Connection type game operation method and device, equipment and storage medium

Through the combination of the event response component and the two-dimensional image development library, the problems of complex development and slow response speed of connected games in the existing technology have been solved, and efficient game interface rendering and interactive experience have been improved.

CN119311355APending Publication Date: 2025-01-14GUANGZHOU SANQI DREAM NETWORK TECH CO LTD
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Patent Information

Application Number
CN202411102267.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-12
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

The existing connected games are complex and slow to develop based on the Canvas API, which increases development and maintenance costs and affects the interactive experience of players.

Method used

The responsive data binding mechanism and two-dimensional image development library of the event response component are adopted to realize real-time response to connection operations through the graphical drawing interface and event listening interface, quickly render game objects and enclosure boxes, reduce development costs and optimize interactive experience.

Benefits of technology

Improve the smoothness and visual effects of the game interface. Through the combination of event response components and the two-dimensional image development library, it realizes rapid response to connection operations, updates game status in real time, improves player interaction experience and reduces development and maintenance. cost.

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Abstract

The invention discloses a connection type game operation method and device, equipment and a storage medium. The method comprises the steps that game resources of a connection type game are loaded, and an event response component and a two-dimensional image development library of the game resources are initialized; randomly extracting a plurality of object sequences from an object file of the game resource, distributing objects in each object sequence according to a preset object distribution rule, determining the positions of the objects, and drawing the objects and corresponding bounding boxes at the positions of the objects in the game interface through a graph drawing interface of the two-dimensional image development library; when the connection event is monitored, the connection event is transmitted to an event response component through a response type data binding interface; determining a target object connected by the connection event through the event response component, and adjusting the surrounding frame bottom color of the target object through the graph drawing interface; after the connection event is finished, a target object sequence is generated through the target objects correspondingly connected with the connection event, and the game state of the connection game is updated according to the target object sequence.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for running an online game. Background Art

[0002] There are many picture or text-based connection games on the market. Connection games achieve game goals by connecting specific pictures or texts. Connection games are a type of game that is both educational and interesting, suitable for players of different ages to challenge and entertain.

[0003] In the prior art, most online games are developed based on Canvas API and front-end framework React. However, the development complexity based on Canvas API is high, which increases the development and maintenance costs of the game, and the responsiveness of the front-end framework React is low, which affects the interactive experience of players. Summary of the invention

[0004] The present application provides a method, apparatus, device and storage medium for running a connection game, so as to realize real-time response to connection operations through a responsive data binding mechanism of an event response component, and realize fast rendering of game objects and bounding boxes through a two-dimensional image development library, thereby solving the problems of high difficulty in game development and slow response speed in the prior art, reducing the development and maintenance costs of the game, and optimizing the interactive experience and visual effects.

[0005] In a first aspect, the present application provides a method for running an online game, comprising:

[0006] In response to a start operation of the line-connecting game, game resources of the line-connecting game are loaded, and event response components and a two-dimensional image development library in the game resources are initialized;

[0007] Randomly extract multiple object sequences from the object files in the game resources, distribute the objects in each of the object sequences according to a preset object distribution rule and determine the positions of the objects, and draw the objects and corresponding bounding boxes at the positions of the objects in the game interface through the graphic drawing interface of the two-dimensional image development library;

[0008] When the event monitoring interface of the two-dimensional image development library monitors a connection event, the connection event is transmitted to the responsive data binding interface of the event response component, and the responsive data binding interface is called to transmit the connection event to the event response component;

[0009] Determine the target object corresponding to the connection event through the event response component, and adjust the background color of the enclosing frame of the target object through the graphics drawing interface;

[0010] After the connection event ends, a target object sequence is generated through the target object connected corresponding to the connection event, and the game state of the connection game is updated according to the target object sequence.

[0011] In a second aspect, the present application provides a device for running an online game, comprising:

[0012] A resource loading module is configured to load game resources of the connection game in response to a start operation of the connection game, and initialize an event response component and a two-dimensional image development library in the game resources;

[0013] An object drawing module is configured to randomly extract multiple object sequences from an object file in the game resource, distribute the objects in each of the object sequences according to a preset object distribution rule and determine the position of the object, and draw the object and the corresponding bounding box at the position of the object in the game interface through the graphic drawing interface of the two-dimensional image development library;

[0014] An event delivery module is configured to deliver the connection event to the responsive data binding interface of the event response component when the event monitoring interface of the two-dimensional image development library monitors the connection event, and call the responsive data binding interface to deliver the connection event to the event response component;

[0015] An event response module is configured to determine the target object corresponding to the connection event through the event response component, and adjust the background color of the enclosing frame of the target object through the graphics drawing interface;

[0016] The state updating module is configured to generate a target object sequence through the target object corresponding to the connection event after the connection event ends, and update the game state of the connection game according to the target object sequence.

[0017] In a third aspect, the present application provides a device for running online games, including:

[0018] one or more processors;

[0019] The memory stores one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the online game running method as described in the first aspect.

[0020] In a fourth aspect, the present application provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the online game running method as described in the first aspect.

[0021] In the present application, the game resources of a connection game are loaded in response to the start operation of the connection game, and the event response component and the two-dimensional image development library in the game resources are initialized; multiple object sequences are randomly extracted from the object file in the game resources, and the objects in each object sequence are distributed and the positions of the objects are determined according to the preset object distribution rules, and the objects and the corresponding bounding boxes are drawn at the positions of the objects in the game interface through the graphics drawing interface of the two-dimensional image development library; when the event listening interface of the two-dimensional image development library listens to the connection event, the connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection event to the event response component; the target object corresponding to the connection event is determined through the event response component, and the background color of the bounding box of the target object is adjusted through the graphics drawing interface; after the connection event ends, a target object sequence is generated through the target object corresponding to the connection event, and the game state of the connection game is updated according to the target object sequence. Through the above-mentioned technical means, the graphics drawing interface of the two-dimensional image development library can be called to efficiently draw objects and bounding boxes, thereby improving the fluency of the game interface. The responsive data binding interface of the event response component and the event listening interface of the two-dimensional image development library are combined to achieve rapid response to connection operations, and the selected status of objects in the game program group is updated in real time, thereby improving the player's interactive experience. The combined use of the two-dimensional image development library and the event response component solves the problems of high game development difficulty and slow response speed in the prior art, reduces the development and maintenance costs of the game, and optimizes the interactive experience and visual effects. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 This is a flow chart of a method for running a connection game provided in an embodiment of the present application;

