Game control method, device and electronic equipment
Patent Information
- Application Number
- CN202410083505.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-19
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2044-01-19
AI Technical Summary
该游关卡戏中的虚拟道路都是固定的,且设置的各种机关通常也是固定的,单一的关卡内容,会降低玩家对游戏兴趣感,影响玩家的游戏体验感,甚至可能会导致游戏用户流失,进而导致游戏服务器的资源浪费
[0009]This disclosure provides a game control method, apparatus, and electronic device. In response to a game start command, it provides multiple virtual paths leading to a target location in a game scene and configures the display parameters of each virtual path as a first display parameter, making each virtual path invisible in the game scene. It provides at least one virtual item in the game scene and controls the at least one virtual item to move within the game scene. Based on the real-time movement position of the at least one virtual item in the game scene, it determines a first virtual path near the real-time movement position and controls the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameter to a second display parameter, so that at least a portion of the first virtual path is displayed in the graphical user interface. In response to a movement control command for a target virtual character, it controls the target virtual character to move within the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths. In response to a game end event, it controls the end of the game. In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
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Figure CN117942564B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a game control method, apparatus, and electronic device. Background Technology
[0002] In some games, players typically control virtual characters to complete various pathfinding-related levels. This often involves setting up various mechanisms within these levels, which the virtual character must overcome to progress. However, the virtual paths and mechanisms in these levels are usually fixed, resulting in monotonous level content. This reduces player interest, negatively impacts the gaming experience, and may even lead to user churn and wasted server resources. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a game control method, device, and electronic device in which virtual roads are not fully exposed in the game's field of vision, and virtual props are provided in the game scene to illuminate nearby virtual paths. In a game scene where everything is unknown, players can learn about some virtual paths through virtual props and complete the game by continuously exploring virtual paths, thereby enriching the game content, increasing players' interest in the game and their gaming experience, and thus increasing the number of game users and avoiding the waste of game server resources.
[0004] In a first aspect, embodiments of this disclosure provide a game control method, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene, including at least one virtual character and a target location. The at least one virtual character includes a first virtual character controlled by the terminal device. The method includes: in response to a game start command, providing multiple virtual paths leading to the target location in the game scene, and configuring the display parameters of each virtual path as a first display parameter to make each virtual path invisible in the game scene; providing at least one virtual item in the game scene, and controlling the at least one virtual item to move within the game scene; determining a first virtual path near the real-time movement position of the at least one virtual item in the game scene, and controlling the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameter to a second display parameter to make at least a portion of the first virtual path displayed in the GUI; in response to a movement control command for a target virtual character, controlling the target virtual character to move within the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths; and in response to a game end event, controlling the end of the game.
[0005] Secondly, embodiments of this disclosure provide a game control device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene, which includes at least one virtual character and a target location. The at least one virtual character includes a first virtual character controlled by the terminal device. The device includes: a game start module, configured to, in response to a game start command, provide multiple virtual paths leading to the target location in the game scene and configure the display parameters of each virtual path as first display parameters to make each virtual path invisible in the game scene; and an item provision module, configured to provide at least one virtual item in the game scene and control the movement of the at least one virtual item within the game scene. The prop control module is used to determine a first virtual path near the real-time movement position of at least one virtual prop in the game scene, and control the adjustment of the display parameters of at least a part of the first virtual path from a first display parameter to a second display parameter, so that at least a part of the first virtual path is displayed in the graphical user interface; the character control module is used to respond to the movement control command for the target virtual character and control the target virtual character to move in the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any virtual path among the virtual paths; the game end module is used to respond to the game end event and control the end of the game.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the game control method of any of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game control method of any one of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a game control method, apparatus, and electronic device. In response to a game start command, it provides multiple virtual paths leading to a target location in a game scene and configures the display parameters of each virtual path as a first display parameter, making each virtual path invisible in the game scene. It provides at least one virtual item in the game scene and controls the at least one virtual item to move within the game scene. Based on the real-time movement position of the at least one virtual item in the game scene, it determines a first virtual path near the real-time movement position and controls the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameter to a second display parameter, so that at least a portion of the first virtual path is displayed in the graphical user interface. In response to a movement control command for a target virtual character, it controls the target virtual character to move within the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths. In response to a game end event, it controls the end of the game. In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] 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
[0012] 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.
[0013] Figure 1 A flowchart of a game control method provided in this embodiment of the disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0015] Figure 3 A schematic diagram of another graphical user interface provided for an embodiment of this disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided for an embodiment of this disclosure;
[0017] Figure 5 This is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure;
[0018] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0019] 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, and 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.
[0020] In many current games, players typically control virtual characters to complete various pathfinding-related game levels. In related technologies, various mechanisms are usually set up in the game levels, which the virtual character must overcome to pass through. The virtual paths and mechanisms in these game levels are fixed, resulting in monotonous level content. This reduces player interest and negatively impacts the gaming experience, potentially leading to user churn and wasted game server resources. Therefore, this disclosure provides a game control method, device, and electronic device, which can be applied to devices such as mobile phones, computers, laptops, tablets, and computers.
[0021] In one embodiment of this disclosure, the game control method can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0022] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0023] 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.
[0024] In one possible implementation, embodiments of the present invention provide a game control method that provides a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The GUI displays at least a portion of a game scene, which includes at least one virtual character and a target location. The at least one virtual character includes a first virtual character controlled by the terminal device.
[0025] like Figure 1 As shown, the method includes the following steps:
[0026] Step S102: In response to the game start command, multiple virtual paths leading to the target location are provided in the game scene, and the display parameters of each virtual path are configured as the first display parameter so that each virtual path is invisible in the game scene;
[0027] The aforementioned display parameters are typically used to indicate whether a virtual path is visible; for example, they can be transparency parameters. The first display parameter indicates that the virtual path is not visible. The virtual path is usually composed of multiple virtual plots.
[0028] Optionally, in response to the game start command, multiple virtual paths leading to the target location are determined from the pre-configured virtual paths for the game; the different virtual paths have different path lengths. The display parameters of each virtual path are controlled to be the first display parameter, so that each virtual path is invisible in the game scene. Additionally, the aforementioned multiple virtual characters are located at the starting position.
