Game control method, game control device, electronic equipment and medium
By providing a graphical user interface and combo controls in the game, players can directly configure and execute combos in the game, solving the problems of complex and low convenience in the existing technology of command combination configuration, achieving a smoother operating experience.
Patent Information
- Application Number
- CN202510018194.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-06
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2045-01-06
AI Technical Summary
In the existing game technology, the configuration of game command combinations is complex and convenient, which leads to players need to pause or exit the combat state when setting command combinations, and the operation process is cumbersome.
The terminal device provides a graphical user interface to display the game scene and controlled virtual characters, respond to the triggering operation of the combo control, control the virtual characters to execute moves, and adjust the move controls through the combo configuration operation to obtain new move controls.
It realizes direct configuration and execution of combos in the game, breaks the limitations of configuration, reduces operational complexity, and improves the player's gaming experience.
Smart Images

Figure CN119633360A_ABST
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, an electronic device, and a computer-readable storage medium. Background Art
[0002] Usually, in the game, players can perform different game operations to complete tasks, challenges or specific behaviors in the game, such as releasing game skills in the game, or greeting other game objects, dancing, etc. In order to enrich the gameplay, the prior art often provides gameplay with multiple game command combinations, such as releasing multiple skills in the game, without the need for players to operate different skills one by one. However, the existing game command combinations usually require players to set them in a specific interface, and implementing the settings usually requires pausing or exiting the current combat state, and players will feel obvious interruptions. The existing combo strategies have large limitations, and the setting of the game command combination requires players to remember the required commands and configure them manually, and the operation process is relatively cumbersome and the convenience is poor.
[0003] 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
[0004] The present disclosure provides a game control method, a game control device, an electronic device and a computer-readable storage medium, thereby overcoming the problems of high configuration complexity and poor convenience of game instruction combinations in the prior art at least to a certain extent.
[0005] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.
[0006] According to one aspect of the present disclosure, a game control method is provided, which provides a graphical user interface through a terminal device, displays a game scene and a controlled virtual character through the graphical user interface, the controlled virtual character includes a plurality of moves, and the graphical user interface also includes a first move control and a combo control corresponding to at least some of the plurality of moves; the method includes: responding to a first trigger operation on the combo control, controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of first move controls; responding to a combo configuration operation, adjusting the move controls displayed in the graphical user interface to obtain a plurality of second move controls; responding to a second trigger operation on the combo control, controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of second move controls.
[0007] According to one aspect of the present disclosure, a game control device is provided, which provides a graphical user interface through a terminal device, displays a game scene and a controlled virtual character through the graphical user interface, the controlled virtual character includes a plurality of moves, and the graphical user interface also includes a first move control and a combo control corresponding to at least some of the plurality of moves; the device includes: a first move control module, which is used to respond to a first trigger operation on the combo control, and control the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of first move controls; a move control adjustment module, which is used to respond to a combo configuration operation, and adjust the move controls displayed in the graphical user interface to obtain a plurality of second move controls; and a second move control module, which is used to respond to a second trigger operation on the combo control, and control the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of second move controls.
[0008] According to one 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 any one of the above-mentioned game control methods by executing the executable instructions.
[0009] According to one 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 described above is implemented.
[0010] The exemplary embodiments of the present disclosure have the following beneficial effects:
[0011] In response to a first trigger operation on a combo control, the controlled virtual character is controlled to sequentially execute moves respectively corresponding to a plurality of first move controls; in response to a combo configuration operation, the move controls displayed in a graphical user interface are adjusted to obtain a plurality of second move controls; in response to a second trigger operation on a combo control, the controlled virtual character is controlled to sequentially execute moves respectively corresponding to a plurality of second move controls. On the one hand, compared to the prior art which requires configuration of a combination instruction before the game is started, in this exemplary embodiment, the player can directly set the second move control through a combo configuration operation in the game, so that when the second trigger operation is received, the moves respectively corresponding to a plurality of second move controls can be executed in sequence according to the newly determined second move control, thereby realizing the configuration and execution of combos in the game, breaking the limitations of combo configuration and reducing the complexity of combo configuration operations; on the other hand, this exemplary embodiment proposes a new game control method, in which the player can control the controlled virtual character by performing a first trigger operation or a second trigger operation on the combo control. The virtual character sequentially executes the moves corresponding to multiple first move controls, or controls the controlled virtual character to sequentially execute the moves corresponding to the second move controls, thereby realizing convenient control of the controlled virtual character to execute combos through simple operations; on the other hand, in this exemplary embodiment, the game scene, the controlled virtual character, the combo control and the first move control, etc. can be displayed simultaneously in the graphical user interface, and the player can directly configure the combo through the combo configuration operation without entering a specific interface, which can provide the player with smooth operation of the combo configuration, enrich the gameplay without increasing the complexity of the game operation, and improve the player's gaming experience.
