Game operation control method and device and electronic equipment

By using the graphical user interface provided by the terminal device in game games, controlling the movement of virtual characters on the virtual path, and adjusting the character attribute parameters using game events and skill effects, solving the problem of low difficulty and time-consuming gameplay in existing game games. , achieving higher game difficulty and resource conservation.

CN119386466APending Publication Date: 2025-02-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411312552.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-19
Publication Date
2025-02-07

AI Technical Summary

Technical Problem

The game difficulty of existing game games is low, which makes the game games take a long time and occupy a lot of game resources.

Method used

Provide a graphical user interface through the terminal device to respond to game game start instructions and display game scenes, including virtual paths and virtual characters. Control virtual character movement in response to movement control instructions, apply skill effects in response to game events, and adjust the character attribute parameters of the virtual character during the skill effect, until the preset threshold is reached and fall back to the virtual path.

Benefits of technology

It increases the difficulty of gameplay, reduces the time-consuming gameplay, and saves game resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game operation control method and device and electronic equipment. The method comprises the following steps: in response to a movement control instruction, controlling a first virtual character to move along a virtual path; in response to the first game event, applying a first skill effect to the at least one virtual character; in the period when the first skill effect takes effect, responding to the change of the position of a target virtual role in the at least one virtual role, and controlling the role attribute parameters of the target virtual role to be adjusted; and in response to the fact that the role attribute parameter of the target virtual role reaches a preset parameter threshold value, controlling the target virtual role to return to a first specified position of the virtual path. According to the mode, the character attribute parameters are adjusted through the skills and the position changes of the characters, the game playing difficulty is increased, the game playing time consumption is reduced, and game resources can be saved.
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Description

Technical Field

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

[0002] In a game, the player can control the game character to start from the starting point, set various levels on the moving path, and the player controls the game character to perform actions such as moving, jumping, and casting props to pass the level. If the game character can successfully reach the end, the player wins the game. In this method, the way to promote the game process is relatively simple, which reduces the game difficulty of the game, resulting in a longer game time and occupying more game resources. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a game operation control method, device and electronic device to increase the difficulty of the game, reduce the time consumption of the game and save game resources.

[0004] In a first aspect, an embodiment of the present invention provides an operation control method for a game, providing a graphical user interface through a terminal device, the method comprising: in response to a game match start instruction, displaying at least a portion of a game scene on a graphical user interface, the game scene including a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, controlling the first virtual character to move along the virtual path; in response to a first game event, applying a first skill effect to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, controlling the adjustment of character attribute parameters of the target virtual character; in response to the character attribute parameters of the target virtual character reaching a preset parameter threshold, controlling the target virtual character to retract to a first specified position of the virtual path; in response to the first virtual character moving to a second specified position of the virtual path within a specified time, determining that the first virtual character completes the game match.

[0005] In a second aspect, an embodiment of the present invention provides an operation control device for a game, which provides a graphical user interface through a terminal device, and the device includes: a scene display module, which is used to display at least part of the game scene on the graphical user interface in response to a game match start instruction, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; a movement control module, which is used to control the first virtual character to move along the virtual path in response to the movement control instruction; an effect application module, which is used to apply a first skill effect to the at least one virtual character in response to a first game event; a parameter adjustment module, which is used to control the adjustment of the character attribute parameters of the target virtual character in response to a change in the position of the target virtual character in the at least one virtual character during the period when the first skill effect is effective; a rollback control module, which is used to control the rollback of the target virtual character to a first specified position of the virtual path in response to the character attribute parameters of the target virtual character reaching a preset parameter threshold; and a game completion module, which is used to determine that the first virtual character completes the game game in response to the first virtual character moving to a second specified position of the virtual path within a specified time.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the operation control method of the above-mentioned game.

[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the operation control method of the above-mentioned game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The operation control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and in response to a game game start instruction, display at least part of the game scene on the graphical user interface, wherein the game scene includes a virtual path and at least one virtual character participating in the game game, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, control the first virtual character to move along the virtual path; in response to a first game event, apply a first skill effect to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, control the adjustment of the character attribute parameters of the target virtual character; in response to the character attribute parameters of the target virtual character reaching a preset parameter threshold, control the target virtual character to retract to a first specified position of the virtual path; in response to the first virtual character moving to a second specified position of the virtual path within a specified time, determine that the first virtual character completes the game game.

[0010] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of a game operation control method provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of a virtual path and operation controls provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of a virtual character and an event indication object provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a first specified state of an event indication object provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of a timing parameter provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of a progress indicator provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of an interactive control provided by an embodiment of the present invention;

[0021] Figure 8 A schematic diagram of a virtual character performing a lifting action and throwing a control provided by an embodiment of the present invention;

[0022] Fig. 9 A schematic diagram of a trigger throwing control and a path identifier provided by an embodiment of the present invention;

[0023] Fig.10 A schematic diagram of a game operation control device provided by an embodiment of the present invention;

[0024] Fig.11 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0025] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0026] Considering that in the related art, the way to promote the game process is relatively single, which reduces the game difficulty of the game, resulting in a longer game time and more game resources. Based on this, the game operation control method, device and electronic device provided by the embodiment of the present invention can be applied to various games.

[0027] The game operation control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game operation 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.

[0028] 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 operation 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.

[0029] 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.

[0030] In a possible implementation, an embodiment of the present invention provides a game operation control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0031] like Figure 1 As shown, the operation control method of the game includes the following steps:

[0032] Step S102, in response to a game match start instruction, displaying at least a portion of a game scene on a graphical user interface, the game scene including a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by a terminal device;

[0033] The player can issue a game start command by triggering the game start control; the game account can be participated by a game account corresponding to one player, or multiple players can participate through different game accounts. The game account participating in the game controls the corresponding virtual character, for example, each game account controls one virtual character.

[0034] When there are multiple game accounts participating in a game match, the game match start control can be triggered by a player corresponding to one of the game accounts, that is, the aforementioned game match start instruction is issued. For example, the game match start control can be triggered by a player corresponding to any one of the multiple game accounts, or the game match start control can be triggered by a player corresponding to a game account with a specific identity among the multiple game accounts, for example, a game account with a captain identity.

[0035] After the game starts, the first virtual character controlled by the terminal device is located in the game scene, and the graphical user interface displays at least part of the game scene and can also display at least part of the first virtual character; if the game scene includes multiple virtual characters, different virtual characters are controlled by different terminal devices.

[0036] Each virtual character corresponds to a virtual camera. The virtual camera of the first virtual character moves and turns with the first virtual character, and the scene image captured by the virtual camera is displayed in the aforementioned terminal device.

[0037] The game scene also includes a virtual path, which may include one or more virtual paths; the virtual path may be composed of virtual roads, various levels and props located on virtual props, etc., and the virtual character may walk, run, jump, etc. on the virtual path. The virtual path may also be composed of virtual platforms, and different virtual platforms have different shapes, functions, states, etc. The virtual character may walk, run, and jump between different virtual platforms on the platform.

[0038] In actual implementation, when there is one virtual path, the virtual characters in the game scene usually have the same starting point and the same end point; when there are multiple virtual paths and multiple virtual characters, different virtual characters have different starting points, and different virtual characters can have the same end point or different end points.

[0039] In addition, when there are multiple virtual paths, the multiple virtual paths may have the same starting point and the same end point. After starting from the starting point, the virtual character may move along any virtual path. The multiple virtual paths may also be assigned to different virtual characters.

[0040] Step S104, in response to the movement control instruction, controlling the first virtual character to move along the virtual path;

[0041] In the graphical user interface, a movement control may be used to issue a movement control instruction. The movement control instruction may specifically be a running instruction, a jumping instruction, etc. in a specified direction. The first virtual character moves in the specified direction.

[0042] The virtual path usually includes two moving directions. When the specified direction in the movement control instruction matches the moving direction of the virtual path, the first virtual character moves along the virtual path, and the moving direction of the virtual path includes a direction toward the end point and a direction toward the starting point. When the specified direction in the movement control instruction does not match the moving direction of the virtual path, the first virtual character may move away from the virtual path, for example, to a scene position outside the virtual path. At this time, the player needs to adjust the direction in the movement control instruction so that the first virtual character moves along the virtual path.

[0043] In another way, when the specified direction in the movement control instruction does not match the moving direction of the virtual path, the first virtual character can be blocked from moving, thereby guiding the player to adjust the direction in the movement control instruction. When the direction in the movement control instruction matches the direction of the virtual path, the first virtual character starts to move.

