Game control method and device, electronic equipment and storage medium

By introducing virtual component throwing and suspension mechanisms into open world exploration games, the problems of single interaction and low playability in the existing technology are solved, and richer game interactions and higher game experiences are achieved.

CN119327112APending Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411434111.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

In the existing open world exploration games, players interact with objects in the virtual world with relatively single interaction, resulting in low playability and poor interaction experience.

Method used

By providing a graphical user interface on the terminal device, players are allowed to control the interaction between virtual characters and virtual components by triggering operations, including throwing virtual components into the game scene to make them levitate, and allowing virtual characters to move on the suspended components.

Benefits of technology

It improves the interoperability and operating experience between virtual characters and virtual components, enhances the use efficiency of virtual components in the game, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game control method and device, electronic equipment and a storage medium, and relates to the technical field of games. A graphical user interface is provided through terminal equipment, the graphical user interface displays at least part of a game scene, the game scene comprises a virtual character and a virtual component, and the method comprises the following steps: responding to a trigger operation of a first skill, and controlling a first target virtual component in the game scene to enter a state controlled by the virtual character; in response to a throwing operation for the first target virtual component, controlling the virtual character to throw the first target virtual component so as to enable the first target virtual component to suspend at a first target position in the game scene; and in response to a trigger operation of the second skill, controlling the virtual character to move to the first target virtual component, and automatically executing the target action to leave the first target virtual component. The operation experience for the virtual component is improved, the intercommunication between the virtual character and the virtual component is enhanced, and the game experience feeling of a player is improved.
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Description

Technical Field

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

[0002] In open world exploration games, players can freely walk in a large virtual world, fight, or interact with specific objects in the virtual world. For open world exploration games, existing games tend to improve the art effects of the world map, the setting of game levels, and the improvement of game performance. As players' gaming tastes improve, in addition to the need for high-quality graphics and performance experience, players have also put forward higher and higher requirements for the operational feel of fighting in the big world and the immersive feeling of exploring in the big world.

[0003] However, in the existing gameplay, the interaction between players and objects in the big world is relatively simple. Generally, feedback events are generated by clicking on virtual characters, such as playing plots, playing interactive actions, or players controlling virtual characters to perform simple movements. The playability is low and the interactive experience is poor. Summary of the invention

[0004] The purpose of this application is to provide a game control method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so as to improve the operating experience of virtual components, enhance the communication between virtual characters and virtual components, improve the use efficiency of virtual components in the game, and enhance the player's gaming experience.

[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a method for controlling a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a virtual character and a virtual component, and the method includes:

[0007] In response to the triggering operation of the first skill, controlling the first target virtual component in the game scene to enter a state controlled by the virtual character;

[0008] In response to a throwing operation on the first target virtual component, controlling the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene;

[0009] In response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and the target action is automatically performed to leave the first target virtual component.

[0010] In a second aspect, an embodiment of the present application further provides a game control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a virtual character and a virtual component, and the device includes:

[0011] A control module, configured to respond to a triggering operation of a first skill and control a first target virtual component in the game scene to enter a state controlled by the virtual character;

[0012] a throwing module, configured to respond to a throwing operation on the first target virtual component and control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene;

[0013] The moving module is used to respond to the triggering operation of the second skill, control the virtual character to move to the first target virtual component, and automatically perform a target action to leave the first target virtual component.

[0014] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game control method as described in any one of the first aspects.

[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game control method as described in any one of the first aspects are executed.

[0016] The beneficial effects of this application are:

[0017] The game control method, device, electronic device and storage medium provided by the present application control the first target virtual component to enter a state controlled by a virtual character through a triggering operation of a first skill, and then throw the first target virtual component, so that the first target virtual component is suspended at the first target position in the game scene. After that, the virtual character can be controlled to move to the first target virtual component and automatically execute the target action to leave the first target virtual component. Compared with the interaction between characters and scene components in traditional games, the present application realizes placing the virtual component in suspension in the game scene by controlling and throwing the virtual component, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual component, which expands the gameplay of the virtual component and improves the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0019] Figure 1 A flowchart of a game control method provided in an embodiment of the present application Figure 1 ;

[0020] Figure 2 A flowchart of a game control method provided in an embodiment of the present application Figure 2 ;

[0021] Figure 3 A flowchart of a game control method provided in an embodiment of the present application Figure 3 ;

[0022] Figure 4 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ;

[0023] Figure 5 A flowchart of a game control method provided in an embodiment of the present application Figure 4 ;

[0024] Figure 6 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ;

[0025] Figure 7 A flowchart of a game control method provided in an embodiment of the present application Figure 5 ;

[0026] Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ;

[0027] Fig. 9 A flowchart of a game control method provided in an embodiment of the present application Figure 6 ;

[0028] Fig.10 A flowchart of a game control method provided in an embodiment of the present application Figure 7 ;

[0029] Fig.11 A schematic diagram of the structure of a game control device provided in an embodiment of the present application;

[0030] Fig.12 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0032] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0033] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0034] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0035] In one embodiment of the present application, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0036] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0037] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0038] In an optional implementation, an embodiment of the present application provides a game control method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0039] The sucking and throwing gameplay in existing games mainly revolves around players destroying objects in the game scene, fighting enemies, or throwing objects into designated grooves to trigger game progress by sucking and throwing objects.

[0040] In existing open world exploration games, the interaction between players and objects in the big world is relatively simple. Generally, feedback events are generated by clicking on virtual characters, such as playing plots, playing interactive actions, or players controlling virtual characters to perform simple movements. The playability is low and the interactive experience is poor.

[0041] In order to overcome the limitations of the playability of the above-mentioned prior art, the present application intends to provide a game control method, device, electronic device and storage medium, by controlling the virtual component to enter a state controlled by a virtual character and then throwing the virtual component, so that the virtual component is suspended at the target position in the game scene. After that, the virtual character can be controlled to move to the virtual component and automatically execute the target action to leave the virtual component. Compared with the interaction between characters and scene components in traditional games, the present application realizes the control and throwing of the virtual component to place the virtual component in the game scene and suspend it, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual component, thereby expanding the gameplay of the virtual component and improving the player's gaming experience.

[0042] The specific implementation of the game control method, device, electronic device and storage medium provided by the present application is described below in conjunction with the embodiments.

[0043] In a possible implementation, the game control method provided by the present application provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, where the game scene includes virtual characters and virtual components. Figure 1 A flowchart of a game control method provided in an embodiment of the present application Figure 1 ,like Figure 1 As shown, the method may include:

[0044] S101. In response to a triggering operation of a first skill, a first target virtual component in a game scene is controlled to enter a state controlled by a virtual character.

[0045] In this embodiment, the player controls the movement of the virtual character in the game scene through the terminal device or an external device connected to the terminal device for communication. The terminal device can be a device with a display interface, and can further be a device with a touch function. If the terminal device is only a device with a display interface, the control function can be achieved through an external device. The external device can be, for example, a mouse, keyboard, game controller, etc., which is not limited in this embodiment.

[0046] There are multiple virtual components on the ground of the game scene, which are fixed or randomly placed. The virtual components may have a preset mechanical structure. The virtual components and the virtual characters in the game scene are independent of each other. The virtual components serve as aerial displacement props, allowing the virtual characters to achieve a wider range of displacement in the game scene with the help of the virtual components.

[0047] When the virtual character needs to move in the air in the game scene with the help of a virtual component, it is necessary to control the virtual character to first grab or absorb the virtual component, that is, to put the virtual component in the control state of the virtual character, and then throw the virtual component in the game scene, so that the virtual component is suspended in the game scene.

[0048] Specifically, the first skill is a skill of grabbing or absorbing a virtual component. When the player triggers the virtual character to release the first skill to the first target virtual component, the virtual character grabs or absorbs the first target virtual component in the game scene, so that the first target virtual component enters a state controlled by the virtual character. Among them, the state of being controlled by the virtual character indicates that the first target virtual component is in a binding state with the virtual character, and the first target virtual component moves with the virtual character in the game scene. The state of being controlled by the virtual character can be a state in which the first target virtual component is grabbed by the hand of the virtual character and in contact with the hand, or a state in which the first target virtual component is absorbed by the hand of the virtual character and is not in contact with the hand. When the virtual character releases the first skill to the first target virtual component, an animation of the virtual component moving a certain distance toward the virtual character can be played to indicate that the virtual character controls the first target virtual component.

[0049] Among them, the first target virtual component is one of multiple virtual components. The virtual character can select a virtual component from the multiple virtual components as the first target virtual component, or a preset rule can be used to determine a virtual component that meets the conditions as the first target virtual component. This embodiment does not limit this.

[0050] In some embodiments, when the first target virtual component is controlled to enter a state controlled by a virtual character, an animation screen of the first target virtual component moving from a current position to a hand of the virtual character is displayed on the graphical user interface.

[0051] S102: In response to a throwing operation on a first target virtual component, control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene.

[0052] In this embodiment, after the virtual character controls the first target virtual component, the player can control the virtual character to throw the first target virtual component into the air of the game scene according to the movement requirements of the virtual character. After the first target virtual component is thrown out, it moves in the game scene according to the throwing direction and throwing distance, and finally floats at the first target position in the game scene.