[0012] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.
[0014] Figure 1 A flowchart schematically illustrates a game control method in this exemplary embodiment;
[0015] Figure 2 A schematic diagram schematically illustrates a graphical user interface in this exemplary embodiment;
[0016] Figure 3 A schematic diagram schematically illustrates another graphical user interface in this exemplary embodiment;
[0017] Figure 4 A schematic diagram schematically illustrates a graphical user interface of a combo configuration state in this exemplary embodiment;
[0018] Figure 5 A schematic diagram schematically illustrates another graphical user interface in this exemplary embodiment;
[0019] Figure 6 A schematic diagram schematically showing a graphical user interface of a combo-triggerable state in this exemplary embodiment includes a schematic diagram of a graphical user interface of a command selection control;
[0020] Figure 7 A block diagram schematically shows a structure of a game control device in this exemplary embodiment;
[0021] Figure 8 An electronic device for implementing the above method in this exemplary embodiment is schematically shown. DETAILED DESCRIPTION
[0022] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the disclosure will be more comprehensive and complete and to fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
[0023] The exemplary embodiment of the present disclosure first provides a game control method, providing a graphical user interface through a terminal device, displaying a game scene and a controlled virtual character through the graphical user interface, the controlled virtual character includes multiple moves, and the graphical user interface also includes a first move control and a combo control corresponding to at least some of the multiple moves. Among them, the terminal device can be a variety of electronic devices including a smart phone, a game console, a laptop or a personal computer, and the graphical user interface refers to an interface provided by the terminal device that can provide a user with a visual game display interface or perform user interactive operations, such as a smart phone configured with a display screen, the display screen can display a game virtual scene, etc. The game scene can be a virtual scene for playing a game, and the controlled virtual character can be a game character controlled by a player, and the controlled virtual character can include multiple moves, which can be multiple skills or action postures that the controlled virtual character can include, such as attack skills, defense skills that the game character can release, or dancing, greetings, and other behavioral operations that can be performed to other players. In this exemplary embodiment, a game battle interface can be displayed in the graphical user interface, and the game battle interface refers to a game interface related to the game battle content displayed in the graphical user interface, such as a game display interface including a game scene, a game character, and other game scene elements. In particular, a controlled virtual object controlled by a terminal device is displayed in the game battle interface, and the controlled virtual object may be a game character controlled by a player.
[0024] The graphical user interface may also include first move controls and combo controls corresponding to at least some of the multiple moves, wherein the first move control may refer to a move control for a single move, and the user may trigger the controlled virtual character to release the move corresponding to the first move control by interacting with the first move control. The graphical user interface may display the first move controls corresponding to all the moves of the controlled virtual character, or may display the first move controls corresponding to some of all the moves of the controlled virtual character. For example, the controlled virtual character has multiple moves such as "jump", "freeze", "teleport", and "stun", but the graphical user interface may only display the three first move controls of "freeze", "teleport", and "stun". The combo control may be a control for controlling the controlled virtual character to release continuous moves, or a control for configuring continuous moves, etc.
[0025] The following is combined with Figure 1 This exemplary embodiment is further described as follows. Figure 1 As shown, the game control method may include the following steps S110-S130:
[0026] Step S110, in response to a first trigger operation on a combo control, controlling the controlled virtual character to sequentially execute moves respectively corresponding to a plurality of first move controls.
[0027] The first trigger operation may be an operation acting on a combo control, and is used to trigger the controlled virtual character to execute a combo instruction. The operation type of the first trigger operation may be a single operation, such as double-clicking, long pressing, or sliding, or may be a combination of multiple operations. The player may perform the first trigger operation on the combo control to control the controlled virtual character to sequentially execute the moves corresponding to the multiple first move controls.
[0028] The moves performed by the controlled virtual character are the moves corresponding to the first move controls, that is, the moves corresponding to the first move controls displayed in the current graphical user interface, for example Figure 2 A graphical user interface is shown, which includes a combo control P and multiple first move controls 210~240. When the player performs a first trigger operation on the combo control P, the controlled virtual character can be controlled to sequentially execute the moves corresponding to the first move controls 210~240, or the moves corresponding to the first move controls 240~210, or the moves corresponding to other sequences, etc.
