Game control method and device, electronic equipment and storage medium

By using the combination of bunker prompt signs and virtual aiming signs in the game, players can accurately control the landing position of the game characters in the bunker, solving the problem of insufficient control in the prior art and improving the gaming experience.

CN119139696APending Publication Date: 2024-12-17NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202411281008.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-12
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

In the existing gaming technology, the position of the game character's landing point in the cover cannot be accurately controlled by the player, resulting in insufficient control accuracy and freedom, which affects the game experience.

Method used

By displaying the bunker prompt logo on the graphical user interface and using the movement of the virtual aiming logo to control the landing position of the controlled virtual character entering the virtual bunker, the follow-up movement of the bunker prompt logo and the target landing point determination are achieved.

Benefits of technology

Improves the accuracy and freedom of game control and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of games, in particular to a game control method and device, electronic equipment and a storage medium. The method comprises the following steps: displaying a blindage prompt identifier on a graphical user interface in response to a trigger event for a virtual blindage; in response to the movement of the virtual aiming identifier relative to the game scene, controlling the blindage prompt identifier to move along with the virtual aiming identifier, and determining a target drop point position indicated when the blindage prompt identifier stops moving; and in response to an interaction operation for the virtual blindage, controlling the controlled virtual character to move to the target drop point position for masking. Therefore, according to the method and the device, the blindage prompt identifier is controlled to move along with the virtual aiming identifier, so that the falling point position of the controlled virtual character for masking by using the virtual blindage can be controlled and indicated, the accuracy and the degree of freedom of game control can be improved, and the game experience of players is improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game control method, device, electronic device and storage medium. Background Art

[0002] In the current field of game design and development, cover in the game environment is widely used to enhance player immersion and tactical richness, especially in shooting and action games. Simply put, cover is an environmental element used by players to protect their game characters from enemy fire, such as walls, stones, boxes, vehicles, etc. Cover plays a vital role in shooting and action games. Whether it is for self-protection or tactical execution, the correct and effective use of cover is the key to improving the gaming experience.

[0003] Usually, when the game character approaches a cover, the player can activate the cover's shielding function for the game character by triggering an interactive operation with the cover. However, in the related art, the location of the game character's shielding can only be randomly selected or pre-set by the system, and the location of the location may not be the location the player wants. Therefore, this interactive mechanism often has problems with insufficient control accuracy and freedom, resulting in an unsatisfactory gaming experience.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] In view of this, the purpose of the present application is to provide a game control method, device, electronic device and storage medium, which can improve the accuracy and freedom of game control, thereby improving the player's gaming experience.

[0006] This application mainly includes the following aspects:

[0007] In a first aspect, an embodiment of the present application provides a game control method, wherein a graphical user interface is provided through a terminal device, wherein the content displayed on the graphical user interface includes a virtual aiming mark and at least a part of a game scene, wherein the game scene includes a controlled virtual character and a virtual cover, wherein the controlled virtual character is a virtual character controlled by the terminal device, and the method includes:

[0008] In response to a trigger event for the virtual cover, displaying a cover prompt mark on the graphical user interface, wherein the cover prompt mark is used to indicate a landing position of the controlled virtual character when entering the virtual cover;

[0009] In response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to move along with the virtual aiming mark, and determining the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving;

[0010] In response to the interactive operation on the virtual cover, the controlled virtual character is controlled to move to the target landing position for cover.

[0011] In a second aspect, an embodiment of the present application further provides a game control device, which provides a graphical user interface through a terminal device, wherein the content displayed on the graphical user interface includes a virtual aiming mark and at least part of a game scene, wherein the game scene includes a controlled virtual character and a virtual cover, wherein the controlled virtual character is a virtual character controlled by the terminal device, and the device includes:

[0012] A display module, configured to display a cover prompt mark in the graphical user interface in response to a trigger event for the virtual cover, wherein the cover prompt mark is used to indicate a landing point position of the controlled virtual character when entering the virtual cover;

[0013] A determination module, configured to control the cover prompt mark to move along with the virtual aiming mark in response to the movement of the virtual aiming mark relative to the game scene, and determine the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving;

[0014] The control module is used to control the controlled virtual character to move to the target landing point for masking in response to the interactive operation on the virtual cover.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the game control method described in the first aspect above.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game control method described in the first aspect are executed.

[0017] The game control method, device, electronic device and storage medium provided by the embodiments of the present application can not only display a cover prompt mark on a graphical user interface, but also control the landing point of a controlled virtual character when entering a virtual cover by moving a virtual aiming mark. Compared with the related art in which the landing point for a game character to cover can only be randomly selected or pre-set by the system, and the landing point may not be the position desired by the player, so that this interaction mechanism often has the problem of insufficient accuracy and freedom, resulting in an unsatisfactory game experience, the embodiments of the present application can improve the accuracy and freedom of game control, thereby improving the player's game experience.

[0018] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0020] Figure 1 A flowchart of a game control method provided by an embodiment of the present application is shown;

[0021] Figure 2 One of the schematic diagrams of a graphical user interface is shown;

[0022] Figure 3 A second schematic diagram of a graphical user interface is shown;

[0023] Figure 4 A third schematic diagram of a graphical user interface is shown;

[0024] Figure 5 A fourth schematic diagram of a graphical user interface is shown;

[0025] Figure 6 A fifth schematic diagram of a graphical user interface is shown;

[0026] Figure 7 A schematic diagram of the structure of a game control device provided in an embodiment of the present application is shown;

[0027] Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0028] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0029] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0030] In order to enable those skilled in the art to use the contents of this application, the following implementation methods are given in combination with the specific application scenario "masking requirement scenario". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.

[0031] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present application can be applied to any scenario requiring masking. The embodiments of the present application are not limited to specific application scenarios. Any scheme using the game control method and device provided by the embodiments of the present application is within the protection scope of the present application.

[0032] It is worth noting that before the present application was filed, in the related art, the landing point for the game character to perform masking could only be randomly selected or pre-set by the system, and the landing point might not be the position the player wanted. Therefore, this interaction mechanism often has problems with insufficient control accuracy and freedom, resulting in an unsatisfactory gaming experience.