[0044] The aforementioned movement control may be a movement joystick or a movement control in a specified direction, such as a left movement control, a right movement control, etc.; the movement control may also include a trigger control for a specific movement method, such as a jump control, a flight control, etc.

[0045] Step S106, in response to the first game event, applying a first skill effect to at least one virtual character;

[0046] The first game event can be set according to the state of the virtual character, the game progress, the time parameter, or the state of the non-player character NPC in the game. For example, the first game event may include any virtual character performing a specified action, obtaining a specified prop, the overall game progress reaching a preset progress threshold, any virtual character's game progress reaching a preset progress threshold, the game time reaching a preset time threshold, the countdown of a specified time length ends, the NPC performs a specific action, etc.

[0047] In one example, the first game event may be the end of a countdown of a specified length, for example, 15 seconds, and after each countdown, the first skill effect is applied to at least one virtual character. The first game event may also be triggered randomly, that is, the first game event is triggered randomly at irregular intervals, and then the first skill effect is applied to at least one virtual character.

[0048] The first skill effect may be an attack effect, such as a fire attack, a water attack, an arrow attack, etc.; in this embodiment, the first skill effect may be applied to all virtual characters in the game scene, or may be applied to virtual characters within a specified scene range in the game scene; for example, the first skill effect may be applied to virtual characters that have not reached the end point in the game scene or have not completed a game match.

[0049] Step S108, during the period when the first skill effect is in effect, in response to a change in the position of a target virtual character among at least one virtual character, controlling the adjustment of the character attribute parameters of the target virtual character;

[0050] The first skill effect is applied starting from the beginning, that is, the first skill effect enters the effective period, which usually has a certain duration, for example, 0.5 seconds, 10 seconds, etc.; after the effective period ends, the first skill effect is no longer applied to the virtual character.

[0051] The first skill effect affects the character attribute parameters of the virtual character, and the character attribute parameters may include character health, character energy, character combat power, attack power, defense power, etc. In this embodiment, during the period when the first skill effect is effective, it is determined whether the character attribute parameters of the virtual character are affected according to the movement state of the virtual character.

[0052] The target virtual character is one or more virtual characters in at least one virtual character in the game scene, which can be understood as adjusting the character attribute parameters of the virtual character whose position changes in the game scene. The target virtual character may be the first virtual character or another virtual character.

[0053] In actual implementation, a coordinate system can be set in the game scene, which can be a two-dimensional coordinate system or a three-dimensional coordinate system; when the target virtual character is in the game scene, the position of the target virtual character is determined by the coordinates, and when the position of the target virtual character changes, the coordinates of the target virtual character change.

[0054] When the first skill effect is in effect, if the position of the target virtual character remains unchanged, the character attribute parameters of the target virtual character will not be adjusted; when the position of the target virtual character changes at any time during the effect of the first skill, that is, the coordinates change, the character attribute parameters of the target virtual character will be adjusted.

[0055] In one implementation, during the period when the first skill effect is in effect, the longer the target virtual character's position changes, the greater the degree of adjustment of the target virtual character's character attribute parameters; or, during the period when the first skill effect is in effect, as long as the target virtual character's position changes, regardless of the length of the change, the character attribute parameters of the target virtual character are adjusted according to a preset range.

[0056] In one example, during the period when the first skill effect is in effect, the position of the target virtual character changes, reducing the character health of the target virtual character. During the period of effect, the longer the target virtual character's position changes, the more the character health decreases. During the period of effect, when the position of the target virtual character changes, the character health continues to decrease. After a period of time, the position stops changing, and the character health stops decreasing.

[0057] Step S110, in response to the character attribute parameter of the target virtual character reaching a preset parameter threshold, controlling the target virtual character to retract to a first designated position of the virtual path;

[0058] The preset attribute threshold can be preset. In an example, when the character attribute parameter is the character's health value, the preset parameter threshold can be set to zero.

[0059] When the character attribute parameter reaches the preset parameter threshold, the target virtual character is controlled to retreat, which can be understood as moving toward the starting point of the virtual path; the first designated position can be the starting point of the virtual path or a designated position point in the virtual path.

[0060] For example, the first designated position may be any position point between the target virtual character and the virtual path, or a position point at a designated distance from the current position of the target virtual character. In one example, when the character attribute parameter reaches a preset parameter threshold, the target virtual character is controlled to move a designated distance toward the starting point of the virtual path to reach the first designated position.

[0061] Alternatively, multiple nodes may be set on the virtual path, and when the character attribute parameter reaches a preset parameter threshold, the target virtual character is controlled to fall back to the node closest to the target virtual character.

[0062] Step S112, in response to the first virtual character moving to a second designated position on the virtual path within a designated time, determining that the first virtual character completes the game.

[0063] The specified time may be the duration of the game, such as 60 seconds. The second specified position may be the end of the virtual path, or a specified position point on the virtual path. After the first virtual character moves to the second specified position, it is determined that the first virtual character completes the game, and the first virtual character may obtain a reward corresponding to the game, such as points, props, prizes, etc.

[0064] If the first virtual character does not move to the second designated position within the specified time, the first virtual character fails in the game, and the first virtual character can be controlled to enter a dead state. If the character attribute parameter of the first virtual character reaches a preset parameter threshold for a number of times within the specified time, the first virtual character can also be controlled to enter a dead state.

[0065] In actual implementation, when the game reaches the specified time, a specific skill can be controlled to be cast in the game scene, so that the character attribute parameters of the virtual characters that have not reached the second specified unknown in the game scene are updated to the preset parameter threshold, thereby ending the game.

[0066] The operation control method of the above-mentioned game provides a graphical user interface through a terminal device, and in response to a game game start instruction, displays at least part of the game scene on the graphical user interface, wherein the game scene includes a virtual path and at least one virtual character participating in the game game, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, the first virtual character is controlled to move along the virtual path; in response to a first game event, a first skill effect is applied to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, the character attribute parameters of the target virtual character are controlled to be adjusted; in response to the character attribute parameters of the target virtual character reaching a preset parameter threshold, the target virtual character is controlled to retract to a first specified position of the virtual path; in response to the first virtual character moving to a second specified position of the virtual path within a specified time, it is determined that the first virtual character completes the game game.

[0067] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0068] For a specific implementation, see Figure 2The virtual path includes multiple jump platforms; the multiple jump platforms are suspended in the game scene; the multiple jump platforms are arranged in the extension direction of the virtual path, and there is usually a certain interval between the jump platforms, or they can be arranged adjacent to each other. Figure 2 Four diving platforms are shown, namely, diving platform 1, diving platform 2, diving platform 3 and diving platform 4, and the four diving platforms are arranged in sequence.

[0069] There is a gap between two non-adjacent jump platforms. If the virtual character moves to the gap without jumping, the virtual character will fall from the jump platform, and the virtual character will fail in the game, or retreat to a specified position on the virtual path, such as the starting point of the virtual path.

[0070] In response to the movement control operation, the first virtual character is controlled to move on the current jumping platform; in response to the movement control operation and the jump control operation, the first virtual character is controlled to jump from the current jumping platform to the next jumping platform of the current jumping platform.

[0071] The movement control operation may be a click operation, a sliding operation, etc., acting on the movement control, or a sliding operation, etc., acting on the first virtual character, in front of or behind the virtual path. The movement control may be a movement joystick for controlling the first virtual character to move in any direction, or may be a Figure 2 A control for controlling the first virtual character to move left or right. When the right arrow in the movement control is long pressed or clicked, the first virtual character moves to the right, and the right direction may be the direction toward the end point of the virtual path; when the left arrow in the movement control is long pressed or clicked, the first virtual character moves to the left, and the left direction may be the direction toward the starting point of the virtual path.

[0072] When the length of the platform is long, the first virtual character can be controlled to move on the current platform through the above movement control operation.

[0073] The jump control operation may be a click operation, a slide operation, etc. acting on the jump control, or an upward slide operation, etc. acting on the first virtual character. Figure 2 In the game, the player can control the first virtual character to jump upward from the current position by clicking the jump control, and then descend to the current position after the jump.

[0074] If the first virtual character needs to jump from the current platform to the next platform, the first virtual character needs to jump during the movement. At this time, the player needs to perform the movement control operation and the jumping operation at the same time.