[0023] Figure 2 is a flow chart of distributing objects and determining the positions of objects provided by an embodiment of the present application;

[0024] Figure 3 It is a schematic diagram of the distribution of characters in a character sequence provided in an embodiment of the present application in a distribution area;

[0025] Figure 4 is a flow chart of drawing text and a bounding box through a graphics drawing interface provided by an embodiment of the present application;

[0026] Figure 5 is a first schematic diagram of a game interface provided in an embodiment of the present application;

[0027] Figure 6 is a flowchart of responding to a connection event provided by an embodiment of the present application;

[0028] Figure 7 is a second schematic diagram of a game interface provided in an embodiment of the present application;

[0029] Figure 8 is a third schematic diagram of a game interface provided in an embodiment of the present application;

[0030] Fig. 9 It is a structural diagram of a connection game running device provided in an embodiment of the present application;

[0031] Fig.10 It is a structural diagram of an online game running device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0032] In order to make the purpose, technical scheme and advantages of the present application clearer, the specific embodiments of the present application are further described in detail below in conjunction with the accompanying drawings. It is understood that the specific embodiments described herein are only used to explain the present application, rather than to limit the present application. It should also be noted that, for the convenience of description, only the part related to the present application but not all the contents are shown in the accompanying drawings. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flow charts. Although the flow chart describes each operation (or step) as a sequential process, many of the operations therein can be implemented in parallel, concurrently or simultaneously. In addition, the order of each operation can be rearranged. The process can be terminated when its operation is completed, but it can also have additional steps not included in the accompanying drawings. The process can correspond to a method, a function, a procedure, a subroutine, a subprogram, etc.

[0033] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and / or" in the specification and claims represents at least one of the connected objects, and the character " / " generally indicates that the objects associated with each other are in an "or" relationship.

[0034] In the more common existing implementation methods, most online games are developed based on Canvas API and front-end framework React. However, the development complexity based on Canvas API is relatively high, which increases the development and maintenance costs of the game, and the responsiveness of the front-end framework React is relatively low, which affects the interactive experience of players.

[0035] To solve the above problems, this embodiment provides a method for running an online game, so that the combat operations of the client are synchronously executed by the server. Not only can the player input the game operations during the combat, but the server and the client can also keep the game data synchronized.

[0036] The online game running method provided in this embodiment can be executed by an online game running device, which can be implemented by software and / or hardware, and can be composed of two or more physical entities or one physical entity. For example, the online game running device can be a terminal device such as a mobile phone or a tablet.

[0037] The online game running device is installed with at least one type of operating system, wherein the operating system includes but is not limited to Android system, Linux system and Windows system. The online game running device can install at least one application based on the operating system, and the application can be an application that comes with the operating system, or an application downloaded from a third-party device or server. In this embodiment, the online game running device has at least an application that can execute the online game running method, and the application can be the online game itself.

[0038] For ease of understanding, this embodiment is described by taking a terminal device as the main body of the online game operation method as an example.

[0039] Figure 1 A flowchart of a method for running a line game provided by an embodiment of the present application is given. Figure 1 , the online game operation method specifically includes:

[0040] S110 . In response to a start operation of the line-connecting game, game resources of the line-connecting game are loaded, and event response components and a two-dimensional image development library in the game resources are initialized.

[0041] Wherein, the start operation is an operation triggered when the player starts the connection game, which can be triggered when clicking the icon of the connection game. After detecting the start operation of the connection game, respond to the start operation to load the game resources of the connection game into the memory. The game resources include event response components, two-dimensional image development libraries and object files, wherein the event response component is a Vue3 component, and the two-dimensional image development library is Konva.js. This embodiment develops connection games through the responsive framework of the Vue3 component and the lightweight two-dimensional image development library Konva.js, improving the game experience with fast response and flexible rendering. In this embodiment, the object file includes a plurality of object sequences collected in advance, and the object of the connection game can be text or graphics. For example, when the object of the connection game is text, the game purpose of the connection game is to connect the text that can form a complete sentence in order, and the text sequence formed by the connection is also the object sequence collected in advance in the object file. When the object of the connection game is a graphic, the game purpose of the connection game is to connect similar or related graphics, and the graphic sequence formed by the connection is also the object sequence collected in advance in the object file. This embodiment is described by taking the object of the line-connecting game as text as an example.

[0042] After loading the game resources into the memory, the event response components and two-dimensional image development library in the game resources are initialized so that the game interface can be rendered and the player's operation can be responded to later through the initialized event response components and two-dimensional image development library. During the loading process of the game resources, the text "loading" is displayed in the game interface so that the player can wait for the loading of the game resources.

[0043] S120. Randomly extract multiple object sequences from the object files in the game resources, distribute the objects in each object sequence and determine the positions of the objects according to a preset object distribution rule, and draw the objects and corresponding bounding boxes at the positions of the objects in the game interface through the graphics drawing interface of the two-dimensional image development library.

[0044] Exemplarily, after the game resources are loaded, multiple text sequences are randomly extracted from all text sequences stored in the object file, and the extracted multiple text sequences are used as the text sequences to be connected in the current game level. The number of characters in different text sequences can be the same or different. When randomly extracting text sequences, a preset number of text sequences can be randomly extracted. Or according to a preset extraction rule, a corresponding number of text sequences are extracted from a text sequence set of different lengths. The extraction rule is used to limit the number of text sequences of various lengths to be extracted. For example, the extraction rule limits the extraction of N text sequences of length P and M text sequences of length Q, then N text sequences are randomly extracted from the text sequence set with a storage length of P and M text sequences are randomly extracted from the text sequence set with a storage length of Q. When extracting a preset number of text sequences, due to the difference between different text sequences, the total number of characters in the text sequences that may be extracted is different. When extracting text sequences based on the extraction rule, since the number of text sequences of the same length is the same, the total number of characters in the text sequences extracted is the same.

[0045] After extracting a preset number of text sequences, the characters in the extracted text sequences are distributed according to a preset object distribution rule and the pixel coordinates of each character in the game interface are determined.