[0053] Among them, the first target position can be a position determined according to the throwing direction and throwing distance of the virtual character, and the throwing distance can be a preset fixed distance, or a distance determined according to the charging time of the throwing operation.

[0054] In some embodiments, the trigger operation of the first skill and the throwing operation for the first target virtual component may be trigger operations of different skills. For example, the trigger operation of the absorption skill is used to control the first target virtual component to enter a state controlled by the virtual character, and the trigger operation of the throwing skill is used to control the virtual character to throw the first target virtual component.

[0055] In other embodiments, the trigger operation of the first skill and the throwing operation for the first target virtual component may be trigger operations for the same skill in different states. For example, for the absorption and throwing skill, when the virtual character does not control the virtual component, in response to the trigger operation for the absorption and throwing skill, the first target virtual component is controlled to enter a state controlled by the virtual character. When the virtual character controls the first target virtual component, in response to the trigger operation for the absorption and throwing skill, the virtual character is controlled to throw the first target virtual component.

[0056] In some embodiments, the effective range of the first skill is a preset length, and the virtual character can obtain a virtual component within the preset length range through the first skill, or throw the virtual component into the range corresponding to the preset length. The preset length can be, for example, 15m.

[0057] Furthermore, when the virtual character is controlled to throw the first target virtual component, an animation picture of the first target virtual component moving from the hand of the virtual character to the first target position is displayed on the graphical user interface.

[0058] S103. In response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and the target action is automatically executed to leave the first target virtual component.

[0059] In this embodiment, when the virtual character needs to move in the air of the game scene, the player can control the virtual character to move to the effective range of the first target virtual component. At this time, through the triggering operation of the second skill, the virtual character can move to the first target virtual component. When there is no other operation after the triggering operation of the second skill, according to the orientation of the virtual character, the virtual character will automatically perform the target action in the direction to leave the first target virtual component. In this way, the player can control the virtual character to move in the air of the game scene with the help of the first target virtual component suspended in the game scene, thereby expanding the range of displacement of the virtual character in the game scene.

[0060] The target action may be a forward roll action.

[0061] In some embodiments, when the virtual character is located on the ground of the game scene, the player can use the second skill to control the virtual character to move from the ground of the game scene to the first target virtual component, and according to the direction of the virtual character, automatically perform a forward rolling action in that direction continuous with the moving action, so as to leave the first target virtual component and fall back to the ground of the game scene.

[0062] In other embodiments, when the virtual character is located on other virtual components, the player can also use the second skill to control the virtual character to move from other virtual components to the first target virtual component, and according to the direction of the virtual character, automatically perform a forward rolling action in that direction continuous with the moving action, so as to leave the first target virtual component and fall to the ground of the game scene.

[0063] The game control method provided in the above embodiment controls the first target virtual component to enter a state controlled by a virtual character through the triggering operation of the first skill, and then throws the first target virtual component, so that the first target virtual component is suspended at the first target position in the game scene. After that, the virtual character can be controlled to move to the first target virtual component and automatically execute the target action to leave the first target virtual component. Compared with the interaction between characters and scene components in traditional games, this embodiment realizes the control and throwing of virtual components to place the virtual components in suspension in the game scene, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual components, which expands the gameplay of virtual components and improves the player's gaming experience.

[0064] The following describes a possible implementation method of the above S101 responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character in combination with an embodiment.

[0065] In a possible implementation, the process of responding to the triggering operation of the first skill in S101 to control the first target virtual component in the game scene to enter a state controlled by the virtual character may include:

[0066] In response to a triggering operation of the first skill control in the first display state, a first target virtual component in the current field of view is selected, and the first target virtual component is controlled to enter a state controlled by a virtual character, wherein when there is a virtual component in the current field of view, the first skill control is displayed in the first display state.

[0067] In this embodiment, the first skill has at least two usage states. The first usage state is a quick acquisition state, that is, the first target virtual component is automatically selected by triggering the first skill, and the first target virtual component is directly controlled to enter a state controlled by the virtual character. The second usage state is a selection acquisition state, that is, the virtual character is controlled to enter a selection state of the virtual component by triggering the first skill, and then the first target virtual component is manually selected, and the first target virtual component is controlled to enter a state controlled by the virtual character through an acquisition operation.

[0068] The graphical user interface displays a first skill control corresponding to the first skill. The two usage states of the first skill correspond to the two display states of the first skill control in the graphical user interface. When the first skill is in the first usage state, the first skill control is displayed in the first display state. When the first skill is in the second usage state, the first skill control is displayed in the second display state. The player can use the first skill through the touch operation of the first skill control in the graphical user interface, and can also use the first skill by triggering the first skill control through an external device.

[0069] In some embodiments, the use state of the first skill and the display state of the first skill control can be determined according to whether there is a virtual component in the current field of view of the virtual character. When there is a virtual component in the current field of view of the virtual character, the player does not need to control the virtual character to search for the virtual component in the game scene. In order to facilitate the virtual character to quickly obtain the virtual component in the current field of view, the first skill can be controlled to be in the first use state, and the first skill control can be displayed in the graphical user interface in the first display state.

[0070] When there is a virtual component within the current field of view, the first skill control is displayed in the first display state. By triggering the first skill control in the first display state, a virtual component that meets the conditions is automatically selected from the virtual components within the current field of view using preset rules as the first target virtual component. If there are multiple virtual components that meet the conditions, one of them is randomly selected as the first target virtual component. After the first target virtual component is automatically selected, the first target virtual component is directly controlled to enter the state of the virtual character.

[0071] Furthermore, the trigger operation for the first skill control can be a trigger operation directly acting on the first skill control, or it can be a trigger operation for the shortcut key corresponding to the first skill control. For example, the player can directly trigger the first skill control on the graphical user interface, or can trigger the first skill control with the help of an external device such as a keyboard or a shortcut key corresponding to the first skill control on a game controller.

[0072] In some embodiments, Figure 2 A flowchart of a game control method provided in an embodiment of the present application Figure 2 ,like Figure 2 As shown, the process of selecting the first target virtual component within the current field of view may include:

[0073] S201. Determine a first direction vector based on a center line of the current field of view.

[0074] S202: For each virtual component, determine a second direction vector based on the relative position of the virtual component and the virtual character, and determine a target angle based on the first direction vector and the second direction vector.

[0075] S203: Based on the target angle corresponding to each virtual component, determine a first target virtual component from multiple virtual components, and select the first target virtual component.

[0076] In this embodiment, there are multiple virtual components within the current field of view. According to the field of view direction of the virtual character, the current field of view center line of the virtual character is determined. The current field of view center line is a ray that takes the virtual character as the origin and extends in the field of view direction of the virtual character. A preset reference coordinate system is established with the virtual character as the origin, and the first direction vector of the current field of view center line in the preset reference coordinate system is determined.

[0077] According to the relative position of each virtual component and the virtual character, each virtual component and the virtual character are connected, and the second direction vector of the connecting line in the preset reference coordinate system is determined. According to the first direction vector and the second direction vector, the target angle is calculated. The target angle is the angle from the virtual character's field of view to the direction of the virtual component.

[0078] According to the target angle between each virtual component and the virtual character, a virtual component that meets the preset angle condition is determined as the first target virtual component, wherein the preset angle condition can be a minimum angle, a maximum angle, less than or equal to the preset angle, or greater than or equal to the preset angle.

[0079] Among them, when there are multiple virtual components that meet the preset angle condition, a virtual component can be randomly selected from the multiple virtual components that meet the preset angle condition as the first target virtual component, or a virtual component closest to the virtual character can be selected from the multiple virtual components that meet the preset angle condition as the first target virtual component.

[0080] The game control method provided in the above embodiment selects the first target virtual component within the current field of view through the triggering operation of the first skill control in the first display state, and controls the first target virtual component to enter a state controlled by a virtual character, thereby achieving rapid selection of the first target virtual component and improving the operation speed to meet requirements on game duration and enhance the player's gaming experience.

[0081] In another possible implementation, Figure 3 A flowchart of a game control method provided in an embodiment of the present application Figure 3 ,like Figure 3 As shown, the process of the above S101 responding to the triggering operation of the first skill and controlling the first target virtual component in the game scene to enter a state controlled by the virtual character may include:

[0082] S301. In response to a triggering operation of the first skill control in the second display state, the virtual character is controlled to enter a target state where a virtual component can be obtained; wherein, when no virtual component exists within the current field of view, the first skill control is displayed in the second display state.

[0083] S302: When the virtual character is in the target state, in response to the field of view adjustment operation, adjust the virtual crosshair.

[0084] S303: When the virtual crosshairs are aligned with the first target virtual component, in response to the acquisition operation, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0085] In this embodiment, the use state of the first skill and the display state of the first skill control can be determined according to whether there is a virtual component in the current field of view of the virtual character. When there is no virtual component in the current field of view of the virtual component, the player needs to control the virtual character to find the virtual component in the game scene. In order to facilitate the virtual character to select the virtual component by itself when finding the virtual component, it is determined that the first skill is in the second use state, and the first skill control is displayed in the second display state.

[0086] When there is no virtual component within the current field of view, the first skill control is displayed in the second display state. By triggering the first skill control in the second display state, the virtual character is first controlled to enter a target state in which the virtual component can be obtained. The target state indicates that the virtual character can obtain the virtual component that the virtual crosshair is aimed at.