[0075] In one example, the player needs to trigger the movement control and the jump control at the same time, so that the first virtual character jumps while moving and lands on the next platform after jumping. If the movement speed is too fast or too slow, the first virtual character may be located in the gap between the platforms after jumping and landing. At this time, the first virtual character fails in the game, or falls back to a specified position on the virtual path, such as the starting point of the virtual path.

[0076] The next platform of the current platform is usually determined according to the direction of the first virtual character. The next platform of the current platform is the first platform in the direction the first virtual character is facing. Figure 2 In the figure, virtual character 1 is the first virtual character, the first virtual character is located at platform 2, and the first virtual character is facing right. At this time, platform 3 is the next platform of the current platform.

[0077] The above-mentioned jumping platform includes a static jumping platform; when the virtual character is located at the static jumping platform and the movement control instruction is not issued, the virtual character is in a static state; and / or, the jumping platform includes a dynamic jumping platform; when the virtual character is located at the dynamic jumping platform and the movement control instruction is not issued, the virtual character moves with the dynamic jumping platform.

[0078] The game scene may include static platforms and dynamic platforms, or may only include static platforms or dynamic platforms. A static platform can be understood as a virtual character being stationary and having its position unchanged if the player does not issue a movement control command; a dynamic platform can be understood as a virtual character changing its position with the movement of the dynamic platform if the player does not issue a movement control command. For example, the dynamic platform may be a moving gear, a rotating conveyor belt, etc.

[0079] In the above method, the virtual path is realized by means of a jumping platform, and the jumping platforms include various ones. The position change of the virtual character is not only related to the player's control, but also related to the state type of the jumping platform, which increases the difficulty of the virtual character passing through the virtual path, reduces the time consumption of the game, and can save game resources.

[0080] In another implementation, the graphical user interface includes an event indication object; the event indication object may be an NPC located in the game scene, or a control displayed on the graphical user interface. The event indication object has multiple states. For example, according to the object orientation, the event indication object faces different directions, thereby corresponding to different states; for another example, according to the object posture, the event indication object performs different postures, thereby corresponding to different states; for another example, according to the object color, the event indication object has different colors, thereby corresponding to different states.

[0081] In response to the event indicating that the object enters a first specified state, a first skill effect is applied to at least one virtual character. The specific content of the first specified state can be preset, for example, the event indicating that the object faces a specified direction, such as the left; or for another example, the event indicating that the object performs a specific posture, such as squatting.

[0082] The system can monitor the state of the event indication object. When the event designated object executes the first designated state, it can be understood that the first skill effect is triggered.

[0083] In actual implementation, the different states of the event indication object can prompt the player whether the first skill effect is to be cast. For example, when the event indication object is not in the first specified state, the first skill effect will not be cast, and the player can control the virtual object to move without worrying about adjusting the object attribute parameters of the virtual object when the first skill effect is cast.

[0084] When the event indicates that the object is in the first specified state, the player can be prompted that the first skill effect is about to be cast or is being cast, and the player is guided to control the virtual object as much as possible without changing the position, so as to avoid adjusting the object attribute parameters of the virtual object when the first skill effect is cast.

[0085] In response to the event indicating that the object enters a second specified state, the first skill effect is stopped from being applied to at least one virtual character. The second specified state is different from the first specified state, for example, if the first specified state is facing left, the second specified state is facing right; for example, if the first specified state is standing, the second specified state is squatting, etc.

[0086] The event indicates that the object enters the second specified state, which can prompt the player that the effect of the first skill is about to stop or has stopped being cast, and the player can control the virtual object to move.

[0087] The event indicates that the object can also be in the second specified state before entering the first specified state. Figure 3 In the event indication object, the event indication object is in the second specified state, that is, the head of the event indication object is facing right. At this time, the first skill effect is not cast, and the player can control the virtual object to move, for example, Figure 3 In the example, virtual character 1 moves from platform 2 to platform 3.

[0088] refer to Figure 4 In the event indication object, the event indication object is in the first specified state, that is, the head of the event indication object is facing left. At this time, the first skill effect is cast and the first skill effect is applied to the virtual character. The player is better to control the position of the virtual object not to change. Figure 3 , Figure 4 The position of the virtual character in remains unchanged.

[0089] In the above method, the state of the event indication object is used to control whether the first skill effect is applied to the virtual character, which improves the competitiveness and fun of the game and increases the difficulty of the game.

[0090] Further, the control displays a first timing parameter on the graphical user interface; in response to the first timing parameter indicating that a first specified time has passed, the control event indication object enters a first specified state.

[0091] The first specified time length can be preset, for example, 15 seconds, etc. The first timing parameter can be a forward timing, for example, displaying from the 0th second to the 15th second; the first timing parameter can also be a countdown, for example, displaying from the 15th second to the 0th second. Figure 5 In the embodiment of the present invention, the first timing parameter is displayed around the time indicating object.

[0092] After the first specified time has passed, the control event instructs the object to enter the first specified state, that is, the first skill effect begins to be cast.

[0093] In another example, when the first specified duration is about to be reached, the first timing parameter can be flashed or changed in color to remind the player that the first skill effect is about to be cast. For example, when the first specified duration is 15 seconds, when 13 seconds have passed, the first timing parameter is controlled to be highlighted.

[0094] This method helps players know the casting time of the first skill effect in advance, and adopt corresponding game strategies to improve the competitiveness of the game.

[0095] There is another method, which randomly determines the skill casting time, and controls the event indicator object to enter the first specified state at the skill casting time. This method no longer displays the aforementioned first timing parameter, which can be understood as the first skill effect may be released at any time. This method further increases the competitiveness and difficulty of the game, thereby shortening the game time.

[0096] There is another way, before the skill is cast, the control event indicates that the object is in the second specified state; at the skill casting time, the control event indicates that the object performs a preset action; after the preset action is performed, the control event indicates that the object enters the first specified state.

[0097] like Figure 3 In the second designated state of the event indication object, the head of the event indication object is facing right. When the skill release time is reached, the event indication object is first controlled to perform a preset action, such as stretching, yawning, etc. It takes a certain amount of time for the event indication object to perform the preset action, such as 5 seconds. After the preset action is completed, the event indication object enters the first designated state, and the first skill effect begins to be cast.

[0098] In the above method, the player can start playing the game character when the event indicates that the object performs a preset action, and control the position of the virtual object to remain unchanged when the first skill effect is cast, thereby improving the convenience of player operation and decision-making.

[0099] In addition to the first skill effect, there is also a second skill effect in the game match, which is used to end the current game match. Specifically, in response to the second game event, the second skill effect is applied to at least one virtual character; in response to the second skill effect being applied, the game match is controlled to end.

[0100] The second game event is different from the aforementioned first game event, and the second game event can be set according to the status of the virtual character, the game progress, the time parameter, or the status of the non-player character NPC in the game. For example, the second game event may include any virtual character performing a specified action, obtaining a specified prop, the overall game progress reaching a preset progress threshold, any virtual character's game progress reaching a preset progress threshold, the game time reaching a preset time threshold, the countdown of a specified time length ends, the NPC performs a specific action, etc.

[0101] In one example, the second game event may be the end of a countdown of a specified duration, for example, 60 seconds, and each time the countdown ends, a second skill effect is applied to at least one virtual character. The second game event may be used to control the end of a game match by setting a specified duration, thereby controlling the duration of the game match. After the specified duration ends, the virtual character that has not reached the end point is eliminated.

[0102] Furthermore, the graphical user interface includes an event indication object; in response to the event indication object entering a third specified state, a second skill effect is applied to at least one virtual character.

[0103] The third designated state is different from the first designated state and the second designated state. The specific content of the third designated state can be preset, for example, the event indication object faces a specified direction, the event indication object performs a specific gesture, the event indication object exists in the game for a preset time, etc. The system can monitor the state of the event indication object, and when the event indication object performs the third designated state, it can be understood that the second skill effect is triggered.

[0104] The second skill effect is different from the aforementioned first skill effect. The second skill effect may be an attack effect that has a greater impact on the character attribute parameters of the virtual character, such as a hail attack, a fireball attack, and the like.

[0105] To facilitate player operation, before applying the second skill effect to at least one virtual character, the second timing parameter is controlled to be displayed on the graphical user interface; in response to the second timing parameter indicating that the second specified time has passed, the event indication object is controlled to enter a third specified state.

[0106] like Figure 5 In the example, the second timing parameter is displayed around the event indication object. The second specified duration can be preset, for example, 60 seconds, etc. The second timing parameter can be a forward timing, for example, displayed from the 0th second to the 60th second; the second timing parameter can also be a countdown, for example, displayed from the 60th second to the 0th second.