[0029] Optionally, multiple virtual paths leading to the target location can be randomly determined from the virtual paths pre-configured for the game.
[0030] For example, such as Figure 2 As shown, the game scene includes multiple invisible virtual paths, which are represented by dashed lines and gray areas in the diagram.
[0031] Step S104: Provide at least one virtual prop in the game scene and control the at least one virtual prop to move in the game scene;
[0032] Optionally, each virtual prop can be controlled to move randomly or according to a preset path. These virtual props can move in real-time or sequentially. Controlling the movement of virtual props within the game scene provides players with more visible virtual paths, allowing them to quickly reach their target locations.
[0033] Step S106: Based on the real-time movement position of at least one virtual prop in the game scene, determine the first virtual path near the real-time movement position, and control the adjustment of the display parameters of at least a part of the first virtual path from the first display parameters to the second display parameters, so that at least a part of the first virtual path is displayed in the graphical user interface.
[0034] The real-time movement position of the aforementioned virtual props is typically located on a virtual path. Optionally, a first virtual path within the real-time movement position is determined based on the virtual prop's real-time movement position in the game scene; alternatively, a first virtual path within a specified area is determined based on the virtual prop's real-time movement position in the game scene; the specified area can be an area within a preset distance range centered on the real-time movement position, for example, a circular area with a preset distance as its radius centered on the real-time movement position.
[0035] The above control adjusts the display parameters of at least a partial first virtual path from the first display parameter to the second display parameter. Optionally, it determines a path region within the real-time moving position in the first virtual path and controls the display parameters of that path region to be adjusted from the first display parameter to the second display parameter. Optionally, it determines a path region within a specified area in the first virtual path and controls the display parameters of that path region to be adjusted from the first display parameter to the second display parameter.
[0036] Step S108: Respond to the movement control command for the target virtual character and control the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among at least one virtual character, and the first virtual path is any virtual path among all virtual paths;
[0037] Players can control their virtual character to move within the game scene using the currently displayed virtual path. However, players need to determine whether there are paths in areas where no virtual path is displayed to avoid falling.
[0038] Step S110: In response to the game end event, control the end of the game.
[0039] The game end events mentioned above include the following events: at least a preset number of virtual characters reach the target location within a second preset time; the game duration meets the second preset time.
[0040] Optionally, in response to a preset number of virtual characters among at least one virtual character reaching the target location within a second preset time, the game is controlled to end, and the preset number of virtual characters are controlled to win the game. Alternatively, in response to the game duration satisfying the second preset time, the game is controlled to end, and the virtual characters that have reached the target location are controlled to win the game.
[0041] Optionally, in response to the first virtual object reaching the target location within a second preset time and the ranking upon reaching the target location satisfying the preset ranking, the first virtual character is controlled to complete the game, wherein the preset ranking is related to the preset quantity.
[0042] This disclosure provides a game control method that, in response to a game start command, provides multiple virtual paths leading to a target location in the game scene and configures the display parameters of each virtual path as a first display parameter to make each virtual path invisible in the game scene; provides at least one virtual item in the game scene and controls the at least one virtual item to move within the game scene; determines a first virtual path near the real-time movement position of the at least one virtual item in the game scene and controls the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameter to a second display parameter so that at least a portion of the first virtual path is displayed in the graphical user interface; in response to a movement control command for a target virtual character, controls the target virtual character to move within the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths; and in response to a game end event, controls the end of the game. In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
[0043] After controlling the target virtual character to move within the game scene in response to a movement control command for the target virtual character, the method includes: when the target virtual character moves within the game scene, in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition, controlling the adjustment of the display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter, so that at least a portion of the target virtual path is displayed in the graphical user interface; wherein, the target virtual path is any virtual path among the virtual paths.
[0044] The specified condition refers to the target virtual character's real-time movement position being located on the target virtual path. Then, based on the positional relationship between the target virtual character's real-time movement position and the target virtual path, the path region within the target virtual path that needs to have its display parameters updated is determined. Optionally, a path region within the real-time movement position is determined, or a path region within a specified range corresponding to the real-time movement position is determined. Then, the display parameters of the path region are adjusted from the first display parameter to the second display parameter.
[0045] In the aforementioned game scenario, the virtual roads are not fully exposed in the game's field of vision. Players need to move continuously, and only the road beneath their feet will be visible. By continuously moving, players can explore the path to the destination. At the same time, the game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to understand some of the virtual paths and complete the game by continuously exploring the virtual paths. This enriches the game content, increases players' interest in the game, and enhances their gaming experience. In turn, it can increase the number of game users and avoid wasting game server resources.
[0046] The above method also includes: in response to the fact that the positional relationship between the real-time movement position of the target virtual character and the target virtual path does not meet the specified conditions, controlling the target virtual character to return to a preset position in the game scene.
[0047] The preset position can be the starting position in the game scene, or the real-time movement position when the specified conditions are not met. Optionally, in response to the target virtual character's real-time movement position being outside the target virtual path, the target virtual character is controlled to return to the preset position in the game scene. That is, if the virtual character falls from the virtual path, it will return to the starting position, or the position before the fall.
[0048] The above-mentioned provision of at least one virtual item in the game scene and control of the movement of at least one virtual item in the game scene, one possible implementation is as follows:
[0049] Based on the duration of a game match, at least one virtual item is provided in the game scene, and at least one virtual item is controlled to move within the game scene; wherein, the match duration is positively correlated with the number of virtual items provided.
[0050] The number of virtual items provided in the game scene increases as the game duration increases. Optionally, at the start of the game, the number of virtual items provided is positively correlated with the number of virtual paths provided. That is, the more virtual paths there are, the more virtual items there will be. In this method, the number of virtual items increases as the game duration increases, gradually providing players with more visible virtual paths and further improving the time it takes for players to quickly reach their target locations.
