Game control method and device, electronic equipment and storage medium
By exploring the activation event of virtual components in the open world, the instantaneous or continuous carrying function of components in the game scene is realized, solving the problem of single interaction in existing technologies, improving the playability and experience of the game feel.
Patent Information
- Application Number
- CN202411434223.9
- 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
In the existing open world exploration games, players have relatively single interactions with virtual components, resulting in low playability and poor interaction experience.
Provide graphic user interfaces through terminal devices to respond to the activation events of virtual components. The control component has the function of instantaneous or persistently carried virtual characters in the game scenario, and realizes the combination to provide different carrying duration.
It enhances the interaction between virtual characters and virtual components, improves the efficiency and diversity of virtual components in the game, and improves the playability of the game and the player's gaming experience.
Smart Images

Figure CN119327113A_ABST
Abstract
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 objects, such as playing plots, playing interactive actions, or players controlling virtual objects 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 an activation event for a first virtual component, controlling the first virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene;
[0008] In response to an activation event for a second virtual component, controlling the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet a combination condition;
[0009] If the second virtual component and the first virtual component currently meet the combination condition, the first virtual component and the second virtual component are controlled to be combined into a first virtual platform, and the first virtual platform is configured to have the function of continuously carrying the virtual character in the game scene.
[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] An activation module, configured to respond to an activation event for a first virtual component and control the first virtual component to be configured to have a function of instantaneously carrying a virtual character in the game scene;
[0012] The activation module is further configured to respond to an activation event for a second virtual component, control the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene, and determine whether the second virtual component and the first virtual component currently meet a combination condition;
[0013] A combination module is used to control the first virtual component and the second virtual component to be combined into a first virtual platform if the second virtual component and the first virtual component currently meet the combination condition, and the first virtual platform is configured to have the function of continuously carrying the virtual character in the game scene.
[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 respond to activation events for virtual components, control the virtual components to be configured to have the function of instantaneously carrying virtual characters in the game scene, and the virtual characters can move in the game scene with the help of the instantaneous carrying function provided by the virtual components. When two virtual components with the function of instantaneously carrying virtual characters meet the combination conditions, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying virtual characters in the game scene, and the virtual characters can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, the present application provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual characters can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between virtual characters and virtual components, improving the diversity of the use efficiency of virtual components in the game, making the game more playable, and improving 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 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ;
[0022] Figure 4 A flowchart of a game control method provided in an embodiment of the present application Figure 3 ;
[0023] Figure 5 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ;
[0024] Figure 6 A flowchart of a game control method provided in an embodiment of the present application Figure 4 ;
[0025] Figure 7Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ;
[0026] Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 4 ;
[0027] Fig. 9 A flowchart of a game control method provided in an embodiment of the present application Figure 5 ;
[0028] Fig.10 A flowchart of a game control method provided in an embodiment of the present application Figure 6 ;
[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] In existing games, virtual characters mainly use rope-like props and flying hook virtual components to move in the game scene. This way of movement is relatively simple and has low playability.
[0040] In order to overcome the problems existing in the above-mentioned prior art, the present application intends to provide a game control method, device, electronic platform and storage medium, which respond to the activation event of the virtual component, control the virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the instantaneous carrying function provided by the virtual component. When two virtual components with the function of instantaneously carrying the virtual character meet the combination conditions, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, the present application provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual character can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between the virtual character and the virtual component, and improving the diversity of the use efficiency of the virtual component in the game, making the game more playable and improving the player's gaming experience.
[0041] 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.
[0042] In a possible implementation, the game control method provided in 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, and 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:
[0043] S101 . In response to an activation event for a first virtual component, control the first virtual component to be configured to have a function of momentarily carrying a virtual character in a game scene.
[0044] 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.
[0045] There are multiple inactivated virtual components in the game scene. The inactivated virtual components act as obstacles in the game scene. The inactivated virtual components cannot be used to carry virtual characters, that is, the virtual characters cannot move in the game scene with the help of inactivated virtual components.
[0046] When the player needs to control the virtual character to move to a position that cannot be reached without the help of virtual components, it is necessary to place activated virtual components on the path of the virtual character. To this end, the player needs to activate the inactivated virtual components.
[0047] Specifically, the player selects a first virtual component from multiple unactivated virtual components through a terminal device or an external device, and inputs an activation event to the selected first virtual component, so that the first virtual component is configured to have the function of instantaneously carrying a virtual character in the game scene.
[0048] The activation event may be an activation instruction input by a terminal device or an external device, or an operation performed by controlling the virtual character on the first virtual component.
[0049] The function of being configured to carry a virtual character instantaneously in a game scene means that the virtual character can stay on the activated first virtual component for a preset time period. After the preset time period, if the player does not control the movement of the virtual character, the virtual component will automatically leave the unactivated first virtual component.
[0050] In some embodiments, an inactivated virtual component and an activated virtual component can be distinguished by appearance. For example, an inactivated virtual component is displayed in a first form, and an activated virtual component is displayed in a second form. In response to an activation event, the first virtual component switches from the first form to the second form.
[0051] In other embodiments, inactivated virtual components and activated virtual components can be distinguished by setting positions. For example, inactivated virtual components are placed on the ground of the game scene, and activated virtual components are suspended in the air of the game scene, so that virtual characters can move in the air of the game scene with the help of the suspended virtual components.
[0052] Furthermore, the inactivated virtual components and the activated virtual components can be distinguished in combination with the changes in appearance and setting position. In response to the activation event, the first virtual component switches from the first form to the second form and floats in the air from the ground.
[0053] S102: In response to an activation event for the second virtual component, control the second virtual component to be configured to have a function of instantaneously carrying a virtual character in a game scene, and determine whether the second virtual component and the first virtual component currently meet a combination condition.
[0054] In this embodiment, the activation method of the second virtual component is the same as that of the first virtual component, which will not be described in detail here.
[0055] During the process of activating the second virtual component, the states and activation positions 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.
[0056] Among them, before the second virtual component is configured to have the function of instantaneously carrying the virtual character based on the activation event, it can be judged whether the second virtual component and the first virtual component currently meet the combination condition; and after the second virtual component is configured to have the function of instantaneously carrying the virtual character based on the activation event, it can be judged whether the second virtual component and the first virtual component currently meet the combination condition.
[0057] S103: If the second virtual component and the first virtual component currently meet the combination condition, control the first virtual component and the second virtual component to be combined into a first virtual platform, and the first virtual platform is configured to have the function of continuously carrying virtual characters in the game scene.
[0058] In this embodiment, if the second virtual component and the first virtual component currently meet the combination condition, the first virtual component and the second virtual component are controlled to be combined to form a first virtual platform, which has the function of continuously carrying the virtual character, indicating that the virtual character can stay on the first virtual platform, and the virtual character will not automatically leave the first virtual platform without controlling the movement of the virtual character.
[0059] Among them, the difference between the transient carrying virtual character and the persistent carrying virtual character is that the transient carrying virtual character indicates that the virtual character can only stand on the first virtual component or the second virtual component for a short time. If no other control operation is received, the virtual character will automatically execute the target action to leave the first virtual component or the second virtual component. The persistent carrying virtual character indicates that the virtual character can stand for a long time. If no other control operation is received, the virtual character will always stay on the first virtual platform and will not automatically execute the target action to leave the first virtual platform.
[0060] In some embodiments, for the first virtual component and the second virtual component suspended in the game scene, after being combined into a first virtual platform, the first virtual platform is also suspended in the air of the game scene. The player can control the virtual character to move to the first virtual platform. After that, the player can control the virtual character to move to other locations in the game scene with the help of the first virtual platform to reach locations that cannot be reached without the help of the first virtual platform, or to control objects that were previously uncontrollable while standing on the ground of the game scene.
[0061] The game control method provided in the above embodiment responds to the activation event of the virtual component, controls the virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the instantaneous carrying function provided by the virtual component. When two virtual components with the function of instantaneously carrying the virtual character meet the combination condition, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, this embodiment provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual character can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between the virtual character and the virtual component, and improving the diversity of the use efficiency of the virtual component in the game, making the game more playable and improving the player's gaming experience.
[0062] In a possible implementation, the process of responding to the activation event of the first virtual component in S101 to control the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene may include:
[0063] In response to an activation event for the first virtual component, the first virtual component is activated so that the first virtual component is configured to have a function of momentarily carrying a virtual character in a game scene.
[0064] In this embodiment, based on an activation event for the first virtual component, the first virtual component is controlled to switch from an inactive state to an active state, the inactive state virtual component is a component that does not have the function of carrying a virtual character, and the active state virtual component is a component that has the function of instantaneously carrying a virtual character.
[0065] In some embodiments, during the process of switching the first virtual component from the inactive state to the active state, the appearance and setting position of the first virtual component may change.
[0066] Specifically, the first virtual component has a preset mechanical structure. When the first virtual component is placed on the ground of the game scene, the first virtual component is in an inactive state, and the inactive state indicates that the mechanical structure of the first virtual component is in a closed state, that is, the first virtual component is in a first form; when the first virtual component switches from the inactive state to the active state, the first virtual component is suspended in the game scene, and the mechanical structure of the first virtual component is in an open state, that is, the first virtual component is in a second form.
[0067] In the inactive state, the first virtual component cannot be suspended, so that the first virtual component is placed on the ground of the game scene. In the activated state, the mechanical structure of the first virtual component provides suspension power for the first virtual component, so that the first virtual component is suspended in the game scene. At this time, the first virtual component has the function of instantaneously carrying the virtual character.
[0068] It should be noted that the function of the first virtual component in the activated state to instantaneously carry the virtual character is actually to support the virtual character to stand for a short time and then leave the first virtual component, that is, the first virtual component in the activated state provides a stepping fulcrum for the virtual character to move in the air with the help of the first virtual component.