[0087] After the virtual character enters the target state, the player controls the virtual character to adjust the field of view, so that the field of view direction of the virtual character keeps changing, and the virtual crosshairs are aligned with the field of view direction of the virtual character, that is, the virtual crosshairs are aligned with the direction of the center line of the field of view of the virtual character. When a virtual component appears in the field of view direction of the virtual character, the virtual crosshairs are controlled to align with the virtual component, and the virtual component is determined to be the first target virtual component. At this time, in response to the acquisition operation for the first target virtual component, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0088] The acquisition operation may be a trigger operation for acquiring a skill control input, or may be a response to a re-trigger operation for the first skill control.

[0089] In some embodiments, the method may further include:

[0090] In response to the virtual crosshairs being aligned with the first target virtual component, the first target virtual component is displayed in a preset selected state in the graphical user interface, and operation prompt information for the acquisition operation is displayed.

[0091] In this embodiment, when the player controls the virtual character to adjust the field of view, when the virtual crosshairs is aimed at the first target virtual component, the first target virtual component is displayed in a preset selected state in the graphical user interface to indicate that the first target virtual component is in an obtainable state. At this time, the player can control the virtual character to obtain the first target virtual component, so that the first target virtual component enters a state controlled by the virtual character.

[0092] For example, the preset selected state may be a display state in which the outline of the first target virtual component is highlighted.

[0093] Furthermore, in order to facilitate the player to determine the operation method of obtaining the first target virtual component, when the virtual crosshairs is aimed at the first target virtual component, operation prompt information for the acquisition operation is displayed on the first target virtual component. The operation prompt information is used to indicate the operation method of obtaining the first target virtual component, such as "obtain the first target virtual component through the F key".

[0094] It should be noted that when there are no virtual components within the current field of view, the virtual character can be controlled to enter the target state where the virtual component can be obtained by triggering the first skill control in the second display state, and then the virtual crosshairs can be adjusted to align with the first target virtual component through the field of view adjustment operation to achieve precise control of the selection of the first target virtual component; the virtual character can also be directly controlled to adjust the field of view direction, so that when a virtual component appears within the field of view, the first skill control is controlled to be displayed in the first display state, and the first target virtual component can be quickly obtained by triggering the first skill control in the first display state.

[0095] The game control method provided in the above embodiment controls the virtual character to enter the target state in which the virtual component can be obtained by triggering the first skill control in the second display state, and adjusts the virtual crosshairs based on the field of view adjustment operation, so that when the virtual crosshairs is aligned with the first target virtual component, based on the acquisition operation, the first target virtual component is controlled to enter a state controlled by the virtual character, thereby realizing flexible and autonomous selection of the first target virtual component through adjustment of the virtual crosshairs, so as to meet the player's game operation needs and improve the player's game experience.

[0096] Furthermore, in addition to determining the usage status of the first skill and the display status of the first skill control based on whether there is a virtual component in the current field of view, other methods can also be used to determine the usage status of the first skill and the display status of the first skill control.

[0097] In some embodiments, the first skill is a skill that the virtual character can use in a target state. The player can control the virtual character to enter the target state first. After the virtual character enters the target state, the first skill adopts a default usage state. By switching the usage state of the first skill, the first skill is controlled to switch from the default usage state to another usage state. That is, before triggering the use of the first skill, the virtual character needs to be controlled to enter the target state first. After the virtual character enters the target state, the usage state of the first skill can be switched.

[0098] In other embodiments, by turning on the first skill, the first skill is controlled to be turned on and in a default usage state, and by switching the usage state of the first skill, the first skill is controlled to switch from the default usage state to another usage state, that is, before triggering the use of the first skill, the first skill needs to be turned on first, and after the first skill is turned on, the usage state of the first skill can be switched.

[0099] Furthermore, by turning on the first skill, the virtual character is controlled to enter the target state, the first skill is determined to adopt the default use state, and by switching the use state of the first skill, the first skill is controlled to switch from the default use state to another use state.

[0100] In a possible implementation, after the first target virtual component in the game scene is controlled in S101 to enter a state controlled by the virtual character, the method may further include:

[0101] In response to an exit operation for the first skill, or in response to the first target virtual component entering a state controlled by the virtual character for a preset time, the first target virtual component is controlled to exit the state controlled by the virtual character.

[0102] In this embodiment, after the first target virtual component is controlled to enter a state controlled by a virtual character through the trigger operation of the first skill, the first skill is always in an effective state or a triggered state before the first target virtual component is thrown through a throwing operation. At this time, if the player needs to give up throwing the first target virtual component, the first target virtual component can be controlled to exit the state controlled by the virtual character through the exit operation of the first skill. Alternatively, after the effective time or trigger time of the first skill expires, that is, after the time when the first target virtual component enters the state controlled by the virtual character reaches a preset time, the first target virtual component is controlled to exit the state controlled by the virtual character.

[0103] Among them, exiting the state of being controlled by the virtual character indicates that the first target virtual component is unbound from the virtual character, and the first target virtual component no longer moves with the virtual character in the game scene.

[0104] In some embodiments, when the first target virtual component is controlled to exit the state of being controlled by the virtual character, the virtual character is controlled to relocate the first target virtual component onto the ground in the game scene.

[0105] In a possible implementation, after responding to the throwing operation on the first target virtual component in S102 and controlling the virtual character to throw the first target virtual component, the method further includes:

[0106] The first target virtual component is controlled to switch from an inactive state to an active state, wherein the active state is a state that supports the virtual character to stand.

[0107] In this embodiment, the first target virtual component has a preset mechanical structure. When the first target virtual component is placed on the ground of the game scene, the first target virtual component is in an inactive state, and the inactive state indicates that the mechanical structure of the first target virtual component is in a closed state, that is, the first target virtual component is in a first form; after the first target virtual component is thrown into the air of the game scene, the first target virtual component switches from the inactive state to the active state, and the active state indicates that the mechanical structure of the first target virtual component is in an open state, that is, the first target virtual component is in the second form.

[0108] In the inactive state, the first target virtual component cannot be suspended, so that the first target virtual component is placed on the ground of the game scene. In the activated state, the mechanical structure of the first target virtual component provides suspension power for the first target virtual component, so that the first target virtual component is suspended in the game scene. At this time, the first target virtual component supports the virtual character to stand.

[0109] It should be noted that the state in which the first target virtual component supports the virtual character to stand in the activated state is actually a state in which the virtual character is supported to automatically leave after staying on the first target virtual component for a preset period of time, that is, a state in which jumping movement is achieved with the first target virtual component as a support point.

[0110] For example, Figure 4 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ,like Figure 4 As shown, the graphical user interface displays a virtual component 11 in an inactive state and a virtual component 12 in an active state in the game scene. It can be seen that when the virtual component is in an inactive state, the mechanical structure of the virtual component is closed, and the virtual component is in a preset shape structure, such as a circular structure or a square structure. Figure 4 Taking the circular structure as an example, when the virtual component is in an activated state, the mechanical structure of the virtual component opens to a state similar to a propeller.

[0111] like Figure 4As shown, the graphical user interface also displays a virtual character 13 and a second skill control 14. In response to a trigger operation on the second skill control 14, the virtual character 13 is controlled to jump or fly from the ground in the game scene to the activated virtual component 12, and after standing on the activated virtual component 12 for a short time, automatically execute the target action to leave the activated virtual component 12, and land back on the ground in the game scene.

[0112] In some embodiments, when controlling the first target virtual component to switch from the inactive state to the active state, an animation screen of the first target virtual component switching from the inactive state to the active state is displayed on the graphical user interface.

[0113] Furthermore, when the first target virtual component is suspended at the first target position in the game scene, the method may further include:

[0114] In response to the triggering operation of the first skill, the first target virtual component suspended at the first target position is controlled to re-enter a state controlled by the virtual character, and the first target virtual component is controlled to switch from an activated state to an inactivated state.

[0115] In this embodiment, the virtual component provided by the game to the player is a reusable component. After throwing the first target virtual component at the first target position of the game scene, if the player needs to retract the first target virtual component and throw the first target virtual component to other positions, the first target virtual component suspended at the first target position can be retracted through the triggering operation of the first skill, so that the first target virtual component re-enters the state controlled by the virtual character, and the first target virtual component is switched from an activated state to an inactivated state, that is, the mechanical structure of the first target virtual component is controlled to switch from an open state to a closed state, and then the first target virtual component is controlled to move from the first target position to the hand of the virtual character.

[0116] The game control method provided by the above embodiment is that when the first target virtual component is thrown, the first target virtual component is switched from the inactive state to the active state, and when the first target virtual component is retrieved, the first target virtual component is switched from the active state back to the inactive state, thereby realizing the change in the appearance of the first target virtual component and enhancing the screen display effect. In addition, by retrieving the suspended first target virtual component through the triggering operation of the first skill, the first target virtual component can be repeatedly retrieved and thrown, thereby realizing the reuse of the virtual component.

[0117] In one possible implementation, Figure 5 A flowchart of a game control method provided in an embodiment of the present application Figure 4 ,like Figure 5 As shown, when the first target virtual component is suspended at the first target position in the game scene, the method may further include:

[0118] S401, in response to a triggering operation of a first skill, controlling a second target virtual component in the game scene to enter a state controlled by a virtual character.