[0033] In response to the above problems, the embodiments of the present application provide a game control method, device, electronic device and storage medium, which displays a cover prompt mark on a graphical user interface in response to a trigger event for a virtual cover; in response to the movement of a virtual aiming mark relative to a game scene, controls the cover prompt mark to follow the movement of the virtual aiming mark, and determines the target landing position indicated when the cover prompt mark stops moving; in response to an interactive operation on the virtual cover, controls the controlled virtual character to move to the target landing position for masking. In this way, the present application can control and indicate the landing position of the controlled virtual character using the virtual cover for masking by controlling the cover prompt mark to follow the movement of the virtual aiming mark, which can improve the accuracy and freedom of game control, thereby improving the game experience of the player.

[0034] In an optional implementation, the terminal device involved in the embodiment of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, a dynamic image expert compression standard audio layer player, a personal digital assistant (PDA), an e-book reader, etc. The terminal device has installed and running an application that supports games, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0035] In an optional embodiment, a graphical user interface is an interface display format for communication between people and computers, allowing users to use input devices such as a mouse or keyboard to manipulate icons, logos or menu options on the screen, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0036] In an optional implementation, a UI control refers to any visual control or element visible on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls, some of which respond to user operations. UI controls, i.e., game controls, such as skill controls, movement controls, avoidance controls, item controls, etc.

[0037] In an optional implementation, the virtual game scene is a scene displayed (or provided) when the application is running on a terminal or server, that is, a scene used in the normal game process. In other words, the virtual game scene refers to a virtual game control that carries a virtual character during the game, and the virtual character can be controlled by the user (i.e., the player) to the terminal device in the virtual game scene to move, perform skills and other actions. Optionally, the virtual game scene can be a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual game scene can be any one of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene and a three-dimensional virtual interactive scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as buildings, trees, rocks, and deserts. Exemplarily, the virtual game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0038] In an optional implementation, in shooting and action type games (such as first-person perspective shooting games, tactical games, etc.), virtual shelters generally refer to objects or environmental elements that players can use to avoid enemy sight or firepower, make a short stop to recover or reload, and the use of virtual shelters can provide protection and increase tactical advantages for players. In different types of games, the design and type of virtual shelters may be different. These virtual shelter types are various and can be divided according to the design and environment layout of the game. Some common virtual shelter types are described below. Common virtual shelters include buildings, natural virtual shelters, artificial virtual shelters, vehicles or large machinery, specially designed virtual shelters, etc. Buildings such as houses, warehouses, walls, etc., natural virtual shelters such as rocks, hills, trees, bushes, artificial virtual shelters such as boxes, containers, sandbags and other artificially constructed obstacles, etc., vehicles or large machinery such as tanks, armored vehicles, trucks, cranes, etc., specially designed virtual shelters such as virtual shelter walls that can be built quickly, vehicles or special structures that can provide temporary shelter, etc. Among them, the functions of virtual cover are mainly as follows: (1) Avoiding hostility: allowing the player character to observe and move without exposing the target. (2) Aiming and shooting: providing a stable shooting position to reduce the counterattack of the enemy character. (3) Restoring status: allowing the player character to recover in a safe environment, such as replenishing health, energy or equipment. (4) Tactical movement: virtual cover can help players plan tactical paths, avoid facing the enemy directly, and find more favorable attack angles or retreat routes. (5) Hiding actions: by obscuring the player character's line of sight or action, it increases tactical uncertainty and interferes with the enemy's judgment and reaction speed. Therefore, in game design, virtual cover is not just physical protection, they are also part of the game environment, affecting the strategic and tactical aspects of the game, providing players with rich interaction and decision-making space, and improving the immersion of the game.

[0039] In an optional implementation, in a virtual world, different virtual teams belonging to at least two enemy camps occupy their own map areas and compete with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the enemy camp, killing a virtual object of the enemy camp, ensuring one's own survival in a specified scene and time, grabbing a certain resource, and exceeding the score of the opponent within a specified time. Tactical competition can be carried out in rounds, and the maps of each round of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, etc.

[0040] In an optional implementation, an embodiment of the present application provides a control system for a game, which may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers, etc. For example, multiple users can be online through different terminal devices and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases coupled to different servers, and identifications related to the game environment can be continuously stored in the database when different users are online for multi-player games.

[0041] The present application provides a game control method, device, electronic device and storage medium, wherein the game control method in one embodiment can be run on a local terminal device or a server. When the game control method is run 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.

[0042] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for identification processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0043] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0044] In an optional implementation, the embodiment of the present application provides a game control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. The following is an example of the game control method running on a local terminal device (hereinafter referred to as the terminal device).

[0045] To facilitate the understanding of the present application, the technical solution provided by the present application is described in detail below in conjunction with specific embodiments.

[0046] Figure 1 This is a flow chart of a game control method provided by an embodiment of the present application. Figure 1 As shown, the game control method provided in the embodiment of the present application provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a virtual aiming mark and at least part of a game scene, and the game scene includes a controlled virtual character and a virtual bunker. The controlled virtual character is a virtual character controlled by the terminal device. The game control method includes the following steps:

[0047] S101: In response to a triggering event for the virtual cover, displaying a cover prompt mark on the graphical user interface, wherein the cover prompt mark is used to indicate a landing point of the controlled virtual character when entering the virtual cover.

[0048] In a specific implementation, when it is detected that the controlled virtual character meets the trigger event of using the virtual cover, a cover prompt mark is displayed on the graphical user interface. On the one hand, the cover prompt mark can prompt the player that the controlled virtual character can use the virtual cover for masking, and on the other hand, it can prompt the player the landing position of the controlled virtual character when entering the virtual cover.

[0049] Further, when it is detected that the controlled virtual character meets the triggering event of using the virtual cover, the virtual cover may be highlighted, such as highlighting the edge of the virtual cover.

[0050] It should be noted that the triggering event for the virtual cover can be pre-set according to the game logic, and this application does not impose specific restrictions on this. It can be understood that the triggering event can be an event that the current position of the controlled virtual character in the game scene meets the event of using the virtual cover for cover, and the triggering event can also be an event that the player intends to use the virtual cover for cover.