[0046] In this embodiment, Figure 2 FIG. 1 is a flow chart of distributing objects and determining the positions of objects provided by an embodiment of the present application. Figure 2 As shown, the step of distributing objects and determining the positions of the objects specifically includes S1201-S1203:

[0047] S1201. Determine the number of rows and columns of a distribution area of ​​each object sequence according to the total number of objects in each object sequence, and determine the position of the distribution area in the game interface.

[0048] Exemplarily, the total number of objects in the extracted object sequence determines how many rows and columns of the distribution area can be used to place the corresponding extracted object sequence. For example, when the total number of objects is 56, a distribution area of ​​7 rows and 8 columns or 8 rows and 7 columns can be generated. When the total number of objects is 55, which is not enough to generate a relatively uniform distribution area, the distribution area can be filled by adding blank characters, that is, adding a blank character to generate a distribution area of ​​7 rows and 8 columns or 8 rows and 7 columns.

[0049] The size of the distribution area is determined according to the number of rows and columns of the distribution area and the preset size of each character, and the pixel coordinates of the distribution area are determined in the game interface according to the size of the distribution area.

[0050] S1202. Randomly distribute the objects in each object sequence in the distribution area according to the object distribution rule, the number of columns and rows of the distribution area, where the object distribution rule is used to define that adjacent objects in the same object sequence are distributed in parallel or side by side.

[0051] Exemplarily, the distribution area is distributed into multiple cells according to the corresponding number of columns and rows, and the number of cells is equal to the total number of characters in the extracted character sequence. Distribute each character in the character sequence in the cells of the distribution area according to the object distribution rule, so that adjacent characters in the same character sequence are distributed in parallel or side-by-side cells. Figure 3 It is a schematic diagram of the distribution of the characters in the character sequence provided by the embodiment of the present application in the distribution area. As Figure 3 shown, the character sequence 13 is an ancient poem "Who knows that every grain in the dish is the fruit of hard toil". Each character in the character sequence 13 can be randomly distributed in each cell 12 of the distribution area 11 according to the object distribution rule, but the cells 12 where any two adjacent characters in the character sequence 13 are distributed are parallel or side by side in the distribution area 11. For example, the cells 12 of the two characters "粒粒" are side by side, and the cells of the two characters "粒皆" are parallel. It should be noted that the characters in the character sequence can only be distributed in the cells where there are no distributed characters.

[0052] The extracted character sequence can be distributed one by one from the first row or the first column. To increase the playability of the game, the distribution of each character sequence spans two rows or more than two columns until all the extracted character sequences are distributed into the distribution area.

[0053] S1203. Determine the position of the object in the game interface according to the position of the distribution area in the game interface and the position of each object in the object sequence in the distribution area.

[0054] Exemplarily, after distributing each object in the object sequence to each cell of the distribution area, determine the pixel coordinates of each object in the game interface according to the pixel coordinates of the distribution area in the game interface and the column number and row number of the cell where the object is located. Among them, the position of the object in the distribution area can be understood as the column number and row number of the cell where the object is located. In this embodiment, the distribution area of each object sequence is generated according to the total number of objects in the extracted object sequence, and the objects in the object sequence are distributed in each cell of the distribution area according to the preset object distribution rule, so as to quickly determine the pixel coordinates of each object in the object sequence in the game interface, which is beneficial to improving the rendering efficiency of the game interface.

[0055] After determining the pixel coordinates of each character in the extracted character sequence in the game interface, the character and the bounding box surrounding the character can be drawn at the corresponding position of the game interface through the graphic drawing interface of the two-dimensional image development library. The shape of the bounding box is not specifically limited and can be a square box or a circular box. For example, Figure 4 This is a flow chart of drawing text and bounding boxes through a graphics drawing interface provided by an embodiment of the present application. Figure 4 As shown, the steps of the flowchart of drawing text and bounding boxes through the graphics drawing interface specifically include S1204-S1205:

[0056] S1204. Create a layer at the location of the object in the game interface through the graphics drawing interface of the two-dimensional image development library.

[0057] Among them, the graphics drawing interface is an API interface provided by the two-dimensional image development library for generating game screens. The graphics drawing interface can be called to create a layer for drawing the text and the corresponding bounding box at the pixel coordinates of the text in the game interface, so that the corresponding text and bounding box can be accurately drawn in the layer later.

[0058] S1205: Draw a bounding box of a first preset color on the layer through a graphic drawing interface, and draw a corresponding object at the center of the bounding box.

[0059] Exemplarily, a graphics drawing interface is called to draw a bounding box whose background color is a first preset color on the layer, and corresponding text characters are drawn at the center of the bounding box. Figure 5 is a first schematic diagram of a game interface provided in an embodiment of the present application. Figure 5 As shown, after all the words and the corresponding enclosing boxes 15 are drawn in the game interface 14, the game interface 14 displays a plurality of parallel and parallel enclosing boxes 15, and one word is displayed in one enclosing box 15. Figure 5 and Figure 3 It can be seen that the distribution pattern of the bounding box 15 is the same as the distribution pattern of the cell 12, and the bounding box 15 can be understood as a concrete display of each cell 12 in the distribution area 11. This embodiment quickly draws text and corresponding bounding boxes in the game interface by calling the graphics drawing interface provided by the two-dimensional image development library, thereby improving the rendering efficiency of the game interface and thus improving the game experience of the player. In addition, the background color of the bounding box of each text is initially rendered as the first preset color, and the first preset color is used to indicate that the corresponding text has not been successfully connected, so that the player can clearly understand the connection status of each text through the background color of the bounding box of each text in the game interface.

[0060] S130. When the event monitoring interface of the two-dimensional image development library monitors a connection event, the connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection event to the event response component.

[0061] Exemplarily, the event monitoring interface is an API interface provided by the two-dimensional image development library for monitoring the connection events triggered when the player connects the objects displayed on the game interface. The responsive data binding interface is an API interface provided by the event response component for transferring the data received at the bottom layer to the event response component. When the player connects the text displayed in the game interface, the event monitoring interface monitors the corresponding connection event, and passes the connection event as a parameter to the responsive data binding interface. The responsive data binding interface passes the connection event to the event response component. The event response component quickly responds to the connection event to connect the text selected by the player, realizes real-time response to the player's operation, and improves the player's gaming experience.