[0069] Furthermore, the method may also include:
[0070] When the first virtual component is in an activated state, in response to a movement operation on the virtual character, the virtual character is controlled to move to the first virtual component, and a target action is automatically performed to leave the first virtual component.
[0071] In this embodiment, when the virtual character needs to move to a target position in the game scene with the help of the first virtual component, the player can control the virtual character to move to the first virtual component first, and then continue to control the virtual character to move on the first virtual component to reach the target position.
[0072] Since the first virtual component only has the function of carrying the virtual character instantaneously, if the player does not control the virtual character to continue moving on the first virtual component, then after a preset time, based on the direction of the virtual character, the virtual character will automatically perform a target action in that direction to leave the first virtual component.
[0073] In some embodiments, the activated virtual component is suspended in the air of the game scene. When the virtual character needs to move in the air of the game scene, the player can control the virtual character to move within the effective range of the first virtual component. At this time, through the triggering operation of the movement skill, the virtual character can move to the first virtual component. When there is no other operation after the triggering operation of the movement skill, according to the direction of the virtual character, the virtual character will automatically perform the target action in that direction to leave the first virtual component.
[0074] The target action may be a forward roll action.
[0075] In some embodiments, when the virtual character is on the ground of the game scene, the player can use movement skills to control the virtual character to move from the ground of the game scene to the first virtual component, and according to the direction of the virtual character, automatically perform a forward rolling action in that direction continuous with the movement action to leave the first virtual component and fall back to the ground of the game scene.
[0076] In other embodiments, when the virtual character is located on other virtual components, the player can also control the virtual character to move from other virtual components to the first virtual component through movement skills, and automatically perform a forward rolling action in the direction continuous with the movement action according to the direction of the virtual character, so as to leave the first virtual component and fall to the ground of the game scene.
[0077] In a possible implementation, before the above S101 responds to the activation event for the first virtual component and controls the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, the method may further include:
[0078] In response to the fling operation on the first virtual component, an activation event on the first virtual component is generated.
[0079] In this embodiment, if the player needs to activate a virtual component, the player can first control the virtual character to obtain the first virtual component from the game scene. After the virtual character successfully obtains the first virtual component from the game scene, it can carry the first virtual component to move in the game scene, and place the activated first virtual component in a position as needed. The player controls the virtual character to throw the first virtual component into the air of the game scene. Based on the throwing operation, an activation event of the first virtual component is generated. After the first virtual component is thrown out, it moves in the game scene according to the throwing direction and throwing distance, and finally floats in the game scene. The first virtual component suspended in the game scene is configured to have the function of instantaneously carrying the virtual character based on the activation event.
[0080] The position of the first virtual component may be a position determined according to the throwing direction and throwing distance of the virtual character, and the throwing distance may be a preset fixed distance or a distance determined according to the charging time of the throwing operation.
[0081] In a possible implementation, the process of responding to the activation event for the second virtual component in S102 to control the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene may include:
[0082] In response to an activation event for the second virtual component, the second virtual component is activated so that the second virtual component is configured to have a function of momentarily carrying a virtual character in the game scene.
[0083] In this embodiment, based on the activation event for the second virtual component, the second virtual component is controlled to switch from the inactive state to the active state.
[0084] In some embodiments, during the process of the second virtual component switching from the inactive state to the active state, the appearance and setting position of the second virtual component may change.
[0085] Specifically, the second virtual component has a preset mechanical structure. When the second virtual component is placed on the ground of the game scene, the second virtual component is in an inactive state, and the inactive state indicates that the mechanical structure of the second virtual component is in a closed state, that is, the second virtual component is in a first form; when the second virtual component switches from the inactive state to the active state, the second virtual component is suspended in the game scene, and the mechanical structure of the second virtual component is in an open state, that is, the second virtual component is in a second form.
[0086] Furthermore, the method may also include:
[0087] When the second virtual component is in an activated state, in response to a movement operation on the virtual character, the virtual character is controlled to move to the second virtual component, and a target action is automatically performed to leave the second virtual component.
[0088] In a possible implementation, before responding to the activation event for the second virtual component in S102 to control the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, the method may further include:
[0089] In response to the fling operation on the second virtual component, an activation event on the second virtual component is generated.
[0090] In a possible implementation, the above S102 of determining whether the second virtual component and the first virtual component currently meet the combination condition may include:
[0091] It is determined whether the activated second virtual component and the activated first virtual component satisfy a combination condition.
[0092] In this embodiment, only two virtual components in an activated state can be combined to form a virtual platform. Therefore, when determining whether the second virtual component and the first virtual component currently meet the combination condition, only whether the activated second virtual component and the activated first virtual component currently meet the combination condition is determined. If the first virtual component and / or the second virtual component is in an inactivated state, it is not determined whether the combination condition is currently met.
[0093] In one possible implementation, 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 responding to the activation event of the first virtual component in S101 to control the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene may include:
[0094] S201. In response to a triggering operation of a first skill, control a first virtual component to enter a state controlled by a virtual character.
[0095] In this embodiment, there are multiple virtual components on the ground of the game scene, which are fixed or randomly placed. The virtual components 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, so that the virtual characters can move in the air in the game scene with the help of the virtual components.
[0096] When the virtual character needs to move in the air in the game scene with the help of the virtual component, it is necessary to control the virtual character to first grab or absorb the virtual component, and then throw the virtual component in the game scene, so that the virtual component is suspended in the game scene.
[0097] 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 virtual component, the virtual character grabs or absorbs the first virtual component in the game scene, so that the first virtual component enters a state controlled by the virtual character. The state of being controlled by the virtual character indicates that the first virtual component is in a binding state with the virtual character, and the first 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 virtual component is grabbed by the hand of the virtual character and in contact with the hand, or a state in which the first virtual component is absorbed by the hand of the virtual character and is not in contact with the hand.
[0098] The first virtual component is one of multiple virtual components. The virtual character can select one virtual component from the multiple virtual components as the first virtual component, or a virtual component that meets the conditions can be determined by using preset rules as the first virtual component. This embodiment does not limit this.
[0099] In some embodiments, when the first virtual component is controlled to enter a state controlled by the virtual character, an animation screen of the first virtual component moving from a current position to a hand of the virtual character is displayed on the graphical user interface.
[0100] S202: In response to a throwing operation on the first virtual component, control the virtual character to throw the first virtual component, and activate the first virtual component, so that the first virtual component has a function of instantaneously carrying the virtual character in the game scene.
[0101] In this embodiment, after the virtual character controls the first virtual component, the player can control the virtual character to throw the first virtual component into the air of the game scene according to the movement requirements of the virtual character, and the first virtual component is activated based on the throwing operation.
[0102] After the first 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. The first virtual component switches from the first form to the second form at the first target position, and is configured to have the function of instantaneously carrying the virtual character in the game scene.
[0103] In some embodiments, the trigger operation of the first skill and the throwing operation for the first virtual component may be trigger operations for different skills. For example, the trigger operation of the absorption skill is used to control the first 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 virtual component.
[0104] In other embodiments, the trigger operation of the first skill and the throwing operation for the first virtual component may be trigger operations for the same skill in different states. For example, for the absorbing and throwing skill, when the virtual character does not control the virtual component, in response to the trigger operation for the absorbing and throwing skill, the first virtual component is controlled to enter a state controlled by the virtual character. When the virtual character controls the first virtual component, in response to the trigger operation for the absorbing and throwing skill, the virtual character is controlled to throw the first virtual component.
[0105] 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.
[0106] Furthermore, when the virtual character is controlled to throw the first virtual component, an animation picture of the first virtual component moving from the hand of the virtual character to the first target position is displayed on the graphical user interface.
[0107] In a possible implementation, after responding to the throwing operation on the first virtual component in S202 and controlling the virtual character to throw the first virtual component, the method may further include:
[0108] In response to the triggering operation of the second skill, the virtual character is controlled to move to the first virtual component, and the target action is automatically performed to leave the first virtual component.
[0109] 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 within the effective range of the first virtual component. At this time, through the triggering operation of the second skill, the virtual character can move to the first virtual component. When there is no other operation after the triggering operation of the second skill, according to the direction of the virtual character, the virtual character will automatically perform the target action in that direction to leave the first virtual component.
[0110] The target action may be a forward roll action.
[0111] The game control method provided in the above embodiment controls the first virtual component to enter a state controlled by a virtual character through the triggering operation of the first skill and then throws the first virtual component to activate the first virtual component, so that the first virtual component has the function of instantaneously carrying the virtual character in the game scene. Afterwards, the virtual character can be controlled to move to the first virtual component. Different from the traditional suction and throwing gameplay of virtual components, this embodiment realizes suspending the virtual component in the game scene by suction and throwing the virtual component, so that the virtual character moves in the air of the game scene with the help of the suspended virtual component, which expands the gameplay of the virtual component and improves the player's gaming experience.
[0112] The following describes a possible implementation of the above S201 of responding to the triggering operation of the first skill to control the first virtual component to enter a state controlled by the virtual character in conjunction with an embodiment.
[0113] In a possible implementation, the process of responding to the triggering operation of the first skill in S201 to control the first virtual component to enter a state controlled by the virtual character may include:
[0114] In response to a triggering operation of a first skill control in a first display state, a first virtual component in a current field of view is selected, and the first 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.
[0115] 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 virtual component is automatically selected by triggering the first skill, and the first 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 virtual component is manually selected, and the first virtual component is controlled to enter a state controlled by the virtual character through an acquisition operation.
[0116] 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.
[0117] 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.
[0118] 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 virtual component. If there are multiple virtual components that meet the conditions, one of them is randomly selected as the first virtual component. After the first virtual component is automatically selected, the first virtual component is directly controlled to enter the state of the virtual character.