[0119] S402: In response to a throwing operation on the second target virtual component, control the virtual character to throw the second target virtual component so that the second target virtual component is suspended at a second target position in the game scene.

[0120] S403: If the second target virtual component and the first target virtual component currently meet the combination condition, control the second target virtual component to be combined with the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0121] In this embodiment, the specific implementation of S401 and S402 is the same as that of the above-mentioned S101 and S102, and will not be repeated here.

[0122] The status and position relationship of the first target virtual component and the second target virtual component are judged to determine whether the first target virtual component and the second target virtual component currently meet the combination condition; if the first target virtual component and the second target virtual component currently meet the combination condition, the first target virtual component and the second target virtual component are controlled to be combined to form a component platform, which is a platform that supports the virtual character to stay.

[0123] Among them, the difference between supporting virtual characters to stay and supporting virtual characters to stand is that when the first target virtual component or the second target virtual component is suspended in the game scene alone, the virtual character can only stand on the first target virtual component or the second target virtual component for a short time. If no other control operations are received, the virtual character will automatically execute the target action to leave the first target virtual component or the second target virtual component, while the component platform can support the virtual character to stand for a long time. If no other control operations are received, the virtual character will always stay on the component platform and will not automatically execute the target action to leave the component platform.

[0124] In some embodiments, the combination condition may include at least one of the following:

[0125] The distance between the second target position and the first target position is within a preset range; the throwing pointer for controlling the throwing position of the second target virtual component is aligned with the first target virtual component; the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position.

[0126] Specifically, if the combination condition is that the distance between the second target position and the first target position is within a preset range, after the player throws the second target virtual component to the second target position of the game scene, it is determined whether the distance between the second target position and the first target position is within the preset range. If the distance between the second target position and the first target position is not within the preset range, the second target virtual component and the first target virtual component are independently suspended in the game scene as two separate virtual components that support the virtual component to stand. If the distance between the second target position and the first target position is within the preset range, the first target virtual component and the second target virtual component are combined to form a component platform.

[0127] If the combination condition is that the throwing pointer used to control the throwing position of the second target virtual component is aligned with the first target virtual component, then when the second target virtual component is thrown, it will be determined whether the combination condition is met. When the second target virtual component controlled by the player enters a state controlled by the virtual character, the throwing pointer is displayed on the graphical user interface, and the position pointed to by the throwing pointer is the position to be thrown. The player can adjust the position to be thrown by adjusting the position pointed to by the throwing pointer. By judging whether the position to be thrown pointed to by the throwing pointer is aligned with the first target virtual component, it is determined whether the second target virtual component and the first target virtual component meet the combination condition.

[0128] If the position to be thrown pointed to by the throwing pointer is aligned with the first target virtual component, after the player throws the second target virtual component to the position to be thrown, it is determined that the second target virtual component and the first target virtual component meet the combination condition, and the second target virtual component is switched from the inactive state to the active state, and is combined with the first target virtual component to form a component platform. If the position to be thrown pointed to by the throwing pointer is not aligned with the first target virtual component, after the player throws the second target virtual component to the position to be thrown, it is determined that the second target virtual component and the first target virtual component do not meet the combination condition, and the second target virtual component and the first target virtual component are each independently suspended in the game scene.

[0129] It should be noted that players can determine whether to combine virtual components to form a component platform based on game requirements. If necessary, the throwing pointer can be aimed at the first target virtual component when throwing the second target virtual component. If not necessary, the throwing pointer can be not aimed at the first target virtual component when throwing the second target virtual component.

[0130] If the combination condition is that the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position, after the player throws the second target virtual component to the second target position of the game scene, it will be determined whether the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position. The target surface of each virtual component has a structure for splicing with the target surface of other virtual components to form a component platform. If the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position, the structure of the target surface of the second target virtual component is combined with the structure of the target surface of the first target virtual component to form a component platform. If the target surface of the second target virtual component at the second target position is not opposite to the target surface of the first target virtual component at the first target position, the second target virtual component and the first target virtual component are each independently suspended in the game scene.

[0131] Furthermore, if Figure 5 As shown, the method may also include:

[0132] S404, responding to the triggering operation of the second skill, controlling the virtual character to move to the component platform and stay there.

[0133] In this embodiment, when the virtual character needs to move in the air of the game scene, the player can control the virtual character to move to the effective range of the component platform. At this time, through the triggering operation of the second skill, the virtual character can move to the component platform. When there is no other operation after the triggering operation of the second skill, the virtual character stays on the component platform. The virtual character stands and stays on the component platform suspended in the game scene, and can control the objects that were previously uncontrollable when standing on the ground of the game scene.

[0134] In some embodiments, the virtual character is controlled to move to a suspended virtual component through the first triggering operation of the second skill. If the suspended virtual component is within the effective range of the component platform, the virtual character is controlled to move from the suspended virtual component to the component platform and stay there through the second triggering operation of the second skill. The interval time between the first triggering operation of the second skill and the second triggering operation of the second skill needs to be less than or equal to a preset time. If the second triggering operation of the second skill is not received within a preset time after the first triggering operation of the second skill, the virtual character automatically performs the target action from the suspended virtual component to leave the suspended virtual component and fall on the ground of the game scene.

[0135] In other embodiments, the virtual character is controlled to move to the component platform through the first triggering operation of the second skill. If the component platform is within the effective range of the suspended virtual component, the virtual character is controlled to move from the component platform to the suspended virtual component through the second triggering operation of the second skill. There is no requirement for the interval time between the first triggering operation of the second skill and the second triggering operation of the second skill. If the next triggering operation of the second skill is not received for more than a preset time after the second triggering operation of the second skill, the virtual character automatically executes the target action from the suspended virtual component to leave the suspended virtual component and fall to the ground of the game scene.

[0136] The game control method provided by the above embodiment controls the two target virtual components to be combined into a component platform that supports the virtual character to stay when the two target virtual components thrown by the virtual character meet the combination conditions, so that the player can control the virtual character to move to the component platform to stay by triggering the second skill. In addition to being able to float independently in the game scene so that the virtual character can move with the help of it, the virtual components can also be combined to form a component platform on which they can stay, which further expands the gameplay of the virtual components, enhances the playability of the theme of absorbing and throwing objects, can effectively convey the game worldview, has a strong artistic effect, and improves the player's gaming experience.

[0137] In a possible implementation, the process of controlling the second target virtual component to combine with the first target virtual component in S403 to obtain a component platform supporting the virtual character to stay may include:

[0138] The designated structural part of the second target virtual component is controlled to be spliced ​​with the designated structural part of the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0139] In this embodiment, the first target virtual component and the second target virtual component include, in addition to a mechanical structure that can be opened or closed to switch between an activated state and an inactivated state, a spliceable structure for splicing to form a component platform.

[0140] When the first target virtual component and the second target virtual component meet the combination condition, the spliceable structure of the first target virtual component and the spliceable structure of the second target virtual component are controlled to be expanded and spliced ​​to form a component platform supporting the virtual character to stay.

[0141] Furthermore, multiple facades of the first target virtual component and the second target virtual component have a splicable structure. According to the positional relationship between the first target virtual component and the second target virtual component, the splicable structure of the relative facades of the first target virtual component and the second target virtual component is determined as a designated structural part, and the designated structural part of the second target virtual component is controlled to be unfolded and spliced ​​with the designated structural part of the first target virtual component to obtain a component platform.

[0142] For example, the splicable structure may be a mortise and tenon structure.

[0143] In some embodiments, when the first target virtual component and the second target virtual component are spliced ​​into a component platform, the first target virtual component and the second target virtual component form a combined state based on the activation state, that is, when the first target virtual component and the second target virtual component are spliced ​​into the component platform, the mechanical structures used to support suspension of the first target virtual component and the second target virtual component remain in an open state.

[0144] For example, Figure 6 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ,like Figure 4 and Figure 6 As shown, the graphical user interface also displays a first skill control 15. The first skill control 15 can be in a first display state or a second display state, which is not distinguished in the figure.

[0145] The player controls the virtual character 13 to release the first skill to the unactivated virtual component 11, controls the unactivated virtual component 11 to enter a state controlled by the virtual character 13, and then controls the virtual character 13 to throw the unactivated virtual component 11 to activate the virtual component 11 and suspend it in the game scene. If the positions of the virtual component 11 and the virtual component 12 meet the preset position relationship, control the virtual component 11 and the virtual component 12 to combine into Figure 6 The component platform 16 is shown.

[0146] In response to the trigger operation for the second skill control 14, the virtual character 13 is controlled to jump or fly from the ground in the game scene to the combined platform 16. If no new trigger operation for the second skill control 14 is received afterwards, the virtual character 13 stays on the combined platform 16.

[0147] The game control method provided in the above embodiment obtains a component platform that supports the stay of virtual characters by splicing the spliceable structure of the second target virtual component with the spliceable structure of the first target virtual component. On the one hand, it can display the artistic effects of the game, and on the other hand, it can effectively convey the worldview of the game world built on the basis of mechanisms, mechanical structures, and spliceable structures.

