Method, device and electronic terminal for controlling virtual objects in a game
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-11-03
- Publication Date
- 2026-07-21
AI Technical Summary
In existing match-3 games, the connection between elimination and building operations is low, which affects the player's gaming experience.
By responding to game events that trigger the elimination of virtual objects, controlling the movement and merging of second virtual objects, generating target virtual objects, and generating buildings based on the position of target virtual objects, a close link between elimination and construction is achieved.
It enhances the connection between elimination and building operations, enriches the game experience, increases players' sense of immersion and accomplishment, solves the problem of independent operations between elimination and building, and avoids the monotony and boredom of the game's depth experience.
Smart Images

Figure CN117258298B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and electronic terminal for controlling virtual objects in games. Background Technology
[0002] Currently, match-3 games are a fairly common genre in casual games. As the market continues to develop, more and more games are incorporating match-3 gameplay with other genres to address the issue of the classic match-3 gameplay being too monotonous and oversaturated.
[0003] In existing match-3 games, players can obtain virtual decoration coins after eliminating objects. Players can use these virtual decoration coins to build buildings. However, the connection between elimination and building is low, which affects the player's gaming experience. Summary of the Invention
[0004] The purpose of this disclosure is to provide a method, device, and electronic terminal for controlling virtual objects in games, in order to alleviate the technical problem of low correlation between elimination and construction operations in games.
[0005] In a first aspect, embodiments of this disclosure provide a method for controlling virtual objects in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene of the game, the game scene containing multiple virtual grids, and each virtual grid containing a virtual object; the method includes:
[0006] In response to a first game event that triggers the elimination of a first virtual object, the position of a second virtual object is moved based on the first game event to update the second virtual object contained in the virtual grid;
[0007] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate the target virtual object;
[0008] In response to a construction operation targeting the target virtual object, a building is generated based on the position of the target virtual object within the virtual grid.
[0009] Secondly, a virtual object control device for a game is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays a game scene of the game, and the game scene contains multiple virtual grids, each of which contains a virtual object; including:
[0010] A first control module is configured to respond to a first game event that triggers the elimination of a first virtual object, and control the position movement of a second virtual object based on the first game event, so as to update the second virtual object contained in the virtual grid;
[0011] The second control module is used to control the multiple second virtual objects to merge and generate a target virtual object in response to the fact that the relative positional relationship of the virtual grids in which the multiple second virtual objects are located after the update conforms to the first specified relative positional relationship.
[0012] A generation module is used to generate a building based on the position of the virtual grid where the target virtual object is located in response to a construction operation for the target virtual object.
[0013] Thirdly, this disclosure also provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the method described in the first aspect above.
[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.
[0015] The embodiments disclosed herein bring the following beneficial effects:
[0016] This disclosure provides a method, apparatus, and electronic terminal for controlling virtual objects in a game. In response to a first game event triggering the elimination of a first virtual object, the method controls the movement of a second virtual object based on the first game event to update the second virtual object contained in the virtual grid. In response to an updated relative positional relationship between multiple second virtual objects in the virtual grid conforming to a first specified relative positional relationship, the method controls the merging of the multiple second virtual objects to generate a target virtual object. In response to a construction operation targeting the target virtual object, the method generates a building based on the position of the target virtual object in the virtual grid. In this solution, the elimination event of the first virtual object drives the update of the position of the second virtual object in the virtual grid. If the relative positional relationship between multiple second virtual objects in the virtual grid conforms to the first specified relative positional relationship after the position update, these second virtual objects are merged, ultimately generating a constructible target virtual object. Through user operation, a building can be constructed based on the position of the target virtual object. This achieves control over the merging and generation of virtual objects and the construction position of buildings through elimination operations, strengthening the correlation between elimination and construction operations and alleviating the technical problem of low correlation between elimination and construction operations in games.
[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0019] Figure 1 The illustration shows an application scenario provided by an embodiment of this disclosure;
[0020] Figure 2 A schematic diagram of the structure of a mobile phone provided in an embodiment of this disclosure is shown;
[0021] Figure 3 This illustration shows a schematic diagram of a use scenario for a touch terminal provided in an embodiment of the present disclosure;
[0022] Figure 4 A flowchart illustrating the virtual object control method in a game provided in this embodiment of the disclosure;
[0023] Figure 5 This illustration shows a schematic diagram of a touch terminal that displays an image user interface according to an embodiment of the present disclosure;
[0024] Figure 6 This illustration shows a schematic diagram of another touch terminal for displaying an image user interface, provided by an embodiment of this disclosure;
[0025] Figure 7 This illustration shows a schematic diagram of another touch terminal for displaying an image user interface, provided by an embodiment of this disclosure;
[0026] Figure 8 This illustration shows a schematic diagram of another touch terminal for displaying an image user interface, provided by an embodiment of this disclosure;
[0027] Figure 9 This is a schematic diagram of the structure of a virtual object control device in a game, provided in an embodiment of the present disclosure;
[0028] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure is shown. Detailed Implementation
[0029] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0030] The terms “comprising” and “having”, and any variations thereof, used in the embodiments of this disclosure are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to such processes, methods, products, or devices.
[0031] Currently, integrating match-3 and building is a common strategy. Existing practices typically use match-3 to earn resources and coins for building, which, while simple, is too common and lacks innovation. The match-3 and building systems remain two separate modules, not fully integrated. Players often need to complete match-3s before building, a rigid strategy lacking freedom. Players who enjoy building prefer games with greater freedom; for classic match-3 enthusiasts, a single-path building environment isn't enough to keep them engaged. Furthermore, because the two interactions are independent and simple, with a clear hierarchy, neither is conducive to a deep gaming experience or user retention. Classic match-3 games, by overusing difficulty and move limits to achieve rewards, are increasingly experiencing problems like getting stuck and discouraging players from playing.
[0032] In some existing technologies, winning a match-3 game earns you decoration coins (decoration resources), while losing doesn't. However, the building experience is always lagging behind, requiring you to follow the rhythm and progress of the match-3. Furthermore, you can't build when you can't pass a match-3 level (one-way binding). The match-3 and building experiences are also quite independent, causing some players who aren't interested in building to lose interest and become impatient. Moreover, after obtaining decoration coins, you can choose decoration items from the list, but you can only choose a fixed number of items. Although the order is selectable, the style, location, and final effect are all the same, lacking freedom and flexibility in decoration and building. Furthermore, completing one area unlocks the next, allowing you to build in the next scene. However, quickly switching to a new scene before fully experiencing the current one significantly reduces the enjoyment of building, turning it into a mechanical and tedious task. Also, each area is relatively independent, without a map to connect them, so after a period of decoration, compared to other building and management games, you don't get a sufficient sense of satisfaction. Furthermore, the game features fixed animation effects during renovations, with no difference in effects across different areas, resulting in a consistent gaming experience that lacks novelty, anticipation, and impact.
[0033] In other existing technologies, when using decoration coins for the building experience, users can choose skins. However, although the skins themselves may differ, the selection is limited, and the appearance remains unchanged. Furthermore, the building structures are all identical, resulting in minimal visual difference in the final visual effect. Long-pressing allows for further skin adjustments, but this doesn't fundamentally alter the design.
[0034] This shows that the existing match-3 game mechanics have a low degree of correlation between elimination and building, which reduces the player's gaming experience.
[0035] Based on this, the present disclosure provides a method, device, and electronic terminal for controlling virtual objects in games. This method can alleviate the technical problem of low correlation between elimination and construction operations in games.
[0036] In one embodiment of this disclosure, the virtual object control method in a game can run on a local terminal device or a server. When the virtual object control method in a game 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.
[0037] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual object control methods in the game 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0038] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0039] In one possible implementation, this disclosure provides a method for controlling virtual objects in a game, which 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.
[0040] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control the content on the server 101.
[0041] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touchscreen 130, and a processor 140. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 130 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.