[0119] In some embodiments, the process of selecting the first virtual component within the current field of view may include:
[0120] A first direction vector is determined based on a center line of the current field of view; for each virtual component, a second direction vector is determined based on a 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 virtual component is determined from a plurality of virtual components, and the first virtual component is selected.
[0121] 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.
[0122] 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.
[0123] 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 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.
[0124] When there are multiple virtual components that satisfy the preset angle condition, one virtual component can be randomly selected from the multiple virtual components that satisfy the preset angle condition as the first virtual component, or a virtual component that is closest to the virtual character can be selected from the multiple virtual components that satisfy the preset angle condition as the first virtual component.
[0125] The game control method provided in the above embodiment selects the first virtual component within the current field of view by triggering the first skill control in the first display state, and controls the first virtual component to enter a state controlled by a virtual character, thereby achieving quick selection of the first virtual component and improving the operation speed to meet requirements on game duration and enhance the player's gaming experience.
[0126] In another possible implementation, the process of responding to the triggering operation of the first skill in S201 to control the first virtual component to enter a state controlled by the virtual character may include:
[0127] 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 the first virtual component, the first virtual component is controlled to enter a state controlled by the virtual character in response to an acquisition operation.
[0128] 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.
[0129] 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.
[0130] 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 virtual component. At this time, in response to the acquisition operation for the first virtual component, the first virtual component is controlled to enter a state controlled by the virtual character.
[0131] 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.
[0132] In some embodiments, the method may further include:
[0133] In response to the virtual crosshairs being aligned with the first virtual component, the first virtual component is displayed in a preset selected state in the graphical user interface, and operation prompt information for the acquisition operation is displayed.
[0134] 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 virtual component, the first virtual component is displayed in a preset selected state in the graphical user interface to indicate that the first virtual component is in an obtainable state. At this time, the player can control the virtual character to obtain the first virtual component, so that the first virtual component enters a state controlled by the virtual character.
[0135] For example, the preset selected state may be a display state in which the outline of the first virtual component is highlighted.
[0136] Furthermore, in order to facilitate the player to determine the operation method of obtaining the first virtual component, when the virtual crosshairs is aimed at the first virtual component, operation prompt information for the acquisition operation is displayed on the first virtual component, and the operation prompt information is used to indicate the operation method of obtaining the first virtual component, such as "obtain the first virtual component through the F key".
[0137] It should be noted that when there is no virtual component 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 virtual component through the field of view adjustment operation to achieve precise control of the selection of the first 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 virtual component can be quickly obtained by triggering the first skill control in the first display state.
[0138] 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 virtual component, based on the acquisition operation, the first virtual component is controlled to enter a state controlled by the virtual character, thereby realizing flexible and autonomous selection of the first 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] In a possible implementation, after the first virtual component is controlled to enter a state controlled by the virtual character in S201, the method may further include:
[0144] In response to an exit operation for the first skill, or in response to the time for the first virtual component to enter a state controlled by the virtual character reaching a preset time, the first virtual component is controlled to exit the state controlled by the virtual character.
[0145] In this embodiment, after the first virtual component is controlled to enter a state controlled by a virtual character through the triggering operation of the first skill, before the first virtual component is thrown through the throwing operation, the first skill is always in an effective state or a triggered state. At this time, if the player needs to give up throwing the first virtual component, the first virtual component can be controlled to exit the state controlled by the virtual character through the exit operation of the first skill, or, after the effective time or triggering time of the first skill expires, that is, after the time when the first virtual component enters the state controlled by the virtual character reaches a preset time, the first virtual component is controlled to exit the state controlled by the virtual character.
[0146] Among them, exiting the state of being controlled by the virtual character indicates that the first virtual component is unbound from the virtual character, and the first virtual component no longer moves with the virtual character in the game scene.
[0147] In some embodiments, when the first virtual component is controlled to exit the state of being controlled by the virtual character, the virtual character is controlled to relocate the first virtual component onto the ground in the game scene.
[0148] In a possible implementation, after responding to the throwing operation on the first virtual component in S202 and controlling the virtual character to throw the first virtual component, the method further includes:
[0149] The first 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.
[0150] In this embodiment, the first virtual component has a preset mechanical structure. When the first virtual component is placed on the ground of the game scene, the first virtual component is in an inactive state, and the inactive state indicates that the mechanical structure of the first virtual component is in a closed state, that is, the first virtual component is in a first form; after the first virtual component is thrown into the air of the game scene, the first virtual component switches from the inactive state to the active state, and the active state indicates that the mechanical structure of the first virtual component is in an open state, that is, the first virtual component is in a second form.
[0151] In the inactive state, the first virtual component cannot be suspended, so that the first virtual component is placed on the ground of the game scene. In the active state, the mechanical structure of the first virtual component provides suspension power for the first virtual component, so that the first virtual component is suspended in the game scene. At this time, the first virtual component supports the virtual character to stand. Supporting the virtual character to stand immediately is a function of instantly carrying the virtual character.
[0152] For example, Figure 3 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ,like Figure 3As 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 3 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.
[0153] like Figure 3 As 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.
[0154] Furthermore, when the first virtual component is suspended at the first target position in the game scene, the method may further include:
[0155] In response to the triggering operation of the first skill, the first virtual component suspended at the first target position is controlled to re-enter a state controlled by the virtual character, and the first virtual component is controlled to switch from an activated state to an inactivated state.
[0156] In this embodiment, the virtual component provided by the game to the player is a reusable component. After throwing the first virtual component at the first target position of the game scene, if the player needs to retract the first virtual component and throw the first virtual component to another position, the first virtual component suspended at the first target position can be retracted through the triggering operation of the first skill, so that the first virtual component re-enters the state controlled by the virtual character, and the first virtual component is switched from an activated state to an inactivated state, that is, the mechanical structure of the first virtual component is controlled to switch from an open state to a closed state, and then the first virtual component is controlled to move from the first target position to the hand of the virtual character.
[0157] The game control method provided by the above embodiment is that when the first virtual component is thrown, the first virtual component is switched to the activated state from the inactive state, and when the first virtual component is retrieved, the first virtual component is switched back to the inactive state from the activated state, thereby realizing the change in the appearance of the first virtual component and enhancing the screen display effect. In addition, by retrieving the suspended first virtual component through the triggering operation of the first skill, the first virtual component can be repeatedly retrieved and thrown, thereby realizing the reuse of the virtual component.
[0158] In a possible implementation, the process of responding to the activation event for the second virtual component, controlling the second virtual component to be configured to have the function of momentarily carrying the virtual character in the game scene, and determining whether the second virtual component is located within a preset range of the first virtual component in S102 may include:
[0159] In response to the triggering operation of the first skill, the second virtual component is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the second virtual component, the virtual character is controlled to throw the second virtual component, and the second virtual component is activated, so that the second virtual component has the function of instantly carrying the virtual character in the game scene.
[0160] In this embodiment, the process of controlling the second virtual component to enter a state controlled by the virtual character and throwing the second virtual component is the same as the process of controlling the first virtual component to enter a state controlled by the virtual character and throwing the first virtual component in the above S201-S202, and is not described in detail here. Only after the virtual character throws the second virtual component, it is necessary to determine whether the second virtual component and the first virtual component meet the combination condition.
[0161] It should be noted that all the aforementioned operations and functions for the first virtual component are also applicable to the second virtual component and will not be elaborated here.
[0162] In a possible implementation, the process of responding to the triggering operation of the first skill in S201 to control the first virtual component to enter a state controlled by the virtual character may include:
[0163] In response to the triggering operation of the first skill, the first virtual component in the unlocked state is controlled to enter a state controlled by the virtual character.
[0164] 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.
[0165] 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.
[0166] Therefore, when the player controls the virtual character to release the first skill to the first virtual component, it is necessary to determine whether the first virtual component is in a locked state. If the first virtual component is in an unlocked state, the first virtual component is controlled to enter a state controlled by the virtual character. If the first 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.
[0167] In a possible implementation, the process of determining whether the second virtual component and the first virtual component currently meet the combination condition in S102 may include:
[0168] Determine whether a first target position of the first virtual component in the game scene and a second target position of the second virtual component in the game scene are within a preset range; if so, determine that the second virtual component and the first virtual component satisfy a combination condition; if not, determine that the second virtual component and the first virtual component satisfy a non-combination condition; wherein the first target position and the second target position are respectively the corresponding positions of the first virtual component and the second virtual component after being activated.
[0169] In this embodiment, in response to an activation event for the first virtual component, the first target position of the first virtual component in the game scene is controlled to be activated, and in response to an activation event for the second virtual component, the second target position of the second virtual component in the game scene is controlled to be activated, and the first target position and the second target position are both positions in the air of the game scene.
[0170] The combination condition is whether the distance between the first target position and the second target position is within a preset range. After determining the second target position corresponding to the second virtual component being activated, determine 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, determine that the second virtual component and the first virtual component meet the non-combination condition, determine that the second virtual component and the second virtual component are respectively configured to have the function of instantaneously carrying virtual characters, and are suspended independently of each other in the game scene as two separate virtual components that support virtual characters to stand.
[0171] If the distance between the second target position and the first target position is within a preset range, it is determined that the second virtual component and the first virtual component meet the combination condition, and the activated second virtual component is controlled to be combined with the activated first virtual component to form a first virtual platform.
[0172] In some embodiments, the activation event includes a throwing event for the first virtual component or the second virtual component, and the throwing event is generated based on the throwing operation; the method may further include:
[0173] A throwing crosshair is displayed in a graphical user interface, and the throwing crosshair is used to indicate a throwing position of a throwing operation; and a first target position or a second target position is determined based on the throwing crosshair.
[0174] In this embodiment, the player controls the virtual character to perform a throwing operation, and a throwing event for the first virtual component or the second virtual component is triggered based on the throwing operation.
