Game object control method and device and electronic equipment
By generating props in the game scene and controlling the movement of game objects in the specified scene space, the game time and resource occupation problems caused by single operation in the prior art are solved, and the game efficiency and pursuit methods are improved.
Patent Information
- Application Number
- CN202411052319.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-01
- Publication Date
- 2024-12-31
AI Technical Summary
In existing asymmetric competitive games, the relatively single operation leads to the problem of long gameplay and occupancy of more game resources.
By generating target props in the game scene, dividing the specified scene space, controlling the movement of the game object in that space, and realizing position switching, improving the movement flexibility of the game object.
It improves the game efficiency, enriches the way of chasing the enemy sides, and saves game resources.
Smart Images

Figure CN119215418A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for controlling a game object. Background Art
[0002] In asymmetric competitive games, characters from different camps compete with each other. Players can control characters to perform specific operations, thereby reducing the buffs of characters in the enemy camp and increasing the probability of successful killing of characters in the enemy camp; when characters from both camps approach each other, players can use attack skills to kill characters in the enemy camp. The operations in this competitive mode are relatively simple, resulting in a longer game time and occupying more game resources. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for controlling game objects to improve game efficiency and save game resources.
[0004] In a first aspect, an embodiment of the present invention provides a method for controlling a game object, the method comprising: in response to a game match start instruction, providing a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, generating a target prop in the game scene; the target prop is used to divide a designated scene space from the game scene; determining that a target object exists in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, controlling the target object to move in the designated scene space; wherein the target object includes a first object and / or a second object; in response to the target object moving to a first position in the designated scene space, controlling the target object to switch from the first position to the second position, and controlling the target object to move from the second position.
[0005] In a second aspect, an embodiment of the present invention provides a device for controlling a game object, the device comprising: a scene providing module, for providing a game scene corresponding to a target game in response to a game match start instruction; wherein the game scene comprises a first object and a second object belonging to different game camps, the first object being controlled by a first terminal device, and the second object being controlled by a second terminal device; a prop generating module, for generating a target prop in the game scene in response to a prop generating instruction triggered by the first terminal device; the target prop is used to divide a designated scene space from the game scene; a movement control module, for determining whether a target object exists in the designated scene space, and controlling the target object to move in the designated scene space in response to a movement control instruction triggered by a terminal device corresponding to the target object; wherein the target object comprises a first object and / or a second object; a position switching module, for controlling the target object to switch from the first position to the second position in response to the target object moving to a first position in the designated scene space, and controlling the target object to move from the second position.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game object control method.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game object control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The above-mentioned method, device and electronic device for controlling game objects provide a game scene corresponding to the target game in response to a game start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a designated scene space from the game scene; it is determined that there is a target object in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, the target object is controlled to move in the designated scene space; wherein the target object includes the first object and / or the second object; in response to the target object moving to a first position in the designated scene space, the target object is controlled to switch from the first position to the second position, and the target object is controlled to start moving from the second position.
[0010] In this method, when the target object is located in the specified scene space and moves to the first position, it can automatically switch to the second position, thereby improving the flexibility of the target object's movement, making the pursuit methods of the enemy parties more diverse, improving the efficiency of the game, and saving game resources.
[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0014] Figure 1 A flowchart of a method for controlling a game object provided by an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of displaying a position indication mark provided by an embodiment of the present invention;
[0016] Figure 3 A schematic diagram showing a display of a prop size adjustment control provided by an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of a process for generating a target prop provided by an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of a position switching method provided by an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of the structure of a device for controlling a game object provided by an embodiment of the present invention;
[0020] Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0022] Take asymmetric competitive games as an example. The number of players in the two camps is different. For example, the first camp includes one player and the second camp includes multiple players. In a game, the virtual objects controlled by the players in the two camps are located in the same game scene. The first camp is responsible for finding and chasing the second camp, while the second camp avoids the chase and completes the relevant game tasks in the game scene.
[0023] If the second camp completes the game mission and at least one player successfully escapes from the above game scene, the second camp wins the game and the first camp loses; if all players in the second camp are chased by the first camp, the first camp wins the game and the second camp loses.
[0024] During the competition between the first camp and the second camp, players can use methods such as immobilization and skill lock to debuff players in the enemy camp, such as consuming health points and reducing skill parameters. Players with debuffs are more vulnerable to attack. After the characters of the two camps approach each other, players can use attack skills to kill the characters of the enemy camp. The operation in this competitive mode is relatively simple, resulting in a longer game time and occupying more game resources.
[0025] Based on this, a method, device and electronic device for controlling a game object provided by an embodiment of the present invention can be applied to competitive games with multiple camps or multiple roles, for example, asymmetric competitive games.
[0026] In one embodiment of the present disclosure, the method for controlling a game object can be run on a local terminal device or a server. When the method for controlling a game object 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.
[0027] 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 operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the game object 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 information 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.
[0028] 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.
[0029] In one possible implementation, an embodiment of the present invention provides a method for controlling a game object, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above, and the terminal device in this embodiment is used to trigger instructions and control corresponding objects.
[0030] The above graphical user interface displays a scene screen of the game scene; the scene screen is obtained by a virtual camera in the game scene shooting the game scene; the virtual camera moves with the virtual object controlled by the player. The graphical user interface also displays game information, skill controls and other content.
[0031] like Figure 1 As shown, the method for controlling the game object includes the following steps:
[0032] Step S102, in response to the game match start instruction, providing a game scene corresponding to the target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by the first terminal device, and the second object is controlled by the second terminal device;
[0033] After the game starts, the game scene of the target game is determined, and the first object and the second object of different camps enter the game scene; the game screen of the first terminal device displays the scene screen shot by the virtual camera following the first object, and the first terminal device controls the first object to move in the game scene, release skills, and perform interactive operations with the model in the scene. The game screen of the second terminal device displays the scene screen shot by the virtual camera following the second object, and the second terminal device controls the second object to move in the game scene, release skills, and perform interactive operations with the model in the scene.
[0034] The first object and the second object belong to different game camps and have a hostile relationship. The first object may include one or more, and the second object may also include one or more; in one example, the game game includes one first object and multiple second objects.
[0035] Step S104, in response to the prop generation instruction triggered by the first terminal device, generating a target prop in the game scene; the target prop is used to divide a specified scene space from the game scene;
[0036] For example, the first terminal device provides a prop generation control, and the prop generation control is triggered to generate the aforementioned prop generation instruction. When multiple prop generation instructions are generated continuously, multiple target props can be continuously generated in the game scene.
[0037] The target prop can be a cage prop, a wall prop, a mesh prop, a bubble prop, etc., which is used to divide a designated scene space from the game scene; the designated scene space can be understood as the scene space occupied by the target prop or the scene space surrounded by the target prop, and the designated scene space can be located inside the target prop.
[0038] In actual implementation, before generating the target prop, the first terminal device can respond to the prop position adjustment operation, the prop size adjustment operation, etc., determine the position, size and other parameters of the target prop, and carry these parameters to the prop generation instruction, thereby generating a target prop that matches these parameters.
[0039] After the target prop is generated, the designated scene space is divided out, and the game objects, scene models, etc. located in the designated scene space are confined to the designated scene space until the target prop becomes invalid. The designated scene space can be a two-dimensional space, in which case the designated scene space is a space divided from the surface of the scene ground model of the game scene; the designated scene space can also be a three-dimensional space, for example, a cylindrical, rectangular, or spherical space; the designated scene space can also occupy a certain surface of the scene ground model, for example, the target model is a cylindrical cage prop placed on the surface of the scene ground model, in which case the designated scene space is the cylindrical space surrounded by the cage prop. For another example, the target model is a circular bubble floating in the air of the game scene, in which case the designated scene space is the circular space surrounded by the bubble, and the space does not occupy the area on the surface of the scene ground model.
[0040] Step S106, determining that there is a target object in the specified scene space, and controlling the target object to move in the specified scene space in response to a movement control instruction triggered by a terminal device corresponding to the target object; wherein the target object includes the first object and / or the second object;
[0041] In this embodiment, when the target object is located in the specified scene space, the target object is limited to the specified scene space, and the target object can move in the middle of the specified scene, but cannot leave the specified scene space. The movement control instruction can be generated after being triggered by the movement control, and the movement control instruction may include parameters such as movement direction, movement speed, and movement mode; the movement mode may include walking, running, jumping, gliding, etc.
[0042] The target object may include both the first object and the second object, or only the first object or the second object; it can be understood that the first object and the second object may exist simultaneously, or only the first object or the second object may exist in the specified scene space.
