Game operation method and device, storage medium and electronic equipment
The game operation method enables users to select and assemble enemy-specific props, simplifying gameplay by reducing repetitive character movement and enhancing operational efficiency.
Patent Information
- Application Number
- CN202411492069.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-23
- Publication Date
- 2025-01-03
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing confrontation games require repetitive character movement and fixed prop usage, making the gameplay cumbersome and complex due to the lack of enemy-specific props.
A game operation method that allows users to select and assemble game props suitable for specific virtual enemies based on their characteristics, enabling targeted attacks and reducing repetitive character movement.
The method simplifies gameplay by allowing users to choose props compatible with virtual enemies, reducing operational complexity and enhancing user efficiency through intelligent prop recommendations.
Smart Images

Figure CN119236407A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a game operation method, device, storage medium and electronic device. Background Art
[0002] With the advancement of computer technology, the game industry has also developed rapidly. At the same time, there are endless types of games, such as competitive games, puzzle games, etc.
[0003] like Figure 1 As shown, during the operation of the existing confrontation game, the virtual enemy can gradually approach the target character, and the user controls the target character to move left and right and picks up corresponding props to attack the virtual enemy.
[0004] However, in existing confrontation games, the props picked up by users are relatively fixed and are not suitable for specific enemies in the game. Therefore, in the process of confronting virtual enemies, users can only achieve game goals by repeatedly controlling the movement of the target character. The whole process is relatively cumbersome and complex. Summary of the invention
[0005] This specification provides a game operation method, device, storage medium and electronic device to partially solve the above problems existing in the prior art.
[0006] This manual adopts the following technical solutions:
[0007] This manual provides a game operation method, including:
[0008] Start the game and show the game interface to the user;
[0009] In response to a designated operation performed by the user in the game interface, determining a game level to be executed as a target level;
[0010] Running the program corresponding to the target level to start the target level;
[0011] Generating a target character controlled by the user in the target level, and continuously generating various types of virtual enemies corresponding to the target level before determining that the clearance conditions of the target level are met, and controlling the various types of virtual enemies to approach the target character;
[0012] In response to the assembly operation performed by the user during the game stage of the target level, the game props that the user needs to assemble are determined as target props based on the game props selected by the user for the target level, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target props.
[0013] Optionally, the step of determining the game props selected by the user for the target level specifically includes:
[0014] When it is detected that the user accesses a designated entrance during the game phase of the target level, a prop interface including various types of game props is displayed to the user;
[0015] In response to a prop selection operation performed by the user on the prop interface, the game prop selected by the user for the target level is determined.
[0016] Optionally, the step of determining the game props selected by the user for the target level specifically includes:
[0017] During a preparation phase of the target level, a prop interface including various types of game props is displayed to the user, wherein the preparation phase is before the game phase;
[0018] In response to a prop selection operation performed by the user on the prop interface, the game prop selected by the user for the target level is determined.
[0019] Optionally, in response to the assembly operation performed by the user during the game phase of the target level, the step of determining the game props that the user needs to assemble according to the determined game props selected by the user for the target level specifically includes:
[0020] In response to an assembly operation performed by the user during a game phase of the target level, a game prop selected and confirmed by the user is determined from the game props selected by the user for the target level as the game prop that the user needs to assemble.
[0021] Optionally, in response to the assembly operation performed by the user during the game phase of the target level, the step of determining the game props that the user needs to assemble according to the determined game props selected by the user for the target level specifically includes:
[0022] Generating the game props selected by the user for the target level in the target level, and controlling the generated game props to approach the target character;
[0023] In response to the assembly operation performed by the user during the game phase of the target level, the target character is detected to pick up a game prop, and the game prop picked up by the target character is used as the game prop that the user needs to assemble.
[0024] Optionally, the step of determining the game props selected by the user for the target level specifically includes:
[0025] Determining characteristic information of various types of virtual enemies in the target level;
[0026] According to the characteristic information, candidate props adapted to various types of virtual enemies in the target level are displayed to the user;
[0027] The game props selected by the user for the target level are determined according to the selection operation performed by the user on at least some of the candidate props.