[0062] In this embodiment, the connection event includes a start connection event, multiple mobile connection events and an end connection event. When the player clicks on the text in the game interface, the event monitoring interface monitors the start connection event. When the player connects to the text in the game interface, the event monitoring interface continuously monitors multiple mobile connection events. When the player releases the game interface, the event monitoring interface monitors the end connection event. The event monitoring interface transmits the real-time monitored start connection event, mobile connection event and end connection event to the responsive data binding interface. The responsive data binding interface transmits the start connection event, mobile connection event and end connection event to the event response component, and the event response component responds to the received event. Exemplary, Figure 6 is a flow chart of responding to connection events provided by an embodiment of the present application. Figure 6 As shown, the step of responding to the connection event specifically includes S1301-S1303:

[0063] S1301. When the event listening interface of the two-dimensional image development library listens to the start connection event, the start connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the start connection event to the event response component, and the connection object position is initialized through the event response component.

[0064] For example, Figure 7 is a second schematic diagram of the game interface provided in the embodiment of the present application. Figure 7As shown, the player clicks on the character "Desire" in the game interface 14 to trigger the initial connection event. The event listening interface monitors this initial connection event and passes the initial connection event as a parameter to the reactive data binding interface. The reactive data binding interface passes the initial connection event to the event response component. After receiving the initial connection event, the event response component initializes the position of the connection object to clear the position of the connection object of the previously triggered connection event, avoiding the influence of the position of the connection object of the previously triggered connection event on the accuracy of the position of the connection object of the currently triggered connection event.

[0065] S1302. When the event listening interface monitors a mobile connection event, pass the mobile connection event to the reactive data binding interface of the event response component, call the reactive data binding interface to pass the mobile connection event to the event response component, and parse the contact position of the mobile connection event through the event response component to determine the contact position as the position of the connection object.

[0066] Reference Figure 7 , when the player swipes from the character "Desire" to the character "More", the event listening interface monitors multiple mobile connection events based on a preset frequency. The event listening interface passes the real-time monitored mobile connection events as parameters to the reactive data binding interface, and the reactive data binding interface passes the mobile connection events to the event response component. The event response component parses the starting contact position and the ending contact position of the mobile connection event, takes the starting contact position and the ending contact position as the position of the connection object, and adds the position of the connection object to the position set in chronological order. For example, when the player starts swiping from the character "Desire", the event listening interface monitors the first mobile connection event. The starting contact position of the first mobile connection event is within the pixel coordinates of the character "Desire", and the ending contact position may be within the pixel coordinates of the character "Desire" or within the pixel coordinates of the character "Poor". The actual situation is determined by the frequency of the event listening interface and the swiping speed of the player. After taking the starting contact position and the ending contact position as the position of the connection object, first store the position of the connection object corresponding to the starting contact position in the position set, and then store the position of the connection object corresponding to the ending contact position in the position set, so that the positions of the connection objects in the position set are sorted in chronological order of the connection time. And so on, after the event response component obtains the starting contact position and the ending contact position of the second mobile connection event, take the starting contact position and the ending contact position as the position of the connection object and write them into the position set in turn, until the starting contact position and the ending contact position of each mobile connection event received before the end connection event are taken as the position of the connection object and written into the position set in turn.

[0067] It should be noted that after receiving the mobile connection event, the corresponding first mobile track can be determined according to the starting contact position and the ending contact position of the mobile connection event, and the corresponding second mobile track can be determined according to the starting contact position and the ending contact position of the previous mobile connection event corresponding to the mobile connection event. In the case where the first mobile track and the second mobile track are opposite, it is determined that the mobile connection event currently received is the original track return event of the previous mobile connection event, and then the connection object position corresponding to the starting contact position and the ending contact position of the previous mobile connection event is deleted from the position set to give the player a chance to roll back the mobile connection and improve the playability of the game. For example, when the player moves down from the word "desire" to the word "poor" and then moves left to the word "burn", the player finds that the word "burn" and the word "poor" cannot form an ancient poem, so he moves back to the word "poor" to the right. At this time, the event response component can determine that the player has triggered the original track return event based on the continuously triggered mobile connection events, and then delete the connection object position in the pixel coordinate range of the word "burn" in the position set to achieve the rollback of the mobile connection.

[0068] S1303. When the event listening interface listens to the connection end event, the connection end event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection end event to the event response component, and the connection event corresponding to the connection end event is determined to be ended through the event response component.

[0069] Exemplarily, when the player releases the text in the game interface to trigger the end connection event, the event monitoring interface monitors the end connection event and passes the end connection event as a parameter to the responsive data binding interface. The responsive data binding interface passes the end connection event to the event response component. The event response component determines that the currently triggered connection event ends according to the end connection event, and then determines the connection result according to the connection object position in the position set. This embodiment divides the connection event into a start connection event, a move connection event, and an end connection event to respond differently to events triggered at different times, thereby ensuring an orderly response to the connection event and improving the response efficiency and accuracy.

[0070] In addition to the fact that the end connection event can be directly triggered by the player releasing the object in the game interface, the corresponding mobile connection event can be determined as the end connection event when the player moves out of the distribution area of ​​the object in the game interface, or when the player moves to the text that has been successfully connected, the corresponding mobile connection event can be determined as the end connection event; or when the player moves to other text in the current connection except the previous text, the corresponding mobile connection event can be determined as the end connection event.

[0071] Specifically, after the event response component obtains the starting contact position and the ending contact position of the mobile connection event, it compares the ending contact position with the pixel coordinate range of the non-text distribution area in the game interface. If the ending contact position falls within the pixel coordinate range of the non-text distribution area, the mobile connection event is determined as an ending connection event, and the corresponding starting contact position and ending contact position are not stored as connection object positions in the position set.

[0072] After the event response component obtains the starting contact position and the ending contact position of the mobile connection event, it compares the ending contact position with the pixel coordinate range of the text that has been successfully connected in the game interface. If the ending contact position falls within the pixel coordinate range of the text that has been successfully connected, the mobile connection event is determined as an ending connection event, and the corresponding starting contact position and ending contact position are not stored as connection object positions in the position set. Among them, the text that has been successfully connected is the text in the text sequence that was successfully connected in the previous triggered connection event. For example, referring to Figure 7 , if the previous triggered connection event successfully connected the text sequence "The wildfire cannot burn out, and the spring breeze blows and it grows again", then when the player moves from the character "穷" to the character "烧", the mobile connection event is determined as an ending connection event. It should be noted that if this mobile connection event is the first mobile connection event triggered after the starting connection event, this first mobile connection event is not determined as an ending connection event, but is determined as an invalid mobile connection event until the user moves to the text that has not been successfully connected and then a valid mobile connection event is triggered. Referring to Figure 7 , if the user clicks on the character "野" to trigger the starting connection event, all the mobile connection events from the character "野" to the right before the character "欲" are invalid mobile connection events, and the event response component does not process the invalid mobile connection events until the user moves to the character "欲" and then the first valid mobile connection event is triggered, and the corresponding starting contact position and ending contact position are stored as connection object positions in the position set. Of course, once a valid mobile connection event is triggered, subsequent mobile connection events that move to the text that has been successfully connected will be determined as ending connection events.