[0043] Whether the target object exists in the specified scene space needs to be determined based on the position of the target prop and the position of the target object when the target prop is generated. Similarly, which target objects exist in the specified scene space also needs to be determined based on the position of the target prop and the position of the target object when the target prop is generated. For example, if the generated position of the target prop covers the object position of object A, then object A is located in the specified scene space and object A is the target object; if the generated position of the target prop does not overlap with the object position of object B, or there is a certain distance between them, then object B is not located in the specified scene space and object B is not the target object.
[0044] Step S108 , in response to the target object moving to the first position of the designated scene space, controlling the target object to switch from the first position to the second position, and controlling the target object to start moving from the second position.
[0045] In this embodiment, when the target object moves in the specified scene space, it has a position switching function. The first position can be one or more positions in the specified scene space, and when the target object moves to any of the first positions, the position switching function can be executed. The second position can also be one or more positions in the specified scene space, and when the target object moves to the first position, it can switch to any of the second positions.
[0046] In another manner, the second position to which the target object is to be switched can be determined according to the first position where the target object is located. After the target object is switched to the second position, it can continue to move according to the movement control instruction.
[0047] Since the space of the designated scene space is limited, when the target object moves to the edge of the space of the designated scene space, or to other locations with obstacles in the designated scene space, the target object cannot move in the original direction and needs to turn or U-turn, thereby increasing the difficulty of the target object moving in the designated scene space. If the target object is being pursued at this time, the probability of the target object being attacked increases. Therefore, in this embodiment, a position switching function is added when moving in the designated scene space, thereby further improving the flexibility of the target object moving in the designated scene space.
[0048] In addition, after the target object switches from the first position to the second position, if the movement control instruction does not send a change, it can continue to move according to the movement state of the target object at the first position. For example, at the first position, the target object is moving forward, and after switching to the second position, the target object continues to move forward. That is, through position switching, the target object can continue to move in a certain direction within a limited specified scene space, and can turn without being blocked by obstacles.
[0049] The aforementioned first position and second position may be pre-set in the specified scene space, or may be indicated in the specified scene space by marking. In a specific implementation, the first position is located at an edge position of the specified scene space, or the first position is any edge position in the specified scene space; after the target object moves to the first position, the second position is determined to be another edge position that is axially symmetrical or centrally symmetrical with the first position, and after the target object switches to the second position, the object orientation does not change and continues to move.
[0050] The above-mentioned method for controlling game objects provides a game scene corresponding to the target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a designated scene space from the game scene; it is determined that there is a target object in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, the target object is controlled to move in the designated scene space; wherein the target object includes the first object and / or the second object; in response to the target object moving to a first position in the designated scene space, the target object is controlled to switch from the first position to the second position, and the target object is controlled to move from the second position.
[0051] In this method, when the target object is located in the specified scene space and moves to the first position, it can automatically switch to the second position, thereby improving the flexibility of the target object's movement, making the pursuit methods of the enemy parties more diverse, improving the efficiency of the game, and saving game resources.
[0052] In a specific implementation, in response to a prop generation instruction triggered by a first terminal device, position information is obtained from the prop generation instruction, and a prop generation position is determined in a game scene based on the position information; and a target prop is generated at the prop generation position.
[0053] For example, the position information can be the position coordinates in the game scene, or the position of an object in the game scene; the position of the object in the game scene is determined as the prop generation position. In actual implementation, the prop generation position can be a position point or an area; when the prop generation position is a position point, the position point can be used as the prop center position of the target prop or the edge position in a certain direction, thereby generating the target prop.
[0054] In one method, a prop generation control is provided through a first terminal device; the first terminal device responds to a first prop generation operation for the prop generation control, generates a prop generation instruction, and uses the object position of the first object as position information and carries it to the prop generation instruction.
[0055] In this way, the target prop is released by the first object. The aforementioned first prop generation operation can be a click operation, a double-click operation, a sliding operation, a long press operation, etc., acting on the prop generation control. In one example, when the prop generation control is clicked once, a prop generation instruction is generated. The object position of the first object is used as the position information. In this case, the object position of the first object can be used as the prop generation position; specifically, the target prop can be generated with the object position of the first object as the center. At this time, the first object is located in the specified scene space divided by the target prop.
[0056] In another manner, a prop generation control is provided through the first terminal device; the first terminal device responds to a second prop generation operation for the prop generation control, and displays a position indication mark of a target prop to be generated in the game scene; the first terminal device responds to a position adjustment operation, and controls the position indication mark to move in the game scene; the first terminal device responds to a position confirmation operation, and generates a prop generation instruction of a second specified type, and carries the position information corresponding to the scene position of the position indication mark to the prop generation instruction.
[0057] The second item generation operation may be a click operation, a double-click operation, a slide operation, a long press operation, etc., acting on the item generation control. The second item generation operation is usually different from the first item generation operation, so as to distinguish them. For example, when the first item generation operation is a click operation, the second item generation operation is a long press operation.
[0058] The aforementioned position adjustment operation may be a sliding operation, a clicking operation, etc. For example, a sliding operation acting on the aforementioned prop generation control, or a sliding operation acting on a position indication mark, etc. In one example, Figure 2 In the game, by long pressing the prop generation control, the position indicator is displayed. Without lifting your finger, slide the prop generation control to control the position indicator to move in the game scene. For example, slide to the left to move the position indicator to the left, slide up to move the position indicator forward, etc.
[0059] The aforementioned position confirmation operation may be an end operation of the position adjustment operation. For example, when the position adjustment operation is a sliding operation, the position confirmation operation is a sliding end operation, that is, lifting the finger. The position confirmation operation may also be other operations, such as a double-click operation. When executing the position confirmation operation, the scene position of the position indicator in the game scene when executing the position confirmation operation is obtained, and the coordinate information of the scene position may be carried into the prop generation execution instruction.
[0060] Through the above method, players can control the generation position of the target props. Players can determine the prop generation position of the target props according to the game status of the current game and the position of each object in the game scene, thereby causing debuffs to enemy objects and increasing the probability of successfully killing enemy objects, thereby improving game efficiency.
[0061] In another implementation, in response to a prop generation instruction triggered by the first terminal device, prop size information is obtained from the prop generation instruction, and a target prop matching the prop size information is generated in the game scene.
[0062] For example, the prop size information may include information such as the radius, length, and width of the target prop, which is used to determine the size of the target prop; the specific content of the prop size information is usually related to the shape of the target prop, for example, when the target prop is circular, the prop size information may be the radius or diameter, and when the target prop is cylindrical, the prop size information may be the radius of the circular bottom surface, the height of the cylinder, etc. When generating a target prop in the game scene, a target prop of the size indicated by the prop size information is generated.
[0063] In one method, a prop generation control and a prop size adjustment control are provided through a first terminal device; the first terminal device responds to a prop size adjustment operation for the prop size adjustment control to determine the prop size information of a target prop to be generated; the first terminal device responds to a prop generation trigger operation for the prop generation control to generate a prop generation instruction, and carries the prop size information indicated by the prop indication identifier to the prop generation instruction.
[0064] The prop size adjustment control can be triggered by clicking or long pressing. After the prop size adjustment control is triggered, the alternative prop size information is displayed around the control, such as Figure 3 In the example, the alternative prop size information is displayed in the form of a ruler, wherein the smallest alternative prop size information is 160 and the largest alternative prop size information is 320.
[0065] After the prop size adjustment control is triggered, you can slide or click to display the currently selected prop size on the ruler. Figure 3 In the example, the player performs a sliding operation on the item size adjustment control. According to the relative position of the contact point of the sliding operation and the item size adjustment control, an indicator arrow can be generated to indicate the size of the currently selected item. Figure 3 In the example, the size of the currently selected prop is 200. If the sliding end operation is performed at this time, that is, the finger is lifted, the prop size information is 200, and the 200 can be size information such as radius and side length.
[0066] When performing a prop size adjustment operation, a prop size identifier may also be displayed in the graphical user interface, where the prop size identifier is used to indicate the prop size of the target prop. The prop size identifier scales with the prop size adjustment operation. For example, when the size of the selected prop increases from 200 to 240, the prop size identifier will also be enlarged.
[0067] After determining the prop size information, the prop generation control is triggered to generate the aforementioned prop generation instruction. After the prop size information is carried to the prop generation instruction, the size of the target prop generated in the game scene matches the prop size information.
[0068] Through the above method, players can control the prop size of the target prop. Players can determine the prop size of the target prop according to the game status of the current game and the position of each object in the game scene, thereby causing debuffs to enemy objects, increasing the probability of successfully killing enemy objects, and thus improving game efficiency.