[0107] In another example, when the second specified duration is about to arrive, the second timing parameter can be flashed or changed in color to remind the player that the second skill effect is about to begin. For example, when the second specified duration is 60 seconds, when 55 seconds have passed, the second timing parameter is controlled to be highlighted.

[0108] In response to the second skill effect being applied, the virtual characters in the game scene that have not moved to the second designated position are controlled to enter a death state, and the game game is controlled to end.

[0109] In this embodiment, the second skill effect can be applied to a virtual character that has not reached the end point in the game scene or has not completed the game game. The second skill effect can control the character attribute parameters of the virtual character to be significantly adjusted until they are adjusted to the preset parameter threshold, and then the game game ends.

[0110] Through the above method, players can be guided to actively control the movement of virtual characters on virtual paths, so as to quickly engage in game matches, improve the strategy and intensity of the game, increase the difficulty of the game and reduce the game time, and save game resources.

[0111] In one implementation, the first designated position includes the starting position of the virtual path, and the second designated position includes the ending position of the virtual path; in response to a game start instruction, at least one virtual character participating in the game is controlled to be located at the first designated position.

[0112] The virtual path may include a starting position. In this case, when a game game includes multiple virtual characters, the multiple virtual characters are located at the same starting position. The virtual path may also include multiple starting positions, and different virtual characters may be distributed at different starting positions. After the game game starts, the virtual path starts to move from the starting position until it reaches the end position of the virtual path.

[0113] When the character attribute parameter of the virtual character reaches a preset parameter threshold, the virtual character is controlled to retract to the starting position, that is, to restart the movement from the starting position.

[0114] The first designated position includes: a path position with a designated length from the current position of the target virtual character, and the first designated position is a path position that the target virtual character has passed.

[0115] In this method, when the character attribute parameter of the virtual character reaches the preset parameter threshold, it does not need to return to the starting position, but only needs to return a certain distance. The specified length can be a length unit, such as 50 meters, 100 meters, etc., or the number of jumps, such as returning 10 jumps, etc. Relative to the current position of the target virtual character, the first specified position is closer to the starting position of the virtual path and farther away from the end position of the virtual path.

[0116] Furthermore, in order to let the player know the progress of the current game, in one method, the game scene also includes a progress indicator; the progress indicator is used to indicate: when the first virtual character moves to the scene position where the progress indicator is located, the first virtual character completes the progress of the game; in response to the first virtual character moving to the specified scene range where the progress indicator is located, the progress indicator is displayed in the scene screen.

[0117] For example, the progress indicator is set next to the virtual path. The virtual path can be divided into multiple sub-paths evenly or unevenly. A progress indicator is set at the beginning of each sub-path, for example, 10%, 20%, etc. When the first virtual character moves around the progress indicator, the progress indicator can be displayed in the scene screen.

[0118] like Figure 6 In the example, a progress mark indicating a progress of 50% is displayed at the position of platform 21. When the virtual character moves to platform 21, or platforms before or after platform 21, a progress mark indicating a progress of 50% can be displayed in the scene screen.

[0119] In addition, a control may be displayed in the graphical user interface, the game progress may be determined according to the location of the virtual character at that time, and a progress indicator may be displayed on the control.

[0120] In a game match, in addition to controlling a virtual character to move on a virtual path, when the match includes multiple virtual characters, the multiple virtual characters can interact with each other and affect the match results of other virtual characters through interaction.

[0121] Specifically, at least one virtual character also includes a second virtual character; in response to the first virtual character and the second virtual character meeting the specified position condition, the interactive control for the second virtual character is controlled to be displayed on the graphical user interface; in response to the trigger operation on the interactive control, the first virtual character and the second virtual character are controlled to perform an interactive action.

[0122] The designated position condition may be preset, for example, the distance between the first virtual character and the second virtual character is less than a designated distance, or the first virtual character and the second virtual character are located at the same platform, or the first virtual character and the second virtual character are located at adjacent platforms, etc.

[0123] When the designated location condition is met, the interactive control may be displayed on the graphical user interface of the terminal device controlling the first virtual character, and the interactive control may also be displayed on the graphical user interface of the terminal device controlling the second virtual character.

[0124] For the first virtual character, an interactive control is displayed on the graphical user interface of the terminal device controlling the first virtual character. The interactive control is an interactive control for the second virtual character. When the interactive control is triggered, such as a click operation, a slide operation, etc., the first virtual character and the second virtual character perform an interactive action.

[0125] The interactive action is related to the type of interactive control. For example, if the interactive control is a pick-up control, the interactive action is the first virtual character picking up the second virtual character. For another example, if the interactive control is a kick-off control, the interactive control is the first virtual character kicking the second virtual character out of the virtual path.

[0126] Through the above method, the interactivity between multiple players can be increased, which is conducive to improving player stickiness and increasing the operational richness of the game.

[0127] Further, in response to the first virtual character and the second virtual character being located at the same platform, the interactive controls for the second virtual character are displayed on the graphical user interface; Figure 7 In the example, the first virtual character is virtual character 1, the second virtual character is virtual character 2, the first virtual character and the second virtual character are located at the same platform, namely platform 3, and at this time, the interactive control for the second virtual character is displayed on the graphical user interface.

[0128] When the first virtual character and the second virtual character leave the platform 3, the first virtual character and the second virtual character are located at different platforms, and the interactive control is cancelled.

[0129] In another manner, in response to the first virtual character and multiple virtual characters being located at the same platform, the virtual character closest to the first virtual character is determined as the second virtual character, and interactive controls for the second virtual character are controlled to be displayed on the graphical user interface.

[0130] It should be noted that when the first virtual character and another virtual character are on the same platform, the interactive control can be displayed. When the platform includes multiple virtual characters other than the first virtual character, the virtual character closest to the first virtual character is determined as the second virtual character. When the interactive control is triggered, the first virtual character performs an interactive action with the nearest virtual character, i.e., the second virtual character.

[0131] In actual implementation, when the platform includes multiple virtual characters other than the first virtual character, the second virtual character can be indicated by a highlighted edge or an arrow; at this time, the player can update the second virtual character by adjusting the position of the first virtual character until the virtual character with which the player wants to perform interactive actions becomes the second virtual character.

[0132] Furthermore, in response to the first virtual character and the second virtual character satisfying the specified position condition and the event indicating that the object is in the second specified state, the interactive control for the second virtual character is controlled to be displayed on the graphical user interface.

[0133] Taking into account that there is an event indication object in the game game, and when the event indication object is in the first specified state, if the position of the virtual character changes, the character attribute parameters will be adjusted. Based on this, the interactive controls are only displayed when the first virtual character and the second virtual character meet the specified position conditions and the event indication object is in the second specified state, so as to avoid the second virtual character being moved by the first virtual character when the event indication object is in the first specified state, resulting in the character attribute parameters of the second virtual character being adjusted.

[0134] In a specific implementation, the interactive control includes: a lifting control; in response to a trigger operation on the lifting control, controlling the first virtual character to lift up the second virtual character; wherein the lifted second virtual character moves following the first virtual character.

[0135] After triggering the pick-up control, the animation of the first virtual character picking up the second virtual character can be played. After being picked up, the second virtual character can be located in the arms of the first virtual character or on top of the head of the first virtual character, such as Figure 8 Examples in .

[0136] After the second virtual character is picked up, when the terminal device controlling the second virtual character issues a movement control instruction, the movement control instruction becomes invalid, and the second virtual character no longer moves according to the movement control instruction; at this time, the second virtual character follows the movement of the first virtual character, that is, after the terminal device controlling the first virtual character issues a movement control instruction, it controls the movement of the first virtual character and the second virtual character at the same time.

[0137] In one example, when the player corresponding to the second virtual character is a novice player, or the designated parameter value of the second virtual character is low, the first virtual character can pick up the second virtual character to assist the second virtual character to quickly reach the end of the virtual path, thereby assisting the second virtual character to successfully complete the game.

[0138] In another method, after the first virtual character picks up the second virtual character, a throwing control is displayed on the graphical user interface; in response to a trigger operation on the throwing control, a throwing path is determined, and the second virtual character is controlled to leave the first virtual character and move along the throwing path; wherein the second virtual character that leaves the first virtual character stops following the movement of the first virtual character.