[0029] When executing moves in sequence, the execution order can be pre-set. For example, the combo control includes multiple first move controls including three moves: "freeze control", "stun control" and "spell attack". The order in which the moves can be executed in sequence can be "freeze control" + "stun control" + "spell attack".
[0030] It should be noted that, in this exemplary embodiment, after the first trigger operation is performed on the combo control, one round of combos can be executed, or multiple rounds of combos can be executed before the close of the combo execution is received. During the continuous execution of multiple rounds of moves, the execution order of moves in different rounds may be different. For example, the system can determine the release order according to the cooling time of each skill. For example, after the first round of moves is executed according to "freeze control" + "stun control" + "spell attack", the cooling of "freeze control" and "stun control" moves is not completed, then the second round will first execute "spell attack", and other moves will be executed after the cooling of other moves is completed. In this exemplary embodiment, when the controlled virtual character is controlled to continuously and sequentially execute moves corresponding to multiple first move controls, the order of execution can be fixed. For example, the combo includes the moves corresponding to the first move controls and their order can include "skill 1 + skill 2 + skill 3", then the controlled virtual character can be controlled to release skills in the order of "skill 1 + skill 2 + skill 3", and the next round will also release skills in the order of "skill 1 + skill 2 + skill 3". If a skill cools down, wait until the skill cools down and then continue to release skills in the order of "skill 1 + skill 2 + skill 3". No additional operations are required from the player during this process. In addition, the order of sequential execution can also be adjusted according to actual conditions. For example, after determining that the combo includes the move corresponding to the first move control, the controlled virtual object is controlled to continue to execute the combo until the termination condition is met. The sequential execution of the combo can be executed according to a certain strategy or priority, for example, the priority order is "skill 1 + skill 2 + skill 3", and the strategy is to postpone when encountering a cooling skill. For example, the order of skill release in the first round can be "skill 1 + skill 2 + skill 3", when executing the second round of skills, skill 2 is cooling, then it can be "skill 1 + skill 3", after skill 2 is cooled, the third round of skill release is "skill 1 + skill 2 + skill 3", or in the second round, after skill 3 is released, skill 2 is cooled, then the second round can be "skill 1 + skill 3 + skill 2", etc. The present disclosure does not make specific restrictions on this. The termination condition refers to the condition used to terminate the execution of the combo, such as the player actively closing the combo, or the player operates a single move control to manually execute the move corresponding to the first move control, etc.
[0031] Step S120, in response to the combo configuration operation, adjusting the move controls displayed in the graphical user interface to obtain a plurality of second move controls.
[0032] This exemplary embodiment can adjust the move controls displayed in the graphical user interface by performing a combo configuration operation to obtain multiple second move controls. The second move controls can be the same as the first move controls or different from the first move controls. The second move controls and the first move controls are both move controls displayed in the graphical user interface. The difference is that when multiple first move controls are displayed in the graphical user interface, when a combo is executed, the moves corresponding to the multiple first move controls will be executed. When the move controls in the graphical user interface are adjusted to obtain multiple second move controls, when the combo is executed again, the moves corresponding to the multiple second move controls will be executed.
[0033] The combo configuration operation may be any operation different from the first trigger operation, such as a long press operation for a specific option, or a single click + slide operation, etc. In this exemplary embodiment, the combo configuration operation may act on a specific combo configuration control or combo configuration option, etc. For example, this exemplary embodiment may set different trigger operations on the combo control to execute different functions. When the combo control receives the first trigger operation, the combo execution is triggered. When the combo control receives the combo configuration operation, the combo configuration is triggered, etc. In addition, quick options or icons may be configured in the graphical user interface, and the player may determine the configuration of the combo by interacting with the quick options or icons.
[0034] After the player performs the combo configuration operation, he can enter the state for combo configuration. This exemplary embodiment can provide a corresponding combo configuration interface. The interface can have a certain degree of transparency, or it can also be a floating window to ensure that the player can operate or browse it without affecting the viewing of the original game battle interface.