[0069] In one example, when a target prop occupies a certain ground area of a game scene, the size of the ground area occupied by the target prop can be adjusted through the aforementioned prop size adjustment operation, that is, the size of the ground area occupied by the aforementioned designated scene space, but the height of the designated scene space cannot be adjusted; the height of the designated scene space can be set in advance, and when the height of the designated scene space is higher, and the designated scene space contains a building model, the designated scene space can contain multiple floors of the building model.
[0070] In one method, in response to multiple consecutive prop generation instructions triggered by a first terminal device, it is determined that the instruction quantity of the multiple prop generation instructions is less than the current available quantity of target props, and target props corresponding to the instruction quantity are generated in the game scene.
[0071] In order to ensure fairness among multiple camps in the game, certain usage conditions can be set for the target props, such as charging time, maximum number, initial number, etc. When the first object does not use the target props in the game, the current available number of the target props is the initial number, for example, 2; when one target prop is used, or after it is used up, the charging time begins to be counted. When the charging time reaches the aforementioned charging time, the current available number of the target props increases by one. Every time the aforementioned charging time passes, the current available number of the target props increases by one until the current available number increases to the aforementioned maximum number. The charging time can be a fixed time, such as 20 seconds, or it can change according to the object level of the first object. For example, when the first object is a primary object, the charging time is 20 seconds, and when the first object is a high-level object, the charging time is 15 seconds, etc.
[0072] When the player continuously issues prop generation instructions, as long as the number of instructions is less than the aforementioned currently available number, multiple target props can be continuously generated in the game scene. Multiple target props can be located in different positions or in the same position.
[0073] For example, when multiple prop generation instructions are issued, the first object is constantly moving. At this time, if the prop generation position is determined according to the object position of the first object, multiple target props are located at different scene positions.
[0074] If the aforementioned instruction attribute is equal to the aforementioned currently available quantity, the target item will no longer be generated, and the target item will enter the charging state. When the charging time reaches the aforementioned charging time, the target item can continue to be generated.
[0075] Furthermore, in response to a prop generation instruction triggered by the first terminal device, the target prop begins to be generated in the game scene; in response to the target prop generation duration reaching a preset generation duration, the target prop generation is determined, and a designated scene space is divided from the game scene based on the target prop.
[0076] In this method, it takes a certain amount of time from issuing a prop generation instruction to generating a target prop, that is, the aforementioned preset generation time, such as 1 second. Within the preset generation time, an animation of the generation process of the target prop can be displayed in the game scene. Figure 4 In the game, the target props are gradually generated from the bottom to the top. When the generation duration does not reach the preset generation duration, the target props are gradually displayed until the generation duration of the target props reaches the preset generation duration and the complete target props are generated. Then, the target props are all displayed in the game scene.
[0077] After the target prop is generated, the designated scene space can be divided from the game scene by the edge lines or edge planes of the target prop; Figure 4 In the example, the target prop is cylindrical, and according to the curved surface and bottom surface of the cylinder, the scene space enclosed by the cylinder is determined as the designated scene space.
[0078] Furthermore, the above-mentioned target prop is preset with an effective time threshold; it is determined that the target prop begins to take effect, and in response to the effective time of the target prop meeting the effective time threshold, it is determined that the target prop is invalid, and the designated scene space is cancelled from the game scene.
[0079] When the target prop is generated, the target prop starts to be generated, and the designated scene space divided by the target prop also starts to take effect, that is, objects in the designated scene space cannot come out, objects outside the designated scene space cannot enter, and objects in the designated scene space can switch positions, etc.
[0080] After the target prop begins to take effect, the effective time is continuously counted. When the effective time of the target prop meets the effective time threshold, the target prop is determined to be invalid. After the target prop becomes invalid, it can be deleted from the game scene, and the aforementioned designated scene space is no longer valid. That is, objects located in the designated scene space can come out, objects located outside the designated scene space can enter, and objects in the designated scene space cannot switch positions, etc.
[0081] Specifically, in response to the effective duration of the target prop being lower than the effective duration threshold, the target object is kept in the designated scene space; it can be understood that when the effective duration of the target prop is lower than the effective duration threshold, the target prop is in an effective state, and the target object in the designated scene space is confined to the designated scene space and cannot leave the designated scene space.
[0082] In response to the effective duration of the target prop being lower than the effective duration threshold, it is determined that there is a game object outside the designated scene space, and the game object is kept outside the designated scene space; wherein the game object includes the first object and / or the second object.
[0083] It can be understood that when the effective duration of the target prop is lower than the effective duration threshold, the target prop is in effect, and the game object outside the specified scene space cannot enter the specified scene space. When the game object moves to the edge outside the specified scene space, the game object is controlled to stop moving forward, and the game object can only turn and move.
[0084] It should be noted that the game object outside the designated scene space may be the first object or the second object, or may include both the first object and the second object; the target object within the designated scene space may be the first object or the second object, or may include both the first object and the second object. In an example, if the game game includes a first object and multiple second objects, and the target object within the designated scene space includes the first object and one second object, then the game object outside the designated scene space may be another second object.
[0085] In this embodiment, the first object controls the generation of the target prop, which can be used to restrict the movement of the second object, thereby facilitating the attack on the second object, and can also delay the game process of the second object in time to prevent the second object from escaping from the game scene.
[0086] The following embodiments provide specific implementations of position switching.
[0087] The above-mentioned first position includes an edge position of a specified scene space; in response to the target object moving to the first position of the specified scene space, the second position is determined based on the first position; wherein the second position is the edge position of the specified scene space, and the second position has a specified position relationship with the first position; and the target object is controlled to switch from the first position to the second position.
[0088] In this embodiment, when the target object moves to the edge position of the specified scene space, the target object is controlled to switch positions. The aforementioned first position may be any edge position of the specified scene space, or may be one or more specified edge positions.
[0089] The aforementioned designated position relationship can be preset, for example, the edge position farthest from the first position, the edge position symmetrical to the first position, the edge position having a designated orientation relationship with the first position, etc. After the first position to which the target object moves is determined, the specific position of the second position in the designated scene space can be determined based on the designated position relationship, and then the target object is switched from the first position to the second position.
[0090] Furthermore, the above-mentioned designated position relationship includes: the second position is symmetrical with the first position relative to the center position of the designated scene space. When the top view shape of the target prop is a circle, the second position is symmetrical with the first position relative to the center of the circle. When the top view shape of the target prop is a rectangle, the second position is symmetrical with the first position relative to the center of the rectangle.
[0091] exist Figure 5 In the example, the top view shape of the target prop is a circle, and when the target object moves to a first position, it automatically switches to a second position, and the second position is symmetrical to the first position relative to the center of the circle.
[0092] In another manner, in response to the target object moving to a first position in a specified scene space, a first object orientation of the target object at the first position is obtained; the target object is controlled to switch from the first position to the second position, and the object orientation of the target object is controlled to be a first moving orientation.
[0093] In this method, the orientation of the target object remains unchanged before and after the target object switches from the first position to the second position. Figure 5 When the target object is in the first position, the first object faces downward, and when the target object switches to the second position, the object still faces downward. When the player keeps issuing the same movement control command, such as moving forward, the target object moves to the first position, switches to the second position, and continues to move forward at the second position until it moves to the first position, switches to the second position, and repeats until the player stops issuing movement control commands or controls the target object to turn.
[0094] In the above method, when the target object moves to the edge position of the specified scene space, it can automatically switch to another edge position, and the object direction remains unchanged. When the movement control command remains unchanged, the target object can continuously switch positions in the specified scene space to achieve circular transmission; both camps of the battle can run in a circle in the specified scene space, which increases the feasibility of the position change game between each other, increases the randomness of the game and the game space of both parties.
[0095] In addition, the position switching function can also set a cooling time. In response to the target object moving to the first position of the specified scene space, determine whether the position switching function of the target object is in a cooling state; in response to the position switching function of the target object being in a cooling state, control the target object to stop switching from the first position to the second position; wherein, in the cooling state, the position switching function of the target object is invalid; in response to the target object's position switching function cooling end state, determine that the position switching function of the target object is effective, and control the target object to switch from the first position to the second position.
[0096] The position switching function can be understood as that after the target object moves to the first position, it automatically switches to the second position. Each time the target object performs position switching, the position switching function enters a cooling state, and the cooling state lasts for the aforementioned cooling time. In the cooling state, even if the target object is in the first position, the position switching cannot be performed. When the target object is in the first position, it can remain in the first position and wait for the cooling state to end, that is, it is in the cooling end state and switches from the first position to the second position. The target object can also move to other positions, and then move to the first position after the cooling state ends.