[0051] The steps described above—determining a first virtual path near the real-time movement position of at least one virtual prop in the game scene, and controlling the adjustment of the display parameters of at least a portion of the first virtual path from a first display parameter to a second display parameter—can be implemented in one possible way:
[0052] In response to the real-time movement position of the virtual prop in the game scene, within a first preset range including a first path area in the virtual path, the display parameters of the first path area are adjusted from the first display parameters to the second display parameters.
[0053] The above method further includes: in response to a virtual prop leaving the first path area, controlling the adjustment of the display parameters of the first path area from the second display parameters to the first display parameters, so that the first path area is hidden in the graphical user interface.
[0054] The aforementioned virtual props are equipped with a first preset effect, which indicates a first preset range. In response to the fact that the first preset range corresponding to the real-time movement position of the virtual prop in the game scene does not include a first path area within the virtual path, the display parameters of the first path area are adjusted from a second display parameter to the first display parameter. For example, such as... Figure 3 As shown, a circular effect will appear centered on the virtual prop (represented by a triangle in the image), and the first path area within this circle will be displayed (the path is shown in black in the image). Similarly, when the virtual prop leaves the first path area, the first path area will be hidden.
[0055] The above-described step of controlling the adjustment of at least a portion of the display parameters of the target virtual path from a first display parameter to a second display parameter in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying specified conditions is as follows:
[0056] In response to the real-time movement position of the target virtual character being located on the target virtual path, and the second path area being included within the second preset range corresponding to the real-time movement position, the display parameters of the second path area are adjusted from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface;
[0057] The above method also includes: in response to the target virtual character leaving the second path area, controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters, so that the second path area is hidden in the graphical user interface.
[0058] The aforementioned virtual character is equipped with a second preset effect, which is used to indicate a second preset range. For example, such as... Figure 4 As shown, a circular effect is displayed centered on the virtual character (represented by a hexagon in the image), and the second path area within this circle is displayed (represented by black in the image). Similarly, when the virtual character leaves the second path area, the second path area is hidden.
[0059] One possible implementation of the step of adjusting the display parameters of the second path area from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface is: adjusting the display parameters of the second path area from the first display parameters to the second display parameters in a first preset manner so that the second path area is gradually displayed in the graphical user interface;
[0060] One possible implementation of the step of adjusting the display parameters of the second path area from the second display parameters to the first display parameters to hide the second path area in the graphical user interface is: adjusting the display parameters of the second path area from the second display parameters to the first display parameters in a second preset manner to gradually hide the second path area in the graphical user interface.
[0061] The first and second preset methods described above can be the same or different. Optionally, the display parameters of each area within the second path region can be adjusted sequentially from the first display parameter to the second display parameter according to a preset order. For example, the display parameters of the second path region can be adjusted from the center to the edge. The adjustment speed can be preset. Similarly, the display parameters of each area within the second path region can be adjusted sequentially from the second display parameter to the first display parameter according to a preset order. For example, the display parameters of the second path region can be adjusted from the center to the edge. The adjustment speed can be preset. In this method, controlling the gradual display and hiding of the second path region can improve the visual experience of the game.
[0062] In response to the target virtual character leaving the second path area, the step of controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters can be implemented as follows: In response to the target virtual character leaving the second path area, and after a first preset time, the display parameters of the second path area are controlled to be adjusted from the second display parameters to the first display parameters.
[0063] The aforementioned first preset time is usually pre-set according to the needs of the game, such as 2 seconds or 3 seconds. That is to say, when the target virtual character leaves the second path area, the second path area will not hide immediately, but will gradually hide after the first preset time. This also allows for more virtual paths to be displayed to the player.
[0064] One possible implementation of the above steps for providing multiple virtual paths to the target location in a game scenario is to determine multiple virtual paths to the target location from the virtual paths pre-configured in the game.
[0065] Optionally, based on the relevant information of at least one virtual character, determine the path parameters of a pre-configured virtual path; based on the path parameters of the virtual path, determine multiple virtual paths leading to the target location.
[0066] The aforementioned information typically includes the specified virtual path provided when the virtual character participated in a game in the past. Based on the specified virtual path provided when participating in a game in the past, the path parameters of the pre-configured virtual path are calculated. Among the pre-configured virtual paths, the path parameters of the specified virtual path are smaller, while the path parameters of other virtual paths besides the specified virtual path are larger. Multiple virtual paths leading to the target location are determined from the virtual paths with larger path parameters.
[0067] Alternatively, the aforementioned relevant information typically includes the specified virtual paths provided by the virtual character during historical game participation, and the number of times the specified virtual paths were provided. Based on the specified virtual paths provided during historical game participation and the number of times the specified virtual paths were provided, the path parameters of the pre-configured virtual paths are calculated. Among the pre-configured virtual paths, the path parameters of the specified virtual paths are ordered from most to least frequent, and from least frequent to most frequent. The path parameters of other virtual paths besides the specified virtual paths are also larger. Multiple virtual paths leading to the target location are determined from the pre-configured virtual paths in descending order of path parameters.
[0068] In the above method, in order to prevent players from playing the game too many times and remembering the virtual path in the game scene, the virtual path will be provided to the virtual character based on the relevant information of the virtual character, so that the player has a different game experience every time.
[0069] The aforementioned virtual characters and virtual items are pre-configured with triggers; the triggers are used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item includes the target path area, send the area information and display instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a first display parameter to a second display parameter through the designated game module; the triggers are also used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item does not include the target path area, send the area information and hiding instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a second display parameter to a first display parameter through the designated game module.
[0070] In other words, during actual gameplay, the display and hiding of virtual characters, virtual items, and virtual paths are controlled by triggers. Triggers send area information and display / hide commands to the target path area, thus controlling the display or hiding of the virtual path.
[0071] The above method also includes: during the game editing stage, displaying the game editing scene and editing controls; and creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene based on the editing controls.
[0072] Players can respond to editing operations on editing controls within the game's editing scene, placing multiple tile components to create multiple virtual paths leading to the target location. They can also place multiple virtual items on these paths. Furthermore, they can edit the display parameters of the virtual paths and the item parameters of the virtual items. For example, clicking on a virtual path displays the first editing page, which includes an initial display parameter editing box where the initial display parameters are entered. Clicking on a virtual item displays the second editing page, which includes display time and movement path editing boxes. In the time editing box, the display time is entered (e.g., 0 seconds means it will be displayed at the start of the game, or 10 seconds means it will be displayed 10 seconds after the start of the game). In the movement path editing box, players can enter random or set a movement path, specifically through the settings menu, including movement time, speed, and timing.
