Game control method and device, computer program product and electronic equipment
By detecting the binding events between virtual characters and objects in the game and dividing control sub-regions, the problem of complex user operations and poor control accuracy in complex game scenarios is solved, and a more efficient and convenient game control experience is achieved.
Patent Information
- Application Number
- CN202411977380.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-30
- Publication Date
- 2025-02-28
AI Technical Summary
In complex game scenarios, users need to change the direction of the object by controlling the controlled virtual character to move back and forth on both sides of the object, resulting in complex operations and poor control accuracy.
By providing a graphical user interface on the terminal device, displaying game scenes and virtual movement controls, detecting binding events between controlled virtual characters and virtual objects, switching the status of virtual movement controls, and dividing the control sub-region according to the movable direction of the virtual object, so that the user can perform movement operations through the control sub-region.
Improves the accuracy and convenience of user control operations, reduces the need for controlled virtual characters to move back and forth on both sides of the object, thereby speeding up the game progress and improving the game experience.
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Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, a game control device, a computer program product, and an electronic device. Background Art
[0002] In some games, in order to ensure the user's gaming experience, the user is allowed to control a controlled virtual character to move virtual objects in the game scene.
[0003] In the related art, joystick control or touch screen sliding control is usually used to control the movement of the controlled virtual character to push a specific object in the game scene so that the specific object moves to the scene position desired by the user. When the game scene is more complex, the user needs to control the controlled virtual character to move back and forth on both sides of the object to change the movement direction of the object. The operation is more complicated and the control accuracy is poor.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] The present disclosure provides a game control method, a game control device, a computer program product and an electronic device, so as to at least to some extent solve the problems in the related art such as complex user operations and poor control accuracy.
[0006] According to a first aspect of the present disclosure, a game control method is provided, wherein a graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes at least a part of a game scene and a virtual movement control, wherein the game scene includes a controlled virtual character and a virtual object, and the method includes: if the virtual movement control is in a first state, responding to a first movement control operation acting on the virtual movement control, controlling the controlled virtual character to move in the game scene; if a binding event between the controlled virtual character and the virtual object is detected, controlling the virtual movement control to switch from the first state to a second state, and dividing a control area of the virtual movement control according to a movable direction of the virtual object to obtain control sub-areas; when the virtual movement control is in the second state, responding to a second movement control operation acting on the control sub-area, controlling the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area.
[0007] According to a second aspect of the present disclosure, a game control device is provided, which provides a graphical user interface through a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene and a virtual movement control, wherein the game scene includes a controlled virtual character and a virtual object, and the device includes: a first movement control module, which is used to control the controlled virtual character to move in the game scene in response to a first movement control operation acting on the virtual movement control if the virtual movement control is in a first state; a state switching module, which is used to control the virtual movement control to switch from the first state to a second state if a binding event between the controlled virtual character and the virtual object is detected, and divide the control area of the virtual movement control according to the movable direction of the virtual object to obtain control sub-areas; and a second movement control module, which is used to control the virtual object to move together with the controlled virtual character in response to a second movement control operation acting on the control sub-area when the virtual movement control is in the second state according to the control direction corresponding to the control sub-area.
[0008] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the game control method of the first aspect and possible implementation methods thereof are implemented.
[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game control method of the first aspect and its possible implementation methods by executing the executable instructions.