[0097] In a specific implementation, in response to a designated object moving to a designated position in a game scene, a prop removal control is provided by controlling a terminal device of the designated object; wherein the designated object is a first object or a second object; the designated position includes: a first designated position located within a designated scene space, and / or a second designated position located outside the designated scene space; in response to a prop removal instruction triggered by the terminal device controlling the designated object, a target prop is deleted from the game scene, and the designated scene space is undivided from the game scene; wherein the prop removal instruction is generated by triggering the prop removal control.
[0098] Either the first object or the second object can dismantle the target prop. The aforementioned designated position is usually set near the target prop, for example, within a designated distance range from the target prop. The designated object can dismantle the target prop within the designated scene space, in which case the designated position where the designated object is located is the aforementioned first designated position within the designated scene space; the designated object can also dismantle the target prop outside the designated scene space, in which case the designated position where the designated object is located is the aforementioned second designated position outside the designated scene space.
[0099] The aforementioned prop removal command can be triggered by triggering the prop removal control, such as by clicking, double-clicking, long pressing, etc. After the prop removal command is generated, the target prop is removed from the game scene, and the designated scene space divided by the target prop no longer exists. Objects originally located in the designated scene space can come out, and objects located outside the designated scene space can enter. Objects in the designated scene space cannot switch positions.
[0100] Further, in response to a prop removal instruction triggered by a terminal device controlling a designated object, the target prop is started to be removed; in response to the duration of the removal of the target prop reaching a preset removal duration, the target prop is deleted from the game scene.
[0101] It takes a certain amount of time from receiving the prop removal instruction to completely removing the target prop. When the prop removal instruction is received, the duration of the removal starts to be counted. When the duration of the removal is less than the preset duration, an animation of the target prop being removed can be played in the game scene. For example, the target prop starts to hide and display from a part. When the duration of the removal reaches the preset duration, the target prop is completely hidden and deleted from the game scene.
[0102] In response to the target prop's removal duration being less than the preset removal duration, the designated object is controlled to remain at the designated position. When the removal duration is less than the preset removal duration, it means that the target prop has not been completely removed. At this time, the designated object that triggers the prop removal instruction needs to remain at the designated position, which is the position where the designated object triggers the prop removal instruction. For example, when the preset removal duration is 3 seconds, the designated object needs to remain at the designated position for 3 seconds.
[0103] Further, when the designated object is the first object, the duration of the dismantling is the first duration; when the designated object is the second object, the duration of the dismantling is the second duration; and the first duration is less than the second duration.
[0104] In this manner, the duration of dismantling the first object target prop is shorter than the duration of dismantling the second object target prop, that is, the dismantling speed of the first object target prop is greater than the dismantling speed of the second object target prop.
[0105] In other methods, there are certain conditions for the second object to remove the target prop. Specifically, in response to the second object moving to the first designated position in the designated scene space, a prop removal control is provided through the second terminal device; when the second object is in the designated scene space and moves to the first designated position, a prop removal control is provided through the second terminal device, and the second object can remove the target prop by triggering the prop removal control.
[0106] Alternatively, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is no second object other than the current second object in the designated scene space, and a prop removal control is provided through the second terminal device of the current second object; or, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is a second object other than the current second object in the designated scene space, and the prop removal control is not provided through the second terminal device of the current second object.
[0107] In this case, when there is a second object in the specified scene space, the second object outside the specified scene space cannot remove the target object. When the current second object outside the specified scene space moves to the second specified position, and there is no second object other than the current second object in the specified scene space, the current second object can remove the target prop, but if there is a second object other than the current second object in the specified scene space, the current second object cannot remove the target prop.
[0108] When the demolition duration is lower than the preset demolition duration, the second object that triggers the prop demolition instruction, or other second objects, or the first object, can issue a cancellation demolition instruction, for example, triggering a cancellation demolition control. At this time, the demolition duration stops counting and is reset; if the prop demolition instruction is triggered again, the demolition duration is recounted.
[0109] In other implementations, the first object is configured with a designated displacement skill, and in response to the designated displacement skill being triggered by the first terminal device, the number of position switching times of the first object performing the position switching function in the game is obtained; wherein the position switching function includes: in response to the first object moving to the first position of the designated scene space, controlling the first object to switch from the first position to the second position; determining the moving distance corresponding to the designated displacement skill based on the number of position switching times; and controlling the first object to move the moving distance along the designated direction.
[0110] In one method, the designated displacement skill can only take effect within the target prop, that is, it takes effect within the designated scene space, and the designated displacement skill cannot be used outside the designated scene space.
[0111] In another way, the designated displacement skill can be effective both inside and outside the designated scene space, that is, the designated displacement skill can be used both inside and outside the designated scene space.
[0112] The specified displacement skill can control the first object to perform a specified displacement behavior, such as jumping, gliding, running, etc.; the specified displacement skill can also include parameters such as displacement direction, displacement speed, and displacement distance. The specified displacement skill can be triggered by a specified displacement control. For example, clicking the specified displacement control once triggers the specified displacement skill, and the first object moves once. When the specified displacement skill is triggered, the aforementioned specified direction is determined based on the orientation of the first object. For example, the specified direction is the same as the orientation of the first object, or the specified direction is opposite to the orientation of the first object.
[0113] In one example, the specified displacement skill can control the first object to jump a certain distance in the opposite direction of the current direction of the first object, that is, the first object jumps backward a certain distance.
[0114] In this embodiment, the number of times the first object performs the position switching function in the game can affect the movement distance of the first object when the specified displacement skill is released. In one way, the movement distance is positively correlated with the number of position switching times. For example, the more position switching times, the greater the movement distance. The player can control the first object to generate as many target props as possible and perform the position switching function in the specified scene space, thereby increasing the movement distance of the first object. In another way, it can also be set that the more position switching times, the smaller the movement distance.
[0115] When the first object and the second object are located in the same designated scene space, the second object can avoid being attacked by the first object by continuously moving and executing the position switching function; the first object can move in the designated scene space by specifying the aforementioned designated displacement skills, for example, jumping backwards, to achieve rapid pursuit of the second object.
[0116] When the first object issues the aforementioned designated displacement skill and then issues a general attack command, the first object can be controlled to interrupt the displacement action corresponding to the designated displacement skill. In addition, while the first object is executing the displacement action corresponding to the designated displacement skill, it can also issue a prop generation command and generate the target prop at the same time.
[0117] Furthermore, the first object is configured with an attack skill, and in response to the first object releasing the attack skill to the second object, an attack damage parameter of the attack skill directed to the second object is determined according to the object positions of the first object and the second object.
[0118] The object positions of the first object and the second object may include the relative distance or relative distance between the first object and the second object; different object positions may result in different attack damage parameters; in addition, the object positions of the first object and the second object may also be related to the specified scene space, including multiple situations, for example, the first object is located in the specified scene space, and the second object is located outside the specified scene space; or, both the first object and the second object are located in the specified scene space, or, both the first object and the second object are located outside the specified scene space. Different object positions may result in different attack damage parameters.
[0119] When the first object and the second object are both outside the specified scene space, the attack damage parameter of the second object can be determined based on parameters such as the object distance between the first object and the second object, the skill attributes of the attack skill, etc.; for example, the smaller the object distance, the larger the attack damage parameter; when the object distance is greater than the preset damage range of the supply skill, the attack damage parameter is zero.
[0120] If the first object and the second object are both located in the specified scene space, the attack damage parameter of the attack skill directed at the second object is determined to be the preset damage parameter of the attack skill; if the preset damage parameter of the attack skill is a fixed parameter, when the attack skill is released to the second object, the attack damage parameter of the second object is the preset damage parameter of the attack skill; if the preset damage parameter of the attack skill is related to the distance, the attack damage parameter of the second object is determined based on the object distance between the second object and the first object.
[0121] If both the first object and the second object are located outside the designated scene space, it is determined that the attack damage parameter of the attack skill against the second object is lower than the preset damage parameter of the attack skill. For example, when the first object is located outside the designated scene space and the second object is located in the designated scene space, the attack damage parameter of the second object is half of the preset damage parameter of the attack skill.
[0122] In another way, in response to the first object and the second object both being located in the designated scene space, and the first object causing attack damage to the second object, the target prop is deleted from the game scene, and the designated scene space is cancelled from the game scene. It can be understood that as long as the first object causes damage to the second object, the target prop disappears from the game scene, the designated scene space is invalidated, and the second object is no longer restricted by the designated scene space.
[0123] In the above method, when the first object and the second object are both located in the specified scene space, the damage parameter of the attack skill to the second object is higher, but as long as damage is caused to the second object, the target prop is small, thereby balancing the game space of the first object and the second object and ensuring the fairness of the game.