[0073] The aforementioned editing controls include land plot components and item components; based on the editing controls, the steps of creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene are as follows:
[0074] In response to a first sliding operation targeting multiple land tiles, the system places these tiles in the game editing scene according to a first specified method, creating multiple virtual paths leading to a target location. In response to a second sliding operation targeting multiple item components, the system places these item components on the land tiles according to a second specified method. In response to a first editing operation targeting a first trigger, the system configures a first trigger range for the first trigger, and configures a first update method for the display parameters of land tiles within the first trigger range, and a second update method for the display parameters of land tiles outside the first trigger range.
[0075] The aforementioned prop component is equipped with a first trigger; the aforementioned method further includes: responding to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through a motion controller; the movement mode can be random or a fixed movement path, and different prop components usually have different movement paths.
[0076] The first update method described above can be adjusting the first display parameter to the second display parameter, and may also include adjusting the first adjustment speed, the first adjustment time, etc. The second update method described above can be adjusting the second display parameter to the first display parameter, and may also include adjusting the second adjustment speed, the second adjustment time, etc.
[0077] The aforementioned editing control also includes a second trigger; the aforementioned method further includes: configuring the initial display parameters of the virtual path as a first display parameter so that the plot components included in the virtual path are hidden or displayed in the game running scene; responding to a second editing operation for the second trigger, configuring a second trigger range of the second trigger, and configuring a third update method for the display parameters of the plot components located within the second trigger range, and a fourth update method for the display parameters of the plot components leaving the second trigger range.
[0078] The second trigger mentioned above is typically set on the virtual character. The third update method mentioned above can be an adjustment from the first display parameter to the second display parameter, and may also include adjustments to speed, time, etc. The fourth update method mentioned above can be an adjustment from the second display parameter to the first display parameter, and may also include adjustments to speed, time, etc.
[0079] Corresponding to the above method embodiments, this disclosure provides a game control device that provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a game scene, which includes at least one virtual character and a target location. The at least one virtual character includes a first virtual character controlled by the terminal device, such as... Figure 5 As shown, the device includes:
[0080] The game start module 51 is used to respond to the game start command, provide multiple virtual paths to the target location in the game scene, and configure the display parameters of each virtual path as the first display parameter so that each virtual path is invisible in the game scene;
[0081] The prop providing module 52 is used to provide at least one virtual prop in the game scene and control the movement of at least one virtual prop in the game scene;
[0082] The prop control module 53 is used to determine a first virtual path near the real-time movement position of at least one virtual prop in the game scene, and control the adjustment of the display parameters of at least a part of the first virtual path from the first display parameters to the second display parameters, so that at least a part of the first virtual path is displayed in the graphical user interface.
[0083] The character control module 54 is used to respond to movement control commands for the target virtual character and control the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among at least one virtual character, and the first virtual path is any virtual path among all virtual paths;
[0084] The game end module 55 is used to respond to the game end event and control the end of the game.
[0085] This disclosure provides a game control device that, in response to a game start command, provides multiple virtual paths leading to a target location in the game scene and configures the display parameters of each virtual path as a first display parameter so that each virtual path is invisible in the game scene; provides at least one virtual item in the game scene and controls the at least one virtual item to move in the game scene; determines a first virtual path near the real-time movement position of the at least one virtual item in the game scene, and controls the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameter to the second display parameter so that at least a portion of the first virtual path is displayed in the graphical user interface; controls the target virtual character to move in the game scene in response to a movement control command for a target virtual character, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths; and controls the end of the game in response to a game end event. In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
[0086] The aforementioned character control module is also used to: when the target virtual character moves in the game scene, in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition, control the adjustment of the display parameters of at least a partial target virtual path from the first display parameter to the second display parameter, so that at least a partial target virtual path is displayed in the graphical user interface; wherein, the target virtual path is any virtual path among the virtual paths.
[0087] The aforementioned character control module is also used to: respond to situations where the positional relationship between the real-time movement position of the target virtual character and the target virtual path does not meet specified conditions, and control the target virtual character to return to a preset position in the game scene.
[0088] The aforementioned item control module is also used to: provide at least one virtual item in the game scene according to the duration of the game match, and control the movement of at least one virtual item in the game scene; wherein the duration of the game match is positively correlated with the number of virtual items provided.
[0089] The aforementioned game control module is also used to: in response to a first path region in a virtual path within a first preset range corresponding to the real-time movement position of a virtual prop in a game scene, control the adjustment of the display parameters of the first path region from a first display parameter to a second display parameter; the method further includes: in response to a virtual prop leaving the first path region, controlling the adjustment of the display parameters of the first path region from a second display parameter to a first display parameter, so that the first path region is hidden in the graphical user interface.
[0090] The aforementioned character control module is further configured to: in response to the real-time movement position of the target virtual character being located on the target virtual path, and the second path area being included within the second preset range corresponding to the real-time movement position, control the display parameters of the second path area to be adjusted from the first display parameter to the second display parameter, so that the second path area is displayed in the graphical user interface; the method further includes: in response to the target virtual character leaving the second path area, control the display parameters of the second path area to be adjusted from the second display parameter to the first display parameter, so that the second path area is hidden in the graphical user interface.
[0091] The aforementioned character control module is also used for: controlling the display parameters of the second path area to be adjusted from the first display parameter to the second display parameter in a first preset manner, so that the second path area is gradually displayed in the graphical user interface; and controlling the display parameters of the second path area to be adjusted from the second display parameter to the first display parameter, so that the second path area is hidden in the graphical user interface, the step of which includes: controlling the display parameters of the second path area to be adjusted from the second display parameter to the first display parameter in a second preset manner, so that the second path area is gradually hidden in the graphical user interface.
[0092] The aforementioned character control module is also used to: in response to the target virtual character leaving the second path area and after a first preset time, control the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters.