[0139] It should be noted that the throwing control is only displayed on the terminal device controlling the first virtual character, that is, only the first virtual character has the authority to perform the throwing action. After the throwing control is triggered, the throwing path can be a default path, for example, the throwing path is determined according to the direction of the first virtual character, or the throwing path can also be determined according to the player's operation.

[0140] After the second virtual character is thrown out, it moves along the throwing path until it reaches the end of the throwing path. If there is an obstruction on the throwing path, the second virtual character moves to the vicinity of the obstruction. After the second virtual character is thrown out, the second virtual character leaves the first virtual character. At this time, the second virtual character responds to the movement control instruction issued by the terminal device controlling the second virtual character, and no longer responds to the movement control instruction issued by the terminal device controlling the first virtual character.

[0141] Specifically, in response to a sliding control operation for a throwing control, a path identifier is displayed in the game scene, and the path identifier is controlled to follow the changes in the operating contact of the sliding control operation; in response to a sliding end operation for the throwing control, the path indicated by the path identifier when the sliding end operation is performed is determined as the throwing path.

[0142] After the player long presses the throw control, the graphical user interface displays a path indicator, and the player continues to drag the throw control, that is, the sliding control operation for the throw control, such as Fig. 9 The path marker follows the change of the operating contact point of the sliding control operation. The starting point of the path marker is the second virtual character, and the end point indicates the position where the second virtual character will reach after being thrown out. The player adjusts the position where the second virtual character will reach after being thrown out by adjusting the operating contact point of the sliding control operation.

[0143] For example, if the second virtual character belongs to the same camp as the first virtual character, the first virtual character can throw the second virtual character towards the end point of the virtual path, and the end point marked by the path is a platform; if the second virtual character belongs to different camps than the first virtual character, the first virtual character can throw the second virtual character towards the starting point of the virtual path, or throw the second virtual character towards the gap between the platforms, thereby delaying the game progress of the second virtual character.

[0144] After the player determines the throwing path indicated by the path identifier, the player can perform a sliding end operation for the throwing control. For example, the player lifts his finger to end the sliding control operation, and determines the path indicated by the path identifier when the sliding end operation is performed as the throwing path.

[0145] After the throwing path is determined, the second virtual character starts to move from the first virtual character until it moves to the end point of the throwing path.

[0146] After the second virtual character moves along the throwing path, there are multiple movement situations. In one way, it is determined that the path end point of the throwing path is located on the virtual path, and the second virtual character is controlled to move to the virtual path; for example, if the path end point is a jumping platform, the second virtual character moves to the jumping platform.

[0147] In another method, it is determined that the end point of the throwing path is located at a scene position outside the virtual path, and the virtual path blocks the throwing path, and the second virtual character is controlled to move to the virtual path; it can be understood that there is a virtual path in the throwing path, for example, there is a platform in the throwing path, and when the second virtual character moves to the virtual path, it will no longer continue to move, and the second virtual character is located on the virtual path. After the second virtual character reaches the virtual path, it can continue to move along the virtual path.

[0148] The third method is to determine that the end point of the throwing path is located at a scene position outside the virtual path, and the virtual path does not block the throwing path, control the second virtual character to move to the end point of the throwing path, and control the second virtual character to retreat to the first designated position of the virtual path.

[0149] It can be understood that there is an occlusion of the virtual path in the throwing path. When the second virtual character moves along the throwing path, it can move to the path end point of the throwing path. Since the path end point is located at a scene position outside the virtual path, for example, a scene position outside the springboard, the second virtual path will fall from the springboard when moving along the throwing path, and it is necessary to control the second virtual character to retreat to the first designated position of the virtual path, such as the starting point of the virtual path, and continue to move along the virtual path from the first designated position.

[0150] Furthermore, at least one virtual character in the above-mentioned game scene also includes a third virtual character; in response to the first virtual character being picked up by the third virtual character, the first virtual character is controlled to move with the third virtual character; wherein, after being picked up, the first virtual character stops responding to the movement control instruction.

[0151] It is understandable that the first virtual character may also be picked up by other virtual characters. Similar to the aforementioned second virtual character, after the first virtual character is picked up by the third virtual character, the first virtual character no longer responds to the movement control instructions issued by the terminal device controlling the first virtual character, but responds to the movement control instructions issued by the terminal device controlling the third virtual character.

[0152] In response to the first virtual character leaving the third virtual character and the first virtual character moving to a scene position outside the virtual path, the first virtual character is controlled to retreat to a first designated position of the virtual path.

[0153] After the third virtual character throws out the first virtual character, the first virtual character leaves the third virtual character. If the first virtual character moves to the virtual path, the first virtual character continues to move along the virtual path; if the first virtual character moves to a scene position outside the virtual path, it is necessary to first control the first virtual character to retreat to a first designated position of the virtual path, such as the starting point of the virtual path, and continue to move along the virtual path from the first designated position.

[0154] Through the above-mentioned interaction methods, virtual characters can influence each other's game results, which increases the interactivity between players and the difficulty of the game between different character camps.

[0155] Corresponding to the above method embodiment, see Fig.10 The schematic diagram of a game operation control device shown in FIG. 1 provides a graphical user interface through a terminal device, and the device includes:

[0156] A scene display module 102, configured to display at least a portion of a game scene on a graphical user interface in response to a game match start instruction, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by a terminal device;

[0157] The movement control module 104 is used to control the first virtual character to move along the virtual path in response to the movement control instruction;

[0158] An effect applying module 106, for applying a first skill effect to at least one virtual character in response to a first game event;

[0159] The parameter adjustment module 108 is used to control the adjustment of the character attribute parameters of the target virtual character in response to the change in the position of the target virtual character among the at least one virtual character during the period when the first skill effect is in effect;

[0160] The rollback control module 110 is used to control the target virtual character to roll back to a first designated position of the virtual path in response to the character attribute parameter of the target virtual character reaching a preset parameter threshold;

[0161] The game completion module 112 is used to determine that the first virtual character completes the game game in response to the first virtual character moving to the second specified position of the virtual path within the specified time.

[0162] The operation control device of the above-mentioned game provides a graphical user interface through a terminal device, and in response to a game match start instruction, displays at least part of the game scene on the graphical user interface, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, controls the first virtual character to move along the virtual path; in response to a first game event, applies a first skill effect to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, controls the character attribute parameters of the target virtual character to be adjusted; in response to the character attribute parameters of the target virtual character reaching a preset parameter threshold, controls the target virtual character to retract to a first designated position of the virtual path; in response to the first virtual character moving to a second designated position of the virtual path within a specified time, determines that the first virtual character completes the game match.

[0163] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0164] The above-mentioned virtual path includes multiple jumping platforms; the multiple jumping platforms are suspended in the game scene; the above-mentioned movement control module is used to: respond to the movement control operation, control the first virtual character to move on the current jumping platform; respond to the movement control operation and the jump control operation, control the first virtual character to jump from the current jumping platform to the next jumping platform of the current jumping platform.

[0165] The above-mentioned jumping platform includes a static jumping platform; when the virtual character is located at the static jumping platform and the movement control instruction is not issued, the virtual character is in a static state; and / or, the jumping platform includes a dynamic jumping platform; when the virtual character is located at the dynamic jumping platform and the movement control instruction is not issued, the virtual character moves with the dynamic jumping platform.

[0166] The graphical user interface includes an event indication object; the effect applying module is used to apply a first skill effect to at least one virtual character in response to the event indication object entering a first specified state.

[0167] The above-mentioned device also includes a skill stopping module, which is used to: in response to the event indicating that the object enters the second specified state, stop applying the first skill effect to at least one virtual character.

[0168] The above-mentioned device also includes a first timing module, which is used to: control the display of a first timing parameter on the graphical user interface; in response to the first timing parameter indicating that a first specified time has passed, control the event indication object to enter a first specified state.

[0169] The above-mentioned device also includes a random casting module, which is used to: randomly determine the skill casting time, and control the event indication object to enter the first specified state at the skill casting time.

[0170] The above-mentioned device also includes a state control module, which is used to: before the skill casting time, control the event indication object to be in the second specified state; the above-mentioned random casting module is used to: at the skill casting time, control the event indication object to perform a preset action; after the preset action is executed, control the event indication object to enter the first specified state.

[0171] The above-mentioned device also includes a game control module, which is used to: apply a second skill effect to at least one virtual character in response to a second game event; and control the game game to end in response to the second skill effect being applied.

[0172] The above-mentioned graphical user interface includes an event indication object; the above-mentioned game control module is used to: in response to the event indication object entering a third specified state, apply a second skill effect to at least one virtual character.