[0124] In other embodiments, the target prop has a specified height, and the specified scene space is a three-dimensional space; the target object is located on a first plane with a first height in the specified scene space; for example, the target object is located on the scene ground in the specified scene space, and the first height is zero; for another example, the target object is located on a floor of a multi-story building in the specified scene space, and the first height may be 3 meters, 6 meters, etc.
[0125] In response to the target object moving to a first position on the first plane, the target object is controlled to switch from the first position to a second position on the first plane, and the target object is controlled to start moving from the second position; wherein, after the target object starts moving from the second position, it moves on the first plane.
[0126] In this embodiment, when the target object switches its position, it switches on the same plane; for example, the target object is located at the height of the second floor of a multi-story building in the specified scene space. The target object moves to the first position on the second floor and switches to the second position at the height. After switching to the second position, it continues to move at the height of the second floor, unless the target object is controlled by the terminal device to move to another height.
[0127] In this embodiment, the displacement of the game object can be limited by the target prop, and the position switching function in the specified scene space can be used to realize the circular transmission of the game object in the specified scene space, and the first object can quickly attack the second object. The second object cannot escape the specified scene space before the target prop disappears, and when it approaches the edge of the specified scene space, the position switching function is triggered and it switches to another position in the specified scene space, which increases the randomness of the game and the game space of both parties.
[0128] Corresponding to the aforementioned method embodiment, see Figure 6 A schematic diagram of the structure of a device for controlling a game object is shown, the device comprising:
[0129] The scene providing module 60 is used to provide a game scene corresponding to the target game in response to the game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by the first terminal device, and the second object is controlled by the second terminal device;
[0130] The prop generation module 62 is used to generate a target prop in the game scene in response to the prop generation instruction triggered by the first terminal device; the target prop is used to divide a specified scene space from the game scene;
[0131] The movement control module 64 is used to determine whether there is a target object in the specified scene space, and control the target object to move in the specified scene space in response to a movement control instruction triggered by a terminal device corresponding to the target object; wherein the target object includes the first object and / or the second object;
[0132] The position switching module 66 is used to control the target object to switch from the first position to the second position in response to the target object moving to the first position of the specified scene space, and control the target object to start moving from the second position.
[0133] The control device of the above-mentioned game object provides a game scene corresponding to the target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a designated scene space from the game scene; it is determined that there is a target object in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, the target object is controlled to move in the designated scene space; wherein the target object includes a first object and / or a second object; in response to the target object moving to a first position in the designated scene space, the target object is controlled to switch from the first position to the second position, and the target object is controlled to start moving from the second position.
[0134] In this method, when the target object is located in the specified scene space and moves to the first position, it can automatically switch to the second position, thereby improving the flexibility of the target object's movement, making the pursuit methods of the enemy parties more diverse, improving the efficiency of the game, and saving game resources.
[0135] The above-mentioned prop generation module is used to: respond to the prop generation instruction triggered by the first terminal device, obtain position information from the prop generation instruction, determine the prop generation position in the game scene based on the position information; and generate the target prop at the prop generation position.
[0136] A prop generation control is provided through a first terminal device; the apparatus further comprises a first designated generation module, which is used to: respond to a first prop generation operation for the prop generation control through the first terminal device, generate a prop generation instruction, and use the object position of the first object as position information and carry it to the prop generation instruction.
[0137] A prop generation control is provided through the first terminal device; the above-mentioned apparatus also includes a second designated generation module, which is used to: respond to a second prop generation operation for the prop generation control through the first terminal device, and display a position indication mark of the target prop to be generated in the game scene; respond to a position adjustment operation through the first terminal device, and control the position indication mark to move in the game scene; respond to a position confirmation operation through the first terminal device, and generate a prop generation instruction of a second designated type, and carry the position information corresponding to the scene position where the position indication mark is located to the prop generation instruction.
[0138] The above-mentioned prop generation module is used to: respond to the prop generation instruction triggered by the first terminal device, obtain prop size information from the prop generation instruction, and generate a target prop matching the prop size information in the game scene.
[0139] A prop generation control and a prop size adjustment control are provided through the first terminal device; the apparatus further comprises a third designated generation module, which is used to: determine the prop size information of the target prop to be generated by responding to the prop size adjustment operation for the prop size adjustment control through the first terminal device; generate a prop generation instruction by responding to the prop generation trigger operation for the prop generation control through the first terminal device, and carry the prop size information indicated by the prop indication identifier to the prop generation instruction.
[0140] The first position includes an edge position of a specified scene space; the position switching module is used to: in response to the target object moving to the first position of the specified scene space, determine the second position based on the first position; wherein the second position is the edge position of the specified scene space, and the second position has a specified position relationship with the first position; and control the target object to switch from the first position to the second position.
[0141] The above-mentioned designated position relationship includes: the second position and the first position are symmetrical relative to the center position of the designated scene space.
[0142] The position switching module is used to: in response to the target object moving to the first position of the specified scene space, obtain the first object orientation of the target object at the first position; control the target object to switch from the first position to the second position, and control the object orientation of the target object to be the first moving orientation.
[0143] The above-mentioned position switching module is used to: in response to the target object moving to the first position of the specified scene space, determine whether the position switching function of the target object is in a cooling state; in response to the position switching function of the target object being in the cooling state, control the target object to stop switching from the first position to the second position; wherein, in the cooling state, the position switching function of the target object is invalid; in response to the position switching function of the target object being in the cooling end state, determine that the position switching function of the target object is effective, and control the target object to switch from the first position to the second position.
[0144] The above-mentioned prop generation module is used to: respond to multiple consecutive prop generation instructions triggered by the first terminal device, determine that the instruction quantity of the multiple prop generation instructions is less than the current available quantity of the target props, and generate the target props corresponding to the instruction quantity in the game scene.
[0145] The above-mentioned prop generation module is used to: respond to the prop generation instruction triggered by the first terminal device, start generating the target prop in the game scene; in response to the target prop generation duration reaching the preset generation duration, determine the target prop generation, and divide the specified scene space from the game scene based on the target prop.
[0146] The target item is preset with an effective time threshold; the device also includes an item expiration control module, which is used to determine when the target item starts to take effect, and in response to the effective time of the target item meeting the effective time threshold, determines that the target item is invalid, and cancels the division of the designated scene space from the game scene.
[0147] The above-mentioned device also includes an object position control module, which is used to: in response to the effective duration of the target prop being lower than the effective duration threshold, keep the target object located in the specified scene space; and / or, in response to the effective duration of the target prop being lower than the effective duration threshold, determine that there is a game object outside the specified scene space, and keep the game object located outside the specified scene space; wherein the game object includes the first object and / or the second object.
[0148] The above-mentioned device also includes a prop removal module, which is used to: in response to a designated object moving to a designated position in the game scene, provide a prop removal control by controlling a terminal device of the designated object; wherein the designated object is a first object or a second object; the designated position includes: a first designated position located within a designated scene space, and / or a second designated position located outside the designated scene space; in response to a prop removal instruction triggered by the terminal device controlling the designated object, delete the target prop from the game scene, and cancel the division of the designated scene space from the game scene; wherein the prop removal instruction is generated by triggering the prop removal control.
[0149] The above-mentioned prop removal module is used to: respond to the prop removal instruction triggered by the terminal device that controls the specified object, start to remove the target prop; respond to the target prop removal duration reaching the preset removal duration, delete the target prop from the game scene.
[0150] The above device also includes an object position maintaining module, which is used to: in response to the removal duration of the target prop being shorter than a preset removal duration, control the designated object to remain at a designated position.
[0151] When the designated object is the first object, the duration of the demolition is the first duration; when the designated object is the second object, the duration of the demolition is the second duration; the first duration is less than the second duration.
[0152] The above-mentioned prop removal module is used to: in response to the second object moving to the first designated position within the designated scene space, provide prop removal controls through the second terminal device; or, the second object includes multiple objects, in response to the current second object moving to the second designated position outside the designated scene space, determine that there is no second object other than the current second object in the designated scene space, and provide prop removal controls through the second terminal device of the current second object; or, the second object includes multiple objects, in response to the current second object moving to the second designated position outside the designated scene space, determine that there is a second object other than the current second object in the designated scene space, and do not provide prop removal controls through the second terminal device of the current second object.
[0153] The above-mentioned first object is configured with a designated displacement skill, and the above-mentioned device also includes a displacement control module, which is used to: in response to the first terminal device triggering the designated displacement skill, obtain the number of position switching times of the first object performing the position switching function in the game; wherein the position switching function includes: in response to the first object moving to the first position of the designated scene space, controlling the first object to switch from the first position to the second position; based on the number of position switching times, determining the moving distance corresponding to the designated displacement skill; controlling the first object to move the moving distance along the designated direction.