[0148] In one possible implementation, Figure 7 A flowchart of a game control method provided in an embodiment of the present application Figure 5 ,like Figure 7 As shown, the method may also include:

[0149] S501. In response to a triggering operation of a first skill, control a first target virtual component to release a combination with a second target virtual component, and control the first target virtual component in the component platform to re-enter a state controlled by a virtual character.

[0150] S502: In response to a throwing operation on the first target virtual component, control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a third target position in the game scene.

[0151] In this embodiment, when the player no longer needs to use the combined platform formed by the first target virtual component and the second target virtual component, and needs to throw one target virtual component or two target virtual components in the combined platform to other locations, the player can retract one target virtual component in the combined platform through the triggering operation of the first skill. For example, the player can choose to retract the first target virtual component. When the player controls the virtual character to release the first skill to the first target virtual component, the combination between the first target virtual component and the second target virtual component will be released, and the first target virtual component will re-enter the state controlled by the virtual character. Afterwards, according to the position where the virtual character needs to continue to move, the player controls the virtual character to throw the first target virtual component again, so that the first target virtual component floats at the third target position in the game scene.

[0152] In some embodiments, the player can control the virtual character to move to the first target virtual component at the third target position through the triggering operation of the second skill, and automatically perform the target action to leave the first target virtual component.

[0153] In other embodiments, if there is a third target virtual component that meets the combination condition with the re-thrown first target virtual component, the first target virtual component and the third target virtual component are controlled to be spliced ​​to form a new combined platform, and the player can control the virtual character to move to the new combined platform and stay there through the skill triggering operation.

[0154] In some other embodiments, the player can control the second target virtual component to re-enter the state controlled by the virtual character through the triggering operation of the first skill, and throw the second target virtual component again, so that the second target virtual component floats at the fifth target position in the game scene.

[0155] If the re-thrown first target virtual component and the re-thrown second target virtual component meet the combination conditions, the first target virtual component and the second target virtual component are controlled to be spliced ​​again to form a new combination platform. The player can control the virtual character to move to the new combination platform and stay there through the skill triggering operation.

[0156] Furthermore, since the first target virtual component and the second target virtual component are a combination platform formed by splicing their respective spliceable structures, when the combination between the first target virtual component and the second target virtual component is released, the spliceable structure of the first target virtual component and the spliceable structure of the second target virtual component will be retracted.

[0157] In a possible implementation, the method may further include:

[0158] When the virtual character performs the target action, in response to the triggering operation of the second skill, the virtual character is controlled to stop performing the target action and perform the movement action corresponding to the second skill.

[0159] In this embodiment, after the virtual character stands on the first target virtual component, the first target virtual component suspended in the air only supports the virtual character to stand for a short time. At this time, if the virtual character does not receive a new movement control operation output by the player for the virtual character, the virtual character will automatically execute the target action to leave the first target virtual component.

[0160] In order to control the virtual character to move continuously in the air of the game scene, the player will arrange multiple target virtual components suspended in the game scene. After the virtual character stands on the first target virtual component based on the trigger operation of the second skill, if the player needs to control the virtual character to move from the first target virtual component to other target virtual components, the player can trigger the second skill again before the virtual component completes the target action. At this time, the virtual character stops executing the target action, and then continues with the unfinished target action, and executes the movement action corresponding to the second skill to move to other target virtual components.

[0161] For example, Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ,like Figure 4 and Figure 8 As shown, in response to the trigger operation on the first skill control 15, the player controls the virtual character 13 to release the first skill to the unactivated virtual component 11, controls the unactivated virtual component 11 to enter a state controlled by the virtual character 13, and then controls the virtual character 13 to throw the unactivated virtual component 11 to activate the virtual component 11 and suspend it in the game scene. If the positions of the virtual component 11 and the virtual component 12 satisfy the non-preset position relationship, the virtual component 11 and the virtual component 12 are suspended in the game scene independently of each other.

[0162] In response to the first trigger operation for the second skill control 14, the virtual character 13 is controlled to jump or fly from the current position in the game scene to the virtual component 11. Then, the virtual character 13 will automatically perform the target action, that is, the forward roll action. During this process, if the second trigger operation for the second skill control 14 is received, the virtual character is controlled to then perform the moving action to move to the virtual component 12 during the forward roll. Afterwards, if the next trigger operation for the second skill control 14 is not received, the virtual character performs the target action to leave the virtual component 12 and land on the ground in the game scene.

[0163] By triggering the second skill multiple times in succession, the virtual character can be controlled to move between multiple target virtual components suspended in the game scene, so as to achieve the displacement of the virtual character in the air and reach places that cannot be reached without the help of virtual components.

[0164] The game control method provided in the above embodiment responds to the triggering operation of the second skill when the virtual character performs the target action, controls the virtual character to stop performing the target action, and performs the moving action corresponding to the second skill, so that the virtual character can move in the air of the game scene with the help of multiple target virtual components, so that the virtual character can reach places that cannot be reached without the help of virtual components, thereby enhancing the richness of the gameplay and improving the player's gaming experience.

[0165] In one possible implementation, Fig. 9 A flowchart of a game control method provided in an embodiment of the present application Figure 6 ,like Fig. 9 As shown, after the above S101 responds to the triggering operation of the first skill and controls the first target virtual component in the game scene to enter a state controlled by the virtual character, the method may further include:

[0166] S601, in response to a throwing operation on a first target virtual component, controlling the virtual character to throw the first target virtual component toward a preset mechanism in a game scene, so that the first target virtual component is spliced ​​with the preset mechanism to form a spliced ​​mechanism, and the spliced ​​mechanism is driven by the preset mechanism to move the first target virtual component in the game scene.

[0167] S602: In response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and the target action is automatically performed to leave the first target virtual component.

[0168] In this embodiment, the game scene includes a preset mechanism, which moves in a preset manner in the game scene. When the player throws the first target virtual component onto the preset mechanism, the first target virtual component and the preset mechanism will be spliced ​​to form a spliced ​​mechanism, and the first target virtual component will move in the game scene following the preset mechanism.

[0169] Since the preset mechanism can drive the first target virtual component to move to a position that the virtual character cannot reach directly, the player can use the splicing mechanism composed of the preset mechanism and the first target virtual component. When the preset mechanism brings the first target virtual component to the target position, the player controls the virtual character to move to the first target virtual component through the triggering operation of the second skill, and automatically executes the target action to leave the first target virtual component.

[0170] Afterwards, the virtual character can land on the ground of the game scene to reach a position that was previously unreachable, or the player can again control the virtual character to move toward other target virtual components through the triggering operation of the second skill to reach a position that was previously unreachable.

[0171] Furthermore, the method may also include:

[0172] In response to the triggering operation of the first skill, the first target virtual component is controlled to cancel the splicing with the preset mechanism, and the first target virtual component is controlled to re-enter the state of being controlled by the virtual character.

[0173] In this embodiment, when the virtual character no longer needs to move with the help of the splicing mechanism composed of the first target virtual component and the preset mechanism, and needs to use the first target virtual component to move to other positions, the first target virtual component on the preset mechanism can be retracted.

[0174] Specifically, through the triggering operation of the first skill, the first target virtual component fixed on the preset mechanism is disconnected from the preset mechanism and retracted, so that the first target virtual component re-enters a state controlled by the virtual character.

[0175] In some embodiments, the preset mechanism has multiple reserved groove positions, and when the player throws the first target virtual component to any of the reserved groove positions of the preset mechanism, the first target virtual component is spliced ​​with the preset mechanism to form a spliced ​​mechanism. A fixed target virtual component may also be set in the multiple reserved groove positions of the preset mechanism, and the splicing of the target virtual component with the preset mechanism is fixed and cannot be removed, that is, the virtual character cannot control the target virtual component to cancel the splicing with the preset mechanism through the triggering operation of the first skill.

[0176] For example, the preset mechanism can be a structure including rotating gears, and the preset mechanism rotates in the game scene by rotating the gears. When the first target virtual component is spliced ​​with the preset mechanism, the preset mechanism can rotate the first target virtual component to some blind spots, and the virtual character can move to the blind spots with the help of the first target virtual component, and further move to other positions.

[0177] The game control method provided in the above embodiment can control the first target virtual component to be spliced ​​with the preset mechanism, so as to drive the first target virtual component to move with the help of the preset mechanism. The virtual character can achieve a larger range of displacement with the help of the moving first target virtual component, enriching the gameplay and improving the player's gaming experience.

[0178] In one possible implementation, Fig.10 A flowchart of a game control method provided in an embodiment of the present application Figure 7 ,like Fig.10 As shown, the method may also include:

[0179] S101. In response to a triggering operation of a first skill, a first target virtual component in a game scene is controlled to enter a state controlled by a virtual character.

[0180] S102: In response to a throwing operation on a first target virtual component, control the virtual character to throw the first target virtual component.

[0181] S104: In response to the first target virtual component colliding with an obstacle in the game scene during the process of being thrown, destroy the first target virtual component.

[0182] In this embodiment, in addition to being able to move in the air of the game scene with the help of the first target virtual component, the virtual character can also destroy obstacles in the game scene with the help of the first target virtual component.

[0183] Specifically, after the first target virtual component enters a state controlled by a virtual character, if the player needs to destroy an obstacle in the game scene, the player can control the virtual character to throw the first target virtual component at the obstacle through a throwing operation. When the first target virtual component moves freely in the game scene after being thrown, if the first target virtual component collides with the obstacle, the first target virtual component and the obstacle will be destroyed.