[0175] Before throwing the virtual component, a throwing crosshair is displayed on the graphical user interface, and the display position of the throwing crosshair indicates the position to be thrown for the throwing operation of the virtual component. The player adjusts the display position of the throwing crosshair to adjust the position to be thrown of the virtual component. After determining that the display position of the throwing crosshair meets the requirement of the throwing position of the virtual component, the player controls the virtual character to throw the first virtual component or the second virtual component to the position pointed by the throwing crosshair. For the first virtual component, the position after throwing based on the position pointed by the throwing crosshair is the first target position, and for the second virtual component, the position after throwing based on the position pointed by the throwing crosshair is the second target position.
[0176] In another possible implementation, Figure 4 A flowchart of a game control method provided in an embodiment of the present application Figure 3 ,like Figure 4 As shown, the process of responding to the activation event for the second virtual component, controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet the combination condition may include:
[0177] S301. Displaying a throwing crosshair in a graphical user interface.
[0178] S302, responding to a moving operation on a throwing crosshair, controlling the throwing crosshair to point to the first virtual component so that the second virtual component and the first virtual component meet a combination condition, and responding to a throwing event on the second virtual component to activate the second virtual component.
[0179] In this embodiment, before throwing the virtual component, a throwing crosshair is displayed on the graphical user interface. The display position of the throwing crosshair indicates the throwing position of the throwing operation for the virtual component. The player can control the virtual character to throw the virtual component to the throwing position indicated by the throwing crosshair.
[0180] The player can adjust the position of the throwing crosshair in the game scene by controlling the perspective or position of the virtual character. When the player needs to control the second virtual component and the first virtual component to form a first virtual platform, the player can continuously adjust the position of the throwing crosshair so that the throwing crosshair points to the first virtual component.
[0181] When the throwing crosshairs points to the first virtual component, it is determined that the second virtual component and the first virtual component meet the combination condition. At this time, the throwing event triggered by the throwing operation controls the virtual character to throw the second virtual component. After the second virtual component is thrown to the position where the first virtual component is located, it is first configured to have the function of instantaneously carrying the virtual character, and then combined with the first virtual component to form a first virtual platform.
[0182] In a possible implementation, the process of responding to the movement operation of the throwing crosshair and controlling the throwing crosshair to point to the first virtual component may include:
[0183] If the distance between the display position of the throwing crosshair and the first virtual component meets the preset distance condition, it is determined that the throwing crosshair automatically adsorbs the first virtual component so that the throwing crosshair points to the first virtual component.
[0184] In this embodiment, in the process of controlling the position pointed by the throwing crosshair in the game scene to adjust, in order to improve the operation accuracy, the player does not need to manually control the throwing crosshair to completely aim at the first virtual component. When the distance between the display position of the throwing crosshair and the first virtual component meets the preset distance condition, the throwing crosshair will be automatically adsorbed on the first virtual component.
[0185] At this time, if the player determines that he needs to throw the second virtual component to the location of the first virtual component, he can directly control the virtual character to throw the second virtual component. If the player does not need to throw the second virtual component to the location of the first virtual component, he can continue to move the throwing crosshairs so that the throwing crosshairs leave the first virtual component.
[0186] In some embodiments, after responding to the movement operation of the throwing crosshair and controlling the throwing crosshair to point to the first virtual component, the method may further include:
[0187] The throwing crosshair is displayed in a preset display mode to indicate that the throwing crosshair points to the first virtual component.
[0188] In this embodiment, in order to facilitate the player to intuitively understand whether the throwing crosshairs is pointing to the first virtual component, so as to ensure that the second virtual component thrown according to the position indicated by the throwing crosshairs can form a first virtual platform with the first virtual component, when the throwing crosshairs points to the first virtual component, the throwing crosshairs will be displayed in a preset display mode. The preset display mode may, for example, change the display color and display size of the throwing crosshairs.
[0189] For example, Figure 5 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ,like Figure 5As shown, when the inactive virtual component 11 enters a state controlled by the virtual character 13, the throwing crosshair 15 is displayed in the graphical user interface. When the player controls the throwing crosshair 15 to move to the vicinity of the activated virtual component 12, the throwing crosshair 15 is automatically adsorbed onto the activated virtual component 12 and displayed in a preset display mode.
[0190] The game control method provided in the above embodiment determines the throwing position of the virtual component based on the position pointed to by the throwing crosshair. When the throwing crosshair points to the first virtual component, the second virtual component is thrown, so that the first virtual component and the second virtual component are combined into a first virtual platform. The throwing crosshair can be used to conveniently indicate the player's throwing position so that the player can throw the virtual component more accurately, thereby improving the player's operating experience.
[0191] In one possible implementation, Figure 6 A flowchart of a game control method provided in an embodiment of the present application Figure 4 ,like Figure 6 As shown, the process of controlling the first virtual component and the second virtual component to be combined into a first virtual platform in S103 may include:
[0192] S401, controlling a designated structural part of a first virtual component and a designated structural part of a second virtual component to be expanded.
[0193] S402: Combine the designated structural part of the first virtual component and the designated structural part of the second virtual component to form a first virtual platform.
[0194] 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.
[0195] 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.
[0196] 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.
[0197] For example, the splicable structure may be a mortise and tenon structure.
[0198] 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.
[0199] 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.
[0200] In a possible implementation, the method may further include:
[0201] In response to the movement operation on the virtual character, the virtual character is controlled to move to the first virtual platform to stay.
[0202] 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 within the effective range of the first virtual platform. At this time, through the triggering operation of the second skill, the virtual character can move to the first virtual platform. When there is no other operation after the triggering operation of the second skill, the virtual character stays on the first virtual platform.
[0203] For example, Figure 7 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ,like Figure 3 and Figure 7 As shown, the graphical user interface also displays a first skill control 16. The first skill control 16 can be in a first display state or a second display state, which is not distinguished in the figure.
[0204] The player controls the virtual character 13 to release the first skill to the unactivated virtual component 11, and controls the unactivated virtual component 11 to enter the Figure 5 The virtual character 13 is controlled as shown in the state of being controlled by the virtual character 13. After that, the virtual character 13 is controlled to throw the unactivated virtual component 11 to activate the virtual component 11 and suspend it in the game scene. If the virtual component 11 and the virtual component 12 meet the combination condition, the virtual component 11 and the virtual component 12 are controlled to combine into Figure 7 A first virtual platform 17 is shown.
[0205] 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 first virtual platform 17. If no new trigger operation for the second skill control 14 is received afterwards, the virtual character 13 will always stay on the first virtual platform 17.
[0206] 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 first virtual platform, the virtual character is controlled to move from the suspended virtual component to the first virtual 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.
[0207] In other embodiments, the virtual character is controlled to move to the first virtual platform through the first triggering operation of the second skill. If the first virtual platform is within the effective range of the suspended virtual component, the virtual character is controlled to move from the first virtual 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.
[0208] The game control method provided by the above embodiment controls the two virtual components to be combined into a component platform that supports the virtual character to stay when the positions of the two virtual components thrown by the virtual character meet the preset position relationship, so that the player can control the virtual character to move to the component platform to stay by triggering the second skill, 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 world view, has a strong artistic effect, and improves the player's gaming experience.
[0209] In a possible implementation, if the second virtual component and the first virtual component currently meet the non-combination condition, the method may further include:
[0210] In response to the continuous movement operation on the virtual character, the virtual character is controlled to move onto the first virtual component and then immediately move onto the second virtual component again.
[0211] In this embodiment, in order to control the virtual character to move continuously in the air of the game scene, the player will arrange multiple virtual components suspended in the game scene. After the virtual character stands on the first virtual component based on the movement operation, that is, the trigger operation of the second skill, if the player needs to control the virtual character to move from the first virtual component to other virtual components, then before the virtual component completes the target action, the player can trigger the second skill again. At this time, the virtual character stops executing the target action, and then continues the unfinished target action, and executes the movement action corresponding to the second skill to move to the second virtual component.
[0212] For example, Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 4 ,like Figure 8 As shown, in response to the triggering operation on the first skill control 16, the player controls the virtual character 13 to release the first skill to the unactivated virtual component 11, and controls the unactivated virtual component 11 to enter the state as shown in FIG. Figure 5 The state of being controlled by the virtual character 13 is shown. Afterwards, the virtual character 13 is controlled to throw the unactivated virtual component 11 to activate the virtual component 11 and suspend it in the game scene. If the virtual component 11 and the virtual component 12 meet the non-combination condition, the virtual component 11 and the virtual component 12 are suspended in the game scene independently of each other.
[0213] 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.
[0214] By triggering the second skill multiple times in succession, the virtual character can be controlled to move between multiple 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.
[0215] In some embodiments, when the virtual character moves based on a movement operation, each movement operation triggers the virtual character to move a fixed distance. If the second virtual component is not within the preset range of the first virtual component used to form a virtual platform, but the distance between the second virtual component and the first virtual component is less than or equal to the fixed distance that the virtual character can move, the player can control the virtual character to move from the current position to the first virtual component and then to the second virtual component through continuous movement operations.
[0216] The game control method provided in the above embodiment responds to the continuous movement operation of the virtual character, controls the virtual character to move to the first virtual component, and then immediately moves to the second virtual component again, so that the virtual character can move in the air of the game scene with the help of multiple 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.
[0217] In a possible implementation, when the first virtual component is configured to have a function of instantaneously carrying a virtual character in a game scene in the above S101, the method may further include:
[0218] A first animation of the first virtual component being activated is played.
[0219] In this embodiment, the screen identifier of the screen displayed in the graphical user interface of the inactive first virtual component is b_idle, and the screen identifier of the screen displayed in the graphical user interface of the activated first virtual component is b_active. During the process of activating the first virtual component, the first animation of the first virtual component switching from the inactive state to the active state, i.e., b_idle_to_active, is played in the graphical user interface.