[0042] The RF circuit 110 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0043] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 120 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0044] The touchscreen 130 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 130 may include a display panel and a touch panel. The display panel may be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3 As shown, the user operates on or near the touch panel using their finger 103, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 140. It can also receive and execute commands from the processor 140. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel may cover the display panel. The user can operate on or near the touch panel covered by the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 140 to confirm the user input. Subsequently, the processor 140 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.
[0045] The processor 140 is the control center of the mobile phone 102. It connects to various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0046] The embodiments of this disclosure will be further described below with reference to the accompanying drawings.
[0047] Figure 4 This is a flowchart illustrating a method for controlling virtual objects in a game, provided as an embodiment of this disclosure. The method can be applied to touch terminals capable of displaying a graphical user interface (e.g., [missing information]). Figure 2 The mobile phone 102 shown provides a graphical user interface (GUI) through the terminal device. The GUI displays a game scene, which contains multiple virtual grids, each containing virtual objects. For example... Figure 4As shown, the method includes:
[0048] Step S410: In response to a first game event that triggers the elimination of the first virtual object, control the position movement of the second virtual object based on the first game event to update the second virtual object contained in the virtual grid.
[0049] It should be noted that the first virtual object is a movable and eliminateable virtual object. Eliminating the first virtual object will cause the second virtual object to move. For example, when a player starts a match-3 game and enters the core interface, several main modules will appear, including the game board, tools, rules, and buildings. Players can have a "preliminary" match-3 experience based on familiar match-3 rules. For instance, after eliminating three pieces of the same color in the bottom row, the entire bottom row will be eliminated. Then, the building elements above that row, i.e., the second virtual object, will automatically move down. The same applies to the other pieces above that row, thus allowing players to experience the ability to predict the outcome.
[0050] In one alternative implementation, the virtual objects in the virtual grid can be squares, rectangles, frames, rhombuses, or other shapes (e.g., ...). Figure 5 As shown (circles, triangles, etc.). The first and second virtual objects can be displayed in the upper left, upper right, or other positions in the virtual grid; this exemplary embodiment does not impose any limitations.
[0051] Step S420: In response to the fact that the relative positional relationship of the virtual grids in which the multiple second virtual objects are located after the update in the virtual grid conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate the target virtual object.
[0052] The first specified relative positional relationship can be any of the relative positional relationships of the virtual grids containing the multiple second virtual objects within a two-dimensional planar space. For example, the first specified relative positional relationship can include the vertical connection between the virtual grids containing the multiple second virtual objects, or the horizontal connection between the virtual grids containing the multiple second virtual objects. The virtual grids containing the multiple second virtual objects can be combined into various shapes through these connected relative positional relationships.
[0053] For example, such as Figure 5As shown, the virtual grids containing the second virtual objects 501, 502, 503, and 504 are arranged in a T-shape using their relative positions (up, down, left, right). Similarly, the virtual grids containing the second virtual objects 505, 506, and 507 are arranged in a checkmark (√) shape using their relative positions (up, down, left, right). Of course, multiple virtual objects in the specified relative positions can also be arranged in various other shapes. For example, the shape can be a horizontal or vertical line, a grid, a T-shape, etc.
[0054] Regarding the merging of multiple second virtual objects, it should be noted that second virtual objects are movable and merging objects. If multiple second virtual objects meet the first specified relative positional relationship, these second virtual objects can be merged to generate the target virtual object, such as generating various building elements. For example, four second virtual objects of the same color can be merged in a straight line to generate a low-level building element; four second virtual objects of the same color can be merged in a grid pattern to generate a perturbation element; five second virtual objects of the same color can be merged in a T-shape to generate a mid-level building element; and five second virtual objects of the same color can be merged in a straight line to generate a high-level building element, such as... Figure 6 As shown, five second virtual objects of the same color can be merged in a cross shape to generate a super-advanced construction element 603, and so on.
[0055] Regarding the merging and generation process, as an example, the gluing and merging generation method for building elements (i.e., the second virtual objects) can be achieved by gluing together building elements of the same color and level. Once fused, they cannot be separated using bombs. Building elements cannot be eliminated through match-3; they can only continuously aggregate and grow larger. This allows players to experience thinking and moving based on changes in the board, rather than randomly merging unnecessary parts. Furthermore, gluing can follow certain rules, namely, specifying relative positional relationships. For example, high-level / special elements must conform to a shape, and the shape of the fused element cannot deviate from the rules themselves. For instance, mid-level and low-level building elements can merge in any shape, but at most, only a maximum of five can be merged.
[0056] This method helps players better achieve their building goals and conditions, and also makes elimination and movement easier, ensuring that whether or not aggregation is achieved is within the player's control. Furthermore, this method of attaching building elements avoids disrupting the planned layout, simplifying tedious player thought processes and providing greater interactivity for easier control.
[0057] Step S430: In response to the construction operation for the target virtual object, a building is generated based on the position of the target virtual object in the virtual grid.
[0058] Regarding the construction process of the target virtual object, it should be noted that after a player performs a construction operation on the target virtual object, a building can be generated based on the location of the target virtual object within the virtual grid. For example, buildings can be generated around the location of the target virtual object within the virtual grid, or directly on the location of the target virtual object within the virtual grid. For instance, as... Figure 8 As shown, a building 801 is generated at the location of the target virtual object 603, a building 802 is generated at the location of the target virtual object 602, and so on.
[0059] In practical applications, the elimination of basic chess pieces and other first virtual objects can change the position of individual or clustered second virtual objects such as building elements, thereby prompting the building elements to move, gather, and merge into the target virtual object, thus influencing and controlling the final position of the building on multiple virtual grids such as the chessboard.
[0060] The elimination of the first virtual object triggers an update of the virtual grid position of the second virtual object. If the relative positional relationship between multiple second virtual objects after the position update conforms to the first specified relative positional relationship, these second virtual objects are merged to generate a target virtual object that can be built upon. Through user operation, construction can be built based on the position of the target virtual object. This allows control over the merging and generation of virtual objects and the construction position of buildings through elimination operations, strengthening the correlation between elimination and construction operations. This alleviates the technical problem of low correlation between elimination and construction operations in the game, and also addresses the issue that the effects of construction and decoration are too fixed and monotonous in the existing mechanism, resulting in a dull and boring player experience. Furthermore, it alleviates the problem that the construction experience always lags behind the match-3 experience in the existing technology, and that the construction experience cannot be bound in one direction when a match-3 level cannot be passed. This achieves an interactive experience of building and eliminating simultaneously, enriching the game mechanism and experience environment of building and elimination, and avoiding boredom and monotony.
[0061] In this embodiment, building and elimination are not prioritized or rigidly bound by a single path. Players who enjoy either elimination or building can experience the game and fulfill their corresponding needs, such as the satisfaction of elimination or the sense of accomplishment of building. This approach alleviates the problems of getting stuck or discouraged in existing match-3 games due to the overuse of increasing difficulty and move limits to achieve rewards. It enhances player engagement and sense of accomplishment, thereby increasing user stickiness. Furthermore, this deep integration method, which retains the characteristics of the original system, more closely connects the match-3 and building modules, strengthening the fusion of match-3 and building experiences, changing the paid experience environment, and reducing the discomfort of a haphazard game design.
[0062] The steps described above will be explained in detail below.
[0063] In some embodiments, the elimination of other virtual objects can also transform an eliminateable virtual object into a mergeable virtual object, further strengthening the association between elimination and construction.
[0064] As an example, prior to step S410, the method may also include the following steps:
[0065] Step a), in response to a second game event in which the third virtual object is eliminated, control the position movement of the fourth virtual object based on the second game event to update the fourth virtual object contained in the virtual grid;
[0066] Step b), in response to the updated relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located conforming to the second specified relative positional relationship, control is used to convert the fourth virtual object into the second virtual object.