[0010] The technical solution disclosed in this disclosure has the following beneficial effects:
[0011] In the above-mentioned game control process, if the virtual movement control is in the first state, in response to the first movement control operation acting on the virtual movement control, the controlled virtual character is controlled to move in the game scene; if a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and the control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain a control sub-area; when the virtual movement control is in the second state, in response to the second movement control operation acting on the control sub-area, according to the control direction corresponding to the control sub-area, the virtual object is controlled to move together with the controlled virtual character. On the one hand, when the binding event between the controlled virtual character and the virtual object is detected, the present disclosure controls the virtual movement control to switch from the first state to the second state so that the virtual movement control can control the controlled virtual character and the virtual object to move together, which can improve the accuracy of the user's control operation and thus speed up the game progress. On the other hand, in the present disclosure, the control area of the virtual movement control is divided into control sub-areas according to the movable direction of the virtual object, so that the virtual object and the controlled virtual character can be controlled to move together according to the control direction corresponding to the control sub-area. When the user needs to change the moving direction of the object, it is sufficient to change the control sub-area of the operation, and there is no need to control the controlled virtual character to move back and forth on both sides of the object. The convenience of user control operation can be improved and the gaming experience can be ensured. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 A flowchart showing a game control method in this exemplary embodiment;
[0013] Figure 2 A schematic diagram showing a virtual mobile control in a first state in this exemplary embodiment;
[0014] Figure 3A A schematic diagram showing the position of a virtual object in this exemplary embodiment;
[0015] Figure 3B A schematic diagram showing the position of another virtual object in this exemplary embodiment;
[0016] Figure 4 A state transition flow chart of a virtual mobile control in this exemplary embodiment is shown;
[0017] Figure 5 A structural block diagram of a game control device in this exemplary embodiment is shown;
[0018] Figure 6 An electronic device for implementing the game control method in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0019] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0021] In the related art, a joystick control or a touch screen sliding control method is usually used to control the movement of a controlled virtual character to push a specific object in the game scene, so that the specific object moves to the scene position desired by the user. When the joystick control method is used, the joystick actually controls a controlled virtual object, and the user needs to control the movement direction of the controlled virtual character by manipulating the virtual joystick to push the virtual object to move. When the touch screen sliding control method is used, the touch operation object is a controlled virtual object, and the user needs to slide his finger on the screen to control the movement of the controlled virtual character to push the virtual object to move. When the game scene is more complex, these two methods require the user to control the controlled virtual character to move back and forth on both sides of the object to push the object and change the direction of movement of the object. The operation is more complicated and the control accuracy is poor.
[0022] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game control method, a game control device, a computer program product and an electronic device, which can be applied to games in which users need to control a controlled virtual character to move objects in a game scene to a desired position, such as a box-pushing game.
[0023] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the game control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0024] 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 running body of the game program and the game screen presentation body are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the game processing is performed by the cloud game server in the cloud. 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.
[0025] 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 and run by an electronic device in a conventional manner. 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.
[0026] In an optional embodiment, reference Figure 1 As shown, a flowchart of a game control method is provided, wherein a graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes at least part of a game scene and a virtual mobile control, and the game scene includes a controlled virtual character and a virtual object, and specifically includes the following steps S110 to S130:
[0027] Step S110, if the virtual movement control is in the first state, responding to a first movement control operation acting on the virtual movement control, controlling the controlled virtual character to move in the game scene;
[0028] Step S120, if a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and the control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain control sub-areas;
[0029] Step S130, when the virtual movement control is in the second state, in response to a second movement control operation acting on the control sub-area, the virtual object is controlled to move together with the controlled virtual character according to a control direction corresponding to the control sub-area.
[0030] Figure 1 In the method shown, when a binding event between a controlled virtual character and a virtual object is detected, the virtual movement control is controlled to switch from a first state to a second state, so that the virtual movement control can control the controlled virtual character and the virtual object to move together, which can improve the accuracy of the user's control operation and thus speed up the game progress; according to the movable direction of the virtual object, the control area of the virtual movement control is divided into control sub-areas, so that the virtual object and the controlled virtual character can be controlled to move together according to the control direction corresponding to the control sub-area. When the user needs to change the moving direction of the object, it is sufficient to change the control sub-area of the operation, and there is no need to control the controlled virtual character to move back and forth on both sides of the object. This can improve the convenience of the user's control operation and ensure the game experience.
[0031] It should be noted that the game system in the present disclosure can provide a game scene that is displayed (or provided) when the application is running on a terminal device or a server. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment, which is not specifically limited in the present disclosure. The game scene may include, but is not limited to, controlled virtual characters, virtual objects, and other objects.
[0032] Among them, the controlled virtual character refers to the game character object directly controlled by the terminal device.
[0033] Among them, virtual objects refer to movable objects placed in the game scene, such as boxes, stones and other objects, and this disclosure does not make specific limitations on this.
[0034] Among them, the virtual movement control can be used to control the controlled virtual character to move forward, backward, left, and right in the game scene, such as a virtual joystick. In the present disclosure, the virtual movement control can be in a first state or a second state. The first state refers to the state in which the control object of the virtual movement control is the controlled virtual character. In the first state, the virtual movement control can be used to control the controlled virtual character to move forward, backward, left, and right alone. The second state refers to the state in which the control object of the virtual movement control is the binding body of the controlled virtual character and the virtual object. In the second state, the virtual movement control can be used to control the corresponding virtual object to move together with the controlled virtual character.