[0035] In this exemplary embodiment, the combo configuration operation may be a combination of one or more operations, for example, it may be an operation of single-click trigger configuration + single-click confirm configuration, or a click trigger configuration + slide selection configuration operation, or a single-click + slide trigger configuration + slide selection configuration, etc. Figure 3 As shown, the player can click and slide upward on the combo control P to trigger the configuration state, further configure the combo in the configuration state, determine and adjust the move control displayed in the graphical user interface, and obtain the second move control. In this exemplary embodiment, the combo configuration process may not be limited by the game state. For example, in the combat state or the non-combat state, the combo configuration operation can be used to configure the combo and set the second move control.
[0036] Step S130, in response to the second trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute the moves respectively corresponding to the plurality of second move controls.
[0037] Among them, the second trigger operation can be an operation for executing a combo after adjustment for the combo, and its operation form can be the same as or different from the first trigger operation. For example, the second trigger operation and the first trigger operation can both be a single-click operation on the combo control.
[0038] When the player performs the second trigger operation, the combo has already been configured in the graphical user interface as moves corresponding to multiple second move controls. Therefore, when the second trigger operation for the combo control is received, it can be determined that the adjusted combo needs to be executed at this time, and the controlled virtual character can be controlled to execute the moves corresponding to the multiple second move controls in sequence.
[0039] Based on the above description, in this exemplary embodiment, in response to the first trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute the moves respectively corresponding to the multiple first move controls; in response to the combo configuration operation, the move controls displayed in the graphical user interface are adjusted to obtain multiple second move controls; in response to the second trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute the moves respectively corresponding to the multiple second move controls. On the one hand, compared to the prior art that requires the configuration of the combination instructions before the game is started, in this exemplary embodiment, the player can directly set the second move control through the combo configuration operation in the game, so that when the second trigger operation is received, the moves respectively corresponding to the multiple second move controls can be executed in sequence according to the newly determined second move control, thereby realizing the configuration and execution of the combo in the game, breaking the limitations of the combo configuration and reducing the complexity of the combo configuration operation; on the other hand, this exemplary embodiment proposes a new game control method, in which the player can control the controlled virtual character by performing the first trigger operation or the second trigger operation on the combo control. The virtual character sequentially executes the moves corresponding to multiple first move controls, or controls the controlled virtual character to sequentially execute the moves corresponding to the second move controls, thereby realizing convenient control of the controlled virtual character to execute combos through simple operations; on the other hand, in this exemplary embodiment, the game scene, the controlled virtual character, the combo control and the first move control, etc. can be displayed simultaneously in the graphical user interface, and the player can directly configure the combo through the combo configuration operation without entering a specific interface, which can provide the player with smooth operation of the combo configuration, enrich the gameplay without increasing the complexity of the game operation, and improve the player's gaming experience.
[0040] In an exemplary embodiment, the game control method may further include:
[0041] In response to a triggering operation on a first target move control among the plurality of first move controls, the controlled virtual character is controlled to execute a move corresponding to the first target move control.
[0042] The first target move control can be any move control determined from multiple first move controls. When the first target move control is triggered, it can be considered that a single move corresponding to the first target move control needs to be executed, and the controlled virtual character can be controlled to execute the move corresponding to the first target move. The triggering operation of the first target move control can be regarded as a normal operation different from the combo operation. The player can control a single move of the controlled virtual character by executing the triggering operation. For example, Figure 2 In the graphical user interface, the player can determine any one of the multiple first move controls 210-240 as the first target move control to control the controlled virtual character to perform the move corresponding to the first target move control.
[0043] This exemplary embodiment can display multiple first move controls and combo controls in the graphical user interface provided by the terminal device while displaying the game battle interface. On the one hand, according to the needs of the player, when the first move control is triggered, a single move is executed, and when the combo control is triggered, the moves corresponding to multiple first move controls are executed to achieve combos, thereby providing players with rich operating methods and reducing the complexity of game operations. On the other hand, the player can adjust the first move control to the second move control through the combo configuration operation in the graphical user interface to configure and adjust the combo. The adjustment process can be executed in the game process without exiting the current game process or changing the configuration interface, which greatly improves the player's gaming experience.
[0044] In an exemplary embodiment, the above-mentioned response to the combo configuration operation, adjusting the move controls displayed in the graphical user interface to obtain multiple second move controls may include:
[0045] In response to the combo configuration trigger operation, the graphical user interface is controlled to enter the combo configuration state;
[0046] In the combo configuration state, in response to the adjustment operation of the move control, the move control displayed in the graphical user interface is adjusted to obtain a plurality of second move controls.