[0067] The third virtual object is a virtual object that can be moved and eliminated. For example, the first virtual object eliminated in step S410, or a chess piece used for elimination in a virtual grid. Of course, the third virtual object can also be converted into the second virtual object mentioned above when it meets certain positional relationships.
[0068] It should be noted that the fourth virtual object is a virtual object that can be moved, eliminated, or transformed when it meets certain positional relationships. That is, the fourth virtual object can be a virtual object whose position is moved due to the update of the position of the virtual object in the virtual grid after the third virtual object is eliminated. For example, after the game event of the elimination of the third virtual object causes the fourth virtual object to move and update its position, these fourth virtual objects in the new positions can be transformed into the aforementioned second virtual object if they meet the second specified relative positional relationship.
[0069] Of course, it can also be understood that the source of the second virtual object in step S410 above may be the fourth virtual object in the virtual grid whose position is updated due to the elimination of the game event. If the position of the fourth virtual object after the update conforms to the second specified relative position relationship, these fourth virtual objects can be converted into second virtual objects.
[0070] For example, the elimination of the third virtual object in the next row causes the position of the fourth virtual object in the rows above it to shift. After the position of the fourth virtual object shifts, i.e., after the virtual object positions in the virtual grid are updated, the relative positional relationships of the virtual objects that conform to the second specified relative positional relationship can be converted into second virtual objects for construction when the relative positional relationship of these fourth virtual objects conforms to the second specified relative positional relationship. For example, ... Figure 5and Figure 6 As shown, the relative positional relationship of the virtual grids where the fourth virtual object 506, the fourth virtual object 507, and the fourth virtual object 507 are located can be converted into the second virtual object 602 for construction when the relationship conforms to the second specified relative positional relationship of the configuration.
[0071] The second specified relative positional relationship can be any of the relative positional relationships of multiple virtual objects within a two-dimensional planar space. For example, the second specified relative positional relationship can include vertical connections between the virtual grids containing multiple second virtual objects, or horizontal connections between the virtual grids containing multiple second virtual objects. These connected relative positional relationships allow multiple virtual grids containing multiple second virtual objects to form various shapes. For example, four virtual objects can form a straight line, five chess piece virtual objects can form a T-shape, and so on. The second specified relative positional relationship can be the same as or different from the first specified relative positional relationship described above.
[0072] In this embodiment, the elimination of virtual objects transforms eliminateable virtual objects into mergeable virtual objects, enhancing the integration depth of match-3 and building, providing a corresponding gaming experience, reducing the game's seamlessness, and alleviating the problem that the integration of match-3 and building is simple and obvious, still operating as two independent modules rather than fully integrating the system's rules and experience. Furthermore, it solves the problem of the overly common and uninnovative approach of connecting match-3 and building modules based on resource acquisition, as well as the lack of freedom and flexibility in the match-3-building fusion system, preventing players who prefer classic match-3 from losing patience with a single building experience.
[0073] In some embodiments, the elimination of eliminable virtual objects can change the position of the target virtual object after synthesis, allowing players to control the final placement of buildings on the board through match-3 operations, thus increasing player controllability. As an example, after step S420, the method may further include the following steps:
[0074] Step c) In response to a first game event that triggers the elimination of the first virtual object, the position of the target virtual object is moved based on the first game event to update the target virtual object contained in the virtual grid.
[0075] In practical applications, the target virtual objects used as building elements can be selected, aggregated, moved, and constructed in real time. The construction scenes will vary to avoid visual uniformity and a lack of flexibility. Furthermore, it ensures that player engagement and retention are not significantly affected by a lack of variation or inherent flaws. Players select, move, and construct buildings by continuously combining and eliminating elements on the board. This requires constant thought and experimentation during the elimination process. Once the goal is achieved, the buildings constructed on the board will be simultaneously displayed in the construction scene, allowing each player to create structures according to their preferences.
[0076] In this embodiment, the location of the building can be adjusted in real time by the player during the elimination process. This ensures that the final layout of each building will be different, avoiding uniformity. The determination of the location is accompanied by the player's building thinking and overall perspective during the elimination process, increasing the player's initiative.
[0077] In some embodiments, virtual objects can be merged as long as they conform to a portion of a specified shape. Through continuous merging, a final specified shape is formed, merging into a final version of the building element, allowing the building element to be formed through continuous merging. As an example, step S420 above may include the following steps:
[0078] Step d): In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update in the virtual grid conforms to a partial positional relationship in the first specified relative positional relationship, the multiple second virtual objects are controlled to merge until the relative positional relationship of the multiple second virtual objects in the virtual grid after the update in the virtual grid conforms to the overall positional relationship in the first specified relative positional relationship, and the target virtual object is generated by merging.
[0079] For the overall positional relationship of the first specified relative positional relationship, for example, multiple high-level building elements form a specified complex shape, multiple special building elements form a specified simple shape, and so on. For example, partial positional relationships in the first specified relative positional relationship are as follows: Figure 6 The T-shaped target virtual object 601 serves as a partial building element, while the overall positional relationship in the first specified relative positional relationship is as follows: Figure 6 The cross-shaped target virtual object 603 is a component of the overall construction element, and the T-shaped target virtual object 601 is a part of the cross-shaped target virtual object 603.
[0080] Furthermore, the elimination and construction process can be completed without a limit on the number of moves, allowing players to fully enjoy the fun of elimination. After achieving the goal, players can freely choose whether to complete the level.
[0081] In this embodiment of the disclosure, as long as the building elements conform to a part of the specified shape, they can be merged. By continuously merging, the specified shape of the whole is finally formed, and the final version of the building elements is merged, which improves the flexibility of the merging of building elements.
[0082] In some embodiments, players can select the specific location of a building within a certain range of the location of the target virtual object after synthesis, increasing the player's control over the building's location. As an example, step S430 above may include the following steps:
[0083] Step e): In response to the target virtual object meeting the specified construction conditions, the target virtual object is highlighted;
[0084] Step f), in response to the construction operation for the target virtual object, displays at least one construct that can be constructed corresponding to the target virtual object, and the area range corresponding to the virtual grid position of the target virtual object in the construction area;
[0085] Step g), in response to a first selection operation for at least one building and a second selection operation for a region, generates the target building corresponding to the first selection operation in the target region corresponding to the second selection operation.
[0086] For step f) above, the construction area is the area in the game scene where the virtual grid is applied to the construction.
[0087] When a target virtual object meets the specified construction conditions, the target virtual object is highlighted. For example, after the aggregation condition is met, i.e., the specified construction condition is met, the edge can be continuously lit up, indicating that it can be built. Long press to bring up a list and select the object to build. At this time, you can build at the polymer location or within a certain range around it, and finally confirm the location. If you cancel the construction, the polymer can be destroyed into a construction element of the same level. You can also move to the desired area without selecting construction, and it can no longer be aggregated.
[0088] In the construction mechanism of this disclosure embodiment, there may be low-level construction elements, intermediate construction elements, and high-level / special aggregate elements, etc. The construction range of high-level / special aggregate elements is increased by two and three squares respectively on the original range.
[0089] In this embodiment of the disclosure, players can select the specific location of the building within a certain range of the location of the synthesized building object, increasing the player's control over the location of the building.
[0090] Based on steps e), f), and g), the constructed building will appear on the construction layer. Clicking the toggle button allows for easy switching between layers, eliminating the notification that a building already exists within a certain range of tiles, and enabling players to more intuitively observe the construction environment. As an example, a toggle control is displayed in the graphical user interface. After step S430, the method may further include the following steps:
[0091] Step h) Display the construction area in the graphical user interface and display the target building in the construction area;
[0092] Step i) In response to the selection operation of the toggle control, the construction area is de-displayed in the graphical user interface, and a prompt message is displayed for the virtual grid and the corresponding virtual grid of the existing building.
[0093] For example, a completed building can be displayed in the preview layer. The preview layer will show a black background, indicating that construction is no longer possible in that area. Clicking the switch layer button allows for easy switching between layers, and operations on different layers do not interfere with each other.