[0035] Below Figure 1 Provide detailed instructions for each step.
[0036] In step S110, if the virtual movement control is in the first state, in response to a first movement control operation acting on the virtual movement control, the controlled virtual character is controlled to move in the game scene.
[0037] Among them, the first state can be the default display state of the virtual movement control, which can be used to individually control the controlled virtual character to move forward, backward, left, and right.
[0038] The first movement control operation refers to a movement control operation when the virtual movement control is in the first state, and may be, for example, an up, down, left, or right sliding operation on a control area of the virtual movement control.
[0039] For example, Figure 2 As shown, a schematic diagram of a virtual movement control in a first state is provided, which can respond to a first movement control operation acting on the virtual movement control 201, such as movement control operations up, down, left, and right in the control area of the virtual movement control, to control the controlled virtual character 202 to move forward, backward, left, and right in the game scene. At this time, the virtual object does not move with the controlled virtual character.
[0040] In step S120, if a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and the control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain control sub-areas.
[0041] The binding event refers to an event that treats the controlled virtual character and the virtual object as a binding body.
[0042] In an optional implementation, a binding event between the controlled virtual character and the virtual object may be triggered in response to contact between the controlled virtual character and the virtual object.
[0043] For example, collision detection may be used to determine whether contact occurs between the controlled virtual character and the virtual object.
[0044] Exemplarily, whether the controlled virtual character is in contact with the virtual object may also be determined by detecting the distance between the controlled virtual character and the virtual object.
[0045] The second state may be used to control the virtual object to move together with the controlled virtual character.
[0046] When the binding event between the controlled virtual character and the virtual object is triggered, it indicates that the user may have a need to move the virtual object. At this time, the virtual movement control can be switched from the first state to the second state to meet the user's need to move the virtual object.
[0047] In the second state, the control sub-areas of the virtual movement control may be divided according to the movable direction of the virtual object.
[0048] In an optional implementation, the movable direction of the virtual object may be determined according to the position of the virtual object in the game scene.
[0049] The movable direction of the virtual object refers to the direction in which the virtual object can move together with the controlled virtual character in the game scene.
[0050] Specifically, according to the position of the virtual object in the game scene, it can be determined whether there are obstacles in the front, back, left, and right directions of the virtual object, such as walls, boxes, and other obstacles, and the direction without obstacles can be used as the movable direction of the virtual object. It should be noted that, since the virtual object is bound to the controlled virtual character in the second state, the controlled virtual character does not belong to the obstacle of the virtual object.
[0051] For example, Figure 3A As shown, a schematic diagram of the position of a virtual object is provided. In this case, it can be determined that the movable direction of the virtual object 301 includes moving backward.
[0052] For example, Figure 3B As shown, another schematic diagram of the position of a virtual object is provided. In this case, it can be determined that the movable directions of the virtual object 301 include moving to the left, moving to the right, and moving backward.
[0053] By determining the movable direction of the virtual object and dividing the control area of the virtual movement control based on the movable direction of the virtual object, the user's operational convenience in controlling the controlled virtual character to move the virtual object can be improved, thereby speeding up the game process.
[0054] In an optional embodiment, the above-mentioned dividing the control area of the virtual mobile control according to the movable direction of the virtual object to obtain control sub-areas can be achieved through the following steps: determining the number of sub-area divisions according to the movable direction of the virtual object; dividing the control area of the virtual mobile control according to the number of sub-area divisions to obtain control sub-areas.
[0055] Optionally, the number of movable directions of the virtual object may be used as the number of sub-region divisions.
[0056] Optionally, when the control area of the virtual mobile control is a circular area, the control area of the virtual mobile control may be divided equally according to the number of sub-area divisions to obtain sector-shaped control sub-areas.
[0057] For example, Figure 3AAs shown, when the movable direction of the virtual object 301 only includes backward movement, the number of sub-area divisions can be determined to be 1, and the entire control area of the virtual mobile control 302 is used as a control sub-area, and its corresponding control direction is the control direction of backward movement.
[0058] For example, Figure 3B As shown, when the movable directions of the virtual object 301 include moving backward, moving left, and moving right, the number of sub-area divisions can be determined to be 3, and the entire control area of the virtual mobile control 302 is divided into three parts, corresponding to the control directions of moving backward, moving left, and moving right, respectively.