[0173] The above-mentioned device also includes a second timing module, which is used to: control the display of a second timing parameter on the graphical user interface; in response to the second timing parameter indicating that the second specified time period has passed, control the event indication object to enter a third specified state.

[0174] The game control module is used to: in response to the second skill effect being applied, control the virtual character that has not moved to the second designated position in the game scene to enter a death state, thereby controlling the game game to end.

[0175] The first designated position includes the starting position of the virtual path, and the second designated position includes the ending position of the virtual path; the device also includes a game start module, which is used to: respond to a game start instruction, control at least one virtual character participating in the game to be located at the first designated position.

[0176] The first designated position includes: a path position with a designated length from the current position of the target virtual character, and the first designated position is a path position that the target virtual character has passed.

[0177] The above-mentioned game scene also includes a progress indicator; the progress indicator is used to indicate: when the first virtual character moves to the scene position where the progress indicator is located, the progress of the first virtual character in completing the game game; the above-mentioned device also includes a progress display module, which is used to: in response to the first virtual character moving to the specified scene range where the progress indicator is located, display the progress indicator in the scene screen.

[0178] The at least one virtual character mentioned above also includes a second virtual character; the above device also includes: an interaction module, which is used to: in response to the first virtual character and the second virtual character meeting the specified position conditions, control the display of interaction controls for the second virtual character on the graphical user interface; in response to a trigger operation on the interaction control, control the first virtual character and the second virtual character to perform interaction actions.

[0179] The above-mentioned interaction module is used to: in response to the first virtual character and the second virtual character being located on the same platform, control the display of interaction controls for the second virtual character on the graphical user interface; or, in response to the first virtual character and multiple virtual characters being located on the same platform, determine the virtual character closest to the first virtual character as the second virtual character, and control the display of interaction controls for the second virtual character on the graphical user interface.

[0180] The interaction module is used to: in response to the first virtual character and the second virtual character satisfying the specified position condition and the event indicating that the object is in the second specified state, control the display of the interaction control for the second virtual character on the graphical user interface.

[0181] The above-mentioned interactive control includes: a lifting control; the above-mentioned interactive module is used to: respond to the trigger operation of the lifting control, control the first virtual character to lift the second virtual character; wherein, the lifted second virtual character moves with the first virtual character.

[0182] The above-mentioned device also includes a throwing control module, which is used to: display a throwing control on a graphical user interface; respond to a trigger operation on the throwing control, determine a throwing path, control the second virtual character to leave the first virtual character, and move along the throwing path; wherein the second virtual character that leaves the first virtual character stops following the first virtual character.

[0183] The above-mentioned throwing control module is used to: respond to the sliding control operation of the throwing control, display the path identifier in the game scene, and control the path identifier to follow the change of the operation contact point of the sliding control operation; respond to the sliding end operation of the throwing control, and determine the path indicated by the path identifier when the sliding end operation is performed as the throwing path.

[0184] The above-mentioned device also includes a throwing result determination module, which is used to: determine that the path end point of the throwing path is located on the virtual path, and control the second virtual character to move to the virtual path; determine that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path blocks the throwing path, and control the second virtual character to move to the virtual path; determine that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path does not block the throwing path, control the second virtual character to move to the path end point of the throwing path, and control the second virtual character to retreat to the first designated position of the virtual path.

[0185] The at least one virtual character mentioned above also includes a third virtual character; the device also includes a following control module, which is used to: in response to the first virtual character being picked up by the third virtual character, control the first virtual character to follow the third virtual character to move; wherein, after being picked up, the first virtual character stops responding to the movement control instruction.

[0186] The device further comprises a leaving control module for controlling the first virtual character to retreat to a first designated position of the virtual path in response to the first virtual character leaving the third virtual character and the first virtual character moving to a scene position outside the virtual path.

[0187] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0188] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the operation control method of the above game. The electronic device can be a server or a terminal device.

[0189] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer executable instructions that can be executed by the processor 100. The processor 100 executes the computer executable instructions to implement the operation control method of the above game.

[0190] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0191] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0192] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0193] The processor in the above electronic device can implement the following operations in the above game operation control method by executing computer executable instructions:

[0194] A method for controlling game operation, providing a graphical user interface through a terminal device, and displaying at least part of a game scene on the graphical user interface in response to a game match start instruction, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, controlling the first virtual character to move along the virtual path; in response to a first game event, applying a first skill effect to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, controlling the adjustment of a character attribute parameter of the target virtual character; in response to the character attribute parameter of the target virtual character reaching a preset parameter threshold, controlling the target virtual character to retract to a first designated position of the virtual path; in response to the first virtual character moving to a second designated position of the virtual path within a specified time, determining that the first virtual character completes the game match.

[0195] The virtual path includes multiple jumping platforms; the multiple jumping platforms are suspended in the game scene; in response to the movement control operation, the first virtual character is controlled to move on the current jumping platform; in response to the movement control operation and the jump control operation, the first virtual character is controlled to jump from the current jumping platform to the next jumping platform of the current jumping platform.

[0196] The jumping platform includes a static jumping platform; when the virtual character is located at the static jumping platform and no movement control instruction is issued, the virtual character is in a stationary state; and / or, the jumping platform includes a dynamic jumping platform; when the virtual character is located at the dynamic jumping platform and no movement control instruction is issued, the virtual character moves following the dynamic jumping platform.

[0197] The graphical user interface includes an event indication object; in response to the event indication object entering a first specified state, a first skill effect is applied to at least one virtual character.

[0198] In response to the event indicating that the object enters a second specified state, the first skill effect is stopped from being applied to at least one virtual character.

[0199] Controlling display of a first timing parameter on a graphical user interface; in response to the first timing parameter indicating that a first specified time period has passed, controlling the event indication object to enter a first specified state.

[0200] The skill casting time is randomly determined, and at the skill casting time, an event is controlled to instruct the object to enter a first specified state.

[0201] Before the skill is cast, the control event indicates that the object is in the second specified state; during the skill casting time, the control event indicates that the object performs a preset action; after the preset action is performed, the control event indicates that the object enters the first specified state.

[0202] In response to the second game event, a second skill effect is applied to at least one virtual character; in response to the second skill effect being applied, the game game is controlled to end.

[0203] The graphical user interface includes an event indication object; in response to the event indication object entering a third specified state, a second skill effect is applied to at least one virtual character.

[0204] Controlling display of a second timing parameter on the graphical user interface; in response to the second timing parameter indicating that a second specified time period has passed, controlling the event indication object to enter a third specified state.

[0205] In response to the second skill effect being applied, the virtual characters in the game scene that have not moved to the second designated position are controlled to enter a death state, and the game game is controlled to end.

[0206] The first designated position includes the starting position of the virtual path, and the second designated position includes the ending position of the virtual path; in response to the game start instruction, at least one virtual character participating in the game is controlled to be located at the first designated position.

[0207] The first designated position includes: a path position that is a designated length away from the current position of the target virtual character, and the first designated position is a path position that the target virtual character has passed.

[0208] The game scene also includes a progress indicator; the progress indicator is used to indicate: when the first virtual character moves to the scene position where the progress indicator is located, the first virtual character completes the progress of the game game; in response to the first virtual character moving to the specified scene range where the progress indicator is located, the progress indicator is displayed in the scene screen.

[0209] At least one virtual character also includes a second virtual character; in response to the first virtual character and the second virtual character meeting the specified position condition, controlling the display of an interactive control for the second virtual character on the graphical user interface; in response to a trigger operation on the interactive control, controlling the first virtual character and the second virtual character to perform an interactive action.

[0210] In response to the first virtual character and the second virtual character being located at the same platform, the interactive controls for the second virtual character are controlled to be displayed on the graphical user interface; or, in response to the first virtual character and multiple virtual characters being located at the same platform, the virtual character closest to the first virtual character is determined to be the second virtual character, and the interactive controls for the second virtual character are controlled to be displayed on the graphical user interface.

[0211] In response to the first virtual character and the second virtual character satisfying the specified position condition and the event indicating that the object is in the second specified state, the interactive control for the second virtual character is controlled to be displayed on the graphical user interface.

[0212] The interactive control includes: a lifting control; in response to a trigger operation on the lifting control, controlling the first virtual character to lift up the second virtual character; wherein the lifted second virtual character moves following the first virtual character.