[0154] The moving distance is positively correlated with the number of position switching times.
[0155] The specified direction is determined based on the orientation of the first object.
[0156] The first object is configured with an attack skill, and the device further comprises a damage parameter determination module for: in response to the first object releasing an attack skill to the second object, determining the attack damage parameter of the attack skill against the second object according to the object positions of the first object and the second object.
[0157] The above-mentioned damage parameter determination module is used to: if the first object and the second object are both located within the specified scene space, determine that the attack damage parameter of the attack skill directed to the second object is the damage parameter preset for the attack skill; if the first object and the second object are both located outside the specified scene space, determine that the attack damage parameter of the attack skill directed to the second object is lower than the damage parameter preset for the attack skill.
[0158] The above-mentioned device also includes a prop deletion module, which is used to: in response to the first object and the second object being both located in the designated scene space and the first object causing attack damage to the second object, control the deletion of the target prop from the game scene and cancel the division of the designated scene space from the game scene.
[0159] The target prop has a specified height, and the specified scene space is a three-dimensional space; the target object is located on a first plane with a first height in the specified scene space; the position switching module is also used to: in response to the target object moving to the first position of the first plane, control the target object to switch from the first position to the second position of the first plane, and control the target object to move from the second position; wherein, after the target object moves from the second position, it moves on the first plane.
[0160] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game object control method. The electronic device can be a server or a terminal device.
[0161] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the above-mentioned method for controlling the game object.
[0162] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0163] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0164] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can 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 gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0165] The processor in the above electronic device can implement the following operations in the above game object control method by executing computer executable instructions:
[0166] A method for controlling a game object, in response to a game match start instruction, provides a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a designated scene space from the game scene; it is determined that a target object exists in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, the target object is controlled to move in the designated scene space; wherein the target object includes the first object and / or the second object; in response to the target object moving to a first position in the designated scene space, the target object is controlled to switch from the first position to the second position, and the target object is controlled to start moving from the second position.
[0167] In response to a prop generation instruction triggered by the first terminal device, position information is obtained from the prop generation instruction, and a prop generation position is determined in the game scene based on the position information; and a target prop is generated at the prop generation position.
[0168] A prop generation control is provided through a first terminal device; a prop generation instruction is generated by the first terminal device in response to a first prop generation operation for the prop generation control, and an object position of the first object is used as position information and carried to the prop generation instruction.
[0169] Prop generation controls are provided through the first terminal device; a second prop generation operation for the prop generation control is responded to through the first terminal device, and a position indication mark of a target prop to be generated is displayed in the game scene; a position adjustment operation is responded to through the first terminal device, and the position indication mark is controlled to move in the game scene; a position confirmation operation is responded to through the first terminal device, and a prop generation instruction of a second specified type is generated, and the position information corresponding to the scene position of the position indication mark is carried to the prop generation instruction.
[0170] In response to the prop generation instruction triggered by the first terminal device, the prop size information is obtained from the prop generation instruction, and a target prop matching the prop size information is generated in the game scene.
[0171] A prop generation control and a prop size adjustment control are provided through the first terminal device; the prop size adjustment operation for the prop size adjustment control is responded to by the first terminal device to determine the prop size information of the target prop to be generated; the prop generation trigger operation for the prop generation control is responded to by the first terminal device to generate a prop generation instruction, and the prop size information indicated by the prop indication identifier is carried to the prop generation instruction.
[0172] The first position includes an edge position of a specified scene space; in response to the target object moving to the first position of the specified scene space, a second position is determined based on the first position; wherein the second position is an edge position of the specified scene space, and the second position has a specified position relationship with the first position; and the target object is controlled to switch from the first position to the second position.
[0173] The specified position relationship includes: the second position is symmetrical to the first position relative to the center position of the specified scene space.
[0174] In response to the target object moving to a first position of the specified scene space, a first object orientation of the target object at the first position is obtained; the target object is controlled to switch from the first position to the second position, and the object orientation of the target object is controlled to be a first moving orientation.
[0175] In response to the target object moving to the first position of the specified scene space, determine whether the position switching function of the target object is in a cooling state; in response to the position switching function of the target object being in the cooling state, control the target object to stop switching from the first position to the second position; wherein, in the cooling state, the position switching function of the target object is invalid; in response to the position switching function of the target object being in the cooling end state, determine that the position switching function of the target object is effective, and control the target object to switch from the first position to the second position.
[0176] In response to a plurality of consecutive prop generation instructions triggered by the first terminal device, it is determined that the instruction quantity of the plurality of prop generation instructions is less than the current available quantity of the target props, and the target props corresponding to the instruction quantity are generated in the game scene.
[0177] In response to a prop generation instruction triggered by the first terminal device, the target prop begins to be generated in the game scene; in response to the target prop generation duration reaching a preset generation duration, the target prop is determined to be generated, and a designated scene space is divided from the game scene based on the target prop.
[0178] The target prop is preset with an effective time threshold; it is determined that the target prop begins to take effect, and in response to the effective time of the target prop meeting the effective time threshold, it is determined that the target prop is invalid, and the designated scene space is cancelled from the game scene.
[0179] In response to the effective duration of the target prop being lower than the effective duration threshold, the target object is kept in the specified scene space; and / or, in response to the effective duration of the target prop being lower than the effective duration threshold, it is determined that there is a game object outside the specified scene space, and the game object is kept outside the specified scene space; wherein the game object includes the first object and / or the second object.
[0180] In response to a designated object moving to a designated position in a game scene, a prop removal control is provided by controlling a terminal device of the designated object; wherein the designated object is a first object or a second object; the designated position includes: a first designated position located within a designated scene space, and / or a second designated position located outside the designated scene space; in response to a prop removal instruction triggered by the terminal device controlling the designated object, a target prop is deleted from the game scene, and the designated scene space is undivided from the game scene; wherein the prop removal instruction is generated by triggering the prop removal control.
[0181] In response to a prop removal instruction triggered by a terminal device controlling a designated object, the target prop begins to be removed; in response to the duration of the removal of the target prop reaching a preset removal duration, the target prop is deleted from the game scene.
[0182] In response to the target prop's removal duration being shorter than a preset removal duration, the designated object is controlled to remain at the designated position.
[0183] When the designated object is the first object, the duration of the demolition is the first duration; when the designated object is the second object, the duration of the demolition is the second duration; the first duration is less than the second duration.
[0184] The designated object includes a second object; in response to the second object moving to a first designated position within the designated scene space, a prop removal control is provided through a second terminal device; or, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is no second object other than the current second object in the designated scene space, and a prop removal control is provided through the second terminal device of the current second object; or, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is a second object other than the current second object in the designated scene space, and a prop removal control is not provided through the second terminal device of the current second object.
[0185] The first object is configured with a designated displacement skill. In response to the first terminal device triggering the designated displacement skill, the number of position switching times of the first object performing the position switching function in the game is obtained; wherein the position switching function includes: in response to the first object moving to the first position of the designated scene space, controlling the first object to switch from the first position to the second position; determining the moving distance corresponding to the designated displacement skill based on the number of position switching times; and controlling the first object to move the moving distance along the designated direction.
[0186] The moving distance is positively correlated with the number of position switching times.
[0187] The specified direction is determined based on the orientation of the first object.
[0188] The first object is configured with an attack skill. In response to the first object releasing the attack skill to the second object, the party determines an attack damage parameter of the attack skill directed to the second object according to the object positions of the first object and the second object.
[0189] If the first object and the second object are both located within the specified scene space, it is determined that the attack damage parameter of the attack skill for the second object is the damage parameter preset for the attack skill; if the first object and the second object are both located outside the specified scene space, it is determined that the attack damage parameter of the attack skill for the second object is lower than the damage parameter preset for the attack skill.
[0190] In response to the first object and the second object both being located in the designated scene space, and the first object causing attack damage to the second object, the target prop is deleted from the game scene, and the designated scene space is canceled from being divided from the game scene.
[0191] The target prop has a specified height, and the specified scene space is a three-dimensional space; the target object is located on a first plane with a first height in the specified scene space; in response to the target object moving to a first position of the first plane, the target object is controlled to switch from the first position to a second position of the first plane, and the target object is controlled to move from the second position; wherein, after the target object moves from the second position, it moves on the first plane.
[0192] In this method, when the target object is located in the specified scene space and moves to the first position, it can automatically switch to the second position, thereby improving the flexibility of the target object's movement, making the pursuit methods of the enemy parties more diverse, improving the efficiency of the game, and saving game resources.