[0028] Optionally, the step of determining the game props selected by the user for the target level specifically includes:
[0029] Displaying a prop interface including all game props to the user, and marking game props adapted to various types of virtual enemies in the target level in the prop interface in a specified marking manner as marked props according to characteristic information of various types of virtual enemies in the target level;
[0030] The game props selected by the user for the target level are determined according to a selection operation performed by the user in a prop interface including marked props.
[0031] This specification provides a game operating device, including:
[0032] Startup module: used to start the game and display the game interface to the user;
[0033] A determination module: used for determining a game level to be executed as a target level in response to a specified operation performed by the user in the game interface;
[0034] Running module: used to run the program corresponding to the target level to start the target level;
[0035] A control module: used to generate a target character controlled by the user in the target level, and to continuously generate various types of virtual enemies corresponding to the target level before it is determined that the clearance conditions of the target level are met, and to control the various types of virtual enemies to approach the target character;
[0036] Attack module: In response to the assembly operation performed by the user during the game stage of the target level, the game props that the user needs to assemble are determined as target props according to the game props selected by the user for the target level, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target props.
[0037] This specification provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, the above-mentioned game operation method is implemented.
[0038] This specification provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned game operation method when executing the program.
[0039] At least one of the above technical solutions adopted in this specification can achieve the following beneficial effects:
[0040] The game operation method provided in the present specification can start the game and display the game interface to the user, determine the game level to be executed as the target level in response to the specified operation performed by the user in the game interface, run the program corresponding to the target level to start the target level, generate a target character controlled by the user in the target level, and continuously generate various types of virtual enemies corresponding to the target level before determining that the clearance conditions of the target level are met, and control the various types of virtual enemies to approach the target character, and in response to the assembly operation performed by the user during the game stage of the target level, determine the game props that the user needs to assemble as the target props according to the game props selected by the user for the target level, so that the user can control the target character to attack at least some of the virtual enemies in the target level based on the target props.
[0041] It can be seen from this that in the above-mentioned game operation method, the user does not need to pick up relatively fixed props and repeatedly manipulate the target character to achieve the game goal as in the prior art, but can select game props that are compatible with the virtual enemies in the target level from various types of props, so that the target character can be manipulated to use specific game props to attack specific types of virtual enemies, which greatly reduces the complexity of the operation. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] The drawings described herein are used to provide a further understanding of this specification and constitute a part of this specification. The illustrative embodiments and descriptions of this specification are used to explain this specification and do not constitute an improper limitation on this specification. In the drawings:
[0043] Figure 1A schematic diagram of a game interface in the prior art provided in this specification;
[0044] Figure 2 A flowchart of a game operation method provided in this manual;
[0045] Figure 3 A schematic diagram of a game interface provided in this manual;
[0046] Figure 4 A schematic diagram of a prop interface provided in this manual;
[0047] Figure 5 A schematic diagram of a game interface and a prop interface provided in this manual;
[0048] Figure 6 A schematic diagram of a prop interface provided in this manual;
[0049] Figure 7 A schematic diagram of a game interface and a backpack interface provided in this manual;
[0050] Figure 8 A schematic diagram of a game interface provided in this manual;
[0051] Fig. 9 A schematic diagram of a game interface provided in this manual;
[0052] Fig.10 A schematic diagram of a game operating device provided in this specification;
[0053] Fig.11 A method corresponding to the Figure 2 Schematic diagram of the structure of an electronic device. DETAILED DESCRIPTION
[0054] In order to make the purpose, technical solutions and advantages of this specification more clear, the technical solutions of this specification will be clearly and completely described below in combination with the specific embodiments of this specification and the corresponding drawings. Obviously, the described embodiments are only part of the embodiments of this specification, not all of them. Based on the embodiments in this specification, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this specification.
[0055] At present, during the operation of existing confrontation games, virtual enemies can gradually approach the target character, and the user controls the target character to move left and right and pick up corresponding props to attack the virtual enemy. However, in existing confrontation games, the props picked up by the user are relatively fixed and are not suitable for specific enemies in the game. Therefore, in the process of confronting the virtual enemy, the user can only achieve the game goal by repeatedly controlling the target character to move. The whole process is relatively cumbersome and complex.