[0094] In this embodiment of the disclosure, the preview layer and the elimination layer are separated by the above-mentioned two-layer design, so that they can perform different functions. The normal experience does not interfere with each other, but they are closely related. Moreover, it can enrich the controllable details of operation, without affecting the feel of match-3 elimination, and can also more intuitively observe the building environment, thereby efficiently improving the content of the construction.
[0095] In some embodiments, only individual building objects of the same type can be merged into a composite building object of the same type, allowing the merging of building objects to be performed according to rules such as color and level, and to be combined according to player preferences. As an example, the second virtual object includes multiple types; step S420 above may include the following steps:
[0096] Step j) In response to the fact that the relative positional relationship of multiple second virtual objects of the same type in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are merged to generate a target virtual object of the same type as the second virtual objects.
[0097] In one optional implementation, multiple distinctions between construction types, such as the same grade, color, and structure, make the construction rules more flexible and comprehensive. As an example, the distinctions between types include any one or more of the following: construction grade, construction color, construction structure, and construction size.
[0098] For example, each type of building has four colors, corresponding one-to-one with the color of the building element. The types are divided into four levels: special, advanced, intermediate, and low. Low-level buildings occupy only one square, while special buildings occupy the most squares. Only one special building can be built per game. Building elements of the same color and level can be glued together when they meet. Advanced, intermediate, and low-level buildings each have corresponding building types. After the rules are met, the building can be selected to build.
[0099] In this embodiment of the disclosure, aggregation itself is also one of the basic filters for the color and level of the construction, so that whether or not aggregation is achieved is within the scope of player control.
[0100] Based on step j) above, the generated building type is the same as the type of the target virtual object, allowing the construction of buildings to follow rules such as color and level, and enabling players to customize their building styles according to their preferences. As an example, the type of the target virtual object corresponds one-to-one with the type of the building; step S430 above may include the following steps:
[0101] Step k) In response to the construction operation for the target virtual object, a construction of the type corresponding to the target virtual object is generated based on the position of the target virtual object in the virtual grid.
[0102] For example, low-level building elements of the same color combine to form a low-level building; mid-level building elements of the same color combine to form a mid-level building; high-level building elements of the same color combine to form a high-level building or a special building; building elements of different colors and levels cannot be combined; four low-level building elements form a low-level building; five low-level building elements form a low-level building of an optional type; four mid-level building elements form a mid-level building; five mid-level building elements form a mid-level building of an optional type; five or more high-level building elements meet the rule conditions to form a high-level building of an optional type; five or more high-level building elements meet the rule conditions to form a special building; building elements of the same color and level will stick together to gather when they meet.
[0103] The game uses a system that differentiates building levels by combining building elements of varying tiers. The rules for constructing advanced and special buildings change each round to increase difficulty and avoid monotony and repetitive gameplay. The final building color is determined by eliminating and combining basic pieces based on their colors, requiring players to think strategically about color in real-time and ultimately differentiate the appearance of their buildings.
[0104] Based on steps a) and b) above, the color of the constructed object matches the color of the eliminated object before the conversion, enabling the conversion between the eliminated and constructed objects according to color rules, and allowing for conversion control based on the player's combinations. As an example, the color of the second virtual object corresponds one-to-one with the color of the fourth virtual object; step b) above may include the following steps:
[0105] Step 1): In response to the fact that the relative positional relationship of multiple fourth virtual object virtual grids of the same color in the virtual grid conforms to the second specified relative positional relationship after the update, control the conversion of the fourth virtual object into a second virtual object of the same color as the fourth virtual object.
[0106] In practical applications, the color of the virtual object matches the color of the final building. For example, during building synthesis, the building can automatically recognize the colors of its building elements and be constructed in the corresponding color. Players cannot choose the color of the building; they can only control and approximate the desired color through continuous match-3 puzzles and manipulation of the chosen color's building elements. By matching elements according to the player's preferences, players need to think while eliminating elements, ultimately ensuring that the constructed scene has variations in appearance.
[0107] In this embodiment of the disclosure, by making the color of the constructed object the same as the color of the object to be eliminated before the conversion, the eliminated object and the constructed object can also be converted according to the color rules, and the conversion control can be performed according to the player's combination.
[0108] In some embodiments, after a regular match-3 operation, the building elements are moved in a specified direction to update the chessboard, making the position updates of building elements in the chessboard layout more regular and reasonable. As an example, step S410 above may include the following steps:
[0109] Step m) In response to a movement operation on the target first virtual object, the target first virtual object is moved to the first virtual grid according to the movement operation, and when the relative positional relationship between the first virtual grid and the multiple second virtual grids conforms to a third specified relative positional relationship, the target first virtual object and the same type of first virtual objects in the multiple second virtual grids are eliminated.
[0110] Step n), in response to a first game event that triggers the elimination of the target first virtual object and similar first virtual objects, controls the position of the second virtual object to move in a specified direction based on the first game event, so as to update the second virtual object contained in the virtual grid.
[0111] For step m) above, the first virtual object of the same type and the first virtual object of the target belong to the same elimination type. For example, the target first virtual object can be understood as the piece that the player initially moves in a normal piece elimination process. The first virtual object of the same type can be understood as a piece of the same color that, after the player moves the position of the target first virtual object in a normal piece elimination process, is connected to the target first virtual object and achieves the elimination condition.
[0112] For the third specified relative position relationship, for example, three pieces of the same color are eliminated. In the building element cycle mechanism, for example, if a piece becomes a building element and is on the right or bottom of the board and attached to an edge, it will automatically move to the top and move one square to the right.
[0113] In this embodiment of the disclosure, after a conventional elimination operation, building elements can be moved in a specified direction to update the chessboard, making the position updates of building elements in the chessboard layout more regular and reasonable.
[0114] In some embodiments, if a building element is at the bottom of the chessboard and reaches the edge of the chessboard, it is automatically displayed on the upper edge of the chessboard in the opposite direction to the bottom. The building element is retained by circulating within the chessboard, increasing the building opportunities. As an example, the method may also include the following steps:
[0115] Step o), in response to the second virtual object or the target virtual object moving in the specified direction and leaving the virtual grid in the game scene, control the display of the second virtual object or the target virtual object in the virtual grid at the boundary position opposite to the specified direction in the game scene.
[0116] In the building element loop mechanism, for example, if a building element is located on the right or bottom side of the board and is close to the edge, it automatically moves to the top and one square to the right. If it reaches the edge of the board, it appears in the opposite direction, thus realizing the looping of building elements within a single or clustered board (multiple virtual squares). The retention of building elements better satisfies building conditions, while the loop prevents building elements from congesting at the bottom of the board, leaving sustainable space for the environment to be expanded and improved. Furthermore, the looping of building elements within the board facilitates a more efficient mechanism for building conditions.
[0117] In some embodiments, an automatic bomb-based building element replenishment mechanism increases the ways building elements are generated, thus enhancing the gaming experience. As an example, virtual objects also include elimination tools; the method may further include the following steps:
[0118] Step p), in response to the selection operation for the elimination tool, eliminate the first virtual object of the target in the target virtual grid within the specified range around the elimination tool, and determine whether to trigger the construction supplement mode;
[0119] Step q): If the build supplement mode is triggered, a second virtual object is generated in the target virtual cell.
[0120] For example, ordinary pieces can use a grid pattern to randomly generate two types of disturbance elements: bombs and fans. For instance, as... Figure 7 As shown, bomb 701 can destroy elements within one square, such as virtual object 602; the fan can shuffle the surrounding two squares. By combining bombs and fans, elements can move positions, release space, and shuffle in small areas; however, they cannot affect already aggregated building elements. The game utilizes turret destruction and disturbance mechanisms to achieve the functions of clearing, flowing, replacing, and reconstructing the environment within the board, thereby enabling the normal metabolism of the board (multiple virtual squares) and establishing fast channels for releasing space and accelerating the formation of building elements.