[0093] The above display parameters are transparent.
[0094] The aforementioned virtual props are equipped with a first preset effect, which is used to indicate a first preset range.
[0095] The aforementioned target virtual character is equipped with a second preset effect, which is used to indicate a second preset range.
[0096] The aforementioned game start module is also used to: determine multiple virtual paths leading to the target location from the virtual paths pre-configured for the game; wherein the different virtual paths have different path lengths.
[0097] The aforementioned game start module is also used to: determine the path parameters of a pre-configured virtual path based on the relevant information of at least one virtual character; and determine multiple virtual paths leading to the target location based on the path parameters of the virtual path.
[0098] The number of virtual items provided at the start of a game is positively correlated with the number of virtual paths provided.
[0099] The aforementioned virtual characters and virtual items are pre-configured with triggers; the triggers are used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item includes the target path area, send the area information and display instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a first display parameter to a second display parameter through the designated game module; the triggers are also used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item does not include the target path area, send the area information and hiding instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a second display parameter to a first display parameter through the designated game module.
[0100] The game end events mentioned above include the following events: at least a preset number of virtual characters reach the target location within a second preset time; the game duration meets the second preset time.
[0101] The aforementioned device also includes a game editing module, used to: display a game editing scene and editing controls during the game editing stage; and create multiple virtual paths leading to the target location and at least one virtual item in the game editing scene based on the editing controls.
[0102] The aforementioned game editing module is also used to: respond to a first sliding operation for multiple land components, place multiple land components in the game editing scene in a first specified manner, so that the multiple land components form multiple virtual paths leading to the target location; and respond to a second sliding operation for multiple prop components, place multiple prop components on the land components in a second specified manner.
[0103] The aforementioned prop component is equipped with a first trigger; the aforementioned device further includes a first trigger editing module, used for: responding to a first editing operation on the prop component, configuring the display time of the prop component, configuring the movement mode of the prop component through a motion device; responding to a first editing operation on the first trigger, configuring a first trigger range of the first trigger, configuring a first update method for the display parameters of the plot components located within the first trigger range, and a second update method for the display parameters of the plot components leaving the first trigger range.
[0104] The aforementioned editing control further includes a second trigger; the aforementioned device further includes a second trigger editing module, configured to: configure the initial display parameters of the virtual path as a first display parameter so that the plot components included in the virtual path are hidden or displayed in the game running scene; respond to a second editing operation on the second trigger, configure a second trigger range of the second trigger, and configure a third update method for the display parameters of the plot components located within the second trigger range, and a fourth update method for the display parameters of the plot components leaving the second trigger range.
[0105] The game control device provided in this embodiment has the same technical features as the game control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0106] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described game control method. This electronic device can be a server or a terminal device.
[0107] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the game control method described above.
[0108] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0109] The memory 101 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 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.
[0110] The processor 100 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 100 or by instructions in software form. The processor 100 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 readily available storage medium in the art, 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 memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0111] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game control method:
[0112] In response to a game start command, multiple virtual paths leading to a target location are provided in the game scene, and the display parameters of each virtual path are configured as a first display parameter to make each virtual path invisible in the game scene; at least one virtual item is provided in the game scene, and the at least one virtual item is controlled to move in the game scene; based on the real-time movement position of the at least one virtual item in the game scene, a first virtual path near the real-time movement position is determined, and the display parameters of at least a portion of the first virtual path are adjusted from the first display parameter to the second display parameter to make at least a portion of the first virtual path displayed in the graphical user interface; in response to a movement control command for a target virtual character, the target virtual character is controlled to move in the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths; in response to a game end event, the game is ended.
[0113] In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
[0114] After controlling the target virtual character to move within the game scene in response to a movement control command for the target virtual character, the method includes: when the target virtual character moves within the game scene, in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition, controlling the adjustment of the display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter, so that at least a portion of the target virtual path is displayed in the graphical user interface; wherein, the target virtual path is any virtual path among the virtual paths.
[0115] In the aforementioned game scenario, the virtual roads are not fully exposed in the game's field of vision. Players need to move continuously, and only the road beneath their feet will be visible. By constantly moving, players can explore to find their way to the destination. At the same time, the game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to understand some of the virtual paths and complete the game by continuously exploring these virtual paths. This method enriches the game content, increases players' interest in the game, and enhances their gaming experience. In turn, it can increase the number of game users and avoid wasting game server resources.
[0116] The above method also includes: in response to the fact that the positional relationship between the real-time movement position of the target virtual character and the target virtual path does not meet the specified conditions, controlling the target virtual character to return to a preset position in the game scene.
[0117] The steps of providing at least one virtual item in the game scene and controlling the movement of at least one virtual item in the game scene include: providing at least one virtual item in the game scene and controlling the movement of at least one virtual item in the game scene according to the duration of the game match; wherein the duration of the game match is positively correlated with the number of virtual items provided.
[0118] The steps described above, based on the real-time movement position of at least one virtual prop in the game scene, to determine a first virtual path near the real-time movement position, and to control the adjustment of the display parameters of at least a portion of the first virtual path from a first display parameter to a second display parameter, include: in response to a first path region within a first preset range corresponding to the real-time movement position of the virtual prop in the game scene, controlling the adjustment of the display parameters of the first path region from the first display parameter to the second display parameter; the method further includes: in response to the virtual prop leaving the first path region, controlling the adjustment of the display parameters of the first path region from the second display parameter to the first display parameter, so that the first path region is hidden in the graphical user interface.
[0119] The above-mentioned step of controlling the adjustment of the display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition includes: in response to the real-time movement position of the target virtual character being located on the target virtual path, and the second path area included within a second preset range corresponding to the real-time movement position, controlling the display parameters of the second path area from the first display parameter to the second display parameter so that the second path area is displayed in the graphical user interface; the method further includes: in response to the target virtual character leaving the second path area, controlling the display parameters of the second path area from the second display parameter to the first display parameter so that the second path area is hidden in the graphical user interface.
