The method further includes: A first virtual joystick is provided in the second graphical user interface; In response to a trigger operation on the first virtual joystick, the controlled virtual object is controlled to move in the game scene in a first movement state; In response to the triggering operation satisfying the skill triggering condition, the controlled virtual object is controlled to execute the first game skill in the game scene and to enter the second movement state; In response to the continuation of the triggering operation, the controlled virtual object is controlled to move in the game scene in the second movement state.

20. The method according to claim 19, characterized in that, The second graphical user interface also displays the first skill control, and the method further includes: In response to a trigger operation on the first skill control, a second virtual joystick is displayed on the second graphical user interface; In response to a trigger operation on the second virtual joystick, the controlled virtual object is controlled to use the zipline item corresponding to the first skill control to execute a second game skill in the game scene, and during the display of the second virtual joystick, the response to the first operation on the first virtual joystick is prohibited.

21. The method according to claim 20, characterized in that, The steps of controlling the controlled virtual object to execute the second game skill using the zipline prop corresponding to the first skill control in the game scene include: In response to a trigger operation on the second virtual joystick, a target virtual object is identified in the game scene; The controlled virtual object is controlled to glide towards the location of the target virtual object in the game scene using the zipline prop corresponding to the first skill control; When the controlled virtual object approaches the location of the target virtual object by gliding along the zipline prop, the zipline prop is controlled to execute a second game skill to deal skill damage to the target virtual object and extend the distance the controlled virtual object glides along the zipline prop.

22. The method according to claim 18, characterized in that, The method further includes: The second graphical user interface provides an attack mode switching control; the preset attack mode is one of a first attack mode and a second attack mode. In response to a trigger operation on the attack mode switching control, the controlled virtual object is switched from the preset attack mode to the target attack mode according to the trigger operation; wherein the target attack mode is another one of the first attack mode and the second attack mode; In response to the controlled virtual object switching from the preset attack mode to the target attack mode, the control configures the controlled virtual object to automatically perform attack behavior in the target attack mode during the game scene.

23. A control device for a game, characterized in that, A first graphical user interface is provided via a terminal device. The content displayed by the first graphical user interface includes at least a portion of the game scene, a first virtual joystick, and a second virtual joystick. The game scene includes target terrain and controlled virtual objects. The device includes: The first control module is used to respond to movement control commands for the controlled virtual object and control the controlled virtual object to move in the game scene; The second control module is used to control the controlled virtual object to acquire virtual resources in the game scene in response to a resource acquisition event; wherein the acquired virtual resources include at least the first virtual resource; The third control module is used to respond to the controlled virtual object entering the target terrain by controlling the removal of the controlled virtual object from the target terrain so that the controlled virtual object can continue the game, and controlling the transfer of the first virtual resource of a first unit value. The third control module is also configured to, in response to a trigger operation on the second virtual joystick, control the controlled virtual object to use the zipline prop to perform a second game skill in the game scene, and, while the second virtual joystick is displayed, prohibit responding to a first operation on the first virtual joystick used to control the movement of the controlled virtual object.

24. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the control method in the game as described in any one of claims 1 to 22.

25. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the control method in the game as described in any one of claims 1 to 22.

Citation Information

Patent Citations

  • Virtual item use method and device in games, equipment and storage medium

    CN113262475A