[0059] By dividing the control area of the virtual mobile control into one or more control sub-areas according to the movable direction of the virtual object, it is possible to prevent the user from making control in an invalid direction, which can improve the convenience of user operation to a certain extent.
[0060] In step S130, when the virtual movement control is in the second state, in response to the second movement control operation acting on the control sub-area, the virtual object is controlled to move together with the controlled virtual character according to the control direction corresponding to the control sub-area.
[0061] The second movement control operation refers to a movement control operation when the virtual movement control is in the second state, and may be, for example, a touch operation acting on a control sub-area of the virtual movement control.
[0062] Specifically, when the virtual movement control is in the second state, it can respond to the second movement control operation of the control sub-area, such as a sliding operation from the inside to the outside of the control sub-area, to control the virtual object and the controlled virtual character to move toward the control direction corresponding to the control sub-area.
[0063] It should be noted that when the virtual movement control is in the second state, since the virtual object itself is also the control object of the virtual movement control, the user no longer needs to indirectly control the movement of the virtual object by moving the virtual character, which can improve the convenience and accuracy of the user's control operation and ensure the gaming experience.
[0064] In an optional embodiment, the above-mentioned controlling the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area can be achieved through the following steps: determining the relative position relationship between the controlled virtual character and the virtual object according to the position of the controlled virtual character and the position of the virtual object; determining the push-pull state according to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object; and controlling the virtual object to move together with the controlled virtual character according to the push-pull state.
[0065] Optionally, when the controlled virtual character is located at the target moving direction side of the virtual object, the push-pull state can be determined as the object pulling state; when the controlled virtual character is not located at the target moving direction side of the virtual object, the push-pull state can be determined as the object pushing state. The target moving direction is the control direction corresponding to the control sub-area.
[0066] Optionally, when the controlled virtual character is located on the target moving direction side of the virtual object, the push-pull state can be determined as the object pulling state; when the controlled virtual character is located on the opposite side of the target moving direction of the virtual object, the push-pull state can be determined as the object pushing state; when the controlled virtual character is located on the other side of the virtual object, the controlled virtual character can be controlled to move to the target moving direction side of the virtual object, and the object pulling state can be used as the push-pull state of the controlled virtual character. The target moving direction is the control direction corresponding to the control sub-area.
[0067] For example, if the controlled virtual character is located to the left of the virtual object, the control direction corresponding to the control sub-area is moving to the left, and the push-pull state can be determined to be the state of pulling the object; if the controlled virtual character is located to the right of the virtual object, the control direction corresponding to the control sub-area is moving to the left, and the push-pull state can be determined to be the state of pushing the object.
[0068] For example, in a scene environment, a virtual object is at the top of a convex corner and can only be pulled back but not pushed or moved left or right. At this time, the entire control area of the virtual movement control performs the operation of pulling the object.
[0069] According to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object, the corresponding push-pull state between the controlled virtual character and the virtual object is determined, which can enhance the performance diversity of the controlled virtual character and the virtual object moving together and ensure the user's gaming experience.
[0070] In an optional embodiment, the above-mentioned controlling the movement of the virtual object and the controlled virtual character according to the push-pull state can be achieved through the following steps: if the push-pull state is a pulling object state, the controlled virtual character is controlled to move together with the virtual object by pulling the object; if the push-pull state is a pushing object state, the controlled virtual character is controlled to move together with the virtual object by pushing the object.
[0071] The object pulling action may be an object pulling action preset for the controlled virtual character, and the object pushing action may be an object pushing action preset for the controlled virtual character.
[0072] By determining the push and pull state, and in different push and pull states, the controlled virtual character uses different actions to push and pull objects, which not only enriches the gameplay and increases the game strategy, but also conforms to the user's habitual thinking logic.
[0073] In an optional embodiment, the above-mentioned controlling the controlled virtual character to move together with the virtual object by pulling the object can be achieved by the following steps: based on a preset reserved distance, controlling the controlled virtual character to generate a reserved distance between the virtual object, and moving together with the virtual object by pulling the object.
[0074] The preset reserved distance may be a preset reserved distance for pulling the virtual object back.