[0056] Therefore, this specification provides a game operation method, which can effectively solve the problems in the prior art.
[0057] The technical solutions provided by the embodiments of this specification are described in detail below in conjunction with the accompanying drawings.
[0058] Figure 2 This is a flowchart of a game operation method provided in this specification, comprising the following steps:
[0059] S201: Start the game and display the game interface to the user.
[0060] In this specification, the game operation process can be performed by a terminal device, which can be a device such as a personal computer, a mobile terminal, etc. The execution subject of the game operation method involved in this specification can also be a client, a small program, etc. installed in the terminal device. For the convenience of description, the following description is based on the client as the execution subject.
[0061] In the embodiments of the present specification, a graphical user interface may be displayed to a user on a terminal device used by the user (such as a smart phone, a smart computer, etc.). Furthermore, the displayed graphical user interface may include a game icon, and when it is detected that a user touches the game icon, the corresponding game may be started, and the game interface may be displayed to the user, so that the user can perform the corresponding game task in the game interface.
[0062] S202: In response to a designated operation performed by the user in the game interface, determining a game level to be executed as a target level.
[0063] S203: Running a program corresponding to the target level to start the target level.
[0064] The client can determine the game level to be executed in response to the designated operation performed by the user in the game interface, and use the determined game level to be executed as the target level.
[0065] For example, game levels can be divided into primary level, intermediate level and advanced level. The client can set level controls named "primary level", "intermediate level" and "advanced level" in the game interface, and the user can touch the corresponding level control to perform the corresponding game task according to actual needs. When the user touches the control named "primary level", the client can determine that the game level to be executed is the primary level and use it as the target level.
[0066] Correspondingly, after determining the target level, the client can run the program corresponding to the target level to start the target level.
[0067] S204: generating a target character controlled by the user in the target level, and continuously generating various types of virtual enemies corresponding to the target level before determining that the clearance conditions of the target level are met, and controlling the various types of virtual enemies to approach the target character.
[0068] In this manual, after the client runs the program corresponding to the target level, it can display the corresponding game interface to the user. For details, please refer to the following Figure 3 .
[0069] Figure 3 This is a schematic diagram of a game interface provided in this manual.
[0070] Depend on Figure 3 It can be seen that the client can generate a target character controlled by the user in the target level, and before the clearance conditions of the target level are met, it continuously generates various types of virtual enemies corresponding to the target level, and controls the generated virtual enemies of various types to approach the target character. Among them, the types and numbers of virtual enemies corresponding to different target levels are often different. Compared with lower-level levels, higher-level levels often correspond to more types of virtual enemies and more in number.
[0071] In actual application, corresponding clearance conditions can be set according to actual needs, such as reaching a specified level time, the target character attacking a preset number of virtual enemies, etc.
[0072] S205: In response to the assembly operation performed by the user during the game stage of the target level, the game props that the user needs to assemble are determined as target props according to the game props selected by the user for the target level, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target props.
[0073] During the target level game phase, the user can perform an assembly operation based on the selected game props to manipulate the target character to attack at least part of the virtual enemies in the target level through the assembled game props.
[0074] The user's selection of game props mentioned above can be divided into two situations. One is to make the selection before entering the game stage, that is, to make the selection during the preparation stage. The other is to make the selection during the game stage of the target level. These two situations will be explained below.
[0075] For the first case, the user can first select the game props for the target level during the preparation stage of the target level, and then determine the game props that need to be assembled during the game stage of the target level based on the selected game props, so as to control the target character to attack the corresponding virtual enemy based on the assembled game props.
[0076] Specifically, the client may display a prop interface containing various types of game props to the user during the preparation stage of the target level, and then, in response to the user's prop selection operation performed on the prop interface, determine the game prop selected by the user for the target level. The prop interface may be specifically referred to as follows: Figure 4 .
[0077] Figure 4 This is a schematic diagram of a prop interface provided in this manual.