[0184] The game control method provided by the above embodiment further provides a gameplay of colliding and destroying obstacles in the game scene through the first target virtual component, which further expands the gameplay of the virtual component, enhances the playability of the theme of sucking and throwing objects, and improves the player's gaming experience.

[0185] In a possible implementation, the process of responding to the triggering operation of the first skill in S101 to control the first target virtual component in the game scene to enter a state controlled by the virtual character may include:

[0186] In response to the triggering operation of the first skill, if the first target virtual component in the game scene is in an unlocked state, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0187] In this embodiment, the game scene includes inactivated virtual components, activated and unbound virtual components, and activated and bound virtual components, wherein both the inactivated virtual components and the activated and unbound virtual components can be controlled by the triggering operation of the first skill to enter a state controlled by a virtual character, the inactivated virtual components become activated and unbound virtual components after being controlled by the virtual character and thrown through a throwing operation, and the activated and unbound virtual components are switched back to inactivated virtual components after being controlled by the virtual character.

[0188] The activated and bound virtual component is a fixed virtual component in the game scene. The player can control the virtual character to move with the help of the activated and bound virtual component, but the player cannot control the activated and bound virtual component to enter a state controlled by the virtual character through the triggering operation of the first skill.

[0189] Therefore, when the player controls the virtual character to release the first skill to the first target virtual component, it is necessary to determine whether the first target virtual component is in a locked state. If the first target virtual component is in an unlocked state, the first target virtual component is controlled to enter a state controlled by the virtual character. If the first target virtual component is in a locked state, the release of the first skill is invalid and the virtual character cannot obtain the controlled virtual component.

[0190] Based on the above method embodiments, an embodiment of the present application also provides a game control device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes virtual characters and virtual components. Fig.11 A schematic diagram of the structure of a game control device provided in an embodiment of the present application, such as Fig.11 As shown, the device may include:

[0191] The control module 801 is used to respond to the triggering operation of the first skill and control the first target virtual component in the game scene to enter a state controlled by the virtual character;

[0192] The throwing module 802 is used to respond to the throwing operation on the first target virtual component and control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene;

[0193] The movement module 803 is used to respond to the triggering operation of the second skill, control the virtual character to move to the first target virtual component, and automatically execute the target action to leave the first target virtual component.

[0194] Optionally, the control module 801 is specifically used to respond to a trigger operation of the first skill control in the first display state, select a first target virtual component within the current field of view, and control the first target virtual component to enter a state controlled by a virtual character, wherein when there is a virtual component within the current field of view, the first skill control is displayed in the first display state.

[0195] Optionally, there are multiple virtual components within the current field of view; the control module 801 is further used to determine a first direction vector based on the center line of the current field of view; for each virtual component, determine a second direction vector based on the relative position of the virtual component and the virtual character, and determine a target angle based on the first direction vector and the second direction vector; based on the target angle corresponding to each virtual component, determine a first target virtual component from multiple virtual components, and select the first target virtual component.

[0196] Optionally, the control module 801 is also used to respond to a trigger operation of the first skill control for the second display state, and control the virtual character to enter a target state in which the virtual component can be acquired; wherein, when there is no virtual component within the current field of view, the first skill control is displayed in the second display state; when the virtual character is in the target state, the virtual crosshairs are adjusted in response to a field of view adjustment operation; when the virtual crosshairs is aligned with the first target virtual component, the first target virtual component is controlled to enter a state controlled by the virtual character in response to an acquisition operation.

[0197] Optionally, the device further comprises:

[0198] The display module is used for displaying the first target virtual component in a preset selected state in a graphical user interface in response to the virtual crosshair being aligned with the first target virtual component, and displaying operation prompt information for the acquisition operation.

[0199] Optionally, the control module 801 is further used to respond to an exit operation for the first skill, or, in response to the time when the first target virtual component enters a state controlled by the virtual character reaching a preset time, control the first target virtual component to exit the state controlled by the virtual character.

[0200] Optionally, the control module 801 is further used to control the first target virtual component to switch from an inactive state to an active state, wherein the active state is a state that supports the virtual character to stand.

[0201] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the control module 801 is also used to respond to the triggering operation of the first skill, control the first target virtual component suspended at the first target position to re-enter a state controlled by the virtual character, and control the first target virtual component to switch from an activated state to an inactivated state.

[0202] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the control module 801 is further configured to respond to the triggering operation of the first skill and control the second target virtual component in the game scene to enter a state controlled by the virtual character;

[0203] The throwing module 802 is further used to respond to the throwing operation on the second target virtual component and control the virtual character to throw the second target virtual component so that the second target virtual component is suspended at the second target position in the game scene;

[0204] The combination module is used to control the second target virtual component to be combined with the first target virtual component if the second target virtual component and the first target virtual component currently meet the combination condition, so as to obtain a component platform supporting the virtual character to stay.

[0205] Optionally, the combination condition may include at least one of the following:

[0206] The distance between the second target position and the first target position is within a preset range; the throwing pointer for controlling the throwing position of the second target virtual component is aligned with the first target virtual component; the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position.

[0207] Optionally, the movement module 803 is also used to respond to the triggering operation of the second skill and control the virtual character to move to the component platform to stay.

[0208] Optionally, the combination module is specifically used to control the designated structural part of the second target virtual component to be spliced ​​with the designated structural part of the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0209] Optionally, the control module 801 is further configured to respond to the triggering operation of the first skill, control the first target virtual component to release the combination with the second target virtual component, and control the first target virtual component in the component platform to re-enter a state controlled by the virtual character;

[0210] The throwing module 802 is further used to respond to the throwing operation on the first target virtual component and control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a third target position in the game scene.

[0211] Optionally, the movement module 803 is also used to respond to the triggering operation of the second skill when the virtual character performs the target action, control the virtual character to stop performing the target action, and perform the movement action corresponding to the second skill.

[0212] Optionally, the throwing module 802 is further used to respond to a throwing operation on the first target virtual component, control the virtual character to throw the first target virtual component to a preset mechanism in the game scene, so that the first target virtual component and the preset mechanism are spliced ​​to form a spliced ​​mechanism, and the spliced ​​mechanism is driven by the preset mechanism to move the first target virtual component in the game scene;

[0213] The movement module 803 is further used to respond to the triggering operation of the second skill, control the virtual character to move to the first target virtual component, and automatically execute the target action to leave the first target virtual component.

[0214] Optionally, the control module 801 is further used to respond to the triggering operation of the first skill, control the first target virtual component to cancel the splicing with the preset mechanism, and control the first target virtual component to re-enter the state controlled by the virtual character.

[0215] Optionally, the throwing module 802 is further configured to destroy the first target virtual component in response to a collision between the first target virtual component and an obstacle in the game scene during the throwing process.

[0216] Optionally, the control module 801 is also used to respond to the triggering operation of the first skill, and if the first target virtual component in the game scene is in an unlocked state, control the first target virtual component to enter a state controlled by the virtual character.

[0217] The control device of the game provided in the above embodiment controls the first target virtual component to enter a state controlled by a virtual character through the triggering operation of the first skill and then throws the first target virtual component, so that the first target virtual component is suspended at the first target position in the game scene. After that, the virtual character can be controlled to move to the first target virtual component and automatically execute the target action to leave the first target virtual component. Compared with the interaction between characters and scene components in traditional games, the present application realizes placing the virtual component in suspension in the game scene by controlling and throwing the virtual component, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual component, which expands the gameplay of the virtual component and improves the player's gaming experience.

[0218] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0219] Fig.12 A schematic diagram of an electronic device provided in an embodiment of the present application, such as Fig.12 As shown, the electronic device 900 may include: a processor 901, a storage medium 902 and a bus, wherein the storage medium 902 stores program instructions executable by the processor 901. When the electronic device 900 is running, the processor 901 communicates with the storage medium 902 via the bus, and the processor 901 executes the program instructions to execute an embodiment of the above-mentioned game control method.

[0220] Specifically, the steps of the processor executing the above-mentioned game control method may include:

[0221] In response to the triggering operation of the first skill, the first target virtual component in the game scene is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the first target virtual component, the virtual character is controlled to throw the first target virtual component so that the first target virtual component is suspended at the first target position in the game scene; in response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and automatically executes the target action to leave the first target virtual component.

[0222] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0223] In response to a triggering operation of the first skill control in the first display state, a first target virtual component in the current field of view is selected, and the first target virtual component is controlled to enter a state controlled by a virtual character, wherein when there is a virtual component in the current field of view, the first skill control is displayed in the first display state.

[0224] Optionally, there are multiple virtual components within the current field of view; the processor executing the above step of selecting the first target virtual component within the current field of view may include:

[0225] A first direction vector is determined based on the center line of the current field of view; for each virtual component, a second direction vector is determined based on the relative position of the virtual component and the virtual character, and a target angle is determined based on the first direction vector and the second direction vector; based on the target angle corresponding to each virtual component, a first target virtual component is determined from multiple virtual components, and the first target virtual component is selected.