[0220] Similarly, when the second virtual component is activated, the same animation as the first virtual component is played, which will not be described in detail here.
[0221] In a possible implementation, when the first virtual component and the second virtual component are controlled to be combined into a first virtual platform in S103, the method may further include:
[0222] A second animation for generating the first virtual platform is played.
[0223] In this embodiment, during the process of combining the first virtual component and the second virtual component, a second animation of the process from expansion to combination of the connectable structure of the first virtual component and the connectable structure of the second virtual component is played in the graphical user interface.
[0224] In some embodiments, if the left-side spliceable structure of a virtual component and the right-side spliceable structure of another virtual component are unfolded, the screen identifier of the screen displayed in the graphical user interface after the left side of one virtual component is combined is b_combine_left, and the screen identifier of the screen displayed in the graphical user interface after the right side of the other virtual component is combined is defined as b_combine_right. When the two virtual components are combined, the second animation played from the activated state to the combined state of the first virtual component and the second virtual component is b_active_to_combine_left and b_active_to_combine_right respectively.
[0225] The game control method provided in the above embodiment can enrich the picture effect and improve the player's visual experience by playing the first animation of the virtual components being activated and the second animation of the virtual components being combined into a virtual platform.
[0226] In one possible implementation, Fig. 9 A flowchart of a game control method provided in an embodiment of the present application Figure 5 ,like Fig. 9 As shown, the method may also include:
[0227] S501, in response to the triggering operation of the first skill, controlling the first virtual platform to be unassembled, and controlling the first virtual component to re-enter a state controlled by the virtual character, and the second virtual component is switched to have a function of instantly carrying the virtual character in the game scene.
[0228] S502: In response to the re-throwing operation on the first virtual component, control the virtual character to throw the first virtual component again, and activate the first virtual component again, so that the first virtual component has the function of instantaneously carrying the virtual character in the game scene.
[0229] In this embodiment, when the player no longer needs to use the first virtual platform formed by splicing the first virtual component and the second virtual component, and needs to throw one virtual component or two virtual components on the first virtual platform to other locations, the player can retrieve one virtual component on the first virtual platform through the triggering operation of the first skill. For example, the player can choose to retrieve the first virtual component. When the player controls the virtual character to release the first skill to the first virtual component, the combination between the first virtual component and the second virtual component will be released, and the first virtual component will re-enter a 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 virtual component again to activate the first virtual component again, so that the first virtual component once again has the function of instantly carrying the virtual character in the game scene.
[0230] After the first virtual component re-enters the state controlled by the virtual character through the first skill, the second virtual component is still suspended in the game scene and switches back to the function of instantly carrying the virtual character in the game scene.
[0231] In some embodiments, the player can control the virtual character to move to the first virtual component at a new location through the triggering operation of the second skill, and automatically perform the target action to leave the first virtual component.
[0232] In one possible implementation, Fig.10 A flowchart of a game control method provided in an embodiment of the present application Figure 6 ,like Fig.10 As shown, the method may also include:
[0233] S601: If the activated first virtual component and the activated third virtual component currently meet a combination condition, control the first virtual component and the third virtual component to be combined together into a second virtual platform.
[0234] S602: In response to a movement operation on the virtual character, control the virtual character to move to a second virtual platform to stay.
[0235] In this embodiment, if the re-thrown first virtual component and other activated virtual components in the game scene, such as the third virtual component, meet the combination conditions, the first virtual component and the third virtual component can be spliced to form a new virtual platform, namely the second virtual platform, and the player can control the virtual character to move to the second virtual platform and stay there by triggering the second skill.
[0236] For example, the game scene includes: a virtual platform 20 formed by a combination of virtual components 21 and 22, and a virtual platform 30 formed by a combination of virtual components 31 and 32. If the distance between virtual platforms 20 and 30 is within the range of distance that the virtual character can move, the player can control the virtual character to move from the current position to the virtual platform 20, and then from the virtual platform 20 to the virtual platform 30 through continuous movement operations. If the player needs to control the virtual character to continue moving forward at this time, and there is no virtual component or virtual platform for the virtual character to stand in the direction of the virtual character's forward movement, the player can control the virtual character to move forward. The first skill is released to the virtual component 21 in the virtual platform 20, so that the virtual component 21 enters a state controlled by the virtual character, and the virtual component 22 is switched to have the function of instantly carrying the virtual character; thereafter, the virtual character throws the virtual component 21 in the forward direction, so that the virtual component 21 is activated again and has the function of instantly carrying the virtual character. If the function of instantly carrying the virtual character can meet the movement requirements of the virtual character, that is, the virtual character does not need to stay in the forward direction, the player can control the virtual character to continue to move from the virtual platform 30 to the virtual component 21, and automatically execute the target action to leave the virtual component 21. If the function of the instantaneous virtual character carrier does not meet the movement requirements of the virtual character, that is, the virtual character needs to stay in the forward direction, the player can further release the first skill to the virtual component 22, so that the virtual component 22 enters a state controlled by the virtual character, and then the virtual character throws the virtual component 22 to the preset range of the virtual component 21, so that the virtual component 22 is activated again and combined with the virtual component 21 to form a new virtual platform 40, and the player can control the virtual character to continue to move from the virtual platform 30 to the virtual platform 40. In this way, by continuously combining or uncombining virtual components, the virtual components or virtual platforms can provide the virtual character with the function of continuous movement in the game scene, and realize the control of the virtual character to continuously move in the air of the game scene through a limited number of virtual components.
[0237] In the game control method provided by the above-mentioned embodiment, the virtual platform composed of virtual components can be disassembled and re-thrown, and can also be re-thrown and combined with other virtual components to form a new virtual platform, thereby realizing the reuse of virtual components, so that a limited number of virtual components can be used to control the virtual characters to move continuously in the air of the game scene, thereby enhancing the playability of the game and improving the player's gaming experience.
[0238] In a possible implementation, when the first virtual platform is controlled to be unassembled in the above S501, and the first virtual component is controlled to re-enter a state controlled by the virtual character, and the second virtual component is switched to have a function of instantaneously carrying the virtual character in the game scene, the method may further include:
[0239] A third animation of the first virtual platform being unpacked and a fourth animation of the first virtual component being re-controlled by the virtual character are played.
[0240] In this embodiment, during the process of unpacking the first virtual platform, a third animation of the unpacking and retracting process of the connectable structure of the first virtual component and the connectable structure of the second virtual component is played in the graphical user interface.
[0241] In some embodiments, when two virtual components are uncombined, the third animations played of the first virtual component and the second virtual component from the combined state to the activated state are b_combine_left_to_active and b_combine_right_to_active, respectively, that is, the left-side spliceable structure of one virtual component is switched from the combined state to the activated state, and the right-side spliceable structure of the other virtual component is switched from the combined state to the activated state.
[0242] In addition, when the activated first virtual component is retracted, an animation of the first virtual component switching from an activated state to an inactivated state, ie, b_active_to_idle, is played in the graphical user interface.
[0243] The game control method provided in the above embodiment can enrich the picture effect and improve the player's visual experience by playing the third animation of the first virtual platform being released and the fourth animation of the first virtual component being re-controlled by the virtual character.
[0244] In a possible implementation, after responding to the triggering operation of the first skill in the above S201 and controlling the first virtual component to enter a state controlled by the virtual character, the method may further include:
[0245] In response to a throwing operation on the first virtual component, the virtual object is controlled to throw the first virtual component to a preset mechanism in the game scene, so that the first 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 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 virtual component, and automatically executes the target action to leave the first virtual component.
[0246] 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 virtual component onto the preset mechanism, the first virtual component and the preset mechanism will be spliced to form a spliced mechanism, and the first virtual component will move in the game scene following the preset mechanism.
[0247] Since the preset mechanism can drive the first 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 virtual component. When the preset mechanism brings the first virtual component to the target position, the player controls the virtual character to move to the first virtual component through the triggering operation of the second skill, and automatically executes the target action to leave the first virtual component.
[0248] 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 to other virtual components through the triggering operation of the second skill to reach a position that was previously unreachable.
[0249] Furthermore, the method may also include:
[0250] In response to the triggering operation of the first skill, the first virtual component is controlled to cancel the connection with the preset mechanism, and the first virtual component is controlled to re-enter a state controlled by the virtual character.
[0251] In this embodiment, when the virtual character no longer needs to move with the help of the splicing mechanism composed of the first virtual component and the preset mechanism, and needs to move to other positions using the first virtual component, the first virtual component on the preset mechanism can be retracted.
[0252] Specifically, through the triggering operation of the first skill, the first virtual component fixed on the preset mechanism is disconnected from the preset mechanism and retracted, so that the first virtual component re-enters the state of being controlled by the virtual character.
[0253] In some embodiments, the preset mechanism has multiple reserved groove positions, and when the player throws the first virtual component into any of the reserved groove positions of the preset mechanism, the first virtual component is spliced with the preset mechanism to form a spliced mechanism. A fixed virtual component may also be set in the multiple reserved groove positions of the preset mechanism, and the splicing of the virtual component with the preset mechanism is fixed and cannot be removed, that is, the virtual character cannot control the virtual component to cancel the connection with the preset mechanism through the triggering operation of the first skill.
[0254] For example, the preset mechanism may be a structure including rotating gears, and the preset mechanism rotates in the game scene by rotating the gears. When the first virtual component is spliced with the preset mechanism, the preset mechanism can rotate the first virtual component to some blind spots, and the virtual character can move to the blind spots with the help of the first virtual component, and further move to other positions.
[0255] The game control method provided in the above embodiment can control the first virtual component to be spliced with the preset mechanism, so as to drive the first virtual component to move with the help of the preset mechanism, thereby enriching the gameplay and improving the player's gaming experience.