[0047] Among them, the combo configuration state refers to the state used for combo configuration, which can be a specific display interface or display state. By performing adjustment operations on the move controls in this state, the move controls displayed in the graphical user interface can be adjusted to obtain multiple second move controls.
[0048] In this exemplary embodiment, the combo configuration state may have a specific display interface, and the player may first perform a combo configuration trigger operation in the graphical user interface, such as long pressing the combo control, long pressing the blank area, or single-clicking + sliding up the combo control, etc., to determine the execution of the combo configuration, for example, in Figure 3After clicking and sliding up on the combo control P, you can trigger the combo configuration state. Figure 4 It should be noted that the game scene can be displayed in the graphical user interface before and after the combo configuration state is entered, that is, the combo configuration state can be displayed in the form of a transparent floating layer or a specific window without exiting the game battle interface.
[0049] The adjustment operation of the move control refers to the operation used to determine the second move control. After entering the combo configuration state, multiple optional move controls can be displayed in the graphical user interface, or multiple optional move controls can be displayed according to the player's operation. For example, the optional move controls can be directly displayed in a circular or list manner, and the player can directly determine the second move control from them by selecting the operation, or can also be displayed as follows Figure 4 As shown, the currently selected move control is displayed, and the player then adjusts the move controls displayed in the graphical user interface by rotating the roulette wheel. The move controls that can be displayed when the roulette wheel is turned out can be used as the second move control, and so on.
[0050] In an exemplary embodiment, in the combo configuration state, in response to the adjustment operation of the move control, adjusting the move control displayed in the graphical user interface to obtain a plurality of second move controls may include:
[0051] In the combo configuration state, in response to a sliding operation on a blank area in the graphical user interface or any first move control among the plurality of first move controls, the plurality of first move controls are controlled to slide so as to hide part of the first move controls and slide out a new move control;
[0052] In response to the end of the sliding operation, the move control currently displayed on the graphical user interface is determined as the second move control.
[0053] like Figure 4 In the combo configuration state shown, the player can slide in a blank area in the graphical user interface, or in any of the multiple first move controls, such as sliding on first move control 420, to control the sliding of multiple first move controls, so as to hide part of the first move controls and slide out new move controls. For example, a sliding operation is performed in a blank area or on first move control 420 to control the wheel to rotate left or right, so that the move controls displayed in the graphical user interface change, such as rotating the wheel to the left to hide move control 410 and slide out new move control 450. In response to the end of the sliding operation, the move control currently displayed in the graphical user interface is determined as the second move control. For example, when the sliding operation ends, the move controls displayed in the graphical user interface are 420-450, and move controls 420-450 can be determined as the second move control.
[0054] In an exemplary embodiment, before responding to the second trigger operation on the combo control and controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of second move controls, the game control method may further include:
[0055] Respond to the combo configuration exit operation and exit the combo configuration state.
[0056] After the player has configured a combo, he can exit the combo configuration state through the combo configuration exit operation, where the combo configuration exit operation can be any operation that can be set to exit the combo configuration state, such as Figure 4 In the embodiment, the combo control may be long-pressed or double-clicked, or a blank area may be long-pressed or double-clicked, etc. This disclosure does not make any specific limitation on this.
[0057] In an exemplary embodiment, the combo activation operation is a trigger operation for a combo switch, and the combo switch is displayed on the combo control.
[0058] In order to ensure the accuracy of the player's combo operation, this exemplary embodiment can set a combo switch on the combo control, and the combo switch is used to turn on or off the combo, such as Figure 5 As shown, an OFF / ON button is provided on the combo control P, and the player can operate the button to switch the combo mode. For example, when the player adjusts the operation button to ON, it can be considered that the combo on operation is performed on the combo switch, and at this time, the combo function can be triggered to be turned on. When the operation button is OFF, it can be considered that the combo off operation is performed on the combo switch, and at this time, the combo function can be triggered to be turned off.
[0059] It should be noted that when the combo switch receives a combo start operation, it determines that the combo state is turned on. This is different from turning on the combo. Turning on the combo state means that the controlled virtual character can be controlled to perform combos, rather than the state of controlling the controlled virtual character to execute the moves corresponding to the combo control in sequence. For example, when the combo state is turned on, the player can execute the combo by clicking the combo control again. If the combo control is not clicked, the combo state is only turned on, and the combo is not executed.