[0226] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0227] In response to a trigger operation of the first skill control for the second display state, the virtual character is controlled to enter a target state in which the virtual component can be acquired; wherein, when there is no virtual component within the current field of view, the first skill control is displayed in the second display state; when the virtual character is in the target state, the virtual crosshairs are adjusted in response to a field of view adjustment operation; when the virtual crosshairs is aligned with a first target virtual component, in response to an acquisition operation, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0228] Optionally, the processor executes the step of the game control method, which may further include:

[0229] In response to the virtual crosshairs being aligned with the first target virtual component, the first target virtual component is displayed in a preset selected state in the graphical user interface, and operation prompt information for the acquisition operation is displayed.

[0230] Optionally, after the processor executes the above-mentioned step of controlling the first target virtual component in the game scene to enter a state controlled by the virtual character, the processor executes the step of the game control method, which may further include:

[0231] In response to an exit operation for the first skill, or in response to the first target virtual component entering a state controlled by the virtual character for a preset time, the first target virtual component is controlled to exit the state controlled by the virtual character.

[0232] Optionally, after the processor executes the above-mentioned step of responding to the throwing operation for the first target virtual component and controlling the virtual character to throw the first target virtual component, the processor executes the step of the game control method, which may also include:

[0233] The first target virtual component is controlled to switch from an inactive state to an active state, wherein the active state is a state that supports the virtual character to stand.

[0234] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the processor executes the step of the game control method, which may also include:

[0235] In response to the triggering operation of the first skill, the first target virtual component suspended at the first target position is controlled to re-enter a state controlled by the virtual character, and the first target virtual component is controlled to switch from an activated state to an inactivated state.

[0236] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the processor executes the step of the game control method, which may also include:

[0237] In response to the triggering operation of the first skill, the second target virtual component in the game scene is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the second target virtual component, the virtual character is controlled to throw the second target virtual component so that the second target virtual component is suspended at the second target position in the game scene; if the second target virtual component and the first target virtual component currently meet the combination condition, the second target virtual component is controlled to be combined with the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0238] Optionally, the combination condition may include at least one of the following:

[0239] The distance between the second target position and the first target position is within a preset range; the throwing pointer for controlling the throwing position of the second target virtual component is aligned with the first target virtual component; the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position.

[0240] Optionally, the processor executes the step of the game control method, which may further include:

[0241] In response to the triggering operation of the second skill, the virtual character is controlled to move to the component platform and stay there.

[0242] Optionally, the processor executes the above step of controlling the second target virtual component to combine with the first target virtual component to obtain a component platform supporting the virtual character to stay, which may include:

[0243] The designated structural part of the second target virtual component is controlled to be spliced ​​with the designated structural part of the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0244] Optionally, the processor executes the step of the game control method, which may further include:

[0245] In response to the triggering operation of the first skill, the first target virtual component is controlled to release the combination with the second target virtual component, and the first target virtual component in the component platform is controlled to re-enter the state controlled by the virtual character; in response to the throwing operation on the first target virtual component, the virtual character is controlled to throw the first target virtual component so that the first target virtual component is suspended at the third target position in the game scene.

[0246] Optionally, the processor executes the step of the game control method, which may further include:

[0247] When the virtual character performs the target action, in response to the triggering operation of the second skill, the virtual character is controlled to stop performing the target action and perform the movement action corresponding to the second skill.

[0248] Optionally, after the processor executes the above-mentioned triggering operation in response to the first skill and controls the first target virtual component in the game scene to enter a state controlled by the virtual character, the processor executes the step of the game control method, which may also include:

[0249] In response to a throwing operation for the first target virtual component, the virtual character is controlled to throw the first target virtual component to a preset mechanism in the game scene, so that the first target virtual component and the preset mechanism are spliced ​​to form a spliced ​​mechanism, and the spliced ​​mechanism is driven by the preset mechanism to move the first target virtual component in the game scene; in response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and automatically executes the target action to leave the first target virtual component.

[0250] Optionally, the processor executes the step of the game control method, which may further include:

[0251] In response to the triggering operation of the first skill, the first target virtual component is controlled to cancel the splicing with the preset mechanism, and the first target virtual component is controlled to re-enter the state of being controlled by the virtual character.

[0252] Optionally, the processor executes the step of the game control method, which may further include:

[0253] In response to the first target virtual component colliding with an obstacle in the game scene during the process of being thrown, the first target virtual component is destroyed.

[0254] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0255] In response to the triggering operation of the first skill, if the first target virtual component in the game scene is in an unlocked state, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0256] The control method of the game executed by the processor of the above-mentioned embodiment controls the first target virtual component to enter a state controlled by the virtual character through the triggering operation of the first skill and then throws the first target virtual component, so that the first target virtual component is suspended at the first target position in the game scene. After that, the virtual character can be controlled to move to the first target virtual component and automatically execute the target action to leave the first target virtual component. Compared with the interaction between characters and scene components in traditional games, the present application realizes placing the virtual component in suspension in the game scene by controlling and throwing the virtual component, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual component, which expands the gameplay of the virtual component and improves the player's gaming experience.

[0257] Optionally, the present application also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, an embodiment of the control method of the above game is executed.

[0258] Specifically, the steps of the processor executing the above-mentioned game control method may include:

[0259] In response to the triggering operation of the first skill, the first target virtual component in the game scene is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the first target virtual component, the virtual character is controlled to throw the first target virtual component so that the first target virtual component is suspended at the first target position in the game scene; in response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and automatically executes the target action to leave the first target virtual component.

[0260] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0261] In response to a triggering operation of the first skill control in the first display state, a first target virtual component in the current field of view is selected, and the first target virtual component is controlled to enter a state controlled by a virtual character, wherein when there is a virtual component in the current field of view, the first skill control is displayed in the first display state.

[0262] Optionally, there are multiple virtual components within the current field of view; the processor executing the above step of selecting the first target virtual component within the current field of view may include:

[0263] A first direction vector is determined based on the center line of the current field of view; for each virtual component, a second direction vector is determined based on the relative position of the virtual component and the virtual character, and a target angle is determined based on the first direction vector and the second direction vector; based on the target angle corresponding to each virtual component, a first target virtual component is determined from multiple virtual components, and the first target virtual component is selected.

[0264] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0265] In response to a trigger operation of the first skill control for the second display state, the virtual character is controlled to enter a target state in which the virtual component can be acquired; wherein, when there is no virtual component within the current field of view, the first skill control is displayed in the second display state; when the virtual character is in the target state, the virtual crosshairs are adjusted in response to a field of view adjustment operation; when the virtual crosshairs is aligned with a first target virtual component, in response to an acquisition operation, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0266] Optionally, the processor executes the step of the game control method, which may further include:

[0267] In response to the virtual crosshairs being aligned with the first target virtual component, the first target virtual component is displayed in a preset selected state in the graphical user interface, and operation prompt information for the acquisition operation is displayed.

[0268] Optionally, after the processor executes the above-mentioned step of controlling the first target virtual component in the game scene to enter a state controlled by the virtual character, the processor executes the step of the game control method, which may further include:

[0269] In response to an exit operation for the first skill, or in response to the first target virtual component entering a state controlled by the virtual character for a preset time, the first target virtual component is controlled to exit the state controlled by the virtual character.

[0270] Optionally, after the processor executes the above-mentioned step of responding to the throwing operation for the first target virtual component and controlling the virtual character to throw the first target virtual component, the processor executes the step of the game control method, which may also include:

[0271] The first target virtual component is controlled to switch from an inactive state to an active state, wherein the active state is a state that supports the virtual character to stand.

[0272] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the processor executes the step of the game control method, which may also include:

[0273] In response to the triggering operation of the first skill, the first target virtual component suspended at the first target position is controlled to re-enter a state controlled by the virtual character, and the first target virtual component is controlled to switch from an activated state to an inactivated state.

[0274] Optionally, when the first target virtual component is suspended at the first target position in the game scene, the processor executes the step of the game control method, which may also include:

[0275] In response to the triggering operation of the first skill, the second target virtual component in the game scene is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the second target virtual component, the virtual character is controlled to throw the second target virtual component so that the second target virtual component is suspended at the second target position in the game scene; if the second target virtual component and the first target virtual component currently meet the combination condition, the second target virtual component is controlled to be combined with the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0276] Optionally, the combination condition may include at least one of the following:

[0277] The distance between the second target position and the first target position is within a preset range; the throwing pointer for controlling the throwing position of the second target virtual component is aligned with the first target virtual component; the target surface of the second target virtual component at the second target position is opposite to the target surface of the first target virtual component at the first target position.

[0278] Optionally, the processor executes the step of the game control method, which may further include:

[0279] In response to the triggering operation of the second skill, the virtual character is controlled to move to the component platform and stay there.

[0280] Optionally, the processor executes the above step of controlling the second target virtual component to combine with the first target virtual component to obtain a component platform supporting the virtual character to stay, which may include:

[0281] The designated structural part of the second target virtual component is controlled to be spliced ​​with the designated structural part of the first target virtual component to obtain a component platform that supports the virtual character to stay.

[0282] Optionally, the processor executes the step of the game control method, which may further include:

[0283] In response to the triggering operation of the first skill, the first target virtual component is controlled to release the combination with the second target virtual component, and the first target virtual component in the component platform is controlled to re-enter the state controlled by the virtual character; in response to the throwing operation on the first target virtual component, the virtual character is controlled to throw the first target virtual component so that the first target virtual component is suspended at the third target position in the game scene.