[0078] Depend on Figure 4 It can be seen that the prop interface displayed to the user during the preparation stage of the target level includes various types of game props, and the user can select the corresponding game props according to actual needs. In addition, when the client detects that the user touches the selection control corresponding to the specified game prop, the game prop can be used as the game prop selected by the user.
[0079] For the second case, the user does not need to select game props during the preparation phase of the target level, but can directly select corresponding game props during the game phase of the target level to facilitate the subsequent assembly of the game props.
[0080] Specifically, the client may provide a designated entrance to the user in the game interface, and when it is detected that the user accesses the designated entrance during the game phase of the target level, the prop interface containing various types of game props may be displayed to the user. Furthermore, in response to the user performing a prop selection operation in the prop interface, the game prop selected by the user for the target level may be determined. The game interface and the prop interface may be specifically referred to as follows Figure 5 .
[0081] Figure 5 This is a schematic diagram of a game interface and a prop interface provided in this manual.
[0082] Depend on Figure 5 It can be seen that a control named "prop store" can be set in the game interface. During the game stage of the target level, when the client detects that the user touches the prop store control, it can jump from the current game interface to the prop interface, wherein the prop interface can include various types of game props provided by the prop store. In addition, in the prop interface, the user can touch the selection control corresponding to the specified game prop to purchase the corresponding game prop, so as to facilitate the subsequent assembly of the selected game prop.
[0083] Of course, the game props selected by the user for the target level can be one or more, and this specification does not make any specific limitation here.
[0084] In addition, in this specification, different types of game props are suitable for attacking different types of virtual enemies. For example, primary game props are suitable for attacking ordinary virtual enemies, and advanced game props are suitable for attacking advanced virtual enemies. For another example, for special types of virtual enemies (such as fire-resistant and water-fearing virtual enemies), it is suitable to use game props such as water guns to attack them.
[0085] It should be noted that since different target levels often correspond to different types of virtual enemies, in order to avoid the situation where the game props selected by the user are not suitable for the current target level, when displaying the prop interface to the user, the client can also determine which specific props to display in the prop interface for the user to choose based on the characteristic information of the target level.
[0086] Specifically, the client may determine characteristic information of various types of virtual enemies in the target level. For example, the characteristic information may include quantity information of various types of virtual enemies, vitality information of various types of virtual enemies, skill information of various types of virtual enemies, etc.
[0087] Furthermore, candidate props that are suitable for various types of virtual enemies in the target level can be displayed to the user in the prop interface according to the characteristic information of various types of virtual enemies. For example, when the virtual enemies in the target level include ordinary virtual enemies and fire-resistant and water-fearing virtual enemies, primary game props (such as primary axes, primary hammers, etc.) that are suitable for ordinary virtual enemies can be determined according to the characteristic information of these two types of virtual enemies, and game props (such as water guns, buckets, etc.) that are suitable for fire-resistant and water-fearing virtual enemies can be determined. At the same time, the determined suitable props can be used as candidate props and displayed to the user in the prop interface.
[0088] Then, the game props selected by the user for the target level may be determined based on the selection operation performed by the user on at least some of the candidate props.
[0089] Of course, in addition to only displaying compatible game props to the user in the prop interface, all types of game props can also be displayed in the prop interface, and compatible game props can be marked among the various types of game props, so that the user can select the corresponding game props in the prop interface according to the marked game props. Specifically, the client can mark the game props that are compatible with the various types of virtual enemies in the target level in the prop interface in a specified marking manner according to the characteristic information of the various types of virtual enemies in the target level as marked props. The client can determine the game props selected by the user for the target level based on the selection operation performed by the user in the prop interface containing the marked props, so that the user can perform the corresponding assembly operation based on the selected game props. Among them, the specific prop interface can be referred to as follows Figure 6 .
[0090] Figure 6 This is a schematic diagram of a prop interface provided in this manual.