[0075] In the state of pulling an object, by reserving a distance between the controlled virtual character and the virtual object, an action space is provided for the pulling action, which can simulate the physical logic of pulling the object, allowing the user to more intuitively distinguish the currently performed pulling action.
[0076] In an optional implementation, when the virtual object and the controlled virtual character move together, the control area of the virtual movement control is re-divided in response to a change in the movable direction of the virtual object.
[0077] For example, in response to a change in the movable direction of the virtual object, the control area of the virtual mobile control may be re-divided according to the changed movable direction of the virtual object to achieve dynamic update of the control area division state and improve the convenience of user operation.
[0078] In an optional implementation, when the virtual movement control is in the second state, an exit control in the second state is displayed in the graphical user interface; in response to a triggering operation of the exit control, the virtual movement control is controlled to switch from the second state to the first state.
[0079] For example, Figure 3A and Figure 3B As shown, when the virtual movement control 302 is in the second state, that is, when a movement binding relationship exists between the controlled virtual character and the virtual object, an exit control 303 may be displayed in the associated area of the virtual movement control 302 (for example, below the virtual movement control 302), and in response to a touch operation of the exit control 303, the virtual movement control may be switched from the second state to the first state to release the movement binding relationship between the controlled virtual character and the virtual object.
[0080] Specifically, when the virtual movement control is controlled to switch from the second state to the first state, the control sub-areas of the virtual movement control divided according to the movable direction of the virtual object can be converted to the default display state, and the exit control of the second state displayed in the graphical user interface is cleared.
[0081] For example, Figure 4 As shown, a state transition flow chart of a virtual mobile control is provided, which may specifically include the following steps:
[0082] Step S401, if the virtual movement control is in the first state, responding to a first movement control operation acting on the virtual movement control, controlling the controlled virtual character to move in the game scene;
[0083] Step S402, in response to contact between the controlled virtual character and the virtual object, determining a triggering event for binding the controlled virtual character and the virtual object;
[0084] Step S403, in response to detecting a binding event between the controlled virtual character and the virtual object, controlling the virtual movement control to switch from the first state to the second state, and determining a movable direction of the virtual object according to the position of the virtual object in the game scene;
[0085] Step S404, determining the number of sub-region divisions according to the movable direction of the virtual object, and dividing the control region of the virtual mobile control according to the number of sub-region divisions to obtain control sub-regions;
[0086] Step S405, when the virtual movement control is in the second state, in response to the second movement control operation acting on the control sub-area, the relative position relationship between the controlled virtual character and the virtual object is determined according to the position of the controlled virtual character and the position of the virtual object; the push-pull state is determined according to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object;
[0087] Step S406, controlling the virtual object to move together with the controlled virtual character according to the push-pull state;
[0088] Step S407, if the virtual mobile control is in the second state, displaying an exit control in the second state in the associated area of the virtual mobile control;
[0089] Step S408, in response to the triggering operation of the exit control, controlling the virtual movement control to switch from the second state to the first state.
[0090] The exemplary embodiment of the present disclosure also provides a game control device, which provides a graphical user interface through a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene and a virtual movement control, and the game scene includes a controlled virtual character and a virtual object. Figure 5 As shown, the game control device 500 may include the following program modules:
[0091] A first movement control module 510 is used to control the controlled virtual character to move in the game scene in response to a first movement control operation acting on the virtual movement control if the virtual movement control is in a first state;
[0092] The state switching module 520 is used to control the virtual movement control to switch from the first state to the second state if a binding event between the controlled virtual character and the virtual object is detected, and divide the control area of the virtual movement control into control sub-areas according to the movable direction of the virtual object;
[0093] The second movement control module 530 is used to control the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-region in response to the second movement control operation acting on the control sub-region when the virtual movement control is in the second state.
[0094] In an optional implementation, based on the above solution, the game control device 500 may further include: a movement control event triggering module, used to determine an event that triggers the binding of the controlled virtual character and the virtual object.
[0095] In an optional implementation, based on the above solution, the game control device 500 may further include: a movable direction determination module, which is used to determine the movable direction of the virtual object according to the position of the virtual object in the game scene.
[0096] In an optional embodiment, based on the aforementioned scheme, the state switching module 520 divides the control area of the virtual mobile control according to the movable direction of the virtual object to obtain control sub-areas, including: determining the number of sub-area divisions according to the movable direction of the virtual object; dividing the control area of the virtual mobile control according to the number of sub-area divisions to obtain control sub-areas.