[0284] Optionally, the processor executes the step of the game control method, which may further include:

[0285] When the virtual character performs the target action, in response to the triggering operation of the second skill, the virtual character is controlled to stop performing the target action and perform the movement action corresponding to the second skill.

[0286] Optionally, after the processor executes the above-mentioned triggering operation in response to the first skill and controls the first target virtual component in the game scene to enter a state controlled by the virtual character, the processor executes the step of the game control method, which may also include:

[0287] In response to a throwing operation for the first target virtual component, the virtual character is controlled to throw the first target virtual component to a preset mechanism in the game scene, so that the first target virtual component and the preset mechanism are spliced ​​to form a spliced ​​mechanism, and the spliced ​​mechanism is driven by the preset mechanism to move the first target virtual component in the preset game scene; in response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and automatically executes the target action to leave the first target virtual component.

[0288] Optionally, the processor executes the step of the game control method, which may further include:

[0289] In response to the triggering operation of the first skill, the first target virtual component is controlled to cancel the splicing with the preset mechanism, and the first target virtual component is controlled to re-enter the state of being controlled by the virtual character.

[0290] Optionally, the processor executes the step of the game control method, which may further include:

[0291] In response to the first target virtual component colliding with an obstacle in the game scene during being thrown, the first target virtual component is destroyed.

[0292] Optionally, the processor executes the above step of responding to the triggering operation of the first skill to control the first target virtual component in the game scene to enter a state controlled by the virtual character, which may include:

[0293] In response to the triggering operation of the first skill, if the first target virtual component in the game scene is in an unlocked state, the first target virtual component is controlled to enter a state controlled by the virtual character.

[0294] The control method of the game executed by the processor of the above-mentioned embodiment controls the first target virtual component to enter a state controlled by the virtual character through the triggering operation of the first skill and then throws the first target virtual component, so that the first target virtual component is suspended at the first target position in the game scene. After that, the virtual character can be controlled to move to the first target virtual component and automatically execute the target action to leave the first target virtual component. Compared with the interaction between characters and scene components in traditional games, the present application realizes placing the virtual component in suspension in the game scene by controlling and throwing the virtual component, so that the virtual character can achieve a larger range of displacement in the game scene space with the help of the suspended virtual component, which expands the gameplay of the virtual component and improves the player's gaming experience.

[0295] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0296] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0297] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0298] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0299] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A game control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a virtual character and a virtual component, the method comprising: In response to the triggering operation of the first skill, controlling the first target virtual component in the game scene to enter a state controlled by the virtual character; In response to a throwing operation on the first target virtual component, controlling the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene; In response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and the target action is automatically performed to leave the first target virtual component.

2. The method according to claim 1, characterized in that The step of responding to the triggering operation of the first skill and controlling the first target virtual component in the game scene to enter a state controlled by the virtual character includes: In response to a triggering operation of a first skill control in a first display state, a first target virtual component in a current field of view is selected, and the first target virtual component is controlled to enter a state controlled by the virtual character, wherein when a virtual component exists in the current field of view, the first skill control is displayed in the first display state.

3. The method according to claim 2, characterized in that There are multiple virtual components within the current field of view; and selecting a first target virtual component within the current field of view includes: Determine a first direction vector based on the center line of the current field of view; For each of the virtual components, determine a second direction vector based on the relative position of the virtual component and the virtual character, and determine a target angle based on the first direction vector and the second direction vector; Based on the target angle corresponding to each of the virtual components, a first target virtual component is determined from the multiple virtual components, and the first target virtual component is selected.

4. The method according to claim 1, characterized in that: The step of responding to the triggering operation of the first skill and controlling the first target virtual component in the game scene to enter a state controlled by the virtual character includes: In response to a triggering operation of the first skill control for the second display state, controlling the virtual character to enter a target state where the virtual component can be acquired; wherein when no virtual component exists within the current field of view, the first skill control is displayed in the second display state; When the virtual character is in the target state, adjusting the virtual crosshair in response to a field of view adjustment operation; When the virtual crosshairs are aligned with a first target virtual component, in response to an acquisition operation, the first target virtual component is controlled to enter a state controlled by the virtual character.

5. The method according to claim 4, characterized in that The method further comprises: In response to the virtual crosshairs being aligned with a first target virtual component, the first target virtual component is displayed in the graphical user interface in a preset selected state, and operation prompt information for the acquisition operation is displayed.

6. The method according to claim 1, characterized in that After controlling the first target virtual component in the game scene to enter a state controlled by the virtual character, the method further includes: In response to an exit operation for the first skill, or in response to the first target virtual component entering a state controlled by the virtual character for a preset time, the first target virtual component is controlled to exit the state controlled by the virtual character.

7. The method according to claim 1, characterized in that After the virtual character is controlled to throw the first target virtual component in response to the throwing operation on the first target virtual component, the method further includes: The first target virtual component is controlled to switch from an inactive state to an active state, wherein the active state is a state that supports the virtual character to stand.

8. The method according to claim 7, characterized in that When the first target virtual component is suspended at a first target position in the game scene, the method further includes: In response to the triggering operation of the first skill, the first target virtual component suspended at the first target position is controlled to re-enter a state controlled by the virtual character, and the first target virtual component is controlled to switch from the activated state to the inactivated state.

9. The method according to claim 1, characterized in that: When the first target virtual component is suspended at a first target position in the game scene, the method further includes: In response to the triggering operation of the first skill, controlling a second target virtual component in the game scene to enter a state controlled by the virtual character; In response to a throwing operation on the second target virtual component, controlling the virtual character to throw the second target virtual component so that the second target virtual component is suspended at a second target position in the game scene; If the second target virtual component and the first target virtual component currently meet the combination condition, the second target virtual component is controlled to be combined with the first target virtual component to obtain a component platform that supports the virtual character to stay.

10. The method according to claim 9, characterized in that The combination condition includes at least one of the following: The distance between the second target position and the first target position is within a preset range; A throwing pointer for controlling a throwing position of the second target virtual component is aligned with the first target virtual component; A target surface of the second target virtual component at the second target position is opposite to a target surface of the first target virtual component at the first target position.

11. The method according to claim 9, characterized in that The method further comprises: In response to the triggering operation of the second skill, the virtual character is controlled to move to the component platform and stay there.

12. The method according to claim 9, characterized in that The controlling the second target virtual component to combine with the first target virtual component to obtain a component platform supporting the virtual character to stay includes: The designated structural part of the second target virtual component is controlled to be spliced ​​with the designated structural part of the first target virtual component to obtain a component platform supporting the stay of the virtual character.

13. The method according to claim 9, characterized in that The method further comprises: In response to the triggering operation of the first skill, controlling the first target virtual component to release the combination with the second target virtual component, and controlling the first target virtual component in the component platform to re-enter a state controlled by the virtual character; In response to the throwing operation for the first target virtual component, the virtual character is controlled to throw the first target virtual component so that the first target virtual component is suspended at a third target position in the game scene.

14. The method according to claim 1, characterized in that The method further comprises: When the virtual character performs the target action, in response to the triggering operation of the second skill, the virtual character is controlled to stop performing the target action and perform a moving action corresponding to the second skill.

15. The method according to claim 1, characterized in that After responding to the triggering operation of the first skill and controlling the first target virtual component in the game scene to enter a state controlled by the virtual character, the method further includes: In response to a throwing operation on the first target virtual component, the virtual character is controlled to throw the first target virtual component toward a preset mechanism in the game scene, so that the first target virtual component is spliced ​​with the preset mechanism to form a spliced ​​mechanism, and the spliced ​​mechanism is driven by the preset mechanism to move the first target virtual component in the game scene; In response to the triggering operation of the second skill, the virtual character is controlled to move to the first target virtual component, and the target action is automatically executed to leave the first target virtual component.

16. The method according to claim 15, characterized in that The method further comprises: In response to the triggering operation of the first skill, the first target virtual component is controlled to cancel the splicing with the preset mechanism, and the first target virtual component is controlled to re-enter a state controlled by the virtual character.

17. The method according to claim 1, characterized in that The method further comprises: In response to the first target virtual component colliding with an obstacle in the game scene during the process of being thrown, the first target virtual component is destroyed.

18. The method according to claim 1, characterized in that The step of responding to the triggering operation of the first skill and controlling the first target virtual component in the game scene to enter a state controlled by the virtual character includes: In response to the triggering operation of the first skill, if the first target virtual component in the game scene is in an unlocked state, the first target virtual component is controlled to enter a state controlled by the virtual character.

19. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a virtual character and a virtual component, and the apparatus comprises: A control module, configured to respond to a triggering operation of a first skill and control a first target virtual component in the game scene to enter a state controlled by the virtual character; a throwing module, configured to respond to a throwing operation on the first target virtual component and control the virtual character to throw the first target virtual component so that the first target virtual component is suspended at a first target position in the game scene; The moving module is used to respond to the triggering operation of the second skill, control the virtual character to move to the first target virtual component, and automatically perform a target action to leave the first target virtual component.

20. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game control method as described in any one of claims 1 to 18.

21. 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 steps of the game control method according to any one of claims 1 to 18 are executed.