[0051] Exemplarily, for a situation where the current position of the controlled virtual character in the game scene satisfies the use of the virtual cover for masking, the trigger event for the virtual cover can be set to an event where the spatial distance between the controlled virtual character and the virtual cover is less than or equal to a preset threshold, or the trigger event can be set to an event where the controlled virtual character enters the physical range of the virtual cover, or the trigger event can be set to an event where there is an overlapping area or mutual contact between the first bounding box of the controlled virtual character and the second bounding box of the virtual cover. For a situation where the player intends to use the virtual cover for masking, the trigger event for the virtual cover can be set to an event where the virtual object targeted by the virtual aiming mark is a virtual cover. The following is an example of three event forms for setting the trigger event for the virtual cover.

[0052] Form 1: The triggering event is an event in which an overlapping area exists between a first bounding box corresponding to the controlled virtual character and a second bounding box corresponding to the virtual cover.

[0053] In a specific implementation, if it is detected that there is an overlapping area between the first bounding box and the second bounding box, that is, there is a spatial collision interaction area in the physical space between the controlled virtual character and the virtual cover, it means that the current position of the controlled virtual character meets the trigger condition for using the virtual cover for masking, and a cover prompt icon is displayed on the graphical user interface to prompt the player to use the masking function. At this time, if the player triggers an interactive operation on the virtual cover, the graphical user interface can directly display the cover action of the controlled virtual character moving to the landing position indicated by the cover prompt icon for masking.

[0054] Form 2: The triggering event is an event that the virtual object targeted by the virtual aiming mark is the virtual cover.

[0055] In a specific implementation, if it is detected that the virtual aiming mark is currently aiming at the virtual cover, it means that the player has a need to use the virtual cover to cover the controlled virtual character, and a cover prompt mark is displayed on the graphical user interface. At this time, although the current position of the controlled virtual character may not meet the situation where the virtual cover is directly used for cover, the virtual control for interacting with the virtual cover can be set to an available state. In this way, after the player triggers the interactive operation on the virtual cover, the graphical user interface can show that the controlled virtual character sprints a distance to the vicinity of the position of the virtual cover, and then the cover action of the controlled virtual character using the virtual cover for cover is played.

[0056] Form three: the triggering event is that there is an overlapping area between the first bounding box corresponding to the controlled virtual character and the second bounding box corresponding to the virtual cover, and the virtual object aimed at by the virtual aiming mark is the virtual cover.

[0057] In a specific implementation, if it is detected that there is an overlapping area between the first bounding box and the second bounding box, and the virtual aiming mark is currently aiming at the virtual cover, it means that the current position of the controlled virtual character meets the triggering conditions for using the virtual cover for masking, and the player also has the need to use the virtual cover to mask the controlled virtual character. The cover prompt mark is directly displayed on the graphical user interface. At this time, if the player triggers an interactive operation on the virtual cover, the masking action of the controlled virtual character using the virtual cover can be directly displayed on the graphical user interface.

[0058] It should be noted that the first bounding box of the controlled virtual character refers to the virtual boundary of the controlled virtual character controlled by the player in the game scene. The virtual boundary is the part used by the game engine to detect the interaction between the controlled virtual character and the surrounding environment, such as the collision between the controlled virtual character and other virtual characters, virtual objects or obstacles. The first bounding box can also be understood as the character collision range. For the controlled virtual character, the first bounding box of the controlled virtual character can be a sphere (three-dimensional space), a rectangular box (two-dimensional space) or other shapes, depending on the design of the controlled virtual character and the settings of the game engine. Usually, the boundary of the first bounding box is slightly larger than the surface area of ​​the model of the controlled virtual character itself that is actually visible.

[0059] In addition, the second bounding box of the virtual cover refers to the physical boundary of the virtual cover in the game scene, which allows the game engine to check whether the virtual character or other objects collide with the virtual cover. The second bounding box can also be understood as the cover collision range. The second bounding box can be designed according to the shape of the virtual cover itself (such as a cube, cylinder, polygon, etc.). Usually, the boundary of the second bounding box is slightly larger than the actual visible surface area of ​​the virtual cover itself to ensure the continuity and reliability of the game logic.

[0060] Here, the display position of the cover prompt mark is illustrated below. Specifically, when a trigger event for a virtual cover is detected, a cover prompt mark can be displayed on the surface of the virtual cover, or in the vicinity of the virtual cover. As long as the player can know through the cover prompt mark that the controlled virtual character can use the virtual cover for cover, and know the landing position of the controlled virtual character when using the virtual cover, the embodiment of the present application does not limit the specific display position of the cover prompt mark. For example, the cover prompt mark is displayed in the vicinity of the virtual cover, and the cover prompt mark includes an "arrow animation mark". The player can use the "arrow animation mark" to indicate the direction or position to determine the landing position of the controlled virtual character when entering the virtual cover.

[0061] Furthermore, the following specifically describes the case where the shelter prompt mark is displayed on the surface of the virtual shelter. That is, in a possible implementation, displaying the shelter prompt mark on the graphical user interface in S101 includes: displaying the shelter prompt mark on the surface of the virtual shelter.

[0062] It can be understood that in the game scene, the virtual bunker is usually designed as a three-dimensional space structure with multiple faces. The virtual bunker can be a wall, a box, a vehicle, etc. For example, a cubic box has six faces (top, bottom, front, back and two sides), and a more complex virtual bunker may have more faces and edges. For a possible implementation in the embodiment of the present application, when a trigger event for a virtual bunker is detected, a bunker prompt mark can be directly displayed on any bunker face of the virtual bunker, as long as the bunker prompt mark is convenient for the player to view. In this way, by displaying the virtual bunker mark on the surface of the virtual bunker, on the one hand, it can be easier for the player to notice the bunker prompt mark, that is, the player can quickly know that the virtual bunker can be used as an effective bunker through the virtual bunker mark, making the prompt effect more obvious. On the other hand, displaying the bunker prompt mark on the surface of the virtual bunker can also enable the player to more clearly and clearly determine the landing position of the controlled virtual character using the virtual bunker indicated by the bunker prompt mark.

[0063] Furthermore, the following is an example of a situation in which the cover prompt mark is specifically displayed on which cover surface of the virtual cover. That is, in a possible implementation, the displaying of the cover prompt mark on the surface of the virtual cover includes: determining the current cover surface of the virtual cover based on the current relative position of the controlled virtual character and the virtual cover; and displaying the cover prompt mark on the cover surface.