[0091] Depend on Figure 6 It can be seen that the prop interface can include all game props, and since the target level includes common virtual enemies and fire-resistant and water-fearing virtual enemies, game props that are compatible with common virtual enemies and game props that are compatible with fire-resistant and water-fearing virtual enemies can be marked, and the compatible props are used as marked props. Then, the user can refer to the marked props to touch the selection control corresponding to the corresponding game prop to select the corresponding game prop.
[0092] Then, the client may respond to the assembly operation performed by the user during the game phase of the target level and determine the game props that the user needs to assemble as the target props according to the determined game props selected by the user for the target level.
[0093] Specifically, the client can respond to the assembly operation performed by the user during the game stage of the target level and determine the game props selected by the user from the game props selected by the user for the target level as the game props that the user needs to assemble. For details, please refer to the following Figure 7 .
[0094] Figure 7 This is a schematic diagram of a game interface and backpack interface provided in this manual.
[0095] Depend on Figure 7It can be seen that when the user touches the prop store control and selects the game props for the target level from the corresponding prop interface, the client can put the game props selected by the user into the "backpack", and the client can be provided with a backpack control in the game interface. When the backpack control is detected to be touched, it can jump from the current game interface to the backpack interface. Furthermore, the user can touch the corresponding assembly control in the backpack interface to perform the assembly operation. When the user touches the assembly control corresponding to the game prop "water gun", that is, the user selects the confirmed game prop "water gun" from the selected game props, the game prop "water gun" is used as the game prop that the user needs to assemble.
[0096] In this specification, in addition to determining the game props that the user needs to assemble from the game props selected by the user for the target level, the game props selected by the user for the target level can also be generated in the target level, and the game props to be assembled can be determined by detecting whether the target character picks up the corresponding props. For details, please refer to the following Figure 8 .
[0097] Figure 8 This is a schematic diagram of a game interface provided in this manual.
[0098] Depend on Figure 8 It can be seen that the game props selected by the user for the target level can be generated in the target level, and the generated game props can be controlled to gradually approach the target character. Furthermore, the user can perform corresponding assembly operations according to the game props generated in the current game interface, that is, the user can pick up the corresponding game props by moving left and right, so as to assemble the game props when picking up the specified game props. Accordingly, the client can detect the target character picking up the game props in response to the assembly operation performed by the user during the target level game stage, and use the game props picked up by the target character as the game props that the user needs to assemble.
[0099] After determining the game props that the user needs to assemble, it can be used as a target prop, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target prop.
[0100] Next, the overall process of the above game operation method will be described. For details, please refer to the following Fig. 9 .
[0101] Fig. 9 This is a schematic diagram of a game interface provided in this manual.
[0102] Depend on Fig. 9It can be seen that common virtual enemies and fire-resistant and water-fearing virtual enemies can be generated in the target level, and the client can control these virtual enemies to gradually approach the target character. In addition, a backpack control and a prop store control are also provided in the game interface. The user can select game props that are compatible with the common virtual enemies in the target level and game props that are compatible with the fire-resistant and water-fearing virtual enemies in the target level by touching the prop store control, and put the selected game props into the backpack, and then select the game props to be assembled from the backpack by touching the backpack control. In order to attack the common virtual enemies in the target level, the user can choose to assemble primary game props from the backpack, and then the target character can be manipulated to move left and right to attack the common virtual enemies in the target level. Correspondingly, when it is necessary to attack the fire-resistant and water-fearing virtual enemies in the target level, the user can choose to assemble game props (such as water guns, buckets, etc.) that are compatible with the fire-resistant and water-fearing virtual enemies from the backpack. Of course, in this manual, in addition to manipulating the target character to move left and right to attack the corresponding virtual enemy, the target character can also be manipulated to move up and down to avoid the corresponding virtual enemy.
[0103] In addition, in actual application, different types of game props and different types of virtual enemies can be set according to actual needs to provide users with a better gaming experience, which will not be listed one by one in this manual.
[0104] It can be seen from this that in the above-mentioned game operation method, the user does not need to pick up relatively fixed props and repeatedly manipulate the target character to achieve the game goal as in the prior art, but can select game props that are compatible with the virtual enemies in the target level from various types of props, so that the target character can be manipulated to use specific game props to attack specific types of virtual enemies, which greatly reduces the complexity of the operation.