[0256] In a possible implementation, after responding to the triggering operation of the first skill in the above S201 and controlling the first virtual component to enter a state controlled by the virtual character, the method may further include:
[0257] In response to a throwing operation on the first virtual component, the virtual character is controlled to throw the first virtual component; in response to the first virtual component colliding with an obstacle in the game scene during the throwing process, the first virtual component is destroyed.
[0258] In this embodiment, in addition to being able to move in the air of the game scene with the help of the first virtual component, the virtual character can also destroy obstacles in the game scene with the help of the first virtual component.
[0259] Specifically, after the first 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 virtual component at the obstacle through a throwing operation. When the first virtual component moves freely in the game scene after being thrown, if the first virtual component collides with the obstacle, the first virtual component and the obstacle will be destroyed.
[0260] The game control method provided in the above embodiment further provides a gameplay of colliding and destroying obstacles in the game scene through the first 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.
[0261] 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:
[0262] An activation module 701, for responding to an activation event for the first virtual component, and controlling the first virtual component to be configured to have a function of instantaneously carrying a virtual character in a game scene;
[0263] The activation module 701 is further used to respond to the activation event for the second virtual component, control the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and determine whether the second virtual component and the first virtual component currently meet the combination condition;
[0264] The combination module 702 is used to control the first virtual component and the second virtual component to be combined into a first virtual platform when the second virtual component and the first virtual component currently meet the combination condition. The first virtual platform is configured to have the function of continuously carrying virtual characters in the game scene.
[0265] Optionally, the activation module 701 is also used to determine whether a first target position of the first virtual component in the game scene and a second target position of the second virtual component in the game scene are within a preset range. If so, it is determined that the second virtual component and the first virtual component satisfy a combination condition; if not, it is determined that the second virtual component and the first virtual component satisfy a non-combination condition; wherein the first target position and the second target position are respectively the corresponding positions of the first virtual component and the second virtual component after being activated.
[0266] Optionally, the activation event includes a throwing event for the first virtual component or the second virtual component, and the throwing event is generated based on the throwing operation; the activation module 701 is also used to display a throwing crosshair on the graphical user interface, and the throwing crosshair is used to indicate the throwing position of the throwing operation; the first target position or the second target position is determined based on the throwing crosshair.
[0267] Optionally, the activation module 701 is also used to display a throwing crosshair in a graphical user interface; in response to a movement operation on the throwing crosshair, control the throwing crosshair to point to the first virtual component so that the second virtual component and the first virtual component meet a combination condition; and in response to a throwing event on the second virtual component, activate the second virtual component.
[0268] Optionally, activation module 701 is also used to respond to a movement operation on a throwing crosshair. If the distance between the display position of the throwing crosshair and the first virtual component meets a preset distance condition, the throwing crosshair is determined to automatically adsorb the first virtual component so that the throwing crosshair points to the first virtual component.
[0269] Optionally, the activation module 701 is further configured to display the throwing crosshairs in a preset display manner to indicate that the throwing crosshairs points to the first virtual component.
[0270] Optionally, the activation module 701 is specifically configured to respond to an activation event for the first virtual component and activate the first virtual component so that the first virtual component is configured to have the function of instantaneously carrying a virtual character in the game scene.
[0271] Optionally, the device may further include:
[0272] The movement control module 703 is used to respond to the movement operation on the virtual character when the first virtual component is in an activated state, control the virtual character to move to the first virtual component, and automatically perform a target action to leave the first virtual component.
[0273] Optionally, the activation module 701 is further configured to respond to an activation event for the second virtual component and activate the second virtual component so that the second virtual component is configured to have the function of instantaneously carrying a virtual character in the game scene.
[0274] Optionally, the activation module 701 is further configured to determine whether the activated second virtual component and the activated first virtual component satisfy a combination condition.
[0275] Optionally, the activation module 701 is specifically used to respond to the triggering operation of the first skill, control the first virtual component to enter a state controlled by the virtual character; respond to the throwing operation on the first virtual component, control the virtual character to throw the first virtual component, and activate the first virtual component so that the first virtual component has the function of instantaneously carrying the virtual character in the game scene.
[0276] Optionally, the activation module 701 is also used to respond to the triggering operation of the first skill, control the second virtual component to enter a state controlled by the virtual character; respond to the throwing operation on the second virtual component, control the virtual character to throw the second virtual component, and activate the second virtual component so that the second virtual component has the function of instantaneously carrying the virtual character in the game scene.
[0277] Optionally, the activation module 701 is further configured to respond to a triggering operation of the first skill and control the first virtual component in an unlocked state to enter a state controlled by the virtual character.
[0278] Optionally, the combination module 702 is specifically used to control the expansion of the designated structural parts of the first virtual component and the designated structural parts of the second virtual component; the expanded designated structural parts of the first virtual component and the expanded designated structural parts of the second virtual component are combined to form a first virtual platform.
[0279] Optionally, the movement control module 703 is further configured to respond to a movement operation on the virtual character and control the virtual character to move to the first virtual platform to stay.
[0280] Optionally, if the second virtual component and the first virtual component currently meet the non-combination condition, the movement control module 703 is further used to respond to the continuous movement operation on the virtual character, and control the virtual character to move onto the first virtual component and then immediately move onto the second virtual component again.
[0281] Optionally, the device may further include:
[0282] The playing module 704 is used to play the first animation of the first virtual component being activated.
[0283] Optionally, the playing module 704 is further configured to play a second animation for generating the first virtual platform.
[0284] Optionally, the activation module 701 is also used to respond to the triggering operation of the first skill, control the first virtual platform to unassemble, and control the first virtual component to re-enter the state controlled by the virtual character, and the second virtual component switches to the function of instantly carrying the virtual character in the game scene; respond to the re-throwing operation for the first virtual component, control the virtual character to throw the first virtual component again, and activate the first virtual component again, so that the first virtual component has the function of instantly carrying the virtual character in the game scene.
[0285] Optionally, the combining module 702 is further configured to control the first virtual component and the third virtual component to be combined into a second virtual platform if the activated first virtual component and the activated third virtual component currently meet a combining condition;
[0286] The movement control module 703 is further used to respond to the movement operation on the virtual character and control the virtual character to move to the second virtual platform for staying.
[0287] Optionally, the playing module 704 is further configured to play a third animation of the first virtual platform being released from the assembly and a fourth animation of the first virtual component being re-controlled by the virtual character.
[0288] The game control device provided in the above embodiment responds to the activation event of the virtual component, controls the virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the instantaneous carrying function provided by the virtual component. When two virtual components with the function of instantaneously carrying the virtual character meet the combination condition, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, this embodiment provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual character can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between the virtual character and the virtual component, and improving the diversity of the use efficiency of the virtual component in the game, making the game more playable and improving the player's gaming experience.
[0289] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0290] 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).
[0291] 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 800 may include: a processor 801, a storage medium 802 and a bus, the storage medium 802 stores program instructions executable by the processor 901, and when the electronic device 9800 is running, the processor 801 communicates with the storage medium 802 through the bus, and the processor 801 executes the program instructions to execute an embodiment of the control method of the above-mentioned game.
[0292] Specifically, the steps of the processor executing the above-mentioned game control method may include:
[0293] In response to an activation event for a first virtual component, the first virtual component is controlled to be configured to have the function of instantaneously carrying a virtual character in a game scene; in response to an activation event for a second virtual component, the second virtual component is controlled to be configured to have the function of instantaneously carrying a virtual character in a game scene, and it is determined whether the second virtual component and the first virtual component currently meet a combination condition; if the second virtual component and the first virtual component currently meet the combination condition, the first virtual component and the second virtual component are controlled to be combined into a first virtual platform, and the first virtual platform is configured to have the function of continuously carrying a virtual character in a game scene.
[0294] Optionally, the processor performs the above step of determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0295] Determine whether a first target position of the first virtual component in the game scene and a second target position of the second virtual component in the game scene are within a preset range; if so, determine that the second virtual component and the first virtual component satisfy a combination condition; if not, determine that the second virtual component and the first virtual component satisfy a non-combination condition; wherein the first target position and the second target position are respectively the corresponding positions of the first virtual component and the second virtual component after being activated.
[0296] Optionally, the activation event includes a throwing event for the first virtual component or the second virtual component, and the throwing event is generated based on the throwing operation; the processor executes the step of the control method of the game, and may further include:
[0297] A throwing crosshair is displayed on a graphical user interface, and the throwing crosshair is used to indicate a throwing position of a throwing operation; and a first target position or a second target position is determined based on the throwing crosshair.
[0298] Optionally, the processor executes the above steps of responding to the activation event for the second virtual component, controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0299] Displaying a throwing crosshair in a graphical user interface; responding to a movement operation on the throwing crosshair, controlling the throwing crosshair to point to the first virtual component so that the second virtual component and the first virtual component meet a combination condition, and responding to a throwing event on the second virtual component to activate the second virtual component.
[0300] Optionally, the processor executes the above step of responding to the movement operation of the throwing crosshair and controlling the throwing crosshair to point to the first virtual component, which may include:
[0301] In response to a moving operation on the throwing crosshair, if the distance between the display position of the throwing crosshair and the first virtual component meets a preset distance condition, the throwing crosshair is determined to automatically adsorb the first virtual component so that the throwing crosshair points to the first virtual component.
[0302] Optionally, after the processor executes the above-mentioned response to the movement operation of the throwing crosshair and controls the throwing crosshair to point to the first virtual component, the processor executes the step of the above-mentioned game control method, which may also include:
[0303] The throwing crosshair is displayed in a preset display mode to indicate that the throwing crosshair points to the first virtual component.
[0304] Optionally, the processor executes the above step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0305] In response to an activation event for the first virtual component, the first virtual component is activated so that the first virtual component is configured to have a function of momentarily carrying a virtual character in a game scene.