[0073] After the event response component obtains the starting contact position and the ending contact position of the mobile connection event, it compares the ending contact position with the pixel coordinate range of the objects in the current connection event except for the target object of the latest connection. If the ending contact position falls within the pixel coordinate range of the objects in the current connection event except for the previous target object, the mobile connection event is determined as an ending connection event, and the corresponding starting contact position and ending contact position are not stored as the connection object positions in the position set. Herein, the target object can be understood as the text that has been connected in the current connection event. It should be noted that the reason for comparing the ending contact position with the pixel coordinate range of the objects in the current connection event except for the target object of the previous connection is that when the ending contact position falls within the pixel coordinate range of the target object of the previous connection, the mobile connection event is determined as an original trajectory retraction event, and thus the currently connected target object is deleted from the target objects of the current connection event. For example, referring to Figure 7 , when the player moves from the character "欲" down to the character "更", then left to the character "上", then up to the character "一", and then right to the character "目", since the character "目" is an object other than the previous connected character "一" in the current connection event, the mobile connection event is determined as an ending connection event, and the character "一" is the last connected character in the currently triggered connection event.

[0074] S140. Determine the target object corresponding to the connection event through the event response component, and adjust the background color of the bounding box of the target object through the graphics drawing interface.

[0075] Herein, the target object is the object corresponding to the currently triggered connection event. For example, Figure 7 when the user slides down from the character "欲" to the character "更" in , the text "欲穷千里目更" is the target text corresponding to the currently triggered connection event. After each connection object position is determined, the target text corresponding to the currently triggered connection event can be determined according to the connection object position, and then the background color of the bounding box of the target text is adjusted through the graphics drawing interface.

[0076] In this embodiment, Figure 8 is the flowchart for determining the target object and adjusting the background color of the bounding box of the target object provided by the embodiment of the present application. As Figure 8 shown, the steps for determining the target object and adjusting the background color of the bounding box of the target object specifically include S1401 - S1402:

[0077] S1401. After the event response component determines the contact position of the mobile connection event received in real time as the connection object position, determine the object at the connection object position as the target object corresponding to the connection event.

[0078] Exemplarily, after the event response component determines the starting contact position and the ending contact position of the mobile connection event that is about to end in real time as the connection object positions and stores them in the position set, it compares the latest stored connection object position in the position set with the pixel coordinate range of the unconnected text in the game interface, and determines the text within the pixel coordinate range where the connection object position falls as the target text newly connected by the currently triggered connection event.

[0079] For example, referring to Figure 7 , when the user starts to slide down from "desire", the first mobile connection event is triggered. The event listening interface monitors the first mobile connection event and passes the first mobile connection event to the reactive data binding interface. The reactive data binding interface passes the first mobile connection event to the event response component. The event response component parses the starting contact position and the ending contact position of the first mobile connection event, and stores the starting contact position and the ending contact position as the connection object positions in the position set in sequence. Then, it compares the first stored connection object position in the position set with the pixel coordinate range of the unconnected text in the game interface. If the first stored connection object position falls within the pixel coordinate range of the unconnected text, the text is determined as the first target text corresponding to the currently triggered connection event. It compares the second stored connection object position in the position set with the pixel coordinate range of the unconnected text in the game interface. If the second stored connection object position, like the first stored connection object position, falls within the pixel range of the first target text, no new target text is added. If the second stored connection object position falls within the pixel range of the text adjacent to the first target text and not yet successfully connected, the text is determined as the second target text.

[0080] S1402. Call the graphics drawing interface to adjust the bounding box background color of the target object to a second preset color, which is different from the bounding box background colors of other objects in the game interface.

[0081] Exemplarily, the bounding box background colors of the texts are initially all the first preset color. After the target text is determined in real time, call the graphics drawing interface to adjust the bounding box background color of the newly determined target text to a second preset color different from the bounding box background colors of the texts that have been successfully connected in the game interface. The second preset color is also different from the first preset color, so that players can distinguish through the game interface which are the texts that have been successfully connected, which are the texts being connected, and which are the texts not yet connected, improving the players' gaming experience. Referring to Figure 7, the background color of the bounding box of the text is initially white. The background color of the bounding box of the successfully connected text ("Wildfires can't burn it all; Spring winds blow and it grows again") is dark gray. The background color of the bounding box of the currently connecting text ("To see a thousand miles further") is adjusted from white to light gray. Since the player swipes down from the character "欲" to the character "更", the background colors of the bounding boxes of these characters will be rendered as light gray in sequence, reflecting the player's connection order.

[0082] In this embodiment, after the event response component determines the position of each connection object, it will determine the target text corresponding to the connection position object, and then adjust the background color of the bounding box of the target text, so that the background color of the bounding box of the text connected by the player changes as the player connects, so that the player can observe the currently connected text from the game interface and improve the player's gaming experience. It can be understood that the execution process of steps S1401 - S1402 will occur before step S1303, that is, the background color of the bounding box of the target text corresponding to the mobile connection event will be adjusted in real time according to the mobile connection event before the end connection event arrives.

[0083] It should be noted that if the event response component determines that the player has triggered the original trajectory return event, and then deletes the connection object position corresponding to the original trajectory return event in the position set, deletes the target object corresponding to the deleted connection object position, and restores the background color of the bounding box of the deleted target object to the initial color, that is, the first preset color, so that the player can see from the game interface that they have retracted the operation of connecting a certain text and improve the player's gaming experience.

[0084] S150. After the connection event ends, generate a target object sequence through the target objects corresponding to the connection event, and update the game state of the connection line game according to the target object sequence.