[0097] In an optional embodiment, based on the aforementioned scheme, the second mobile control module 530 includes: a relative position relationship determination module, which is used to determine the relative position relationship between the controlled virtual character and the virtual object according to the position of the controlled virtual character and the position of the virtual object; a push-pull state determination module, which is used to determine the push-pull state according to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object; and a push-pull control module, which is used to control the virtual object and the controlled virtual character to move together according to the push-pull state.
[0098] In an optional embodiment, based on the aforementioned scheme, the push-pull control module includes: a pulling object control module, which is used to control the controlled virtual character to move together with the virtual object by pulling the object if the push-pull state is a pulling object state; and a pushing object control module, which is used to control the controlled virtual character to move together with the virtual object by pushing the object if the push-pull state is a pushing object state.
[0099] In an optional implementation, based on the above solution, the object pulling control module may be configured to: based on a preset reserved distance, control the generation of a reserved distance between the controlled virtual character and the virtual object, and move together with the virtual object by pulling the object.
[0100] In an optional implementation, based on the above solution, a division area update module is used to re-divide the control area of the virtual movement control in response to a change in the movable direction of the virtual object during the movement of the virtual object and the controlled virtual character.
[0101] In an optional embodiment, based on the aforementioned scheme, the game control device 500 may further include: an exit control display module, used to display the exit control in the second state in the graphical user interface when the virtual mobile control is in the second state; and an exit control trigger module, used to control the virtual mobile control to switch from the second state to the first state in response to the trigger operation of the exit control.
[0102] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0103] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game control method is implemented.
[0104] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0105] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0106] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0107] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure. Exemplarily, the following steps may be included:
[0108] If the virtual movement control is in the first state, in response to a first movement control operation acting on the virtual movement control, the controlled virtual character is controlled to move in the game scene;
[0109] If a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and the control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain control sub-areas, so that the virtual movement control is switched from the first state to the second state;
[0110] When the virtual movement control is in the second state, in response to the second movement control operation acting on the control sub-area, the virtual object is controlled to move together with the controlled virtual character according to the control direction corresponding to the control sub-area.
[0111] In an optional implementation, based on the above solution, the following steps may also be performed: in response to contact between the controlled virtual character and the virtual object, a binding event between the controlled virtual character and the virtual object is triggered.
[0112] In an optional implementation, based on the above solution, the following steps may also be performed: determining the movable direction of the virtual object according to the position of the virtual object in the game scene.
[0113] In an optional implementation, based on the aforementioned scheme, the control area of the virtual mobile control is divided according to the movable direction of the virtual object to obtain control sub-areas, which can be achieved through the following steps: determining the number of sub-area divisions according to the movable direction of the virtual object; dividing the control area of the virtual mobile control according to the number of sub-area divisions to obtain control sub-areas.
[0114] In an optional embodiment, based on the aforementioned scheme, controlling the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area can be achieved through the following steps: determining the relative position relationship between the controlled virtual character and the virtual object according to the position of the controlled virtual character and the position of the virtual object; determining the push-pull state according to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object; and controlling the virtual object to move together with the controlled virtual character according to the push-pull state.
[0115] In an optional embodiment, based on the aforementioned scheme, controlling the movement of the virtual object and the controlled virtual character according to the push-pull state can be achieved through the following steps: if the push-pull state is a pulling object state, controlling the controlled virtual character to move together with the virtual object by pulling the object; if the push-pull state is a pushing object state, controlling the controlled virtual character to move together with the virtual object by pushing the object.
[0116] In an optional embodiment, based on the aforementioned scheme, controlling the controlled virtual character to move together with the virtual object by pulling the object can be achieved through the following steps: based on a preset reserved distance, controlling the controlled virtual character to create a reserved distance between the virtual object, and moving together with the virtual object by pulling the object.
[0117] In an optional implementation, based on the above solution, the following steps may be further performed: when the virtual object and the controlled virtual character move together, in response to a change in the movable direction of the virtual object, the control area of the virtual movement control is re-divided.
[0118] In an optional implementation, based on the aforementioned solution, the following steps may also be performed: when the virtual mobile control is in the second state, an exit control in the second state is displayed in the graphical user interface; in response to a triggering operation of the exit control, the virtual mobile control is controlled to switch from the second state to the first state.