[0121] Based on steps p) and q) above, whether to supplement building elements can automatically adapt to the player's skill level, game difficulty, etc., to achieve intelligent adjustment of the game's building difficulty. Therefore, whether the building supplement mode is triggered is determined based on at least one of the following conditions: the number of second virtual objects in the game scene, the user's historical game data on the terminal device, the game level corresponding to the game scene, the difficulty setting corresponding to the game scene, and the current game scene progress.
[0122] For example, in the special layouts of advanced and special buildings, achieving these layouts requires meeting corresponding rules. The layout and quantity of these rules vary from game to game. For instance, higher difficulty levels require more buildings and more fragmented layouts. Repeated playthroughs of the same level make the rules easier, encouraging deeper gameplay. By differentiating building difficulties, each game requires special attention, and the difficulty can be adjusted through layout and quantity, ultimately enhancing the player's gaming experience.
[0123] As one possible implementation, an AI-automated building element replenishment mechanism and AI-controlled bomb repositioning can be used. For example, when a bomb is destroyed, a replenishment mechanism may be triggered. This replenishment is related to the player's accumulation of building elements within the same timeframe. If a certain amount is not accumulated within the initial preset minutes (e.g., the determination of a certain amount is related to the difficulty level; the more levels, the lower the proportion), then the bomb will reposition building elements according to a certain probability (e.g., related to the player's home-building rating; the higher the rating and the more levels, the lower the probability; other situations have a higher probability). These elements will be used to replenish the building elements. The item mechanism and recharge environment only take effect when there are building elements on the board that can be accumulated to form a building environment. Simultaneously, the bomb will automatically adjust its position based on the building element accumulation. For example, if one or two building elements are needed to gather, the bomb may, based on the level difficulty and player skill, tend to swap with a certain position within a certain range in that direction. After the swap, the bomb will explode around the building elements, and there is a certain probability that the building elements will appear and gather. By automatically replenishing different types of pieces and building elements through AI, the difficulty level can be effectively controlled.
[0124] In this embodiment of the disclosure, by adjusting the difficulty matching degree, the game difficulty can automatically adapt to the player's level, so that each player can play the game at a relatively suitable difficulty level without making the player feel bored or frustrated.
[0125] In some embodiments, when there are too many non-removable second virtual objects, they can be converted back to removable first virtual objects to avoid the situation where the number of second virtual objects increases but does not correspond to the generation of specific buildings, resulting in the screen being piled up with second virtual objects and thus unable to move or build.
[0126] As an example, the method may also include the following steps:
[0127] Step r), in response to the fact that the number of buildings in the game scene is less than the first specified number and the number of second virtual objects is greater than the second specified number, convert the second virtual objects into the first virtual objects.
[0128] For example, in the turret destruction mechanic, as more structures are created, the number of buildings also increases. If no specific buildings are created, the screen will be cluttered with building elements, making it impossible to move or build. Furthermore, if a completed building needs to be modified, it must first be destroyed and then rebuilt. Therefore, a limit is set on the number of destruction attempts. If the buildings constructed on the board fail to achieve their objective, and the board cannot be constructed further, and the attempts have been exhausted, the game is considered a failure. If the board can still be built, it requires destruction to assist. If the attempts have been exhausted, the player can only purchase more or start over.
[0129] In this disclosed embodiment, players can overturn the layout and rebuild it. At the same time, the mechanism allows players to decide whether to purchase based on their own wishes. After all, the match-3 building method takes a long time, and players often spend a long time building. Therefore, when they really need to destroy, they will have the desire to purchase. It can also avoid the building itself taking up too much of the player's time, energy and thinking.
[0130] Figure 9 A schematic diagram of a virtual object control device in a game is provided. A graphical user interface (GUI) is provided via a terminal device, displaying a game scene containing multiple virtual cells, each containing a virtual object. Figure 9 As shown, the virtual object control device 900 in the game includes:
[0131] The first control module 901 is configured to respond to a first game event that triggers the elimination of the first virtual object, and control the position movement of the second virtual object based on the first game event to update the second virtual object contained in the virtual grid;
[0132] The second control module 902 is used to control the multiple second virtual objects to merge and generate a target virtual object in response to the fact that the relative positional relationship of the virtual grids in which the multiple second virtual objects are located after the update in the virtual grid conforms to the first specified relative positional relationship.
[0133] The generation module 903 is used to generate a building based on the position of the virtual grid where the target virtual object is located in response to a construction operation for the target virtual object.
[0134] In this way, the elimination event of the first virtual object can trigger the update of the virtual grid position of the second virtual object. If the relative positional relationship between the virtual grids of multiple second virtual objects after the position update conforms to the first specified relative positional relationship, then these second virtual objects are merged to finally generate a target virtual object that can be built. Through user operation, the building can be built according to the position of the target virtual object. This realizes that the merging and generation of virtual objects and the building position can be controlled through the elimination operation, which strengthens the correlation between elimination and building operations and alleviates the technical problem of low correlation between elimination and building operations in the game.
[0135] In one feasible implementation, the device further includes:
[0136] The third control module is used to respond to a second game event in which the third virtual object is eliminated, and control the position movement of the fourth virtual object based on the second game event to update the fourth virtual object contained in the virtual grid;
[0137] The fourth control module is used to control the conversion of the fourth virtual object into the second virtual object in response to the fact that the relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located after the update conforms to the second specified relative positional relationship.
[0138] In one feasible implementation, the device further includes:
[0139] The fifth control module is used to respond to a first game event that triggers the elimination of the first virtual object, and control the position movement of the target virtual object based on the first game event to update the target virtual object contained in the virtual grid.
[0140] In one feasible implementation, the second control module is specifically used for:
[0141] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to a partial positional relationship in the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged until the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the overall positional relationship in the first specified relative positional relationship, and the target virtual object is generated by merging.
[0142] In one feasible implementation, the generation module is specifically used for:
[0143] In response to the target virtual object meeting the specified construction conditions, the target virtual object is highlighted;
[0144] In response to a construction operation on the target virtual object, at least one constructible structure corresponding to the target virtual object is displayed, as well as the area range corresponding to the virtual grid position of the target virtual object in the construction area; wherein, the construction area is the area in the game scene where the virtual grid is applied for construction;
[0145] In response to a first selection operation for the at least one building and a second selection operation for the area range, a target building corresponding to the first selection operation is generated in the target area range corresponding to the second selection operation.
[0146] In one feasible implementation, the graphical user interface displays switching controls; the device further includes:
[0147] A first display module is used to display the construction area in the graphical user interface and to display the target building in the construction area;
[0148] The second display module is used to, in response to an operation on the switching control, cancel the display of the construction area in the graphical user interface and display the virtual grid and the corresponding virtual grid of the existing construction.
[0149] In one feasible implementation, the second virtual object includes multiple types;
[0150] The second control module is specifically used to: in response to the fact that the relative positional relationship of multiple second virtual objects of the same type in the virtual grid after the update conforms to the first specified relative positional relationship, control the multiple second virtual objects to merge and generate a target virtual object of the same type as the second virtual object.
[0151] In one feasible implementation, the type of the target virtual object corresponds one-to-one with the type of the building; the generation module is specifically used for:
[0152] In response to a construction operation targeting the target virtual object, a construction of the same type as the target virtual object is generated based on the position of the target virtual object in the virtual grid.
[0153] In one feasible implementation, the distinction of the type includes any one or more of the following:
[0154] Construction grade, construction color, construction structure, and construction dimensions.
[0155] In one feasible implementation, the color of the second virtual object corresponds one-to-one with the color of the fourth virtual object; the fourth control module is specifically used to: in response to the fact that the relative positional relationship of the virtual grids in which multiple fourth virtual objects of the same color are located after the update of the virtual grid conforms to a second specified relative positional relationship, control the conversion of the fourth virtual object into the second virtual object of the same color as the fourth virtual object.