[0120] The step of adjusting the display parameters of the second path region from the first display parameter to the second display parameter so that the second path region is displayed in the graphical user interface includes: adjusting the display parameters of the second path region from the first display parameter to the second display parameter in a first preset manner so that the second path region is gradually displayed in the graphical user interface; and adjusting the display parameters of the second path region from the second display parameter to the first display parameter so that the second path region is hidden in the graphical user interface includes: adjusting the display parameters of the second path region from the second display parameter to the first display parameter in a second preset manner so that the second path region is gradually hidden in the graphical user interface.
[0121] The above-mentioned step of controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area includes: in response to the target virtual character leaving the second path area and after a first preset time, controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters.
[0122] The above display parameters are transparent.
[0123] The aforementioned virtual props are equipped with a first preset effect, which is used to indicate a first preset range.
[0124] The aforementioned target virtual character is equipped with a second preset effect, which is used to indicate a second preset range.
[0125] The steps described above for providing multiple virtual paths to the target location in a game scenario include: determining multiple virtual paths to the target location from the virtual paths pre-configured in the game; wherein the different virtual paths have different path lengths.
[0126] The steps described above for determining multiple virtual paths leading to a target location from pre-configured virtual paths in a game match include: determining path parameters of the pre-configured virtual paths based on information about at least one virtual character; and determining multiple virtual paths leading to the target location based on the path parameters of the virtual paths.
[0127] The number of virtual items provided at the start of a game is positively correlated with the number of virtual paths provided.
[0128] The aforementioned virtual characters and virtual items are pre-configured with triggers; the triggers are used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item includes the target path area, send the area information and display instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a first display parameter to a second display parameter through the designated game module; the triggers are also used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item does not include the target path area, send the area information and hiding instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a second display parameter to a first display parameter through the designated game module.
[0129] The game end events mentioned above include the following events: at least a preset number of virtual characters reach the target location within a second preset time; the game duration meets the second preset time.
[0130] The above method also includes: during the game editing stage, displaying the game editing scene and editing controls; and creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene based on the editing controls.
[0131] The aforementioned editing control includes a land component and an item component; the steps of creating multiple virtual paths leading to a target location and at least one virtual item in the game editing scene according to the editing control include: responding to a first sliding operation on multiple land components, placing multiple land components in the game editing scene in a first specified manner so that the multiple land components form multiple virtual paths leading to the target location; and responding to a second sliding operation on multiple item components, placing multiple item components on the land components in a second specified manner.
[0132] The aforementioned prop component is equipped with a first trigger; the method further includes: in response to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through a motion device; in response to a first editing operation on the first trigger, configuring a first trigger range of the first trigger, and configuring a first update method for the display parameters of the plot components located within the first trigger range, and a second update method for the display parameters of the plot components that leave the first trigger range.
[0133] The aforementioned editing control also includes a second trigger; the method further includes: configuring the initial display parameters of the virtual path as a first display parameter so that the plot components included in the virtual path are hidden or displayed in the game running scene; responding to a second editing operation for the second trigger, configuring a second trigger range of the second trigger, and configuring a third update method for the display parameters of the plot components located within the second trigger range, and a fourth update method for the display parameters of the plot components leaving the second trigger range.
[0134] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-described game control method.
[0135] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game control method:
[0136] In response to a game start command, multiple virtual paths leading to a target location are provided in the game scene, and the display parameters of each virtual path are configured as a first display parameter to make each virtual path invisible in the game scene; at least one virtual item is provided in the game scene, and the at least one virtual item is controlled to move in the game scene; based on the real-time movement position of the at least one virtual item in the game scene, a first virtual path near the real-time movement position is determined, and the display parameters of at least a portion of the first virtual path are adjusted from the first display parameter to the second display parameter to make at least a portion of the first virtual path displayed in the graphical user interface; in response to a movement control command for a target virtual character, the target virtual character is controlled to move in the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths; in response to a game end event, the game is ended.
[0137] In this type of game scenario, virtual roads are not fully exposed in the game's field of vision. The game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to learn about some virtual paths and complete the game by continuously exploring virtual paths. This enriches the game content, increases players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding the waste of game server resources.
[0138] After controlling the target virtual character to move within the game scene in response to a movement control command for the target virtual character, the method includes: when the target virtual character moves within the game scene, in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition, controlling the adjustment of the display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter, so that at least a portion of the target virtual path is displayed in the graphical user interface; wherein, the target virtual path is any virtual path among the virtual paths.
[0139] In the aforementioned game scenario, the virtual roads are not fully exposed in the game's field of vision. Players need to move continuously, and only the road beneath their feet will be visible. By constantly moving, players can explore to find their way to the destination. At the same time, the game scene also provides virtual props to illuminate nearby virtual paths. In a game scene where everything is unknown, players can use virtual props to understand some of the virtual paths and complete the game by continuously exploring these virtual paths. This method enriches the game content, increases players' interest in the game, and enhances their gaming experience. In turn, it can increase the number of game users and avoid wasting game server resources.
[0140] The above method also includes: in response to the fact that the positional relationship between the real-time movement position of the target virtual character and the target virtual path does not meet the specified conditions, controlling the target virtual character to return to a preset position in the game scene.
[0141] The steps of providing at least one virtual item in the game scene and controlling the movement of at least one virtual item in the game scene include: providing at least one virtual item in the game scene and controlling the movement of at least one virtual item in the game scene according to the duration of the game match; wherein the duration of the game match is positively correlated with the number of virtual items provided.
[0142] The steps of determining a first virtual path near a real-time movement position based on the real-time movement position of at least one virtual prop in the game scene, and controlling the adjustment of the display parameters of at least a portion of the first virtual path from a first display parameter to a second display parameter, include: in response to a first path region in the virtual path within a first preset range corresponding to the real-time movement position of the virtual prop in the game scene, controlling the adjustment of the display parameters of the first path region from the first display parameter to the second display parameter; the method further includes: in response to the virtual prop leaving the first path region, controlling the adjustment of the display parameters of the first path region from the second display parameter to the first display parameter, so that the first path region is hidden in the graphical user interface.