[0119] In the above steps, when a binding event between a controlled virtual character and a virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, so that the virtual movement control can control the controlled virtual character and the virtual object to move together, which can improve the accuracy of the user's control operation and thus speed up the game progress; according to the movable direction of the virtual object, the control area of the virtual movement control is divided into control sub-areas, so that the virtual object and the controlled virtual character can be controlled to move together according to the control direction corresponding to the control sub-area. When the user needs to change the moving direction of the object, it is sufficient to change the control sub-area of the operation, without having to control the controlled virtual character to move back and forth on both sides of the object, which can improve the convenience of the user's control operation and ensure the game experience.
[0120] The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above-mentioned game control method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0121] Reference below Figure 6 , the electronic device is exemplified in the form of a general-purpose computing device. It should be understood that Figure 6 The electronic device 600 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0122] like Figure 6 As shown, the electronic device 600 may include: a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .
[0123] The memory 620 may include a volatile memory, such as a RAM 621, a cache unit 622, and may also include a non-volatile memory, such as a ROM 623. The memory 620 may also include one or more program modules 624, such program modules 624 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 624 may include each module in the above-mentioned device.
[0124] The processor 610 may include one or more processing units. For example, the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0125] The processor 610 may be configured to execute executable instructions stored in the memory 620 , such as executing any one or more method steps in this exemplary embodiment.
[0126] Exemplarily, the processor 610 may perform the following steps:
[0127] If the virtual movement control is in the first state, in response to a first movement control operation acting on the virtual movement control, the controlled virtual character is controlled to move in the game scene;
[0128] If a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and the control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain control sub-areas;
[0129] When the virtual movement control is in the second state, in response to the second movement control operation acting on the control sub-area, the virtual object is controlled to move together with the controlled virtual character according to the control direction corresponding to the control sub-area.
[0130] In an optional implementation, based on the above solution, the following steps may be further performed: in response to contact between the controlled virtual character and the virtual object, determining a triggering event for binding the controlled virtual character and the virtual object.
[0131] In an optional implementation, based on the above solution, the following steps may also be performed: determining the movable direction of the virtual object according to the position of the virtual object in the game scene.
[0132] In an optional implementation, based on the aforementioned scheme, the control area of the virtual mobile control is divided according to the movable direction of the virtual object to obtain control sub-areas, which can be achieved through the following steps: determining the number of sub-area divisions according to the movable direction of the virtual object; dividing the control area of the virtual mobile control according to the number of sub-area divisions to obtain control sub-areas.
[0133] In an optional embodiment, based on the aforementioned scheme, controlling the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area can be achieved through the following steps: determining the relative position relationship between the controlled virtual character and the virtual object according to the position of the controlled virtual character and the position of the virtual object; determining the push-pull state according to the control direction corresponding to the control sub-area and the relative position relationship between the controlled virtual character and the virtual object; and controlling the virtual object to move together with the controlled virtual character according to the push-pull state.
[0134] In an optional embodiment, based on the aforementioned scheme, controlling the movement of the virtual object and the controlled virtual character according to the push-pull state can be achieved through the following steps: if the push-pull state is a pulling object state, controlling the controlled virtual character to move together with the virtual object by pulling the object; if the push-pull state is a pushing object state, controlling the controlled virtual character to move together with the virtual object by pushing the object.
[0135] In an optional embodiment, based on the aforementioned scheme, controlling the controlled virtual character to move together with the virtual object by pulling the object can be achieved through the following steps: based on a preset reserved distance, controlling the controlled virtual character to create a reserved distance between the virtual object, and moving together with the virtual object by pulling the object.
[0136] In an optional implementation, based on the above solution, the following steps may be further performed: when the virtual object and the controlled virtual character move together, in response to a change in the movable direction of the virtual object, the control area of the virtual movement control is re-divided.
[0137] In an optional implementation, based on the aforementioned solution, the following steps may also be performed: when the virtual mobile control is in the second state, an exit control in the second state is displayed in the graphical user interface; in response to a triggering operation of the exit control, the virtual mobile control is controlled to switch from the second state to the first state.