[0105] In addition, in the above-mentioned game operation method, the client can also recommend game props that are compatible with the virtual enemies to the user based on the characteristic information of the virtual enemies contained in the target level, so that the user can refer to these compatible game props to make choices, thereby improving the user's operation efficiency.
[0106] The above are one or more implementation methods of this specification. Based on the same idea, this specification also provides a corresponding game operation device, such as Fig.10 shown.
[0107] Fig.10 A schematic diagram of a game operating device provided in this specification includes:
[0108] Startup module 1001: used to start the game and display the game interface to the user;
[0109] Determining module 1002: for determining a game level to be executed as a target level in response to a specified operation performed by the user in the game interface;
[0110] Running module 1003: used to run the program corresponding to the target level to start the target level;
[0111] Control module 1004: used to generate a target character controlled by the user in the target level, and continuously generate various types of virtual enemies corresponding to the target level before it is determined that the clearance conditions of the target level are met, and control the various types of virtual enemies to approach the target character;
[0112] Attack module 1005: is used to respond to the assembly operation performed by the user during the game stage of the target level, and determine the game props that the user needs to assemble as the target props according to the game props selected by the user for the target level, so that the user can control the target character to attack at least part of the virtual enemies in the target level based on the target props.
[0113] Optionally, the attack module 1005 is specifically used to: when it is detected that the user accesses a designated entrance during the game stage of the target level, display a prop interface containing various types of game props to the user; in response to the prop selection operation performed by the user on the prop interface, determine the game prop selected by the user for the target level.
[0114] Optionally, the attack module 1005 is specifically used to: display a prop interface containing various types of game props to the user during a preparation phase of the target level, wherein the preparation phase is before the game phase; and determine the game props selected by the user for the target level in response to a prop selection operation performed by the user on the prop interface.
[0115] Optionally, the attack module 1005 is specifically used to: in response to the assembly operation performed by the user during the game stage of the target level, determine the game props selected and confirmed by the user from the game props selected by the user for the target level as the game props that the user needs to assemble.
[0116] Optionally, the attack module 1005 is specifically used to: generate the game props selected by the user for the target level within the target level, and control the generated game props to approach the target character; in response to the assembly operation performed by the user during the game stage of the target level, detect the target character picking up the game props, and use the game props picked up by the target character as the game props that the user needs to assemble.
[0117] Optionally, the attack module 1005 is specifically used to: determine characteristic information of various types of virtual enemies in the target level; based on the characteristic information, display candidate props suitable for various types of virtual enemies in the target level to the user; and determine the game props selected by the user for the target level based on the selection operation performed by the user on at least some of the candidate props.
[0118] Optionally, the attack module 1005 is specifically used to: display a prop interface containing all game props to the user, and mark the game props adapted to the various types of virtual enemies in the target level in the prop interface in a specified marking manner as marked props according to the characteristic information of the various types of virtual enemies in the target level;
[0119] The game props selected by the user for the target level are determined according to a selection operation performed by the user in a prop interface including marked props.
[0120] This specification also provides a computer-readable storage medium, which stores a computer program, which can be used to execute the above Figure 2 How to operate the game shown.
[0121] This manual also provides Fig.11 The one shown corresponds to Figure 2 A schematic diagram of the electronic device. Fig.11 As shown, at the hardware level, the electronic device includes a processor, an internal bus, a network interface, a memory, and a non-volatile memory, and may also include other hardware required for the business. The processor reads the corresponding computer program from the non-volatile memory into the memory and then runs it to achieve the above Figure 2 Shown how to play the game.
[0122] Of course, in addition to software implementation, this specification does not exclude other implementation methods, such as logic devices or a combination of software and hardware, etc., that is to say, the executor of the following processing flow is not limited to each logic unit, but can also be hardware or logic devices.