[0306] Optionally, the processor executes the steps of the game control method, which may further include:
[0307] When the first virtual component is in an activated state, in response to a movement operation on the virtual character, the virtual character is controlled to move to the first virtual component, and a target action is automatically performed to leave the first virtual component.
[0308] Optionally, before the processor executes the above-mentioned step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the above-mentioned game control method, which may also include:
[0309] In response to the fling operation on the first virtual component, an activation event on the first virtual component is generated.
[0310] Optionally, the processor executes the above step of responding to the activation event for the second virtual component and controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0311] In response to an activation event for the second virtual component, the second virtual component is activated so that the second virtual component is configured to have a function of momentarily carrying a virtual character in the game scene.
[0312] Optionally, the processor performs the above step of determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0313] It is determined whether the activated second virtual component and the activated first virtual component satisfy a combination condition.
[0314] Optionally, the processor executes the above step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0315] In response to the triggering operation of the first skill, the first virtual component is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the first virtual component, the virtual character is controlled to throw the first virtual component, and the first virtual component is activated, so that the first virtual component has the function of instantly carrying the virtual character in the game scene.
[0316] Optionally, the processor executes the above step of responding to the activation event for the second virtual component and controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0317] In response to the triggering operation of the first skill, the second virtual component is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the second virtual component, the virtual character is controlled to throw the second virtual component, and the second virtual component is activated, so that the second virtual component has the function of instantly carrying the virtual character in the game scene.
[0318] Optionally, the processor executes the above step of responding to the triggering operation of the first skill and controlling the first virtual component to enter a state controlled by the virtual character, which may include:
[0319] In response to the triggering operation of the first skill, the first virtual component in the unlocked state is controlled to enter a state controlled by the virtual character.
[0320] Optionally, the processor executing the above step of controlling the first virtual component and the second virtual component to be combined into a first virtual platform may include:
[0321] The designated structural parts of the first virtual component and the designated structural parts of the second virtual component are controlled to be unfolded; the unfolded designated structural parts of the first virtual component and the unfolded designated structural parts of the second virtual component are combined to form a first virtual platform.
[0322] Optionally, the processor executes the steps of the game control method, which may further include:
[0323] In response to the movement operation on the virtual character, the virtual character is controlled to move to the first virtual platform to stay.
[0324] Optionally, the second virtual component and the first virtual component currently meet the non-combination condition, and the processor executes the step of the game control method, which may also include:
[0325] In response to the continuous movement operation on the virtual character, the virtual character is controlled to move onto the first virtual component and then immediately move onto the second virtual component again.
[0326] Optionally, when the processor executes the control to configure the first virtual component to have the function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the control method of the game, which may also include:
[0327] A first animation of the first virtual component being activated is played.
[0328] Optionally, when the processor executes the control of the first virtual component and the second virtual component to form a first virtual platform, the processor executes the step of the control method of the game, which may also include:
[0329] A second animation for generating the first virtual platform is played.
[0330] Optionally, the processor executes the steps of the game control method, which may further include:
[0331] In response to the triggering operation of the first skill, the first virtual platform is controlled to be unassembled, and the first virtual component is controlled to re-enter the state controlled by the virtual character, and the second virtual component is switched to have the function of instantly carrying the virtual character in the game scene; in response to the re-throwing operation for the first virtual component, the virtual character is controlled to throw the first virtual component again, and the first virtual component is activated again, so that the first virtual component has the function of instantly carrying the virtual character in the game scene.
[0332] Optionally, the processor executes the steps of the game control method, which may further include:
[0333] If the activated first virtual component and the activated third virtual component currently meet the combination condition, the first virtual component and the third virtual component are controlled to be combined into a second virtual platform; in response to the movement operation of the virtual character, the virtual character is controlled to move to the second virtual platform to stay.
[0334] Optionally, the processor controls the first virtual platform to disassemble, and controls the first virtual component to re-enter a state controlled by the virtual character, and when the second virtual component switches to having a function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the control method of the game, which may also include:
[0335] A third animation of the first virtual platform being unpacked and a fourth animation of the first virtual component being re-controlled by the virtual character are played.
[0336] The game control method executed by the processor of the above-mentioned embodiment responds to the activation event of the virtual component, controls the virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the instantaneous carrying function provided by the virtual component. When two virtual components with the function of instantaneously carrying the virtual character meet the combination condition, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, the present application provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual character can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between the virtual character and the virtual component, and improving the diversity of the use efficiency of the virtual component in the game, making the game more playable and improving the player's gaming experience.
[0337] 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.
[0338] Specifically, the steps of the processor executing the above-mentioned game control method may include:
[0339] In response to an activation event for a first virtual component, the first virtual component is controlled to be configured to have the function of instantaneously carrying a virtual character in a game scene; in response to an activation event for a second virtual component, the second virtual component is controlled to be configured to have the function of instantaneously carrying a virtual character in a game scene, and it is determined whether the second virtual component and the first virtual component currently meet a combination condition; if the second virtual component and the first virtual component currently meet the combination condition, the first virtual component and the second virtual component are controlled to be combined into a first virtual platform, and the first virtual platform is configured to have the function of continuously carrying a virtual character in a game scene.
[0340] Optionally, the processor performs the above step of determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0341] Determine whether a first target position of the first virtual component in the game scene and a second target position of the second virtual component in the game scene are within a preset range; if so, determine that the second virtual component and the first virtual component satisfy a combination condition; if not, determine that the second virtual component and the first virtual component satisfy a non-combination condition; wherein the first target position and the second target position are respectively the corresponding positions of the first virtual component and the second virtual component after being activated.
[0342] Optionally, the activation event includes a throwing event for the first virtual component or the second virtual component, and the throwing event is generated based on the throwing operation; the processor executes the step of the control method of the game, and may further include:
[0343] A throwing crosshair is displayed on a graphical user interface, and the throwing crosshair is used to indicate a throwing position of a throwing operation; and a first target position or a second target position is determined based on the throwing crosshair.
[0344] Optionally, the processor executes the above steps of responding to the activation event for the second virtual component, controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0345] Displaying a throwing crosshair in a graphical user interface; responding to a movement operation on the throwing crosshair, controlling the throwing crosshair to point to the first virtual component so that the second virtual component and the first virtual component meet a combination condition, and responding to a throwing event on the second virtual component to activate the second virtual component.
[0346] Optionally, the processor executes the above step of responding to the movement operation of the throwing crosshair and controlling the throwing crosshair to point to the first virtual component, which may include:
[0347] In response to a moving operation on the throwing crosshair, if the distance between the display position of the throwing crosshair and the first virtual component meets a preset distance condition, the throwing crosshair is determined to automatically adsorb the first virtual component so that the throwing crosshair points to the first virtual component.
[0348] Optionally, after the processor executes the above-mentioned response to the movement operation of the throwing crosshair and controls the throwing crosshair to point to the first virtual component, the processor executes the step of the above-mentioned game control method, which may also include:
[0349] The throwing crosshair is displayed in a preset display mode to indicate that the throwing crosshair points to the first virtual component.
[0350] Optionally, the processor executes the above step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0351] In response to an activation event for the first virtual component, the first virtual component is activated so that the first virtual component is configured to have a function of momentarily carrying a virtual character in a game scene.
[0352] Optionally, the processor executes the steps of the game control method, which may further include:
[0353] When the first virtual component is in an activated state, in response to a movement operation on the virtual character, the virtual character is controlled to move to the first virtual component, and a target action is automatically performed to leave the first virtual component.
[0354] Optionally, before the processor executes the above-mentioned step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the above-mentioned game control method, which may also include:
[0355] In response to the fling operation on the first virtual component, an activation event on the first virtual component is generated.
[0356] Optionally, the processor executes the above step of responding to the activation event for the second virtual component and controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0357] In response to an activation event for the second virtual component, the second virtual component is activated so that the second virtual component is configured to have a function of momentarily carrying a virtual character in the game scene.
[0358] Optionally, the processor performs the above step of determining whether the second virtual component and the first virtual component currently meet the combination condition, which may include:
[0359] It is determined whether the activated second virtual component and the activated first virtual component satisfy a combination condition.
[0360] Optionally, the processor executes the above step of responding to the activation event for the first virtual component and controlling the first virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0361] In response to the triggering operation of the first skill, the first virtual component is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the first virtual component, the virtual character is controlled to throw the first virtual component, and the first virtual component is activated, so that the first virtual component has the function of instantly carrying the virtual character in the game scene.
[0362] Optionally, the processor executes the above step of responding to the activation event for the second virtual component and controlling the second virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, which may include:
[0363] In response to the triggering operation of the first skill, the second virtual component is controlled to enter a state controlled by the virtual character; in response to the throwing operation on the second virtual component, the virtual character is controlled to throw the second virtual component, and the second virtual component is activated, so that the second virtual component has the function of instantly carrying the virtual character in the game scene.
[0364] Optionally, the processor executes the above step of responding to the triggering operation of the first skill and controlling the first virtual component to enter a state controlled by the virtual character, which may include:
[0365] In response to the triggering operation of the first skill, the first virtual component in the unlocked state is controlled to enter a state controlled by the virtual character.
[0366] Optionally, the processor executing the above step of controlling the first virtual component and the second virtual component to be combined into a first virtual platform may include:
[0367] The designated structural parts of the first virtual component and the designated structural parts of the second virtual component are controlled to be unfolded; the unfolded designated structural parts of the first virtual component and the unfolded designated structural parts of the second virtual component are combined to form a first virtual platform.
[0368] Optionally, the processor executes the steps of the game control method, which may further include:
[0369] In response to the movement operation on the virtual character, the virtual character is controlled to move to the first virtual platform to stay.
[0370] Optionally, the second virtual component and the first virtual component currently meet the non-combination condition, and the processor executes the step of the game control method, which may also include:
[0371] In response to the continuous movement operation on the virtual character, the virtual character is controlled to move onto the first virtual component and then immediately move onto the second virtual component again.