[0085] Exemplarily, after the event response component receives the end connection event transmitted by the reactive data binding interface or determines the mobile connection event as the end connection event, it determines that the currently triggered connection event has ended based on the end connection event, and sorts according to the generation order of the target objects corresponding to the connection event to obtain the target object sequence. Refer to Figure 7 , the player swipes down from the character "欲" to the character "更", swipes left to the character "上", swipes up to the character "一", swipes left to the character "层", and swipes down to the character "楼", then the target texts of "欲", "穷", "千", "里", "目", "更", "上", "一", "层", "楼" are obtained in sequence. Sort these target texts to obtain the target text sequence of "欲穷千里目更上一层楼".

[0086] After determining the target text sequence, the target text sequence can be matched with the previously extracted text sequence, and the game state of the connection game can be updated according to the matching result. The specific implementation process is: matching the target object sequence with the object sequence; when the target object sequence and the object sequence match, retaining the background color of the bounding box corresponding to the target object sequence; when the target object sequence and the object sequence do not match, restoring the background color of the bounding box corresponding to the target object sequence through the graphics drawing interface. For example, Figure 8 is a third schematic diagram of a game interface provided in an embodiment of the present application. Figure 8 As shown, after determining that the target text sequence is "If you want to see farther, you must climb to a higher level", the target text sequence is matched with the remaining text sequences. If the target text sequence is the same as any of the remaining text sequences, it is determined that the target text sequence is successfully connected and the current background color of the enclosing box of each character in the target text sequence is retained, that is, it is retained in light gray, to prompt the player that the target text sequence is successfully connected. If the target text sequence is different from each of the remaining text sequences, it is determined that the target text sequence fails to connect and the current background color of the enclosing box of each character in the target text sequence is restored to the first preset color to prompt the player that the target text sequence fails to connect, and the player can reconnect the characters in the target text sequence. Among them, the remaining text sequence can be understood as the text sequence that was not successfully connected in the previously extracted text sequence. This embodiment retains the background color of the enclosing box of each character in the target character sequence when it is determined that the target character sequence is successfully connected to prompt the player that the target character sequence is successfully connected, and restores the background color of the enclosing box of each character in the target character sequence to the first preset color when it is determined that the target character sequence is unsuccessful to prompt the player that the target character sequence is unsuccessful to connect, so that the player can clearly understand the connection status of each character through the background color of the enclosing box of the characters in the game interface, thereby improving the player's gaming experience.

[0087] Further, after determining that all previously extracted text sequences are successfully connected, the total duration of connecting all text sequences can be counted. If the total duration exceeds the preset duration of the game level, it is determined that the game level has failed to be closed. If the total duration does not exceed the preset duration of the game level, it is determined that the game level has been successfully closed. Wherein, the preset duration of the game level can be displayed in the game interface in a countdown manner, so that the player can complete the connection of the text sequence within the preset duration. In addition, after determining that all previously extracted text sequences are successfully connected, the total number of times all text sequences are connected, that is, the number of connection events detected after the game level is started, can be counted. If the total number exceeds the preset number of times of the game level, it is determined that the game level has failed to be passed. If the total number does not exceed the preset number of times of the game level, it is determined that the game level has been successfully closed. Wherein, the preset number of game levels can also be displayed in the game interface in a decreasing manner one by one, so that the player can complete the connection of the text sequence within the preset number of times.

[0088] In summary, the connection game running method provided by the embodiment of the present application loads the game resources of the connection game in response to the start operation of the connection game, initializes the event response component and the two-dimensional image development library in the game resources; randomly extracts multiple object sequences from the object file in the game resources, distributes the objects in each object sequence according to the preset object distribution rule and determines the position of the object, and draws the object and the corresponding bounding box at the position of the object in the game interface through the graphics drawing interface of the two-dimensional image development library; when the event listening interface of the two-dimensional image development library listens to the connection event, the connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection event to the event response component; determines the target object corresponding to the connection event through the event response component, and adjusts the background color of the bounding box of the target object through the graphics drawing interface; after the connection event ends, generates a target object sequence through the target object corresponding to the connection event, and updates the game state of the connection game according to the target object sequence. Through the above-mentioned technical means, the graphics drawing interface of the two-dimensional image development library can be called to efficiently draw objects and bounding boxes, thereby improving the fluency of the game interface. The responsive data binding interface of the event response component and the event listening interface of the two-dimensional image development library are combined to achieve rapid response to connection operations, and the selected status of objects in the game program group is updated in real time, thereby improving the player's interactive experience. The combined use of the two-dimensional image development library and the event response component solves the problems of high game development difficulty and slow response speed in the prior art, reduces the development and maintenance costs of the game, and optimizes the interactive experience and visual effects.

[0089] Based on the above embodiments, Fig. 9 This is a schematic diagram of the structure of a device for running online games provided in an embodiment of the present application. Fig. 9 The online game running device provided in this embodiment specifically includes: a resource loading module 21, an object drawing module 22, an event transmission module 23, an event response module 24 and a state update module 25.

[0090] The resource loading module 21 is configured to load the game resources of the connection game in response to the start operation of the connection game, and initialize the event response component and the two-dimensional image development library in the game resources;

[0091] The object drawing module 22 is configured to randomly extract multiple object sequences from the object files in the game resources, distribute the objects in each object sequence according to a preset object distribution rule and determine the position of the object, and draw the object and the corresponding bounding box at the position of the object in the game interface through the graphic drawing interface of the two-dimensional image development library;

[0092] The event delivery module 23 is configured to deliver the connection event to the responsive data binding interface of the event response component when the event monitoring interface of the two-dimensional image development library monitors the connection event, and call the responsive data binding interface to deliver the connection event to the event response component;

[0093] An event response module 24 is configured to determine the target object corresponding to the connection event through the event response component, and adjust the background color of the bounding box of the target object through the graphic drawing interface;

[0094] The state updating module 25 is configured to generate a target object sequence through the target object corresponding to the connection event after the connection event ends, and update the game state of the connection game according to the target object sequence.

[0095] On the basis of the above-mentioned embodiment, the object drawing module 22 includes: a distribution area determination unit, configured to determine the number of rows and columns of the distribution area of ​​each object sequence according to the total number of objects in each object sequence, and determine the position of the distribution area in the game interface; an object distribution unit, configured to randomly distribute the objects in each object sequence in the distribution area according to the object distribution rule and the number of columns and rows of the distribution area, and the object distribution rule is used to limit the parallel or parallel distribution of adjacent objects of the same object sequence; an object position determination unit, configured to determine the position of the object in the game interface according to the position of the distribution area in the game interface and the position of each object in the object sequence in the distribution area.