[0064] It can be understood that in the game scene, the virtual bunker is a three-dimensional structural model with multiple faces. In the game, players usually need to select a bunker face of the virtual bunker as the masking face for masking the controlled virtual character, and the masking face can be determined based on the current relative position of the controlled virtual character and the virtual bunker. This is because relative to other bunker faces of the virtual bunker, the masking face determined in this way is more suitable for the controlled virtual character to quickly use the virtual bunker for masking. Based on this, when the embodiment of the present application detects a trigger event for the virtual bunker, a bunker prompt mark can be displayed on the masking face of the virtual bunker. In this way, it is also easier for the player to directly control the movement of the virtual aiming mark, so that the bunker prompt mark moves along on the masking face, so as to accurately determine the landing position of the controlled virtual character using the virtual bunker from the masking face.

[0065] The display form of the cover prompt mark is illustrated below. In a possible implementation, the cover prompt mark includes a first prompt mark and a second prompt mark. The first prompt mark is used to indicate that the controlled virtual character can use the virtual cover for cover, such as the first prompt mark can be a crouching human body icon, thereby prompting the player to enter the cover to crouch and hide; the second prompt mark is used to indicate the landing position of the controlled virtual character when entering the virtual cover, such as the second prompt mark can be an arrow mark pointing from the first prompt mark to the landing position.

[0066] Furthermore, the first prompt mark may be a mask indicator icon in a static display state, and the second prompt mark may be a position indicator icon in a dynamic display state. For example, the first prompt mark may be a mask indicator icon of a "crouching figure" in a static display state, and the second prompt mark may be a position indicator icon of an "arrow" in a dynamic display state.

[0067] For example, Figure 2 FIG. 2 shows one schematic diagram of a graphical user interface, which is an interface displayed when a trigger event occurs for the virtual cover 230. Figure 2 As shown, the graphical user interface displays a cover prompt mark 210, a controlled virtual character 220, a virtual cover 230, and a virtual aiming mark 240, wherein the cover prompt mark 210 is displayed on the surface of the virtual cover 230. In addition, Figure 2 The first bounding box 221 of the controlled virtual character 220 and the second bounding box 231 of the virtual cover 230 are also shown in dotted lines, where there is an overlapping area between the first bounding box 221 and the second bounding box 231. It can be understood that during the game operation, the boundary lines of the first bounding box 221 and the second bounding box 231 are not displayed in the graphical user interface. Figure 2The above-mentioned boundary lines are drawn to facilitate understanding of the technical solutions in the embodiments of the present application.

[0068] S102: In response to the movement of the virtual aiming mark relative to the game scene, the cover prompt mark is controlled to move along with the virtual aiming mark, and a target landing point position indicated by the cover prompt mark when the movement stops is determined.

[0069] In the related art, when the controlled virtual character approaches the virtual bunker, the displayed bunker prompt information can only prompt the player to activate the bunker function, and the landing point of the controlled virtual character entering the virtual bunker can only be randomly selected or pre-set according to the game design, that is, the player cannot control the specific position of the controlled virtual character when hiding in the virtual bunker. When facing the virtual bunker in the game scene, especially the virtual bunker with a large spatial range, since the player cannot control the landing point of the controlled virtual character entering the virtual bunker, and the randomly selected or pre-set landing point is often not the hiding position the player wants, this makes the controlled virtual character need to adjust its position once or multiple times after falling into the virtual bunker, which is not only cumbersome to operate, but also may miss the opportunity for combat, which directly affects the player's operating experience and tactical decision-making space.

[0070] Based on this, in response to the problems existing in the related art, the embodiment of the present application can control the bunker prompt mark to move, and determine the position indicated by the bunker prompt mark when it stops moving as the target landing position when the controlled virtual character enters the virtual bunker, thereby realizing that the player himself controls the landing position of the controlled virtual character entering the virtual bunker. In a specific implementation, the player can control and determine the landing position of the controlled virtual character entering the virtual bunker by controlling the movement of the virtual aiming mark relative to the game scene, and then controlling the bunker prompt mark to move with the virtual aiming mark. In this way, by controlling the movement of the virtual aiming mark, the player can accurately control the landing position of the controlled virtual character entering the virtual bunker, and accurately indicate the landing position through the bunker prompt mark, which can improve the accuracy and freedom of game control, thereby improving the player's gaming experience.

[0071] It should be noted that the cover prompt mark follows the movement of the virtual aiming mark, which can be understood as when the player controls the virtual aiming mark to move relative to the game scene, the cover prompt mark also moves automatically with the movement of the virtual aiming mark. In specific implementation, the cover prompt mark follows the movement of the virtual aiming mark, which can be synchronized with the movement of the virtual aiming mark. Here, "keep in sync" can include synchronization of movement direction, synchronization of movement distance, and ratio of movement distance. Exemplarily, when the player controls the virtual aiming mark to move to the left, the cover prompt mark also moves to the left; when the player controls the virtual aiming mark to move a certain distance, the cover prompt mark also moves a certain distance; when the player controls the virtual aiming mark to stop moving, the cover prompt mark also stops moving.

[0072] Here, the role of the virtual aiming mark in the game is explained. Generally, in shooting and action games, the virtual aiming mark is not only a visual reference point for the player to aim, but also a key component of the virtual weapon operation. Specifically, the display position of the virtual aiming mark is usually the focus of the player's sight (which can also be understood as the character sight of the controlled virtual character). Usually, the virtual aiming mark is displayed at the center of the graphical user interface. The player can indirectly adjust the character perspective of the controlled virtual character by adjusting the position of the virtual aiming mark relative to the displayed content in the game scene, and the virtual aiming mark is always displayed at the center of the graphical user interface and remains unchanged. In addition, the virtual aiming mark can be used as a key component for the player to control the controlled virtual character to operate the virtual weapon. Specifically, the display position of the virtual aiming mark indicates the aiming point of the virtual weapon currently used by the controlled virtual character. Generally, the player can adjust the position of the virtual aiming mark relative to the displayed content in the game scene to achieve accurate shooting by accurately aiming at the target object. Here, the virtual aiming mark can be a crosshair mark, a front sight mark, etc.

[0073] The following is an example of a common use of the virtual aiming mark. In a possible implementation, a virtual attack control is also displayed on the graphical user interface; in response to a trigger operation on the virtual attack control, the controlled virtual character is controlled to use a target virtual weapon to attack the virtual object aimed at by the virtual aiming mark; the target virtual weapon is the virtual weapon currently used by the controlled virtual character.