[0156] In a feasible implementation, the first control module is specifically used for:
[0157] In response to a movement operation targeting a first virtual object, the first virtual object is moved to a first virtual grid according to the movement operation, and when the relative positional relationship between the first virtual grid and a plurality of second virtual grids conforms to a third specified relative positional relationship, the first virtual object and similar first virtual objects in the plurality of second virtual grids are eliminated; wherein, the similar first virtual objects and the first virtual object belong to the same elimination type of first virtual objects;
[0158] In response to a first game event that triggers the elimination of the target first virtual object and the first virtual object of the same kind, the position of the second virtual object is controlled to move in a specified direction based on the first game event, so as to update the second virtual object contained in the virtual grid.
[0159] In one feasible implementation, the device further includes:
[0160] The sixth control module is used to control the display of the second virtual object or the target virtual object in a virtual grid at the boundary position opposite to the specified direction in the game scene in response to the second virtual object or the target virtual object moving away from the virtual grid in the specified direction after moving in the specified direction.
[0161] In one feasible implementation, the virtual object further includes an elimination tool; the device also includes:
[0162] The judgment module is used to respond to the operation of the elimination tool, eliminate the first virtual object of the target in the target virtual grid within a specified range around the elimination tool, and determine whether to trigger the construction supplement mode;
[0163] A generation module is used to generate a target second virtual object in the target virtual grid if the construction supplement mode is triggered.
[0164] In one feasible implementation, whether the construction supplement mode is triggered is determined based on at least one of the following conditions:
[0165] The game scene contains the number of the second virtual objects, the historical game data of the user corresponding to the terminal device, the game level corresponding to the game scene, the difficulty setting corresponding to the game scene, and the current game scene progress.
[0166] In one feasible implementation, the device further includes:
[0167] A conversion module is configured to convert the second virtual object into the first virtual object in response to a situation where the number of the buildings in the game scene is less than a first specified number and the number of the second virtual objects is greater than a second specified number.
[0168] The virtual object control device in the game provided in this embodiment has the same technical features as the virtual object control method in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0169] Figure 10This diagram illustrates the structure of an electronic device 1000 according to an embodiment of the present disclosure. The electronic device 1000 includes a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device runs a virtual object control method in a game as described in the embodiment, the processor 1001 communicates with the storage medium 1002 via the bus 1003. The processor 1001 executes the machine-readable instructions. The preamble of the method item in the processor 1001 performs the following steps:
[0170] In response to a first game event that triggers the elimination of a first virtual object, the position of a second virtual object is moved based on the first game event to update the second virtual object contained in the virtual grid;
[0171] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate the target virtual object;
[0172] In response to a construction operation targeting the target virtual object, a building is generated based on the position of the target virtual object within the virtual grid.
[0173] In one feasible implementation, before controlling the position movement of a second virtual object based on a first game event that triggers the elimination of a first virtual object, in order to update the second virtual object contained in the virtual grid, the processor is further configured to:
[0174] In response to a second game event in which a third virtual object is eliminated, the position of a fourth virtual object is moved based on the second game event to update the fourth virtual object contained in the virtual grid;
[0175] In response to the fact that the relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located after the update in the virtual grid conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object.
[0176] In one feasible implementation, after generating the target virtual object, the processor is further configured to:
[0177] In response to a first game event that triggers the elimination of the first virtual object, the position of the target virtual object is moved based on the first game event to update the target virtual object contained in the virtual grid.
[0178] In one feasible implementation, when the processor executes a response that the relative positional relationship of the virtual grids where the multiple second virtual objects are located conforms to a first specified relative positional relationship, and controls the multiple second virtual objects to merge to generate a target virtual object, it is specifically used for:
[0179] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to a partial positional relationship in the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged until the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the overall positional relationship in the first specified relative positional relationship, and the target virtual object is generated by merging.
[0180] In one feasible implementation, when the processor generates a building based on the position of the virtual grid where the target virtual object is located in response to a construction operation for the target virtual object, it is specifically configured to:
[0181] In response to the target virtual object meeting the specified construction conditions, the target virtual object is highlighted;
[0182] In response to a construction operation on the target virtual object, at least one constructible structure corresponding to the target virtual object is displayed, as well as the area range corresponding to the virtual grid position of the target virtual object in the construction area; wherein, the construction area is the area in the game scene where the virtual grid is applied for construction;
[0183] In response to a first selection operation for the at least one building and a second selection operation for the area range, a target building corresponding to the first selection operation is generated in the target area range corresponding to the second selection operation.
[0184] In one feasible implementation, the graphical user interface displays a toggle control; in another feasible implementation, after generating a building based on the position of the virtual grid where the target virtual object is located in response to a building operation for the target virtual object, the processor is further configured to:
[0185] The construction area is displayed in the graphical user interface, and the target building is displayed in the construction area;
[0186] In response to an operation on the switching control, the construction area is de-displayed in the graphical user interface, and a prompt message is displayed indicating the virtual grid and the corresponding virtual grid of the existing construction.
[0187] In one feasible implementation, the second virtual object includes multiple types; when the processor controls the multiple second virtual objects to merge and generate the target virtual object after executing a response to an update in the virtual grid where the relative positional relationship of the virtual grids where the multiple second virtual objects are located conforms to a first specified relative positional relationship, the processor is specifically used for:
[0188] In response to the fact that the relative positional relationship of multiple second virtual objects of the same type in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate a target virtual object of the same type as the second virtual object.
[0189] In one feasible implementation, the type of the target virtual object corresponds one-to-one with the type of the building; when the processor executes a building operation in response to the target virtual object and generates a building based on the position of the target virtual object in the virtual grid, it is specifically used to:
[0190] In response to a construction operation targeting the target virtual object, a construction of the same type as the target virtual object is generated based on the position of the target virtual object in the virtual grid.
[0191] In one feasible implementation, the distinction of the type includes any one or more of the following:
[0192] Construction grade, construction color, construction structure, and construction dimensions.
[0193] In one feasible implementation, the color of the second virtual object corresponds one-to-one with the color of the fourth virtual object; when the processor controls the conversion of the fourth virtual object into the second virtual object in response to the relative positional relationship of the virtual grids where the multiple fourth virtual objects are located after the update in the virtual grid conforms to a second specified relative positional relationship, it is specifically used for:
[0194] In response to the fact that the relative positional relationship of multiple fourth virtual objects of the same color in the virtual grid after the update conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object of the same color as the fourth virtual object.
[0195] In one feasible implementation, the virtual object includes a base virtual object, and the first virtual object belongs to the base virtual object; when the processor executes a first game event in response to triggering the elimination of the first virtual object, and controls the position movement of the second virtual object based on the first game event to update the second virtual object contained in the virtual grid, it is specifically used for:
[0196] In response to a movement operation targeting a first virtual object, the first virtual object is moved to a first virtual grid according to the movement operation, and when the relative positional relationship between the first virtual grid and a plurality of second virtual grids conforms to a third specified relative positional relationship, the first virtual object and similar first virtual objects in the plurality of second virtual grids are eliminated; wherein, the similar first virtual objects and the first virtual object belong to the same elimination type of first virtual objects;
[0197] In response to a first game event that triggers the elimination of the target first virtual object and the first virtual object of the same kind, the position of the second virtual object is controlled to move in a specified direction based on the first game event, so as to update the second virtual object contained in the virtual grid.
[0198] In one feasible implementation, the processor is further configured to:
[0199] In response to the second virtual object or the target virtual object moving in the specified direction and leaving the virtual grid in the game scene, the system controls the display of the second virtual object or the target virtual object in the virtual grid at the boundary position opposite to the specified direction in the game scene.