[0096] Based on the above embodiment, the object drawing module 22 includes: a layer creation unit, configured to create a layer at the position of the object in the game interface through a graphics drawing interface of a two-dimensional image development library; an object drawing unit, configured to draw a bounding box of a first preset color on the layer through the graphics drawing interface, and draw the corresponding object at the center position of the bounding box.

[0097] On the basis of the above embodiment, the connection event includes a start connection event, a mobile connection event and an end connection event; accordingly, the event delivery module 23 includes: a first event delivery unit, configured to deliver the start connection event to the responsive data binding interface of the event response component when the event listening interface of the two-dimensional image development library listens to the start connection event, call the responsive data binding interface to deliver the start connection event to the event response component, and initialize the connection object position through the event response component; a second event delivery unit, configured to deliver the mobile connection event to the responsive data binding interface of the event response component when the event listening interface listens to the mobile connection event, call the responsive data binding interface to deliver the mobile connection event to the event response component, parse the contact position of the mobile connection event through the event response component, and determine the contact position as the connection object position; a third event delivery unit, configured to deliver the end connection event to the responsive data binding interface of the event response component when the event listening interface listens to the end connection event, call the responsive data binding interface to deliver the end connection event to the event response component, and determine that the connection event corresponding to the end connection event is ended through the event response component.

[0098] Based on the above embodiment, the event response module 24 includes: a target object determination unit, which is configured to determine the object at the connection object position as the target object corresponding to the connection event after the event response component determines the contact position of the mobile connection event received in real time as the connection object position; and a bounding box background color adjustment unit, which is configured to call the graphics drawing interface to adjust the bounding box background color of the target object to a second preset color, and the second preset color is different from the bounding box background color of other objects in the game interface.

[0099] Based on the above embodiment, the state update module 25 includes: a target object sequence determination unit, which is configured to sort the target object sequence according to the generation order of the target objects corresponding to the connection event after the event response component determines that the corresponding connection event is ended based on the end connection event.

[0100] On the basis of the above embodiment, the state update module 25 includes: a sequence matching unit, configured to match the target object sequence and the object sequence; a bounding box background color retaining unit, configured to retain the bounding box background color corresponding to the target object sequence when the target object sequence and the object sequence match; and a bounding box background color restoration unit, configured to restore the bounding box background color corresponding to the target object sequence through a graphics drawing interface when the target object sequence and the object sequence do not match.

[0101] As described above, the connection game running device provided by the embodiment of the present application loads the game resources of the connection game in response to the start operation of the connection game, initializes the event response component and the two-dimensional image development library in the game resources; randomly extracts multiple object sequences from the object file in the game resources, distributes the objects in each object sequence according to the preset object distribution rule and determines the position of the object, and draws the object and the corresponding bounding box at the position of the object in the game interface through the graphic drawing interface of the two-dimensional image development library; when the event listening interface of the two-dimensional image development library listens to the connection event, the connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection event to the event response component; the target object corresponding to the connection event is determined through the event response component, and the background color of the bounding box of the target object is adjusted through the graphic drawing interface; after the connection event ends, a target object sequence is generated through the target object corresponding to the connection event, and the game state of the connection game is updated according to the target object sequence. Through the above-mentioned technical means, the graphics drawing interface of the two-dimensional image development library can be called to efficiently draw objects and bounding boxes, thereby improving the fluency of the game interface. The responsive data binding interface of the event response component and the event listening interface of the two-dimensional image development library are combined to achieve rapid response to connection operations, and the selected status of objects in the game program group is updated in real time, thereby improving the player's interactive experience. The combined use of the two-dimensional image development library and the event response component solves the problems of high game development difficulty and slow response speed in the prior art, reduces the development and maintenance costs of the game, and optimizes the interactive experience and visual effects.

[0102] The online game running device provided in the embodiment of the present application can be used to execute the online game running method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0103] Fig.10 is a schematic diagram of the structure of a connection game running device provided in an embodiment of the present application, with reference to Fig.10 , the online game running device includes: a processor 31, a memory 32, a communication device 33, an input device 34 and an output device 35. The number of processors 31 in the online game running device can be one or more, and the number of memories 32 in the online game running device can be one or more. The processor 31, memory 32, communication device 33, input device 34 and output device 35 of the online game running device can be connected through a bus or other methods.

[0104] The memory 32, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the method for running a line game in any embodiment of the present application (for example, the resource loading module 21, the object drawing module 22, the event delivery module 23, the event response module 24 and the state update module 25 in the line game running device). The memory 32 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function; the data storage area may store data created according to the use of the device, etc. In addition, the memory 32 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0105] The communication device 33 is used for data transmission.

[0106] The processor 31 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 32, that is, realizes the above-mentioned online game operation method.

[0107] The input device 34 may be used to receive input digital or character information and generate key signal input related to the player settings and function control of the device. The output device 35 may include a display device such as a display screen.

[0108] The online game running device provided above can be used to execute the online game running method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0109] The embodiment of the present application also provides a storage medium containing computer executable instructions, which are used to execute a connection game running method when executed by a computer processor. The connection game running method includes: loading game resources of the connection game in response to a startup operation of the connection game, initializing an event response component and a two-dimensional image development library in the game resources; randomly extracting multiple object sequences from an object file in the game resources, distributing objects in each object sequence according to a preset object distribution rule and determining the position of the object, and drawing the object and the corresponding bounding box at the position of the object in the game interface through a graphics drawing interface of the two-dimensional image development library; when the event listening interface of the two-dimensional image development library listens to a connection event, the connection event is passed to a responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the connection event to the event response component; determining a target object corresponding to the connection event through the event response component, and adjusting the background color of the bounding box of the target object through the graphics drawing interface; after the connection event ends, a target object sequence is generated through the target object corresponding to the connection event, and the game state of the connection game is updated according to the target object sequence.

[0110] Storage medium - any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media, such as CD-ROM, floppy disk or tape device; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (such as hard disk or optical storage); registers or other similar types of memory elements, etc. Storage media may also include other types of memory or combinations thereof. In addition, the storage medium may be located in the first computer system in which the program is executed, or may be located in a different second computer system, which is connected to the first computer system via a network (such as the Internet). The second computer system can provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media residing in different locations (for example, in different computer systems connected by a network). The storage medium may store program instructions (for example, embodied as a computer program) that can be executed by one or more processors.