[0074] S103: In response to the interactive operation on the virtual cover, controlling the controlled virtual character to move to the target landing position for masking.

[0075] In a specific implementation, after determining the target landing position indicated by the cover prompt mark, if an interactive operation for the virtual cover is detected, that is, it is detected that the player has triggered an interactive operation to use the virtual cover to mask the controlled virtual character, the action of the controlled virtual character moving to the target landing position for masking is directly displayed on the graphical user interface.

[0076] Here, the specific implementation form of the interactive operation for the virtual cover is illustrated below. It can be understood that for a terminal game, the interactive operation for the virtual cover can be a trigger operation for the cover interaction button; wherein the cover interaction button is a button of an external device. For a mobile game, the interactive operation for the virtual cover can be a touch operation for a crouching control displayed on a graphical user interface, wherein the crouching control can be displayed in advance on the graphical user interface, and the crouching control can also be displayed on the graphical user interface when a trigger event for the virtual cover is detected.

[0077] In a possible implementation, in response to a trigger event for the virtual cover, a crouching control and a cover prompt mark are displayed on the graphical user interface in S101; in response to an interactive operation for the virtual cover, the controlled virtual character is controlled to move to the target landing position for masking in S103, including: in response to a trigger operation for the crouching control, the controlled virtual character is controlled to move to the target landing position for crouching.

[0078] In addition, before and after the interactive operation on the virtual cover, the display state of the crouch control may change. Specifically, in response to the interactive operation on the virtual cover in S103, the controlled virtual character is controlled to move to the target landing position for masking, and the crouch control displayed on the graphical user interface is controlled to switch from a first display state to a second display state; wherein the first display state is used to indicate that the interactive operation of masking with the virtual cover can be performed by triggering the crouch control, and the second display state is used to indicate that the masking of the virtual cover can be canceled by triggering the crouch control.

[0079] In the embodiment of the present application, by responding to a trigger event for a virtual cover, a cover prompt mark is displayed on a graphical user interface; in response to the movement of a virtual aiming mark relative to a game scene, the cover prompt mark is controlled to follow the movement of the virtual aiming mark, and the target landing position indicated when the cover prompt mark stops moving is determined; in response to an interactive operation for the virtual cover, the controlled virtual character is controlled to move to the target landing position for masking. In this way, the present application can control and indicate the landing position of the controlled virtual character using the virtual cover for masking by controlling the cover prompt mark to follow the movement of the virtual aiming mark, which can improve the accuracy and freedom of game control, thereby improving the game experience of the player.

[0080] Here, some situations of controlling the cover prompt mark to follow the movement of the virtual aiming mark are respectively described by examples, including but not limited to the description of the movement form of the cover prompt mark for the movement of the virtual aiming mark in different areas.

[0081] Scenario 1: Movement of a virtual aiming mark on the surface of a virtual bunker. Specifically, in a possible implementation, in response to the movement of the virtual aiming mark relative to the game scene, controlling the bunker prompt mark to follow the movement of the virtual aiming mark in S102 includes the following steps: in response to the movement of the virtual aiming mark on the surface of the virtual bunker, controlling the bunker prompt mark to move on the surface of the virtual bunker.

[0082] In a specific implementation, if the player controls the virtual aiming mark to move on the surface of the virtual bunker, the bunker prompt mark will automatically follow the virtual aiming mark to move synchronously on the surface of the virtual bunker. That is to say, when the moving area of ​​the virtual aiming mark is located on the surface of the virtual bunker, and during the movement of the virtual aiming mark on the surface of the virtual bunker, the bunker prompt mark will automatically follow the virtual aiming mark to move synchronously on the surface of the virtual bunker. Here, controlling the movement of the virtual aiming mark on the surface of the virtual bunker so that the bunker prompt mark moves on the surface of the virtual bunker following the virtual aiming mark can make the player clearly know that the movement of the bunker prompt mark driven by the virtual aiming mark is used to determine the landing point, which is more in line with the player's understanding of the game logic, can reduce the player's understanding cost, thereby improving the efficiency of control and the utilization rate of game functions.

[0083] Exemplarily, the virtual aiming mark first moves to the left on the surface of the virtual cover, and the cover prompt mark automatically follows the virtual aiming mark and also moves to the left on the surface of the virtual cover; the virtual aiming mark moves upward on the surface of the virtual cover, and the cover prompt mark automatically follows the virtual aiming mark and also moves upward on the surface of the virtual cover; finally, if the virtual aiming mark stops moving on the surface of the virtual cover, the cover prompt mark also stops moving on the surface of the virtual cover, and the position indicated on the surface of the virtual cover when the cover prompt mark stops moving is determined as the target landing position.

[0084] For example, the following example describes a situation in which the cover prompt mark is controlled to follow the movement of the virtual aiming mark on the surface of the virtual cover. Figure 3 A second schematic diagram of a graphical user interface is shown. Figure 4 A third schematic diagram of a graphical user interface is shown. Figure 3 The interface corresponding to the first moment when the virtual aiming mark 240 moves along the horizontal direction (arrow in the figure) on the surface of the virtual cover 230 is shown. Figure 4 The interface corresponding to the second moment when the virtual aiming mark 240 continues to move horizontally on the surface of the virtual bunker 230 is shown. The second moment is a moment after the first moment, and during the time period between the first moment and the second moment, the bunker prompt mark 210 follows the virtual aiming mark 240 to move on the surface of the virtual bunker 230.

[0085] Scenario 2: The virtual aiming mark moves out of the surface of the virtual bunker. Specifically, in a possible implementation, in response to the virtual aiming mark moving out of the surface of the virtual bunker, the bunker prompt mark is controlled to stay displayed on the surface of the virtual bunker.

[0086] It can be understood that, considering that the cover prompt mark is mainly used to indicate the landing position when the controlled virtual character enters the virtual cover, based on this, the moving range of the cover prompt mark can be limited. Specifically, the moving range of the cover prompt mark is limited to the surface of the virtual cover. In this way, the player can directly determine that the position is the landing position based on the position of the cover prompt mark on the surface of the virtual cover when the cover prompt mark stops moving. The limitation of the moving area of ​​the cover prompt mark can make the player determine the landing position more intuitively and clearly, and can reduce the player's understanding cost.