[0372] Optionally, when the processor executes the control to configure the first virtual component to have the function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the control method of the game, which may also include:
[0373] A first animation of the first virtual component being activated is played.
[0374] Optionally, when the processor executes the control of the first virtual component and the second virtual component to form a first virtual platform, the processor executes the step of the control method of the game, which may also include:
[0375] A second animation for generating the first virtual platform is played.
[0376] Optionally, the processor executes the steps of the game control method, which may further include:
[0377] In response to the triggering operation of the first skill, the first virtual platform is controlled to be unassembled, and the first virtual component is controlled to re-enter the state controlled by the virtual character, and the second virtual component is switched to have the function of instantly carrying the virtual character in the game scene; in response to the re-throwing operation for the first virtual component, the virtual character is controlled to throw the first virtual component again, and the first virtual component is activated again, so that the first virtual component has the function of instantly carrying the virtual character in the game scene.
[0378] Optionally, the processor executes the steps of the game control method, which may further include:
[0379] If the activated first virtual component and the activated third virtual component currently meet the combination condition, the first virtual component and the third virtual component are controlled to be combined into a second virtual platform; in response to the movement operation of the virtual character, the virtual character is controlled to move to the second virtual platform to stay.
[0380] Optionally, the processor controls the first virtual platform to disassemble, and controls the first virtual component to re-enter a state controlled by the virtual character, and when the second virtual component switches to having a function of instantaneously carrying the virtual character in the game scene, the processor executes the step of the control method of the game, which may also include:
[0381] A third animation of the first virtual platform being unpacked and a fourth animation of the first virtual component being re-controlled by the virtual character are played.
[0382] The game control method executed by the processor of the above-mentioned embodiment responds to the activation event of the virtual component, controls the virtual component to be configured to have the function of instantaneously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the instantaneous carrying function provided by the virtual component. When two virtual components with the function of instantaneously carrying the virtual character meet the combination condition, the two virtual components are controlled to be combined into a virtual platform with the function of continuously carrying the virtual character in the game scene, and the virtual character can move in the game scene with the help of the continuous carrying function provided by the virtual platform. In this way, the present application provides different carrying times for virtual characters through the separate use and combined use of virtual components, so that the virtual character can move with the help of virtual components or virtual platforms based on different carrying times, thereby enhancing the interaction between the virtual character and the virtual component, and improving the diversity of the use efficiency of the virtual component in the game, making the game more playable and improving the player's gaming experience.
[0383] 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.
[0384] 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.
[0385] 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.
[0386] 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.
[0387] 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 an activation event for a first virtual component, controlling the first virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene; In response to an activation event for a second virtual component, controlling the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet a combination condition; If the second virtual component and the first virtual component currently meet the combination condition, the first virtual component and the second virtual component are controlled to be combined into a first virtual platform, and the first virtual platform is configured to have the function of continuously carrying the virtual character in the game scene.
2. The method according to claim 1, characterized in that The determining whether the second virtual component and the first virtual component currently meet a combination condition includes: Determine whether a first target position of the first virtual component in the game scene and a second target position of the second virtual component in the game scene are within a preset range, and if so, determine that the second virtual component and the first virtual component meet a combination condition, and if not, determine that the second virtual component and the first virtual component meet a non-combination condition; The first target position and the second target position are positions corresponding to the first virtual component and the second virtual component after being activated, respectively.
3. The method according to claim 2, characterized in that The activation event comprises a throwing event for the first virtual component or the second virtual component, wherein the throwing event is generated based on a throwing operation; The method further comprises: Displaying a throwing crosshair on the graphical user interface, wherein the throwing crosshair is used to indicate a throwing position of the throwing operation; The first target position or the second target position is determined based on the throwing crosshairs.
4. The method according to claim 1, characterized in that: The step of responding to an activation event of a second virtual component, controlling the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene, and determining whether the second virtual component and the first virtual component currently meet a combination condition includes: Displaying a throwing crosshair in the graphical user interface; In response to a moving operation on the throwing crosshair, the throwing crosshair is controlled to point to the first virtual component so that the second virtual component and the first virtual component meet the combination condition, and in response to a throwing event on the second virtual component, the second virtual component is activated.
5. The method according to claim 4, characterized in that In response to the movement operation of the throwing crosshair, controlling the throwing crosshair to point to the first virtual component includes: In response to a movement operation on the throwing crosshair, if the distance between the display position of the throwing crosshair and the first virtual component meets a preset distance condition, the throwing crosshair is determined to automatically adsorb the first virtual component so that the throwing crosshair points to the first virtual component.
6. The method according to claim 4, characterized in that After responding to the movement operation of the throwing crosshair and controlling the throwing crosshair to point to the first virtual component, the method further includes: The throwing crosshair is displayed in a preset display mode to indicate that the throwing crosshair points to the first virtual component.
7. The method according to claim 1, characterized in that The step of responding to an activation event of the first virtual component and controlling the first virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene includes: In response to an activation event for the first virtual component, the first virtual component is activated so that the first virtual component is configured to have a function of transiently carrying the virtual character in the game scene.
8. The method according to claim 7, characterized in that The method further comprises: When the first virtual component is in an activated state, in response to a movement operation on the virtual character, the virtual character is controlled to move to the first virtual component, and a target action is automatically performed to leave the first virtual component.
9. The method according to claim 7, characterized in that: The step of responding to an activation event of the second virtual component and controlling the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene includes: In response to an activation event for the second virtual component, the second virtual component is activated so that the second virtual component is configured to have a function of transiently carrying the virtual character in the game scene.
10. The method according to claim 9, characterized in that The determining whether the second virtual component and the first virtual component currently meet a combination condition includes: It is determined whether the activated second virtual component and the activated first virtual component satisfy the combination condition.
11. The method according to claim 1, characterized in that: The step of responding to an activation event of the first virtual component and controlling the first virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene includes: In response to the triggering operation of the first skill, controlling the first virtual component to enter a state controlled by the virtual character; In response to the throwing operation on the first virtual component, the virtual character is controlled to throw the first virtual component, and the first virtual component is activated, so that the first virtual component has the function of instantaneously carrying the virtual character in the game scene.
12. The method according to claim 1, characterized in that The step of responding to an activation event of the second virtual component and controlling the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene includes: In response to the triggering operation of the first skill, controlling the second virtual component to enter a state controlled by the virtual character; In response to the throwing operation on the second virtual component, the virtual character is controlled to throw the second virtual component, and the second virtual component is activated, so that the second virtual component has the function of instantaneously carrying the virtual character in the game scene.
13. The method according to claim 11, characterized in that The step of responding to the triggering operation of the first skill and controlling the first virtual component to enter a state controlled by the virtual character includes: In response to the triggering operation of the first skill, the first virtual component in the unlocked state is controlled to enter a state controlled by the virtual character.
14. The method according to claim 1, characterized in that The controlling the first virtual component and the second virtual component to be combined into a first virtual platform includes: Controlling the designated structural part of the first virtual component and the designated structural part of the second virtual component to be unfolded; The designated structural part of the first virtual component that is unfolded and the designated structural part of the second virtual component that is unfolded are combined to form the first virtual platform.
15. The method according to claim 1, characterized in that The method further comprises: In response to a movement operation on the virtual character, the virtual character is controlled to move to the first virtual platform to stay.
16. The method according to claim 1, characterized in that If the second virtual component and the first virtual component currently meet a non-combination condition, the method further includes: In response to the continuous movement operation on the virtual character, the virtual character is controlled to move onto the first virtual component and then immediately move onto the second virtual component again.
17. The method according to claim 1, characterized in that When the controlling the first virtual component is configured to have a function of instantaneously carrying a virtual character in the game scene, the method further includes: A first animation of the first virtual component being activated is played.
18. The method according to claim 1, characterized in that When controlling the first virtual component and the second virtual component to be combined into a first virtual platform, the method further includes: Play and generate a second animation of the first virtual platform.
19. The method according to claim 11, characterized in that The method further comprises: In response to the triggering operation of the first skill, the first virtual platform is controlled to be unassembled, and the first virtual component is controlled to re-enter a state controlled by the virtual character, and the second virtual component is switched to have a function of instantaneously carrying the virtual character in the game scene; In response to the re-throwing operation for the first virtual component, the virtual character is controlled to throw the first virtual component again, and the first virtual component is activated again, so that the first virtual component has the function of instantaneously carrying the virtual character in the game scene.
20. The method according to claim 19, characterized in that The method further comprises: If the activated first virtual component and the activated third virtual component currently meet the combination condition, controlling the first virtual component and the third virtual component to be combined together into a second virtual platform; In response to the movement operation on the virtual character, the virtual character is controlled to move to the second virtual platform for staying.
21. The method according to claim 19, characterized in that The controlling the first virtual platform to unassemble and controlling the first virtual component to re-enter a state controlled by the virtual character, and when the second virtual component switches to having a function of instantaneously carrying the virtual character in the game scene, the method further comprises: A third animation of the first virtual platform being unpacked and a fourth animation of the first virtual component being re-controlled by the virtual character are played.
22. 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: An activation module, configured to respond to an activation event for a first virtual component and control the first virtual component to be configured to have a function of instantaneously carrying a virtual character in the game scene; The activation module is further configured to respond to an activation event for a second virtual component, control the second virtual component to be configured to have a function of instantaneously carrying the virtual character in the game scene, and determine whether the second virtual component and the first virtual component currently meet a combination condition; A combination module is used to control the first virtual component and the second virtual component to be combined into a first virtual platform if the second virtual component and the first virtual component currently meet the combination condition, and the first virtual platform is configured to have the function of continuously carrying the virtual character in the game scene.
23. 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 and the storage medium communicate through 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 21.
24. 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 21 are executed.