[0143] The above-mentioned step of controlling the adjustment of the display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition includes: in response to the real-time movement position of the target virtual character being located on the target virtual path, and the second path area included within a second preset range corresponding to the real-time movement position, controlling the display parameters of the second path area from the first display parameter to the second display parameter so that the second path area is displayed in the graphical user interface; the method further includes: in response to the target virtual character leaving the second path area, controlling the display parameters of the second path area from the second display parameter to the first display parameter so that the second path area is hidden in the graphical user interface.
[0144] The step of adjusting the display parameters of the second path region from the first display parameter to the second display parameter so that the second path region is displayed in the graphical user interface includes: adjusting the display parameters of the second path region from the first display parameter to the second display parameter in a first preset manner so that the second path region is gradually displayed in the graphical user interface; and adjusting the display parameters of the second path region from the second display parameter to the first display parameter so that the second path region is hidden in the graphical user interface includes: adjusting the display parameters of the second path region from the second display parameter to the first display parameter in a second preset manner so that the second path region is gradually hidden in the graphical user interface.
[0145] The above-mentioned step of controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area includes: in response to the target virtual character leaving the second path area and after a first preset time, controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters.
[0146] The above display parameters are transparent.
[0147] The aforementioned virtual props are equipped with a first preset effect, which is used to indicate a first preset range.
[0148] The aforementioned target virtual character is equipped with a second preset effect, which is used to indicate a second preset range.
[0149] The steps described above for providing multiple virtual paths to the target location in a game scenario include: determining multiple virtual paths to the target location from the virtual paths pre-configured in the game; wherein the different virtual paths have different path lengths.
[0150] The steps described above for determining multiple virtual paths leading to a target location from pre-configured virtual paths in a game match include: determining path parameters of the pre-configured virtual paths based on information about at least one virtual character; and determining multiple virtual paths leading to the target location based on the path parameters of the virtual paths.
[0151] The number of virtual items provided at the start of a game is positively correlated with the number of virtual paths provided.
[0152] The aforementioned virtual characters and virtual items are pre-configured with triggers; the triggers are used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item includes the target path area, send the area information and display instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a first display parameter to a second display parameter through the designated game module; the triggers are also used to: respond to the fact that the trigger range corresponding to the pre-configured trigger of the virtual character or virtual item does not include the target path area, send the area information and hiding instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from a second display parameter to a first display parameter through the designated game module.
[0153] The game end events mentioned above include the following events: at least a preset number of virtual characters reach the target location within a second preset time; the game duration meets the second preset time.
[0154] The above method also includes: during the game editing stage, displaying the game editing scene and editing controls; and creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene based on the editing controls.
[0155] The aforementioned editing control includes a land component and an item component; the steps of creating multiple virtual paths leading to a target location and at least one virtual item in the game editing scene according to the editing control include: responding to a first sliding operation on multiple land components, placing multiple land components in the game editing scene in a first specified manner so that the multiple land components form multiple virtual paths leading to the target location; and responding to a second sliding operation on multiple item components, placing multiple item components on the land components in a second specified manner.
[0156] The aforementioned prop component is equipped with a first trigger; the method further includes: in response to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through a motion device; in response to a first editing operation on the first trigger, configuring a first trigger range of the first trigger, and configuring a first update method for the display parameters of the plot components located within the first trigger range, and a second update method for the display parameters of the plot components that leave the first trigger range.
[0157] The aforementioned editing control also includes a second trigger; the method further includes: configuring the initial display parameters of the virtual path as a first display parameter so that the plot components included in the virtual path are hidden or displayed in the game running scene; responding to a second editing operation for the second trigger, configuring a second trigger range of the second trigger, and configuring a third update method for the display parameters of the plot components located within the second trigger range, and a fourth update method for the display parameters of the plot components leaving the second trigger range.
[0158] The computer program products of the game control method, device, electronic device and system provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0159] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0160] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0161] 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 methods 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.
[0162] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0163] Finally, it should be noted that the above 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. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all 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 game control method, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including at least one virtual character and a target location, the at least one virtual character including a first virtual character controlled by the terminal device, the method comprising: In response to a game start command, multiple virtual paths leading to the target location are provided in the game scene, and the display parameters of each virtual path are configured as a first display parameter so that each virtual path is invisible in the game scene; The game scene provides at least one virtual item and controls the movement of the at least one virtual item in the game scene; Based on the real-time movement position of the at least one virtual prop in the game scene, a first virtual path near the real-time movement position is determined, and the display parameters of at least a portion of the first virtual path are adjusted from the first display parameters to the second display parameters so that the at least a portion of the first virtual path is displayed in the graphical user interface. In response to a movement control command for a target virtual character, the target virtual character is controlled to move within the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any one of the virtual paths. In response to a game end event, control the termination of the game.
2. The method according to claim 1, characterized in that, After responding to a movement control command for a target virtual character and controlling the target virtual character to move within the game scene, the method includes: When the target virtual character moves in the game scene, in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition, the display parameters of at least a portion of the target virtual path are adjusted from the first display parameters to the second display parameters so that the at least a portion of the target virtual path is displayed in the graphical user interface; The target virtual path can be any virtual path among all virtual paths.
3. The method according to claim 2, characterized in that, The method further includes: If the positional relationship between the real-time movement position of the target virtual character and the target virtual path does not meet the specified condition, the target virtual character is controlled to return to a preset position in the game scene.
4. The method according to claim 1, characterized in that, The step of providing at least one virtual item in the game scene and controlling the movement of the at least one virtual item in the game scene includes: Based on the duration of the game match, at least one virtual item is provided in the game scene, and the at least one virtual item is controlled to move in the game scene; The duration of the match is positively correlated with the number of virtual items provided.
5. The method according to claim 1, characterized in that, The step of determining a first virtual path near the real-time movement position of the at least one virtual prop in the game scene, and controlling the adjustment of the display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters, includes: In response to the fact that the virtual prop's real-time movement position in the game scene corresponds to a first path region in the virtual path within a first preset range, the display parameters of the first path region are adjusted from the first display parameters to the second display parameters. The method further includes: In response to the virtual prop leaving the first path area, the display parameters of the first path area are adjusted from the second display parameters to the first display parameters so that the first path area is hidden in the graphical user interface.