[0123] In the 1990s, improvements to a technology could be clearly distinguished as hardware improvements (for example, improvements to the circuit structure of diodes, transistors, switches, etc.) or software improvements (improvements to the method flow). However, with the development of technology, many improvements to the method flow today can be regarded as direct improvements to the hardware circuit structure. Designers almost always obtain the corresponding hardware circuit structure by programming the improved method flow into the hardware circuit. Therefore, it cannot be said that an improvement in a method flow cannot be implemented using a hardware entity module. For example, a programmable logic device (PLD) (such as a field programmable gate array (FPGA)) is such an integrated circuit whose logical function is determined by the user's programming of the device. Designers can "integrate" a digital system on a PLD by programming it themselves, without having to ask a chip manufacturer to design and produce a dedicated integrated circuit chip. Moreover, nowadays, instead of manually making integrated circuit chips, this kind of programming is mostly implemented by "logic compiler" software, which is similar to the software compiler used when developing and writing programs, and the original code before compilation must also be written in a specific programming language, which is called hardware description language (HDL). There is not only one HDL, but many kinds, such as ABEL (Advanced Boolean Expression Language), AHDL (Altera Hardware Description Language), Confluence, CUPL (Cornell University Programming Language), HDCal, JHDL (Java Hardware Description Language), Lava, Lola, MyHDL, PALASM, RHDL (Ruby Hardware Description Language), etc. The most commonly used ones are VHDL (Very-High-Speed Integrated Circuit Hardware Description Language) and Verilog. Those skilled in the art should also know that it is only necessary to program the method flow slightly in the above-mentioned hardware description languages and program it into the integrated circuit, and then it is easy to obtain the hardware circuit that implements the logic method flow.
[0124] The controller can be implemented in any appropriate manner, for example, the controller can take the form of a microprocessor or processor and a computer-readable medium storing a computer-readable program code (such as software or firmware) that can be executed by the (micro)processor, a logic gate, a switch, an application-specific integrated circuit (ASIC), a programmable logic controller, and an embedded microcontroller. Examples of controllers include, but are not limited to, the following microcontrollers: ARC 625D, Atmel AT91SAM, Microchip PIC18F26K20, and Silicone Labs C8051F320. The memory controller can also be implemented as part of the control logic of the memory. Those skilled in the art also know that in addition to implementing the controller in a purely computer-readable program code manner, the controller can be implemented in the form of a logic gate, a switch, an application-specific integrated circuit, a programmable logic controller, and an embedded microcontroller by logically programming the method steps. Therefore, this controller can be considered as a hardware component, and the devices included therein for implementing various functions can also be regarded as structures within the hardware component. Or even, the devices for implementing various functions can be regarded as both software modules for implementing the method and structures within the hardware component.
[0125] The systems, devices, modules or units described in the above embodiments may be implemented by computer chips or entities, or by products with certain functions. A typical implementation device is a computer. Specifically, the computer may be, for example, a personal computer, a laptop computer, a cellular phone, a camera phone, a smart phone, a personal digital assistant, a media player, a navigation device, an email device, a game console, a tablet computer, a wearable device, or a combination of any of these devices.
[0126] For the convenience of description, the above device is described in various units according to their functions. Of course, when implementing this specification, the functions of each unit can be implemented in the same or multiple software and / or hardware.
[0127] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems, or computer program products. Therefore, this specification may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.
[0128] This specification is described with reference to the flowcharts and / or block diagrams of the methods, devices (systems), and computer program products according to the embodiments of this specification. It should be understood that each process and / or box in the flowchart and / or block diagram, as well as the combination of the processes and / or boxes in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0129] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce an article of manufacture comprising an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.
[0130] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operating steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions for implementing the process. Figure 1 A process or multiple processes and / or boxes Figure 1 A step that specifies a function in one or more boxes.
[0131] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0132] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0133] Computer readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include temporary computer readable media (transitory media), such as modulated data signals and carrier waves.
[0134] It should also be noted that the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, commodity or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, commodity or device. In the absence of more restrictions, the elements defined by the sentence "comprises a ..." do not exclude the existence of other identical elements in the process, method, commodity or device including the elements.