[0087] In a specific implementation, in the process that the virtual aiming mark first moves on the surface of the virtual bunker and then moves out of the surface of the virtual bunker, the bunker prompt mark first moves synchronously with the virtual aiming mark on the surface of the virtual bunker, and after the virtual aiming mark moves out of the surface of the virtual bunker, the bunker prompt mark will not move out of the surface of the virtual bunker, but automatically stays on the surface of the virtual bunker for display. The staying position may be the position corresponding to the bunker prompt mark at the moment before the virtual aiming mark moves out of the surface of the virtual bunker, for example, the bunker prompt mark stays at the edge of the surface of the virtual bunker.

[0088] Exemplarily, an example is given of a situation where the virtual aiming mark moves out from the surface of the virtual cover, and the cover prompt mark is controlled to stay on the surface of the virtual cover for display. Figure 5 A fourth schematic diagram of a graphical user interface is shown, specifically, Figure 5 The graphical user interface shown is a virtual aiming mark 240 from Figure 4 The interface corresponding to the position in the virtual cover 230 is moved out of the surface of the virtual cover 230, Figure 5 The middle cover prompt mark 210 stays on the surface of the virtual cover 230 and does not move.

[0089] Scenario 3: The virtual aiming mark moves from an area outside the surface of the virtual cover to the surface of the virtual cover. Specifically, in a possible implementation, in response to the virtual aiming mark moving into the surface of the virtual cover by a preset distance, the cover prompt mark is controlled to move with the virtual aiming mark.

[0090] In a specific implementation, after the virtual aiming mark moves from an area outside the surface of the virtual cover into the surface of the virtual cover, and when the virtual aiming mark moves into the surface of the virtual cover to a preset distance, the cover prompt mark automatically follows the virtual aiming mark to move on the surface of the virtual cover again.

[0091] Here, the cover prompt mark is controlled to follow the movement only after the virtual aiming mark is moved into the surface of the virtual cover by a preset distance, which takes into account the confirmation of the player's intention. It can be understood that when the player controls the virtual aiming mark to move into the surface of the virtual cover by a preset distance, it can be more accurately confirmed that the player has the intention to control the landing point through the cover prompt mark, compared with when the player controls the virtual aiming mark to just move into the surface of the virtual cover. Among them, the preset distance can be set according to the length of the surface of the virtual cover.

[0092] Scenario 4: The movement of the virtual aiming mark in the area outside the virtual bunker. Here, the division of the area outside the virtual bunker is first explained. Specifically, the area determined by vertically extending the masking surface of the virtual bunker is defined as the target plane area, wherein the area in the target plane area except the masking surface is defined as the first area, and the area in the graphical user interface except the target plane area is defined as the second area. It can be understood that the first area and the second area both belong to the area outside the virtual bunker.

[0093] For example, Figure 6 A fifth schematic diagram of a graphical user interface is shown, Figure 6 As shown, the graphical user interface displays a cover prompt mark 210, a controlled virtual character 220, a virtual cover 230, and a virtual aiming mark 240, wherein the cover prompt mark 210 is displayed on the masking surface 232 of the virtual cover 230. In addition, Figure 6 The boundary lines corresponding to the first area 241 and the second area 242 are also shown in dotted line form. It can be understood that during the game operation, the boundary lines of the first area 241 and the second area 242 are not displayed in the graphical user interface. Here, Figure 6 The above-mentioned boundary lines are drawn to facilitate understanding of the technical solutions in the embodiments of the present application.

[0094] The following describes the situation in which the virtual aiming mark moves in the first area in scenario four, that is, in one possible implementation, in response to the movement of the virtual aiming mark in the first area outside the virtual cover, the cover prompt mark is controlled to follow the virtual aiming mark to move on the surface of the virtual cover.

[0095] In a specific implementation, if the virtual aiming mark moves in the first area outside the virtual bunker, the bunker mark will also be controlled to follow the virtual aiming mark to move on the surface of the virtual bunker. Here, the embodiment of the present application takes into account that the bunker prompt mark indicates the landing position of the controlled virtual character in the bunker surface, and the virtual aiming mark located in the first area is also located in the area vertically extended by the shielding surface. The virtual aiming mark moving in the first area can also make the bunker prompt mark follow its movement and still have the effect of controlling the landing position. This setting can make the player's operation more flexible and also increase the player's operational space. Among them, the first area is the area corresponding to the upper and lower surfaces of the shielding surface of the virtual bunker in the target plane area.

[0096] The following describes the situation in which the virtual aiming mark moves in the second area in scenario 4, that is, in one possible implementation, in response to the movement of the virtual aiming mark in the second area outside the virtual cover, the cover prompt mark is controlled to stay displayed on the surface of the virtual cover.

[0097] In a specific implementation, the second area is set as an invalid control area, which means that the virtual aiming mark moves in this area and cannot control the follow-up movement of the cover prompt mark. Specifically, if the player controls the virtual aiming mark to move in the second area, the cover prompt mark will stay on the surface display of the virtual cover, that is, the cover prompt mark stays at the previous display position and does not move.

[0098] Here, the embodiment of the present application takes into account that the cover prompt mark indicates the landing position of the controlled virtual character in the cover surface, and the virtual aiming mark located in the second area is not in the area vertically extended by the cover surface, and the virtual aiming mark moving in the second area cannot make the cover prompt mark follow its movement to control the landing position. Similarly, by setting it in this way, the understanding cost of the player can be reduced, making the game logic more understandable.

[0099] Further, the form of movement of the cover prompt mark following the virtual aiming mark is described. That is, in a possible implementation, in response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to follow the movement of the virtual aiming mark in S102 includes: in response to the movement of the virtual aiming mark relative to the game scene in the horizontal direction, controlling the cover prompt mark to follow the movement of the virtual aiming mark in the horizontal direction.

[0100] In a specific implementation, the moving directions of the virtual aiming mark and the cover prompt mark can be restricted. Specifically, when the virtual aiming mark is controlled to move in the horizontal direction relative to the game scene, the cover prompt mark is controlled to follow the virtual aiming mark to move in the horizontal direction. When the virtual aiming mark moves in other directions, the cover prompt mark cannot be controlled to follow the virtual aiming mark to move.