[0111] Of course, the storage medium containing computer executable instructions provided in the embodiment of the present application is not limited to the above-mentioned connection game running method, and the computer executable instructions can also execute related operations in the connection game running method provided in any embodiment of the present application.

[0112] The online game running device, storage medium and online game running equipment provided in the above embodiments can execute the online game running method provided in any embodiment of the present application. For technical details not described in detail in the above embodiments, please refer to the online game running method provided in any embodiment of the present application.

[0113] The above are only preferred embodiments of the present application and the technical principles used. The present application is not limited to the specific embodiments herein, and various obvious changes, readjustments and substitutions that can be made by those skilled in the art will not deviate from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the claims.

Claims

1. A method for running an online game, characterized in that: include: In response to a start operation of the line-connecting game, game resources of the line-connecting game are loaded, and event response components and a two-dimensional image development library in the game resources are initialized; Randomly extract multiple object sequences from the object files in the game resources, distribute the objects in each of the object sequences according to a preset object distribution rule and determine the positions of the objects, and draw the objects and corresponding bounding boxes at the positions of the objects in the game interface through the graphic drawing interface of the two-dimensional image development library; When the event monitoring interface of the two-dimensional image development library monitors a connection event, the connection event is transmitted to the responsive data binding interface of the event response component, and the responsive data binding interface is called to transmit the connection event to the event response component; Determine the target object corresponding to the connection event through the event response component, and adjust the background color of the enclosing frame of the target object through the graphics drawing interface; After the connection event ends, a target object sequence is generated through the target object connected corresponding to the connection event, and the game state of the connection game is updated according to the target object sequence.

2. The method for running a line game according to claim 1, characterized in that: The distributing the objects in each of the object sequences according to a preset object distribution rule and determining the positions of the objects includes: Determine the number of rows and columns of the distribution area of ​​each object sequence according to the total number of objects in each object sequence, and determine the position of the distribution area in the game interface; According to the object distribution rule and the number of columns and rows of the distribution area, the objects in each of the object sequences are randomly distributed in the distribution area, wherein the object distribution rule is used to limit the parallel or parallel distribution of adjacent objects in the same object sequence; The position of the object in the game interface is determined according to the position of the distribution area in the game interface and the position of each object in the object sequence in the distribution area.

3. The method for running a line game according to claim 1, characterized in that: Drawing the object and the corresponding bounding box at the position of the object in the game interface through the graphics drawing interface of the two-dimensional image development library includes: Creating a layer at the location of the object in the game interface through the graphics drawing interface of the two-dimensional image development library; A bounding box of a first preset color is drawn on the layer through the graphic drawing interface, and a corresponding object is drawn at the center of the bounding box.

4. The method for running a line game according to claim 1, characterized in that: The connection events include a start connection event, a move connection event and an end connection event; Correspondingly, when the event monitoring interface of the two-dimensional image development library monitors a connection event, the connection event is transmitted to the responsive data binding interface of the event response component, and the responsive data binding interface is called to transmit the connection event to the event response component, including: When the event listening interface of the two-dimensional image development library listens to the start connection event, the start connection event is transmitted to the responsive data binding interface of the event response component, the responsive data binding interface is called to transmit the start connection event to the event response component, and the connection object position is initialized through the event response component; When the event listening interface listens to a mobile connection event, the mobile connection event is transmitted to the responsive data binding interface of the event response component, the responsive data binding interface is called to transmit the mobile connection event to the event response component, and the contact position of the mobile connection event is parsed by the event response component, and the contact position is determined as the connection object position; When the event listening interface listens to the end connection event, the end connection event is passed to the responsive data binding interface of the event response component, and the responsive data binding interface is called to pass the end connection event to the event response component, and the end of the connection event corresponding to the end connection event is determined through the event response component.

5. The method for running a line game according to claim 4, characterized in that: The step of determining the target object corresponding to the connection event through the event response component, and adjusting the background color of the enclosing frame of the target object through the graphics drawing interface includes: After the event response component determines the contact position of the mobile connection event received in real time as the connection object position, the object at the connection object position is determined as the target object of the connection corresponding to the connection event; The graphics drawing interface is called to adjust the background color of the bounding box of the target object to a second preset color, where the second preset color is different from the background colors of the bounding boxes of other objects in the game interface.

6. The method for running a line game according to claim 4, characterized in that: After the connection event ends, generating a target object sequence through the target object corresponding to the connection event includes: After the event response component determines that the corresponding connection event is ended based on the connection end event, the target objects corresponding to the connection event are sorted according to the generation order to obtain a target object sequence.

7. The method for running a line game according to claim 1, characterized in that: The updating of the game state of the online game according to the target object sequence includes: Matching the target object sequence with the object sequence; When the target object sequence matches the object sequence, retaining the background color of the bounding box corresponding to the target object sequence; In the case that the target object sequence and the object sequence do not match, the background color of the bounding box corresponding to the target object sequence is restored through the graphics drawing interface.

8. A device for running online games, characterized in that: include: A resource loading module is configured to load game resources of the connection game in response to a start operation of the connection game, and initialize an event response component and a two-dimensional image development library in the game resources; An object drawing module is configured to randomly extract multiple object sequences from an object file in the game resource, distribute the objects in each of the object sequences according to a preset object distribution rule and determine the position of the object, and draw the object and the corresponding bounding box at the position of the object in the game interface through the graphic drawing interface of the two-dimensional image development library; An event delivery module is configured to deliver the connection event to the responsive data binding interface of the event response component when the event monitoring interface of the two-dimensional image development library monitors the connection event, and call the responsive data binding interface to deliver the connection event to the event response component; An event response module is configured to determine the target object corresponding to the connection event through the event response component, and adjust the background color of the enclosing frame of the target object through the graphics drawing interface; The state updating module is configured to generate a target object sequence through the target object corresponding to the connection event after the connection event ends, and update the game state of the connection game according to the target object sequence.

9. A device for running online games, characterized in that: include: one or more processors; A memory stores one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the online game running method as described in any one of claims 1-7.

10. A storage medium containing computer executable instructions, characterized in that: The computer executable instructions are used to execute the online game running method as described in any one of claims 1-7 when executed by a computer processor.