[0200] In one feasible implementation, the virtual object further includes an elimination tool; the processor is also configured to:
[0201] In response to an operation on the elimination tool, the first virtual object of the target in the target virtual grid within a specified range around the elimination tool is eliminated, and it is determined whether to trigger the construction supplement mode;
[0202] If the construction supplement mode is triggered, a target second virtual object is generated in the target virtual grid.
[0203] In one feasible implementation, whether the construction supplement mode is triggered is determined based on at least one of the following conditions:
[0204] The game scene contains the number of the second virtual objects, the historical game data of the user corresponding to the terminal device, the game level corresponding to the game scene, the difficulty setting corresponding to the game scene, and the current game scene progress.
[0205] In one feasible implementation, the processor is further configured to:
[0206] In response to the fact that the number of the buildings existing in the game scene is less than a first specified number and the number of the second virtual objects is greater than a second specified number, the second virtual objects are converted into the first virtual objects.
[0207] In this way, the elimination event of the first virtual object can trigger the update of the virtual grid position of the second virtual object. If the relative positional relationship between the virtual grids of multiple second virtual objects after the position update conforms to the first specified relative positional relationship, then these second virtual objects are merged to finally generate a target virtual object that can be built. Through user operation, the building can be built according to the position of the target virtual object. This realizes that the merging and generation of virtual objects and the building position can be controlled through the elimination operation, which strengthens the correlation between elimination and building operations and alleviates the technical problem of low correlation between elimination and building operations in the game.
[0208] In practical applications, the storage medium 1002 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 1004 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.
[0209] Bus 1003 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0210] The storage medium 1002 is used to store a program. After receiving an execution instruction, the processor 1001 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 1001 or implemented by the processor 1001.
[0211] The processor 1001 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 1001 or by instructions in software form. The processor 1001 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in storage medium 1002. The processor 1001 reads the information in storage medium 1002 and, in conjunction with its hardware, completes the steps of the above method.
[0212] This disclosure also provides a computer-readable storage medium storing a computer program that is executed by a processor, wherein the processor performs the following steps:
[0213] In response to a first game event that triggers the elimination of a first virtual object, the position of a second virtual object is moved based on the first game event to update the second virtual object contained in the virtual grid;
[0214] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate the target virtual object;
[0215] In response to a construction operation targeting the target virtual object, a building is generated based on the position of the target virtual object within the virtual grid.
[0216] In one feasible implementation, before controlling the position movement of a second virtual object based on a first game event that triggers the elimination of a first virtual object, in order to update the second virtual object contained in the virtual grid, the processor is further configured to:
[0217] In response to a second game event in which a third virtual object is eliminated, the position of a fourth virtual object is moved based on the second game event to update the fourth virtual object contained in the virtual grid;
[0218] In response to the fact that the relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located after the update in the virtual grid conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object.
[0219] In one feasible implementation, after generating the target virtual object, the processor is further configured to:
[0220] In response to a first game event that triggers the elimination of the first virtual object, the position of the target virtual object is moved based on the first game event to update the target virtual object contained in the virtual grid.
[0221] In one feasible implementation, when the processor executes a response that the relative positional relationship of the virtual grids where the multiple second virtual objects are located conforms to a first specified relative positional relationship, and controls the multiple second virtual objects to merge to generate a target virtual object, it is specifically used for:
[0222] In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to a partial positional relationship in the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged until the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the overall positional relationship in the first specified relative positional relationship, and the target virtual object is generated by merging.
[0223] In one feasible implementation, when the processor generates a building based on the position of the virtual grid where the target virtual object is located in response to a construction operation for the target virtual object, it is specifically configured to:
[0224] In response to the target virtual object meeting the specified construction conditions, the target virtual object is highlighted;
[0225] In response to a construction operation on the target virtual object, at least one constructible structure corresponding to the target virtual object is displayed, as well as the area range corresponding to the virtual grid position of the target virtual object in the construction area; wherein, the construction area is the area in the game scene where the virtual grid is applied for construction;
[0226] In response to a first selection operation for the at least one building and a second selection operation for the area range, a target building corresponding to the first selection operation is generated in the target area range corresponding to the second selection operation.
[0227] In one feasible implementation, the graphical user interface displays a toggle control; in another feasible implementation, after generating a building based on the position of the virtual grid where the target virtual object is located in response to a building operation for the target virtual object, the processor is further configured to:
[0228] The construction area is displayed in the graphical user interface, and the target building is displayed in the construction area;
[0229] In response to an operation on the switching control, the construction area is de-displayed in the graphical user interface, and a prompt message is displayed indicating the virtual grid and the corresponding virtual grid of the existing construction.
[0230] In one feasible implementation, the second virtual object includes multiple types; when the processor controls the multiple second virtual objects to merge and generate the target virtual object after executing a response to an update in the virtual grid where the relative positional relationship of the virtual grids where the multiple second virtual objects are located conforms to a first specified relative positional relationship, the processor is specifically used for:
[0231] In response to the fact that the relative positional relationship of multiple second virtual objects of the same type in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate a target virtual object of the same type as the second virtual object.
[0232] In one feasible implementation, the type of the target virtual object corresponds one-to-one with the type of the building; when the processor executes a building operation in response to the target virtual object and generates a building based on the position of the target virtual object in the virtual grid, it is specifically used to:
[0233] In response to a construction operation targeting the target virtual object, a construction of the same type as the target virtual object is generated based on the position of the target virtual object in the virtual grid.
[0234] In one feasible implementation, the distinction of the type includes any one or more of the following:
[0235] Construction grade, construction color, construction structure, and construction dimensions.
[0236] In one feasible implementation, the color of the second virtual object corresponds one-to-one with the color of the fourth virtual object; when the processor controls the conversion of the fourth virtual object into the second virtual object in response to the relative positional relationship of the virtual grids where the multiple fourth virtual objects are located after the update in the virtual grid conforms to a second specified relative positional relationship, it is specifically used for:
[0237] In response to the fact that the relative positional relationship of multiple fourth virtual objects of the same color in the virtual grid after the update conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object of the same color as the fourth virtual object.
[0238] In one feasible implementation, the virtual object includes a base virtual object, and the first virtual object belongs to the base virtual object; when the processor executes a first game event in response to triggering the elimination of the first virtual object, and controls the position movement of the second virtual object based on the first game event to update the second virtual object contained in the virtual grid, it is specifically used for:
[0239] In response to a movement operation targeting a first virtual object, the first virtual object is moved to a first virtual grid according to the movement operation, and when the relative positional relationship between the first virtual grid and a plurality of second virtual grids conforms to a third specified relative positional relationship, the first virtual object and similar first virtual objects in the plurality of second virtual grids are eliminated; wherein, the similar first virtual objects and the first virtual object belong to the same elimination type of first virtual objects;
[0240] In response to a first game event that triggers the elimination of the target first virtual object and the first virtual object of the same kind, the position of the second virtual object is controlled to move in a specified direction based on the first game event, so as to update the second virtual object contained in the virtual grid.
[0241] In one feasible implementation, the processor is further configured to:
[0242] In response to the second virtual object or the target virtual object moving in the specified direction and leaving the virtual grid in the game scene, the system controls the display of the second virtual object or the target virtual object in the virtual grid at the boundary position opposite to the specified direction in the game scene.
[0243] In one feasible implementation, the virtual object further includes an elimination tool; the processor is also configured to:
[0244] In response to an operation on the elimination tool, the first virtual object of the target in the target virtual grid within a specified range around the elimination tool is eliminated, and it is determined whether to trigger the construction supplement mode;
[0245] If the construction supplement mode is triggered, a target second virtual object is generated in the target virtual grid.
[0246] In one feasible implementation, whether the construction supplement mode is triggered is determined based on at least one of the following conditions:
[0247] The game scene contains the number of the second virtual objects, the historical game data of the user corresponding to the terminal device, the game level corresponding to the game scene, the difficulty setting corresponding to the game scene, and the current game scene progress.