[0101] Here, the embodiment of the present application is set up in this way because it takes into account that the landing point indicated by the cover prompt mark should be located on the virtual ground rather than in a suspended position, so the virtual aiming mark can be controlled to move in the horizontal direction relative to the game scene, thereby driving the cover prompt mark to move in the horizontal direction. It can be understood that the landing point is selected from the position between the left and right sides of the masking surface, thereby improving the comprehensibility of the game logic and reducing the error rate of player operations.

[0102] The following are two examples of canceling the display of the cover prompt mark on the graphical user interface.

[0103] Scenario 1: The current position of the controlled virtual character does not meet the condition for interacting with the virtual cover. That is, in a possible implementation, in response to the absence of an overlapping area between the first bounding box and the second bounding box, the cover prompt mark is hidden.

[0104] In a specific implementation, when it is detected that there is no overlapping area between the first bounding box of the controlled virtual character and the second bounding box of the virtual cover, it means that the current position of the controlled virtual character does not meet the conditions for using the virtual cover for masking, and the display of the cover prompt mark is cancelled in the graphical user interface.

[0105] Here, for a possible situation, the reason why there is no overlapping area between the first bounding box and the second bounding box is that the controlled virtual character moves in the game scene, that is, in response to the absence of an overlapping area between the first bounding box and the second bounding box, hiding the cover prompt logo includes: in response to a movement execution event for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and hiding the cover prompt logo when there is no overlapping area between the first bounding box of the controlled virtual character and the second bounding box of the virtual cover.

[0106] Scenario 2: It is recognized that the player has no need to use a virtual cover to cover the controlled virtual character. That is, in a possible implementation, in response to the virtual aiming mark moving out of the second bounding box, the cover prompt mark is hidden.

[0107] In a specific implementation, if the player controls the virtual aiming mark to move until it moves out of the second bounding box of the virtual cover, it means that the player has no need to use the virtual cover for cover, and the cover prompt mark is cancelled in the graphical user interface.

[0108] Based on the same application concept, the embodiment of the present application also provides a game control device corresponding to the game control method provided in the above embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the game control method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0109] Figure 7 FIG. 7 is a functional module diagram of a game control device 700 provided in an embodiment of the present application. Figure 7 As shown, the game control device 700 provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a virtual aiming mark and at least a part of a game scene, and the game scene includes a controlled virtual character and a virtual bunker. The controlled virtual character is a virtual character controlled by the terminal device. The game control device 700 includes:

[0110] The display module 710 is used to display a cover prompt mark in the graphical user interface in response to a trigger event for the virtual cover, wherein the cover prompt mark is used to indicate the landing position of the controlled virtual character when entering the virtual cover;

[0111] The determination module 720 is used to control the cover prompt mark to move with the virtual aiming mark in response to the movement of the virtual aiming mark relative to the game scene, and determine the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving;

[0112] The control module 730 is used to control the controlled virtual character to move to the target landing position for masking in response to the interactive operation on the virtual cover.

[0113] In the embodiment of the present application, in response to a trigger event for a virtual cover, the display module 710 displays a cover prompt mark on the graphical user interface; in response to the movement of the virtual aiming mark relative to the game scene, the determination module 720 controls the cover prompt mark to follow the movement of the virtual aiming mark, and determines the target landing position indicated when the cover prompt mark stops moving; in response to the interactive operation for the virtual cover, the control module 730 controls the controlled virtual character to move to the target landing position for masking. In this way, the present application can control and indicate the landing position of the controlled virtual character using the virtual cover for masking by controlling the cover prompt mark to follow the movement of the virtual aiming mark, which can improve the accuracy and freedom of game control, thereby improving the game experience of the player.

[0114] In a possible implementation, Figure 7 As shown, the display module 710 is specifically configured to display the shelter prompt mark on the surface of the virtual shelter.

[0115] In a possible implementation, Figure 7 As shown, the display module 710 is specifically used to determine the current shielding surface of the virtual cover based on the current relative position of the controlled virtual character and the virtual cover; and display the cover prompt mark on the shielding surface.

[0116] In a possible implementation, Figure 7 As shown, the determination module 720 is specifically configured to control the shelter prompt mark to move on the surface of the virtual shelter in response to the movement of the virtual aiming mark on the surface of the virtual shelter.

[0117] In a possible implementation, Figure 7As shown, the determination module 720 is specifically configured to control the shelter prompt mark to remain displayed on the surface of the virtual shelter in response to the virtual aiming mark moving out of the surface of the virtual shelter.

[0118] In a possible implementation, Figure 7 As shown, the determination module 720 is specifically configured to control the cover prompt mark to follow the movement of the virtual aiming mark in response to the virtual aiming mark moving into the surface of the virtual cover by a preset distance.

[0119] In a possible implementation, Figure 7 As shown, the determination module 720 is specifically used to control the bunker prompt mark to follow the movement of the virtual aiming mark in the first area outside the virtual bunker in response to the movement of the virtual aiming mark in the first area outside the virtual bunker; control the bunker prompt mark to stay on the surface display of the virtual bunker in response to the movement of the virtual aiming mark in the second area outside the virtual bunker; wherein the first area is the area of ​​the target plane area excluding the current masking surface of the virtual bunker, and the target plane area is the area determined by the vertical extension of the masking surface; the second area is the area of ​​the graphical user interface excluding the target plane area.

[0120] In a possible implementation, Figure 7 As shown, the display module 710 is also used to display a crouching control in the graphical user interface in response to a trigger event for the virtual cover; the control module 730 is specifically used to control the controlled virtual character to move to the target landing position to crouch in response to a trigger operation for the crouching control.

[0121] In a possible implementation, Figure 7 As shown, the display module 710 is further configured to hide the cover prompt mark in response to the absence of an overlapping area between the first bounding box and the second bounding box.

[0122] In a possible implementation, Figure 7 As shown, the display module 710 is further configured to hide the cover prompt mark in response to the virtual aiming mark moving out of the second bounding box.

[0123] Based on the same application concept, see Figure 8As shown, it is a structural diagram of an electronic device 800 provided in an embodiment of the present application, including: a processor 810, a memory 820 and a bus 830, the memory 820 stores machine-readable instructions executable by the processor 810, when the electronic device 800 is running, the processor 810 and the memory 820 communicate through the bus 830, and the machine-readable instructions are executed by the processor 810 when running to perform the steps of the game control method described in any of the above embodiments.