[0060] In addition, regardless of whether the combo switch is on or off, you can enter the combo configuration state and perform adjustments to the move controls when you receive a combo configuration trigger operation.
[0061] In an exemplary embodiment, after controlling the combo control to enter a combo triggerable state, the game control method may further include:
[0062] Hides the GUI display of the first move controls.
[0063] When the combo switch receives a combo start operation, it can enter a combo triggerable state, such as Figure 6 As shown, in Figure 6 In the graphical user interface shown, the player can control the controlled virtual character to perform a combo by triggering the combo control 610. If the combo control 610 is not triggered, it is just in a combo triggerable state.
[0064] When a combo can be triggered, the first move controls displayed in the graphical user interface can be hidden, such as Figure 5 Multiple first move controls are shown in Figure 6 When the displayed combo is in a triggerable state, it can be hidden. In addition, when the combo is closed, that is, when the combo control exits the triggerable state, the hidden first move control can be restored in the graphical user interface.
[0065] In an exemplary embodiment, the graphical user interface further displays a common attack control, and the first move control is displayed distributed around the common attack control;
[0066] After controlling the graphical user interface to enter the combo configuration state, the game control method may further include:
[0067] Controls the interactive display position of normal attack controls and combo controls.
[0068] In this exemplary embodiment, the graphical user interface may also display common attack controls, such as Figure 5 The normal attack control M shown in the graphical user interface shown in the figure, when the graphical user interface enters the combo configuration state, such as Figure 4 After that, you can interact with the normal attack controls and combo controls to display the positions, for example Figure 5 The combo control P and normal attack control M are displayed. Figure 4 After the combo configuration state is displayed, the position is swapped to ensure that the player can clearly and accurately see that the current state is the combo configuration. In addition, after exiting the combo configuration state, the display position of the normal attack control and the combo control can be restored.
[0069] The exemplary embodiments of the present disclosure also provide a game control device. Figure 7The device 700 may include a first move control module 710, which is used to respond to a first trigger operation on a combo control and control the controlled virtual character to sequentially execute moves corresponding to multiple first move controls; a move control adjustment module 720, which is used to respond to a combo configuration operation and adjust the move controls displayed in a graphical user interface to obtain multiple second move controls; and a second move control module 730, which is used to respond to a second trigger operation on the combo control and control the controlled virtual character to sequentially execute moves corresponding to multiple second move controls.
[0070] In an exemplary embodiment, the game control device further includes: a trigger operation response unit, which is used to respond to a trigger operation on a first target move control among multiple first move controls, and control the controlled virtual character to execute a move corresponding to the first target move control.
[0071] In an exemplary embodiment, a move control adjustment module includes: a configuration state entry unit, which is used to respond to a combo configuration trigger operation and control a graphical user interface to enter a combo configuration state; a second move control acquisition unit, which is used to respond to a move control adjustment operation in the combo configuration state and adjust the move controls displayed in the graphical user interface to obtain multiple second move controls.
[0072] In an exemplary embodiment, the second move control obtaining unit includes: a sliding control subunit, which is used to respond to a sliding operation on a blank area in a graphical user interface or any first move control among multiple first move controls in a combo configuration state, and control multiple first move controls to slide, so as to hide part of the first move controls and slide out new move controls; a second control determination subunit, which is used to respond to the end of the sliding operation and determine the move control currently displayed on the graphical user interface as the second move control.
[0073] In an exemplary embodiment, in response to the second trigger operation for the combo control, before controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the multiple second move controls, the game control device also includes: a state exit unit, which is used to respond to the combo configuration exit operation and exit the combo configuration state.
[0074] In an exemplary embodiment, in response to a first trigger operation on a combo control, before controlling the controlled virtual character to sequentially execute moves respectively corresponding to a plurality of first move controls, the game control device further includes: a combo activation unit, for responding to the combo activation operation, and controlling the combo control to enter a combo triggerable state.
[0075] In an exemplary embodiment, after controlling the combo control to enter a combo triggerable state, the game control device further includes: a control hiding unit, configured to hide the first move control displayed on the graphical user interface.
[0076] In an exemplary embodiment, the combo activation operation is a trigger operation for a combo switch, and the combo switch is displayed on the combo control.
[0077] In an exemplary embodiment, the graphical user interface also displays a normal attack control, and the first move control is distributed and displayed around the normal attack control; after controlling the graphical user interface to enter the combo configuration state, the game control device also includes: a control interaction display unit, which is used to control the interactive display position of the normal attack control and the combo control.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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).