[0193] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game object control method.
[0194] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the method for controlling the game object by executing the computer executable instructions:
[0195] A method for controlling a game object, in response to a game match start instruction, provides a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a designated scene space from the game scene; it is determined that a target object exists in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, the target object is controlled to move in the designated scene space; wherein the target object includes the first object and / or the second object; in response to the target object moving to a first position in the designated scene space, the target object is controlled to switch from the first position to the second position, and the target object is controlled to start moving from the second position.
[0196] In response to a prop generation instruction triggered by the first terminal device, position information is obtained from the prop generation instruction, and a prop generation position is determined in the game scene based on the position information; and a target prop is generated at the prop generation position.
[0197] A prop generation control is provided through a first terminal device; a prop generation instruction is generated by the first terminal device in response to a first prop generation operation for the prop generation control, and an object position of the first object is used as position information and carried to the prop generation instruction.
[0198] Prop generation controls are provided through the first terminal device; a second prop generation operation for the prop generation control is responded to through the first terminal device, and a position indication mark of a target prop to be generated is displayed in the game scene; a position adjustment operation is responded to through the first terminal device, and the position indication mark is controlled to move in the game scene; a position confirmation operation is responded to through the first terminal device, and a prop generation instruction of a second specified type is generated, and the position information corresponding to the scene position of the position indication mark is carried to the prop generation instruction.
[0199] In response to the prop generation instruction triggered by the first terminal device, the prop size information is obtained from the prop generation instruction, and a target prop matching the prop size information is generated in the game scene.
[0200] A prop generation control and a prop size adjustment control are provided through the first terminal device; the prop size adjustment operation for the prop size adjustment control is responded to by the first terminal device to determine the prop size information of the target prop to be generated; the prop generation trigger operation for the prop generation control is responded to by the first terminal device to generate a prop generation instruction, and the prop size information indicated by the prop indication identifier is carried to the prop generation instruction.
[0201] The first position includes an edge position of a specified scene space; in response to the target object moving to the first position of the specified scene space, a second position is determined based on the first position; wherein the second position is an edge position of the specified scene space, and the second position has a specified position relationship with the first position; and the target object is controlled to switch from the first position to the second position.
[0202] The specified position relationship includes: the second position is symmetrical to the first position relative to the center position of the specified scene space.
[0203] In response to the target object moving to a first position of the specified scene space, a first object orientation of the target object at the first position is obtained; the target object is controlled to switch from the first position to the second position, and the object orientation of the target object is controlled to be a first moving orientation.
[0204] In response to the target object moving to the first position of the specified scene space, determine whether the position switching function of the target object is in a cooling state; in response to the position switching function of the target object being in the cooling state, control the target object to stop switching from the first position to the second position; wherein, in the cooling state, the position switching function of the target object is invalid; in response to the position switching function of the target object being in the cooling end state, determine that the position switching function of the target object is effective, and control the target object to switch from the first position to the second position.
[0205] In response to a plurality of consecutive prop generation instructions triggered by the first terminal device, it is determined that the instruction quantity of the plurality of prop generation instructions is less than the current available quantity of the target props, and the target props corresponding to the instruction quantity are generated in the game scene.
[0206] In response to a prop generation instruction triggered by the first terminal device, the target prop begins to be generated in the game scene; in response to the target prop generation duration reaching a preset generation duration, the target prop is determined to be generated, and a designated scene space is divided from the game scene based on the target prop.
[0207] The target prop is preset with an effective time threshold; it is determined that the target prop begins to take effect, and in response to the effective time of the target prop meeting the effective time threshold, it is determined that the target prop is invalid, and the designated scene space is cancelled from the game scene.
[0208] In response to the effective duration of the target prop being lower than the effective duration threshold, the target object is kept in the specified scene space; and / or, in response to the effective duration of the target prop being lower than the effective duration threshold, it is determined that there is a game object outside the specified scene space, and the game object is kept outside the specified scene space; wherein the game object includes the first object and / or the second object.
[0209] In response to a designated object moving to a designated position in a game scene, a prop removal control is provided by controlling a terminal device of the designated object; wherein the designated object is a first object or a second object; the designated position includes: a first designated position located within a designated scene space, and / or a second designated position located outside the designated scene space; in response to a prop removal instruction triggered by the terminal device controlling the designated object, a target prop is deleted from the game scene, and the designated scene space is undivided from the game scene; wherein the prop removal instruction is generated by triggering the prop removal control.
[0210] In response to a prop removal instruction triggered by a terminal device controlling a designated object, the target prop begins to be removed; in response to the duration of the removal of the target prop reaching a preset removal duration, the target prop is deleted from the game scene.
[0211] In response to the target prop's removal duration being shorter than a preset removal duration, the designated object is controlled to remain at the designated position.
[0212] When the designated object is the first object, the duration of the demolition is the first duration; when the designated object is the second object, the duration of the demolition is the second duration; the first duration is less than the second duration.
[0213] The designated object includes a second object; in response to the second object moving to a first designated position within the designated scene space, a prop removal control is provided through a second terminal device; or, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is no second object other than the current second object in the designated scene space, and a prop removal control is provided through the second terminal device of the current second object; or, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is a second object other than the current second object in the designated scene space, and a prop removal control is not provided through the second terminal device of the current second object.
[0214] The first object is configured with a designated displacement skill. In response to the first terminal device triggering the designated displacement skill, the number of position switching times of the first object performing the position switching function in the game is obtained; wherein the position switching function includes: in response to the first object moving to the first position of the designated scene space, controlling the first object to switch from the first position to the second position; determining the moving distance corresponding to the designated displacement skill based on the number of position switching times; and controlling the first object to move the moving distance along the designated direction.
[0215] The moving distance is positively correlated with the number of position switching times.
[0216] The specified direction is determined based on the orientation of the first object.
[0217] The first object is configured with an attack skill. In response to the first object releasing the attack skill to the second object, the party determines an attack damage parameter of the attack skill directed to the second object according to the object positions of the first object and the second object.
[0218] If the first object and the second object are both located within the specified scene space, it is determined that the attack damage parameter of the attack skill for the second object is the damage parameter preset for the attack skill; if the first object and the second object are both located outside the specified scene space, it is determined that the attack damage parameter of the attack skill for the second object is lower than the damage parameter preset for the attack skill.
[0219] In response to the first object and the second object both being located in the designated scene space, and the first object causing attack damage to the second object, the target prop is deleted from the game scene, and the designated scene space is canceled from being divided from the game scene.
[0220] The target prop has a specified height, and the specified scene space is a three-dimensional space; the target object is located on a first plane with a first height in the specified scene space; in response to the target object moving to a first position of the first plane, the target object is controlled to switch from the first position to a second position of the first plane, and the target object is controlled to move from the second position; wherein, after the target object moves from the second position, it moves on the first plane.
[0221] In this method, when the target object is located in the specified scene space and moves to the first position, it can automatically switch to the second position, thereby improving the flexibility of the target object's movement, making the pursuit methods of the enemy parties more diverse, improving the efficiency of the game, and saving game resources.
[0222] The game object control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0223] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0224] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0225] 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 invention, 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. The computer software product is stored in a storage medium, including several instructions for enabling 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 invention. 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.
[0226] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0227] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, 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 invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for controlling a game object, characterized in that: The method comprises: In response to a game match start instruction, a game scene corresponding to a target game is provided; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; In response to a prop generation instruction triggered by the first terminal device, a target prop is generated in the game scene; the target prop is used to divide a specified scene space from the game scene; Determining that there is a target object in the designated scene space, and in response to a movement control instruction triggered by a terminal device corresponding to the target object, controlling the target object to move in the designated scene space; wherein the target object includes the first object and / or the second object; In response to the target object moving to a first position of the designated scene space, the target object is controlled to switch from the first position to a second position, and the target object is controlled to start moving from the second position.
2. The method according to claim 1, characterized in that In response to the prop generation instruction triggered by the first terminal device, the step of generating a target prop in the game scene includes: In response to a prop generation instruction triggered by the first terminal device, obtaining position information from the prop generation instruction, and determining a prop generation position in the game scene based on the position information; Generate the target prop at the prop generation position.
3. The method according to claim 2, characterized in that Providing a prop generation control through the first terminal device; the method further includes: The first terminal device responds to the first prop generation operation for the prop generation control, generates a prop generation instruction, and uses the object position of the first object as position information and carries it to the prop generation instruction.