[0124] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing may be performed: in response to a trigger event for the virtual cover, a cover prompt mark is displayed on the graphical user interface, wherein the cover prompt mark is used to indicate the landing position of the controlled virtual character when entering the virtual cover;

[0125] In response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to move along with the virtual aiming mark, and determining the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving;

[0126] In response to the interactive operation on the virtual cover, the controlled virtual character is controlled to move to the target landing position for cover.

[0127] In the embodiment of the present application, by responding to a trigger event for a virtual cover, a cover prompt mark is displayed on a graphical user interface; in response to the movement of a virtual aiming mark relative to a game scene, the cover prompt mark is controlled to follow the movement of the virtual aiming mark, and the target landing position indicated when the cover prompt mark stops moving is determined; in response to an interactive operation for the virtual cover, the controlled virtual character is controlled to move to the target landing position for masking. In this way, the present application can control and indicate the landing position of the controlled virtual character using the virtual cover for masking by controlling the cover prompt mark to follow the movement of the virtual aiming mark, which can improve the accuracy and freedom of game control, thereby improving the game experience of the player.

[0128] Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game control method provided in the above embodiment are executed.

[0129] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, the above-mentioned game control method can be executed. By controlling the cover prompt mark to move with the virtual aiming mark, the landing position of the controlled virtual character using the virtual cover for masking can be controlled and indicated, which can improve the accuracy and freedom of game control, thereby improving the player's gaming experience.

[0130] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.

[0131] The computer program product for performing the game control method provided in the embodiments of the present application includes 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 previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0132] The game control device provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. It can be clearly understood by those skilled in the art that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0133] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0134] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0135] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0136] If the functions are implemented in the form of 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 the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0137] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0138] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A game control method, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed on the graphical user interface includes a virtual aiming mark and at least a part of a game scene, wherein the game scene includes a controlled virtual character and a virtual bunker, wherein the controlled virtual character is a virtual character controlled by the terminal device, and the method includes: In response to a trigger event for the virtual cover, displaying a cover prompt mark on the graphical user interface, wherein the cover prompt mark is used to indicate a landing position of the controlled virtual character when entering the virtual cover; In response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to move along with the virtual aiming mark, and determining the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving; In response to the interactive operation on the virtual cover, the controlled virtual character is controlled to move to the target landing position for cover.

2. The method according to claim 1, characterized in that The triggering event includes: an event that an overlapping area exists between a first bounding box corresponding to the controlled virtual character and a second bounding box corresponding to the virtual cover, and / or an event that the virtual object targeted by the virtual targeting mark is the virtual cover.

3. The method according to claim 1, characterized in that The step of displaying a cover prompt mark on the graphical user interface includes: The shelter prompt mark is displayed on the surface of the virtual shelter.

4. The method according to claim 3, characterized in that: The step of displaying the shelter prompt mark on the surface of the virtual shelter includes: Determining a current shielding surface of the virtual cover based on a current relative position between the controlled virtual character and the virtual cover; The shelter prompt mark is displayed on the shelter surface.

5. The method according to claim 1, characterized in that In response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to follow the movement of the virtual aiming mark includes: In response to the movement of the virtual aiming mark on the surface of the virtual cover, the cover prompt mark is controlled to move on the surface of the virtual cover.

6. The method according to claim 5, characterized in that The method further comprises: In response to the virtual aiming mark moving out of the surface of the virtual cover, the cover prompt mark is controlled to stay displayed on the surface of the virtual cover.

7. The method according to claim 6, characterized in that The method further comprises: In response to the virtual aiming mark moving into the surface of the virtual cover by a preset distance, the cover prompt mark is controlled to follow the movement of the virtual aiming mark.

8. The method according to claim 5, characterized in that The method further comprises: In response to the movement of the virtual aiming mark in the first area outside the virtual cover, controlling the cover prompt mark to follow the movement of the virtual aiming mark on the surface of the virtual cover; In response to the movement of the virtual aiming mark in the second area outside the virtual bunker, controlling the bunker prompt mark to stay displayed on the surface of the virtual bunker; The first area is the area of ​​the target plane area excluding the current masking surface of the virtual cover, and the target plane area is the area determined by vertical extension of the masking surface; the second area is the area of ​​the graphical user interface excluding the target plane area.

9. The method according to claim 1, characterized in that: In response to the movement of the virtual aiming mark relative to the game scene, controlling the cover prompt mark to follow the movement of the virtual aiming mark includes: In response to the movement of the virtual aiming mark relative to the game scene in the horizontal direction, the cover prompt mark is controlled to follow the virtual aiming mark to move in the horizontal direction.

10. The method according to claim 1, characterized in that The method further comprises: In response to a trigger event for the virtual cover, displaying a crouch control in the graphical user interface; In response to the interactive operation on the virtual cover, controlling the controlled virtual character to move to the target landing position for masking includes: In response to a trigger operation on the crouching control, the controlled virtual character is controlled to move to the target landing position to crouch.

11. The method according to claim 2, characterized in that The method further comprises: In response to the absence of an overlapping area between the first bounding box and the second bounding box, hiding the cover prompt mark.

12. The method according to claim 2, characterized in that: The method further comprises: In response to the virtual aiming mark moving out of the second bounding box, hiding the cover prompt mark.

13. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed on the graphical user interface includes a virtual aiming mark and at least a part of a game scene, wherein the game scene includes a controlled virtual character and a virtual bunker, wherein the controlled virtual character is a virtual character controlled by the terminal device, and the apparatus includes: A display module, configured to display a cover prompt mark in the graphical user interface in response to a trigger event for the virtual cover, wherein the cover prompt mark is used to indicate a landing point position of the controlled virtual character when entering the virtual cover; A determination module, configured to control the cover prompt mark to move along with the virtual aiming mark in response to the movement of the virtual aiming mark relative to the game scene, and determine the target landing point position indicated by the cover prompt mark when the cover prompt mark stops moving; The control module is used to control the controlled virtual character to move to the target landing point for masking in response to the interactive operation on the virtual cover.

14. An electronic device, characterized in that: include: Processor, memory and bus, the memory storing machine-readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of a game control method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of a game control method according to any one of claims 1 to 12 are executed.