[0084] 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, such as the above-mentioned game control method.
[0085] The exemplary embodiment of the present disclosure also provides an electronic device. 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.
[0086] Reference below Figure 8 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0087] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .
[0088] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 include but are 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 824 may include each module in the above-mentioned device.
[0089] The processor 810 may include one or more processing units. For example, the processor 810 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.
[0090] The processor 810 may be used to execute executable instructions stored in the memory 820, such as executing the above-mentioned game control method.
[0091] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.
[0092] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .
[0093] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.
[0094] The electronic device 800 can display a graphical user interface through the display 860, such as displaying a game editing scene.
[0095] although Figure 8 Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0096] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can 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, such as being respectively referred to as a "circuit", "module" or "system".
[0097] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
[0098] 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.
[0099] 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: Providing a graphical user interface through a terminal device, displaying a game scene and a controlled virtual character through the graphical user interface, wherein the controlled virtual character includes a plurality of moves, and the graphical user interface also includes a first move control and a combo control respectively corresponding to at least some of the plurality of moves; the method includes: In response to a first trigger operation on the combo control, controlling the controlled virtual character to sequentially execute moves respectively corresponding to the plurality of first move controls; In response to the combo configuration operation, the move controls displayed in the graphical user interface are adjusted to obtain a plurality of second move controls; In response to a second trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute moves respectively corresponding to a plurality of the second move controls.
2. The method according to claim 1, characterized in that The method further comprises: In response to a triggering operation on a first target move control among the plurality of first move controls, the controlled virtual character is controlled to execute a move corresponding to the first target move control.
3. The method according to claim 1, characterized in that The step of responding to the combo configuration operation and adjusting the move controls displayed in the graphical user interface to obtain a plurality of second move controls includes: In response to a combo configuration trigger operation, controlling the graphical user interface to enter a combo configuration state; In the combo configuration state, in response to an adjustment operation of a move control, the move control displayed in the graphical user interface is adjusted to obtain a plurality of second move controls.
4. The method according to claim 3, characterized in that In the combo configuration state, in response to the adjustment operation of the move control, the move control displayed in the graphical user interface is adjusted to obtain a plurality of second move controls, including: In the combo configuration state, in response to a sliding operation on a blank area in the graphical user interface or any first move control among the plurality of first move controls, the plurality of first move controls are controlled to slide so as to hide part of the first move controls and slide out a new move control; In response to the end of the sliding operation, the move control currently displayed on the graphical user interface is determined as a second move control.
5. The method according to claim 2, characterized in that: Before responding to the second trigger operation on the combo control and controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of second move controls, the method further includes: Respond to the combo configuration exit operation and exit the combo configuration state.
6. The method according to claim 1, characterized in that Before responding to the first trigger operation on the combo control and controlling the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of the first move controls, the method further includes: In response to a combo start operation, the combo control is controlled to enter a combo triggerable state.
7. The method according to claim 6, characterized in that After controlling the combo control to enter a combo triggerable state, the method further includes: The first move control displayed by the graphical user interface is hidden.
8. The method according to claim 6, characterized in that The combo activation operation is a trigger operation for a combo switch, and the combo switch is displayed on the combo control.
9. The method according to claim 3, characterized in that: The graphical user interface further displays a common attack control, and the first move control is distributed and displayed around the common attack control; After controlling the graphical user interface to enter a combo configuration state, the method further includes: Control the interactive display positions of the common attack control and the combo control.
10. A game control device, characterized in that: A graphical user interface is provided through a terminal device, and a game scene and a controlled virtual character are displayed through the graphical user interface, wherein the controlled virtual character includes a plurality of moves, and the graphical user interface also includes a first move control and a combo control respectively corresponding to at least some of the plurality of moves; the apparatus includes: A first move control module, configured to respond to a first trigger operation on the combo control and control the controlled virtual character to sequentially execute moves respectively corresponding to a plurality of the first move controls; A move control adjustment module, used for adjusting the move controls displayed in the graphical user interface in response to the combo configuration operation, to obtain a plurality of second move controls; The second move control module is used to respond to the second trigger operation on the combo control and control the controlled virtual character to sequentially execute the moves respectively corresponding to the plurality of second move controls.
11. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to execute the game control method according to any one of claims 1-9 by executing the executable instructions.
12. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the game control method according to any one of claims 1 to 9 is implemented.
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