6. The method according to claim 2, characterized in that, The step of controlling the adjustment of at least a partial display parameter of the target virtual path from the first display parameter to the second display parameter in response to the positional relationship between the real-time movement position of the target virtual character and the target virtual path satisfying a specified condition includes: In response to the real-time movement position of the target virtual character being located on the target virtual path, and the second preset range corresponding to the real-time movement position including a second path area, the display parameters of the second path area are adjusted from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface; The method further includes: In response to the target virtual character leaving the second path area, the display parameters of the second path area are adjusted from the second display parameters to the first display parameters so that the second path area is hidden in the graphical user interface.
7. The method according to claim 6, characterized in that, The step of adjusting the display parameters of the second path region from the first display parameters to the second display parameters so that the second path region is displayed in the graphical user interface includes: The display parameters of the second path region are adjusted from the first display parameters to the second display parameters in a first preset manner, so that the second path region is gradually displayed in the graphical user interface; The step of adjusting the display parameters of the second path region from the second display parameters to the first display parameters, so as to hide the second path region in the graphical user interface, includes: The display parameters of the second path area are adjusted from the second display parameters to the first display parameters in a second preset manner, so that the second path area is gradually hidden in the graphical user interface.
8. The method according to claim 6, characterized in that, The step of adjusting the display parameters of the second path area from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area includes: In response to the target virtual character leaving the second path area, and after a first preset time, the display parameters of the second path area are adjusted from the second display parameters to the first display parameters.
9. The method according to claim 1, characterized in that, The display parameters are transparent parameters.
10. The method according to claim 5, characterized in that, The virtual prop is equipped with a first preset effect, which is used to indicate the first preset range.
11. The method according to claim 6, characterized in that, The target virtual character is equipped with a second preset effect, which is used to indicate the second preset range.
12. The method according to claim 1, characterized in that, The step of providing multiple virtual paths to the target location in the game scene includes: Multiple virtual paths leading to the target location are determined from the virtual paths pre-configured in the game; wherein the different virtual paths have different path lengths.
13. The method according to claim 12, characterized in that, The step of determining multiple virtual paths leading to the target location from the pre-configured virtual paths in the game includes: Based on the relevant information of the at least one virtual character, the path parameters of the pre-configured virtual path are determined; wherein, the relevant information includes: the specified virtual path provided by the virtual character when participating in the game in the past, and the number of times the specified virtual path was provided; Based on the path parameters of the virtual path, the multiple virtual paths leading to the target location are determined.
14. The method according to claim 1, characterized in that, At the start of the game, the number of virtual items provided is positively correlated with the number of virtual paths provided.
15. The method according to claim 1, characterized in that, The virtual character and the virtual item are pre-configured with triggers; The trigger is used to: respond to the fact that the trigger range corresponding to the virtual character or the virtual item pre-configured includes a target path area, send the area information and display instructions corresponding to the target path area to a designated game module through the trigger, and control the display parameters of the target path area to be adjusted from the first display parameter to the second display parameter through the designated game module; The trigger is further configured to: respond to the fact that the trigger range corresponding to the virtual character or the virtual item pre-configured does not include the target path area, send the area information and hiding instruction corresponding to the target path area to the designated game module through the trigger, and control the display parameters of the target path area to be adjusted from the second display parameter to the first display parameter through the designated game module.
16. The method according to claim 1, characterized in that, The game match end event includes the following events: a preset number of virtual characters among the at least one virtual character arrive at the target location within a second preset time; and the game match duration satisfies the second preset time.
17. The method according to claim 1, characterized in that, The method further includes: During the game editing stage, the game editing scene and editing controls are displayed; Based on the editing controls, multiple virtual paths leading to the target location and at least one virtual item are created in the game editing scene.
18. The method according to claim 17, characterized in that, The editing controls include plot components and prop components; The steps of creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene according to the editing controls include: In response to a first sliding operation on multiple plot components, multiple plot components are placed in the game editing scene in a first specified manner so that the multiple plot components form multiple virtual paths leading to the target location; In response to a second sliding operation on a plurality of the prop components, a plurality of the prop components are placed on the plot component in a second specified manner.
19. The method according to claim 18, characterized in that, The prop component is equipped with a first trigger; the method further includes: In response to the first editing operation on the prop component, configure the display time of the prop component, and configure the movement mode of the prop component via the motion controller; In response to a first edit operation on the first trigger, a first trigger range of the first trigger is configured, and a first update method for the display parameters of the plot components located within the first trigger range and a second update method for the display parameters of the plot components outside the first trigger range are configured.
20. The method according to claim 18, characterized in that, The editing control further includes a second trigger; the method further includes: Configure the initial display parameters of the virtual path as the first display parameter so that the land components included in the virtual path are hidden in the game running scene; In response to a second edit operation on the second trigger, a second trigger range of the second trigger is configured, and a third update method for the display parameters of the plot components located within the second trigger range is configured, as well as a fourth update method for the display parameters of the plot components that leave the second trigger range.
21. A game control device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including at least one virtual character and a target location, the at least one virtual character including a first virtual character controlled by the terminal device, the device comprising: The game start module is used to respond to the game start command, provide multiple virtual paths to the target location in the game scene, and configure the display parameters of each virtual path as the first display parameter so that each virtual path is invisible in the game scene; An item provision module is used to provide at least one virtual item in the game scene and control the movement of the at least one virtual item in the game scene; The prop control module is used to determine a first virtual path near the real-time movement position of the at least one virtual prop in the game scene, and control the adjustment of the display parameters of at least a part of the first virtual path from the first display parameters to the second display parameters, so that the at least a part of the first virtual path is displayed in the graphical user interface. A character control module is used to respond to movement control commands for a target virtual character and control the target virtual character to move in the game scene, wherein the target virtual character is any one of the at least one virtual characters, and the first virtual path is any virtual path among the virtual paths; The game end module is used to respond to the game end event and control the termination of the game.
22. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game control method according to any one of claims 1-20.
23. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game control method according to any one of claims 1-20.
Citation Information
Patent Citations
Game matching control method based on virtual character and related equipment
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