[0248] In one feasible implementation, the processor is further configured to:
[0249] In response to the fact that the number of the buildings existing in the game scene is less than a first specified number and the number of the second virtual objects is greater than a second specified number, the second virtual objects are converted into the first virtual objects.
[0250] In this way, the elimination event of the first virtual object can trigger the update of the virtual grid position of the second virtual object. If the relative positional relationship between the virtual grids of multiple second virtual objects after the position update conforms to the first specified relative positional relationship, then these second virtual objects are merged to finally generate a target virtual object that can be built. Through user operation, the building can be built according to the position of the target virtual object. This realizes that the merging and generation of virtual objects and the building position can be controlled through the elimination operation, which strengthens the correlation between elimination and building operations and alleviates the technical problem of low correlation between elimination and building operations in the game.
[0251] In this embodiment of the disclosure, 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.
[0252] In the embodiments provided in this disclosure, 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 or 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.
[0253] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0254] 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.
[0255] In addition, the functional units in the embodiments provided in this disclosure 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.
[0256] 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 disclosure, 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 virtual object control method in the game described in the various embodiments of this disclosure. 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.
[0257] 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.
[0258] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for controlling virtual objects in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene containing multiple virtual grids, and each virtual grid contains a virtual object; the method includes: In response to a first game event that triggers the elimination of a first virtual object, the position of a second virtual object is moved based on the first game event to update the second virtual object contained in the virtual grid; In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate the target virtual object; In response to a construction operation targeting the target virtual object, a building is generated based on the position of the target virtual object within the virtual grid.
2. The method according to claim 1, characterized in that, Before the step of controlling the position movement of a second virtual object based on a first game event that triggers the elimination of a first virtual object, in order to update the second virtual object contained in the virtual grid, the method further includes: In response to a second game event in which a third virtual object is eliminated, the position of a fourth virtual object is moved based on the second game event to update the fourth virtual object contained in the virtual grid; In response to the fact that the relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located after the update in the virtual grid conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object.
3. The method according to claim 1, characterized in that, Following the step of generating the target virtual object, the method further includes: In response to a first game event that triggers the elimination of the first virtual object, the position of the target virtual object is moved based on the first game event to update the target virtual object contained in the virtual grid.
4. The method according to claim 1, characterized in that, The step of controlling the merging of the multiple second virtual objects to generate a target virtual object in response to the updated relative positional relationship of the virtual grids in the virtual grid conforming to a first specified relative positional relationship includes: In response to the fact that the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to a partial positional relationship in the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged until the relative positional relationship of the multiple second virtual objects in the virtual grid after the update conforms to the overall positional relationship in the first specified relative positional relationship, and the target virtual object is generated by merging.
5. The method according to claim 1, characterized in that, The step of generating a building based on the position of the virtual grid where the target virtual object is located in response to a building operation on the target virtual object includes: In response to the target virtual object meeting the specified construction conditions, the target virtual object is highlighted; In response to a construction operation on the target virtual object, at least one constructible structure corresponding to the target virtual object is displayed, as well as the area range corresponding to the virtual grid position of the target virtual object in the construction area; wherein, the construction area is the area in the game scene where the virtual grid is applied for construction; In response to a first selection operation for the at least one building and a second selection operation for the area range, a target building corresponding to the first selection operation is generated in the target area range corresponding to the second selection operation.
6. The method according to claim 5, characterized in that, The graphical user interface displays a switching control; After the step of generating a building based on the position of the virtual grid where the target virtual object is located in response to a building operation for the target virtual object, the method further includes: The construction area is displayed in the graphical user interface, and the target building is displayed in the construction area; In response to an operation on the switching control, the construction area is de-displayed in the graphical user interface, and a prompt message is displayed indicating the virtual grid and the corresponding virtual grid of the existing construction.
7. The method according to claim 1, characterized in that, The second virtual object includes multiple types; The step of controlling the merging of the multiple second virtual objects to generate a target virtual object in response to the updated relative positional relationship of the virtual grids in the virtual grid conforming to a first specified relative positional relationship includes: In response to the fact that the relative positional relationship of multiple second virtual objects of the same type in the virtual grid after the update conforms to the first specified relative positional relationship, the multiple second virtual objects are controlled to be merged to generate a target virtual object of the same type as the second virtual object.
8. The method according to claim 7, characterized in that, The type of the target virtual object corresponds one-to-one with the type of the building; The step of generating a building based on the position of the virtual grid where the target virtual object is located in response to a building operation on the target virtual object includes: In response to a construction operation targeting the target virtual object, a construction of the same type as the target virtual object is generated based on the position of the target virtual object in the virtual grid.
9. The method according to claim 7, characterized in that, The distinction of the type includes any one or more of the following: Construction grade, construction color, construction structure, and construction dimensions.
10. The method according to claim 2, characterized in that, The color of the second virtual object corresponds one-to-one with the color of the fourth virtual object; The step of controlling the conversion of the fourth virtual object into the second virtual object in response to the updated relative positional relationship of the virtual grids in which the multiple fourth virtual objects are located conforms to the second specified relative positional relationship includes: In response to the fact that the relative positional relationship of multiple fourth virtual objects of the same color in the virtual grid after the update conforms to the second specified relative positional relationship, the control is to convert the fourth virtual object into the second virtual object of the same color as the fourth virtual object.
11. The method according to claim 1, characterized in that, The step of controlling the position movement of a second virtual object based on a first game event that triggers the elimination of a first virtual object, in order to update the second virtual object contained in the virtual grid, includes: In response to a movement operation targeting a first virtual object, the first virtual object is moved to a first virtual grid according to the movement operation, and when the relative positional relationship between the first virtual grid and a plurality of second virtual grids conforms to a third specified relative positional relationship, the first virtual object and similar first virtual objects in the plurality of second virtual grids are eliminated; wherein, the similar first virtual objects and the first virtual object belong to the same elimination type of first virtual objects; In response to a first game event that triggers the elimination of the target first virtual object and the first virtual object of the same kind, the position of the second virtual object is controlled to move in a specified direction based on the first game event, so as to update the second virtual object contained in the virtual grid.
12. The method according to claim 11, characterized in that, Also includes: In response to the second virtual object or the target virtual object moving in the specified direction and leaving the virtual grid in the game scene, the system controls the display of the second virtual object or the target virtual object in the virtual grid at the boundary position opposite to the specified direction in the game scene.
13. The method according to claim 1, characterized in that, The virtual object also includes an elimination tool; and also includes: In response to an operation on the elimination tool, the first virtual object of the target in the target virtual grid within a specified range around the elimination tool is eliminated, and it is determined whether to trigger the construction supplement mode; If the construction supplement mode is triggered, a target second virtual object is generated in the target virtual grid.
14. The method according to claim 13, characterized in that, Whether the construction supplement mode is triggered is determined based on at least one of the following conditions: The game scene contains the number of the second virtual objects, the historical game data of the user corresponding to the terminal device, the game level corresponding to the game scene, the difficulty setting corresponding to the game scene, and the current game scene progress.
15. The method according to claim 1, characterized in that, Also includes: In response to the fact that the number of the buildings existing in the game scene is less than a first specified number and the number of the second virtual objects is greater than a second specified number, the second virtual objects are converted into the first virtual objects.
16. A virtual object control device in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays the game scene of the game. The game scene contains multiple virtual grids, and each virtual grid contains a virtual object; including: A first control module is configured to respond to a first game event that triggers the elimination of a first virtual object, and control the position movement of a second virtual object based on the first game event, so as to update the second virtual object contained in the virtual grid; The second control module is used to control the multiple second virtual objects to merge and generate a target virtual object in response to the fact that the relative positional relationship of the virtual grids in which the multiple second virtual objects are located after the update conforms to the first specified relative positional relationship. A generation module is used to generate a building based on the position of the virtual grid where the target virtual object is located in response to a construction operation for the target virtual object.
17. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the method described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 15.