[0213] Displaying a throwing control on a graphical user interface; responding to a trigger operation on the throwing control, determining a throwing path, controlling a second virtual character to leave the first virtual character, and moving along the throwing path; wherein the second virtual character that leaves the first virtual character stops following the first virtual character.

[0214] In response to a sliding control operation for a throwing control, a path identifier is displayed in a game scene, and the path identifier is controlled to follow the change of the operating contact point of the sliding control operation; in response to a sliding end operation for the throwing control, the path indicated by the path identifier when the sliding end operation is performed is determined as the throwing path.

[0215] After the step of moving along the throwing path, it is determined that the path end point of the throwing path is located on the virtual path, and the second virtual character is controlled to move to the virtual path; it is determined that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path blocks the throwing path, and the second virtual character is controlled to move to the virtual path; it is determined that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path does not block the throwing path, the second virtual character is controlled to move to the path end point of the throwing path, and the second virtual character is controlled to retreat to the first designated position of the virtual path.

[0216] At least one virtual character also includes a third virtual character; in response to the first virtual character being picked up by the third virtual character, the first virtual character is controlled to move following the third virtual character; wherein, after being picked up, the first virtual character stops responding to the movement control instruction.

[0217] In response to the first virtual character leaving the third virtual character and the first virtual character moving to a scene position outside the virtual path, the first virtual character is controlled to retreat to a first designated position of the virtual path.

[0218] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0219] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the operation control method of the above-mentioned game.

[0220] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the game operation control method by executing the computer executable instructions:

[0221] A method for controlling game operation, providing a graphical user interface through a terminal device, and displaying at least part of a game scene on the graphical user interface in response to a game match start instruction, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; in response to a movement control instruction, controlling the first virtual character to move along the virtual path; in response to a first game event, applying a first skill effect to the at least one virtual character; during the period when the first skill effect is effective, in response to a change in the position of a target virtual character among the at least one virtual character, controlling the adjustment of a character attribute parameter of the target virtual character; in response to the character attribute parameter of the target virtual character reaching a preset parameter threshold, controlling the target virtual character to retract to a first designated position of the virtual path; in response to the first virtual character moving to a second designated position of the virtual path within a specified time, determining that the first virtual character completes the game match.

[0222] The virtual path includes multiple jumping platforms; the multiple jumping platforms are suspended in the game scene; in response to the movement control operation, the first virtual character is controlled to move on the current jumping platform; in response to the movement control operation and the jump control operation, the first virtual character is controlled to jump from the current jumping platform to the next jumping platform of the current jumping platform.

[0223] The jumping platform includes a static jumping platform; when the virtual character is located at the static jumping platform and no movement control instruction is issued, the virtual character is in a stationary state; and / or, the jumping platform includes a dynamic jumping platform; when the virtual character is located at the dynamic jumping platform and no movement control instruction is issued, the virtual character moves following the dynamic jumping platform.

[0224] The graphical user interface includes an event indication object; in response to the event indication object entering a first specified state, a first skill effect is applied to at least one virtual character.

[0225] In response to the event indicating that the object enters a second specified state, the first skill effect is stopped from being applied to at least one virtual character.

[0226] Controlling display of a first timing parameter on a graphical user interface; in response to the first timing parameter indicating that a first specified time period has passed, controlling the event indication object to enter a first specified state.

[0227] The skill casting time is randomly determined, and at the skill casting time, an event is controlled to instruct the object to enter a first specified state.

[0228] Before the skill is cast, the control event indicates that the object is in the second specified state; during the skill casting time, the control event indicates that the object performs a preset action; after the preset action is performed, the control event indicates that the object enters the first specified state.

[0229] In response to the second game event, a second skill effect is applied to at least one virtual character; in response to the second skill effect being applied, the game game is controlled to end.

[0230] The graphical user interface includes an event indication object; in response to the event indication object entering a third specified state, a second skill effect is applied to at least one virtual character.

[0231] Controlling display of a second timing parameter on the graphical user interface; in response to the second timing parameter indicating that a second specified time period has passed, controlling the event indication object to enter a third specified state.

[0232] In response to the second skill effect being applied, the virtual characters in the game scene that have not moved to the second designated position are controlled to enter a death state, and the game game is controlled to end.

[0233] The first designated position includes the starting position of the virtual path, and the second designated position includes the ending position of the virtual path; in response to the game start instruction, at least one virtual character participating in the game is controlled to be located at the first designated position.

[0234] The first designated position includes: a path position that is a designated length away from the current position of the target virtual character, and the first designated position is a path position that the target virtual character has passed.

[0235] The game scene also includes a progress indicator; the progress indicator is used to indicate: when the first virtual character moves to the scene position where the progress indicator is located, the first virtual character completes the progress of the game game; in response to the first virtual character moving to the specified scene range where the progress indicator is located, the progress indicator is displayed in the scene screen.

[0236] At least one virtual character also includes a second virtual character; in response to the first virtual character and the second virtual character meeting the specified position condition, controlling the display of an interactive control for the second virtual character on the graphical user interface; in response to a trigger operation on the interactive control, controlling the first virtual character and the second virtual character to perform an interactive action.

[0237] In response to the first virtual character and the second virtual character being located at the same platform, the interactive controls for the second virtual character are controlled to be displayed on the graphical user interface; or, in response to the first virtual character and multiple virtual characters being located at the same platform, the virtual character closest to the first virtual character is determined to be the second virtual character, and the interactive controls for the second virtual character are controlled to be displayed on the graphical user interface.

[0238] In response to the first virtual character and the second virtual character satisfying the specified position condition and the event indicating that the object is in the second specified state, the interactive control for the second virtual character is controlled to be displayed on the graphical user interface.

[0239] The interactive control includes: a lifting control; in response to a trigger operation on the lifting control, controlling the first virtual character to lift up the second virtual character; wherein the lifted second virtual character moves following the first virtual character.

[0240] Displaying a throwing control on a graphical user interface; responding to a trigger operation on the throwing control, determining a throwing path, controlling a second virtual character to leave the first virtual character, and moving along the throwing path; wherein the second virtual character that leaves the first virtual character stops following the first virtual character.

[0241] In response to a sliding control operation for a throwing control, a path identifier is displayed in a game scene, and the path identifier is controlled to follow the change of the operating contact point of the sliding control operation; in response to a sliding end operation for the throwing control, the path indicated by the path identifier when the sliding end operation is performed is determined as the throwing path.

[0242] After the step of moving along the throwing path, it is determined that the path end point of the throwing path is located on the virtual path, and the second virtual character is controlled to move to the virtual path; it is determined that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path blocks the throwing path, and the second virtual character is controlled to move to the virtual path; it is determined that the path end point of the throwing path is located at a scene position outside the virtual path, and the virtual path does not block the throwing path, the second virtual character is controlled to move to the path end point of the throwing path, and the second virtual character is controlled to retreat to the first designated position of the virtual path.

[0243] At least one virtual character also includes a third virtual character; in response to the first virtual character being picked up by the third virtual character, the first virtual character is controlled to move following the third virtual character; wherein, after being picked up, the first virtual character stops responding to the movement control instruction.

[0244] In response to the first virtual character leaving the third virtual character and the first virtual character moving to a scene position outside the virtual path, the first virtual character is controlled to retreat to a first designated position of the virtual path.

[0245] In this method, the skill effects are controlled by game events. When the position of the virtual character changes during the skill effect, the character attribute parameters of the virtual character are adjusted. After the attribute parameters reach a threshold, the virtual character is controlled to retreat along a virtual path. This method adjusts the character attribute parameters through changes in skills and character positions, increases the difficulty of the game, reduces the time spent on the game, and can save game resources.

[0246] The game operation control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0247] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0248] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0249] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0250] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0251] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A game operation control method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: In response to a game match start instruction, displaying at least a portion of a game scene on the graphical user interface, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; In response to the movement control instruction, controlling the first virtual character to move along the virtual path; In response to a first game event, applying a first skill effect to the at least one virtual character; During the period when the first skill effect is in effect, in response to a change in the position of a target virtual character among the at least one virtual character, controlling the adjustment of the character attribute parameters of the target virtual character; In response to the character attribute parameter of the target virtual character reaching a preset parameter threshold, controlling the target virtual character to retract to a first designated position of the virtual path; In response to the first virtual character moving to a second designated position of the virtual path within a designated time, it is determined that the first virtual character completes the game game.