[0135] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems or computer program products. Therefore, this specification may take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0136] This specification may be described in the general context of computer-executable instructions executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform specific tasks or implement specific abstract data types. This specification may also be practiced in distributed computing environments where tasks are performed by remote processing devices connected through a communication network. In a distributed computing environment, program modules may be located in local and remote computer storage media, including storage devices.
[0137] Each embodiment in this specification is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the system embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.
[0138] The above description is only an embodiment of the present specification and is not intended to limit the present specification. For those skilled in the art, the present specification may have various changes and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present specification shall be included in the scope of the claims of the present specification.
Claims
1. A game operation method, characterized in that: include: Start the game and show the game interface to the user; In response to a designated operation performed by the user in the game interface, determining a game level to be executed as a target level; Running the program corresponding to the target level to start the target level; Generating a target character controlled by the user in the target level, and continuously generating various types of virtual enemies corresponding to the target level before determining that the clearance conditions of the target level are met, and controlling the various types of virtual enemies to approach the target character; In response to the assembly operation performed by the user during the game stage of the target level, the game props that the user needs to assemble are determined as target props based on the game props selected by the user for the target level, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target props.
2. The method according to claim 1, characterized in that The step of determining the game props selected by the user for the target level specifically includes: When it is detected that the user accesses a designated entrance during the game phase of the target level, a prop interface including various types of game props is displayed to the user; In response to a prop selection operation performed by the user on the prop interface, the game prop selected by the user for the target level is determined.
3. The method according to claim 1, characterized in that The step of determining the game props selected by the user for the target level specifically includes: During a preparation phase of the target level, a prop interface including various types of game props is displayed to the user, wherein the preparation phase is before the game phase; In response to a prop selection operation performed by the user on the prop interface, the game prop selected by the user for the target level is determined.
4. The method according to any one of claims 1 to 3, characterized in that: The step of determining, in response to the assembly operation performed by the user during the game phase of the target level, the game props that the user needs to assemble according to the determined game props selected by the user for the target level, specifically includes: In response to an assembly operation performed by the user during a game phase of the target level, a game prop selected and confirmed by the user is determined from the game props selected by the user for the target level as the game prop that the user needs to assemble.
5. The method according to any one of claims 1 to 3, characterized in that: The step of determining, in response to the assembly operation performed by the user during the game phase of the target level, the game props that the user needs to assemble according to the determined game props selected by the user for the target level, specifically includes: Generating the game props selected by the user for the target level in the target level, and controlling the generated game props to approach the target character; In response to the assembly operation performed by the user during the game phase of the target level, the target character is detected to pick up a game prop, and the game prop picked up by the target character is used as the game prop that the user needs to assemble.
6. The method according to claim 1, characterized in that The step of determining the game props selected by the user for the target level specifically includes: Determining characteristic information of various types of virtual enemies in the target level; According to the characteristic information, candidate props adapted to various types of virtual enemies in the target level are displayed to the user; The game props selected by the user for the target level are determined according to the selection operation performed by the user on at least some of the candidate props.
7. The method according to claim 1, characterized in that The step of determining the game props selected by the user for the target level specifically includes: Displaying a prop interface including all game props to the user, and marking game props adapted to various types of virtual enemies in the target level in the prop interface in a specified marking manner as marked props according to characteristic information of various types of virtual enemies in the target level; The game props selected by the user for the target level are determined according to the selection operation performed by the user in the prop interface including the marked props.
8. A game operating device, characterized in that: include: Startup module: used to start the game and display the game interface to the user; A determination module: used for determining a game level to be executed as a target level in response to a specified operation performed by the user in the game interface; Running module: used to run the program corresponding to the target level to start the target level; A control module: used to generate a target character controlled by the user in the target level, and to continuously generate various types of virtual enemies corresponding to the target level before it is determined that the clearance conditions of the target level are met, and to control the various types of virtual enemies to approach the target character; Attack module: In response to the assembly operation performed by the user during the game stage of the target level, the game props that the user needs to assemble are determined as target props according to the game props selected by the user for the target level, so that the user can control the target character to attack at least some virtual enemies in the target level based on the target props.
9. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.
10. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the program, the method according to any one of claims 1 to 7 is implemented.
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