4. The method according to claim 2, characterized in that: Providing a prop generation control through the first terminal device; the method further includes: Responding, by the first terminal device, to a second prop generation operation for the prop generation control, and displaying a position indication mark of a target prop to be generated in the game scene; Controlling the position indication mark to move in the game scene by the first terminal device in response to the position adjustment operation; The first terminal device responds to the location confirmation operation to generate a prop generation instruction of a second specified type, and carries the location information corresponding to the scene location where the location indication mark is located to the prop generation instruction.
5. The method according to claim 1, characterized in that In response to the prop generation instruction triggered by the first terminal device, the step of generating a target prop in the game scene includes: In response to the prop generation instruction triggered by the first terminal device, prop size information is obtained from the prop generation instruction, and a target prop matching the prop size information is generated in the game scene.
6. The method according to claim 5, characterized in that Providing a prop generation control and a prop size adjustment control through the first terminal device; the method further includes: Determine prop size information of a target prop to be generated by the first terminal device in response to a prop size adjustment operation on the prop size adjustment control; The first terminal device responds to the prop generation trigger operation for the prop generation control, generates a prop generation instruction, and carries the prop size information indicated by the prop indication mark to the prop generation instruction.
7. The method according to claim 1, characterized in that The first position includes an edge position of the designated scene space; and in response to the target object moving to the first position of the designated scene space, the step of controlling the target object to switch from the first position to the second position includes: In response to the target object moving to a first position of the designated scene space, determining a second position based on the first position; wherein the second position is an edge position of the designated scene space, and the second position has a designated position relationship with the first position; Control the target object to switch from the first position to a second position.
8. The method according to claim 7, characterized in that The designated position relationship includes: the second position is symmetrical to the first position relative to the center position of the designated scene space.
9. The method according to claim 1, characterized in that: In response to the target object moving to a first position of the designated scene space, the step of controlling the target object to switch from the first position to a second position includes: In response to the target object moving to a first position of the designated scene space, acquiring a first object orientation of the target object at the first position; The target object is controlled to switch from the first position to a second position, and the object orientation of the target object is controlled to be the first moving orientation.
10. The method according to claim 1, characterized in that In response to the target object moving to a first position of the designated scene space, the step of controlling the target object to switch from the first position to a second position includes: In response to the target object moving to a first position of the designated scene space, determining whether a position switching function of the target object is in a cooling state; In response to the position switching function of the target object being in a cooling state, controlling the target object to stop switching from the first position to the second position; wherein in the cooling state, the position switching function of the target object is invalid; In response to the position switching function of the target object being in a cooling end state, determining that the position switching function of the target object is effective, and controlling the target object to switch from the first position to a second position.
11. The method according to claim 1, characterized in that In response to the prop generation instruction triggered by the first terminal device, the step of generating a target prop in the game scene includes: In response to a plurality of consecutive prop generation instructions triggered by the first terminal device, it is determined that the instruction quantity of the plurality of prop generation instructions is less than the current available quantity of the target props, and target props corresponding to the instruction quantity are generated in the game scene.
12. The method according to claim 1, characterized in that In response to the prop generation instruction triggered by the first terminal device, the step of generating a target prop in the game scene includes: In response to the prop generation instruction triggered by the first terminal device, start generating a target prop in the game scene; In response to the target item generation duration reaching a preset generation duration, the target item is determined to be generated, and a designated scene space is divided from the game scene based on the target item.
13. The method according to claim 1, characterized in that The target prop is preset with an effective time threshold; after the step of generating the target prop in the game scene in response to the prop generation instruction triggered by the first terminal device, the method further includes: It is determined that the target prop begins to take effect. In response to the effective duration of the target prop meeting the effective duration threshold, it is determined that the target prop is invalid, and the designated scene space is de-divided from the game scene.
14. The method according to claim 13, characterized in that The method further comprises: In response to the effective duration of the target prop being lower than the effective duration threshold, keeping the target object located in the designated scene space; And / or, in response to the effective duration of the target prop being lower than the effective duration threshold, determining that there is a game object outside the designated scene space, and keeping the game object outside the designated scene space; wherein the game object includes the first object and / or the second object.
15. The method according to claim 1, characterized in that The method further comprises: In response to a designated object moving to a designated position in the game scene, a prop removal control is provided by controlling a terminal device of the designated object; wherein the designated object is the first object or the second object; the designated position includes: a first designated position located within the designated scene space, and / or a second designated position located outside the designated scene space; In response to a prop removal instruction triggered by a terminal device controlling the designated object, the target prop is deleted from the game scene, and the designated scene space is undivided from the game scene; wherein the prop removal instruction is generated by triggering the prop removal control.
16. The method according to claim 15, characterized in that In response to a prop removal instruction triggered by a terminal device controlling the designated object, the step of deleting the target prop from the game scene comprises: In response to a prop removal instruction triggered by a terminal device controlling the designated object, starting to remove the target prop; In response to the duration of the removal of the target prop reaching a preset removal duration, the target prop is deleted from the game scene.
17. The method according to claim 16, characterized in that The method further comprises: In response to the target item being removed for a duration shorter than a preset removal duration, the designated object is controlled to remain at the designated position.
18. The method according to claim 16, characterized in that When the designated object is the first object, the duration of the removal is the first duration; when the designated object is the second object, the duration of the removal is the second duration; The first duration is shorter than the second duration.
19. The method according to claim 15, characterized in that The designated object includes the second object; and in response to the designated object moving to the designated position in the game scene, the step of providing a prop removal control by controlling the terminal device of the designated object comprises: In response to the second object moving to a first designated position in the designated scene space, providing a prop removal control via the second terminal device; Alternatively, the second object includes a plurality of objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is no second object other than the current second object in the designated scene space, and a prop removal control is provided through a second terminal device of the current second object; Alternatively, the second object includes multiple objects, and in response to the current second object moving to a second designated position outside the designated scene space, it is determined that there is a second object other than the current second object in the designated scene space, and prop removal controls are not provided through the second terminal device of the current second object.
20. The method according to claim 1, characterized in that The first object is configured with a specified displacement skill, and the method further includes: In response to the first terminal device triggering the designated displacement skill, obtaining the number of position switching times of the first object performing the position switching function in the game; wherein the position switching function includes: in response to the first object moving to the first position of the designated scene space, controlling the first object to switch from the first position to the second position; Based on the number of position switching times, determining a moving distance corresponding to the specified displacement skill; The first object is controlled to move along a specified direction by the moving distance.
21. The method according to claim 20, characterized in that The moving distance is positively correlated with the number of position switching times.
22. The method according to claim 20, characterized in that The specified direction is determined based on the orientation of the first object.
23. The method according to claim 1, characterized in that The first object is configured with an attack skill, and the method further comprises: In response to the first object releasing the attack skill to the second object, an attack damage parameter of the attack skill on the second object is determined according to the object positions of the first object and the second object.
24. The method according to claim 23, characterized in that The step of determining the attack damage parameter of the attack skill directed at the second object according to the object positions of the first object and the second object comprises: If both the first object and the second object are located in the designated scene space, determining that the attack damage parameter of the attack skill against the second object is a preset damage parameter of the attack skill; If both the first object and the second object are located outside the designated scene space, it is determined that the attack damage parameter of the attack skill against the second object is lower than the preset damage parameter of the attack skill.
25. The method according to claim 24, characterized in that The method further comprises: In response to the first object and the second object being both located within the designated scene space, and the first object causing attack damage to the second object, the target prop is deleted from the game scene, and the designated scene space is undivided from the game scene.
26. The method according to claim 1, characterized in that The target prop has a specified height, and the specified scene space is a three-dimensional space; the target object is located on a first plane with a first height in the specified scene space; The step of controlling the target object to switch from the first position to a second position in response to the target object moving to the first position of the designated scene space, and controlling the target object to start moving from the second position includes: In response to the target object moving to a first position on the first plane, the target object is controlled to switch from the first position to a second position on the first plane, and the target object is controlled to move from the second position; wherein, after the target object moves from the second position, it moves on the first plane.
27. A device for controlling a game object, characterized in that: The device comprises: A scene providing module, configured to provide a game scene corresponding to a target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; A prop generation module, configured to generate a target prop in the game scene in response to a prop generation instruction triggered by the first terminal device; the target prop is used to divide a specified scene space from the game scene; a movement control module, configured to determine that a target object exists in the designated scene space, and control the target object to move in the designated scene space in response to a movement control instruction triggered by a terminal device corresponding to the target object; wherein the target object includes the first object and / or the second object; A position switching module is used to control the target object to switch from the first position to a second position in response to the target object moving to the first position of the designated scene space, and to control the target object to start moving from the second position.
28. An electronic device, characterized in that: It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for controlling the game object described in any one of claims 1-26.
29. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the method for controlling the game object described in any one of claims 1-26.