2. The method according to claim 1, characterized in that The virtual path includes a plurality of jumping platforms; the plurality of jumping platforms are suspended in the game scene; The step of controlling the first virtual character to move along the virtual path in response to the movement control instruction comprises: In response to the movement control operation, controlling the first virtual character to move on the current platform; In response to the movement control operation and the jump control operation, the first virtual character is controlled to jump from the current jumping platform to a next jumping platform of the current jumping platform.

3. The method according to claim 2, characterized in that The jumping platform includes a static jumping platform; when the virtual character is located at the static jumping platform and the movement control instruction is not issued, the virtual character is in a static state; And / or, the jumping platform includes a dynamic jumping platform; when the virtual character is located at the dynamic jumping platform and the movement control instruction is not issued, the virtual character moves following the dynamic jumping platform.

4. The method according to claim 1, characterized in that: The graphical user interface includes an event indication object; the step of applying a first skill effect to the at least one virtual character in response to the first game event includes: In response to the event indicating that the object enters a first specified state, a first skill effect is applied to the at least one virtual character.

5. The method according to claim 4, characterized in that The method further comprises: In response to the event indicating that the object enters a second specified state, the first skill effect is stopped from being applied to the at least one virtual character.

6. The method according to claim 4, characterized in that Before the step of applying a first skill effect to the at least one virtual character in response to the event indicating that the object enters a first specified state, the method further includes: Controlling display of a first timing parameter on the graphical user interface; In response to the first timing parameter indicating that a first specified time period has elapsed, the event indication object is controlled to enter a first specified state.

7. The method according to claim 4, characterized in that Before the step of applying a first skill effect to the at least one virtual character in response to the event indicating that the object enters a first specified state, the method further includes: The skill casting time is randomly determined, and the event indication object is controlled to enter a first specified state at the skill casting time.

8. The method according to claim 7, characterized in that The method further includes: before the skill casting time, controlling the event indication object to be in a second specified state; The step of controlling the event indication object to enter a first specified state at the skill casting time includes: At the skill casting time, controlling the event instruction object to perform a preset action; After the preset action is executed, the event indication object is controlled to enter a first specified state.

9. The method according to claim 1, characterized in that: The method further comprises: In response to a second game event, applying a second skill effect to the at least one virtual character; In response to the second skill effect being applied, the game is controlled to end.

10. The method according to claim 9, characterized in that The graphical user interface includes an event indication object; the step of applying a second skill effect to the at least one virtual character in response to the second game event includes: In response to the event indicating that the object enters a third specified state, a second skill effect is applied to the at least one virtual character.

11. The method according to claim 10, characterized in that Before the step of applying the second skill effect to the at least one virtual character in response to the event indicating that the object enters the third specified state, the method further includes: Controlling display of a second timing parameter on the graphical user interface; In response to the second timing parameter indicating that a second specified time period has elapsed, the event indication object is controlled to enter a third specified state.

12. The method according to claim 9, characterized in that In response to the second skill effect being applied, the step of controlling the game match to end includes: In response to the second skill effect being applied, the virtual characters in the game scene that have not moved to the second designated position are controlled to enter a death state, and the game game is controlled to end.

13. The method according to claim 1, characterized in that The first designated position includes a starting position of the virtual path, and the second designated position includes an end position of the virtual path; the method further includes: In response to a game match start instruction, at least one virtual character participating in the game match is controlled to be located at the first designated position.

14. The method according to claim 1, characterized in that The first designated position includes: a path position that is a designated length away from a current position of the target virtual character, and the first designated position is a path position that the target virtual character has passed.

15. The method according to claim 1, characterized in that The game scene also includes a progress indicator; the progress indicator is used to indicate that when the first virtual character moves to the scene position where the progress indicator is located, the first virtual character completes the progress of the game game; The method further includes: in response to the first virtual character moving to a designated scene range where the progress indicator is located, displaying the progress indicator in the graphical user interface.

16. The method according to claim 1, characterized in that The at least one virtual character also includes a second virtual character; and the method further includes: In response to the first virtual character and the second virtual character satisfying a specified position condition, controlling display of an interactive control for the second virtual character on the graphical user interface; In response to a trigger operation on the interactive control, the first virtual character and the second virtual character are controlled to perform an interactive action.

17. The method according to claim 16, characterized in that In response to the first virtual character and the second virtual character satisfying a specified position condition, the step of controlling the display of an interactive control for the second virtual character on the graphical user interface comprises: In response to the first virtual character and the second virtual character being located at the same jump platform, controlling the display of an interactive control for the second virtual character on the graphical user interface; Alternatively, in response to the first virtual character and multiple virtual characters being located at the same platform, the virtual character closest to the first virtual character is determined as the second virtual character, and interactive controls for the second virtual character are controlled to be displayed on the graphical user interface.

18. The method according to claim 16, characterized in that In response to the first virtual character and the second virtual character satisfying the specified position condition, the step of controlling the display of an interactive control for the second virtual character on the graphical user interface comprises: In response to the first virtual character and the second virtual character satisfying the specified position condition and the event indicating that the object is in a second specified state, controlling the display of an interactive control for the second virtual character on the graphical user interface.

19. The method according to claim 16, characterized in that The interactive control includes: a lifting control; the step of responding to a trigger operation on the interactive control and controlling the first virtual character and the second virtual character to perform an interactive action includes: In response to a trigger operation on the lifting control, the first virtual character is controlled to lift up the second virtual character; wherein the lifted second virtual character moves following the first virtual character.

20. The method according to claim 19, characterized in that After the step of controlling the first virtual character to hold up the second virtual character in response to a trigger operation on the holding control, the method further includes: displaying a throw control in the graphical user interface; In response to a trigger operation on the throwing control, a throwing path is determined, and the second virtual character is controlled to leave the first virtual character and move along the throwing path; wherein the second virtual character that leaves the first virtual character stops following the movement of the first virtual character.

21. The method according to claim 20, characterized in that In response to a trigger operation on the throwing control, the step of determining a throwing path includes: In response to a sliding control operation on the throwing control, a path mark is displayed in the game scene, and the path mark is controlled to follow the change of the operation contact point of the sliding control operation; In response to a sliding end operation on the throwing control, the path indicated by the path identifier when the sliding end operation is performed is determined as a throwing path.

22. The method according to claim 20, characterized in that After the step of moving along the throwing path, the method further comprises at least one of the following: Determining that the end point of the throwing path is located on the virtual path, and controlling the second virtual character to move to the virtual path; Determining that a path end point of the throwing path is located at a scene position outside the virtual path, and that the virtual path blocks the throwing path, and controlling the second virtual character to move to the virtual path; Determine that a path end point of the throwing path is located at a scene position outside the virtual path, and that the virtual path does not block the throwing path, control the second virtual character to move to the path end point of the throwing path, and control the second virtual character to retreat to a first specified position of the virtual path.

23. The method according to claim 1, characterized in that The at least one virtual character also includes a third virtual character; and the method further includes: In response to the first virtual character being picked up by the third virtual character, the first virtual character is controlled to move following the third virtual character; wherein, after being picked up, the first virtual character stops responding to the movement control instruction.

24. The method according to claim 23, characterized in that In response to the first virtual character being picked up by the third virtual character, after the step of controlling the first virtual character to follow the movement of the third virtual character, the method further includes: In response to the first virtual character leaving the third virtual character and the first virtual character moving to a scene position outside the virtual path, the first virtual character is controlled to retreat to a first designated position of the virtual path.

25. A game operation control device, characterized in that: A graphical user interface is provided through a terminal device, the device comprising: a scene display module, configured to display at least a portion of a game scene on the graphical user interface in response to a game match start instruction, wherein the game scene includes a virtual path and at least one virtual character participating in the game match, wherein the at least one virtual character includes a first virtual character controlled by the terminal device; A movement control module, configured to control the first virtual character to move along the virtual path in response to a movement control instruction; An effect applying module, for applying a first skill effect to the at least one virtual character in response to a first game event; a parameter adjustment module, configured to control the adjustment of the character attribute parameters of the target virtual character in response to a change in the position of the target virtual character among the at least one virtual character during the period when the first skill effect is in effect; A rollback control module, configured to control the target virtual character to roll back to a first designated position of the virtual path in response to a character attribute parameter of the target virtual character reaching a preset parameter threshold; The game completion module is used to determine that the first virtual character completes the game game in response to the first virtual character moving to the second specified position of the virtual path within a specified time.

26. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the game operation control method according to any one of claims 1-24.

27. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game operation control method described in any one of claims 1-24.

Citation Information

Cited By

  • Game control method, game control device, program product, and electronic device

    CN119971494A