[0138] In the above steps, when a binding event between a controlled virtual character and a virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, so that the virtual movement control can control the controlled virtual character and the virtual object to move together, which can improve the accuracy of the user's control operation and thus speed up the game progress; according to the movable direction of the virtual object, the control area of the virtual movement control is divided into control sub-areas, so that the virtual object and the controlled virtual character can be controlled to move together according to the control direction corresponding to the control sub-area. When the user needs to change the moving direction of the object, it is sufficient to change the control sub-area of the operation, without having to control the controlled virtual character to move back and forth on both sides of the object, which can improve the convenience of the user's control operation and ensure the game experience.
[0139] The bus 630 is used to realize the connection between different components of the electronic device 600, and may include a data bus, an address bus, and a control bus.
[0140] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0141] The electronic device 600 can communicate with one or more networks through the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 650 can communicate with other modules of the electronic device 600 through the bus 630.
[0142] The electronic device 600 may display a graphical user interface and the like through the display 660 .
[0143] although Figure 6 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: a display, a microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system.
[0144] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0145] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0146] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game control method, characterized in that: A graphical user interface is provided by a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene and a virtual movement control, and the game scene includes a controlled virtual character and a virtual object. The method includes: If the virtual movement control is in the first state, in response to a first movement control operation acting on the virtual movement control, the controlled virtual character is controlled to move in the game scene; If a binding event between the controlled virtual character and the virtual object is detected, the virtual movement control is controlled to switch from the first state to the second state, and a control area of the virtual movement control is divided according to the movable direction of the virtual object to obtain control sub-areas; When the virtual movement control is in the second state, in response to a second movement control operation acting on the control sub-area, the virtual object is controlled to move together with the controlled virtual character according to a control direction corresponding to the control sub-area.
2. The method according to claim 1, characterized in that The method further comprises: In response to contact between the controlled virtual character and the virtual object, a triggering event for binding the controlled virtual character with the virtual object is determined.
3. The method according to claim 1, characterized in that The method further comprises: The movable direction of the virtual object is determined according to the position of the virtual object in the game scene.
4. The method according to claim 1, characterized in that The step of dividing the control area of the virtual mobile control according to the movable direction of the virtual object to obtain control sub-areas includes: Determining the number of sub-region divisions according to the movable direction of the virtual object; The control area of the virtual mobile control is divided according to the number of sub-area divisions to obtain control sub-areas.
5. The method according to claim 1, characterized in that The controlling the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area includes: Determining a relative position relationship between the controlled virtual character and the virtual object according to the position of the controlled virtual character and the position of the virtual object; Determining a push-pull state according to a control direction corresponding to the control sub-area and a relative position relationship between the controlled virtual character and the virtual object; According to the push-pull state, the virtual object is controlled to move together with the controlled virtual character.
6. The method according to claim 5, characterized in that The step of controlling the movement of the virtual object and the controlled virtual character according to the push-pull state includes: If the push-pull state is a state of pulling an object, controlling the controlled virtual character to move together with the virtual object by pulling the object; If the push-pull state is a push object state, the controlled virtual character is controlled to move together with the virtual object with a push object action.
7. The method according to claim 6, characterized in that The controlling the controlled virtual character to move together with the virtual object by pulling the object includes: Based on the preset reserved distance, the controlled virtual character is controlled to generate a reserved distance between the virtual object, and moves together with the virtual object by pulling the object.
8. The method according to claim 1, characterized in that The method further comprises: During the movement of the virtual object and the controlled virtual character, in response to a change in the movable direction of the virtual object, the control area of the virtual movement control is re-divided.
9. The method according to claim 1, characterized in that: The method comprises: When the virtual movement control is in the second state, an exit control of the second state is displayed in the graphical user interface; In response to the triggering operation of the exit control, the virtual movement control is controlled to switch from the second state to the first state.
10. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene and a virtual movement control, wherein the game scene includes a controlled virtual character and a virtual object, and the apparatus includes: A first movement control module, configured to control the controlled virtual character to move in the game scene in response to a first movement control operation acting on the virtual movement control if the virtual movement control is in a first state; A state switching module, configured to control the virtual movement control to switch from the first state to the second state if a binding event between the controlled virtual character and the virtual object is detected, and to divide the control area of the virtual movement control into control sub-areas according to the movable direction of the virtual object; The second movement control module is used to control the virtual object to move together with the controlled virtual character according to the control direction corresponding to the control sub-area in response to the second movement control operation acting on the control sub-area when the virtual movement control is in the second state.
11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.
12. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 9 by executing the executable instructions.