Game control method, game control device, electronic device and medium
The game scene and virtual characters are displayed through the graphical user interface of the terminal device, and multiple move controls and combo controls are provided. Players can directly configure and execute combos in the game, which solves the problem of cumbersome operation in the existing technology and improves the game experience.
Patent Information
- Application Number
- CN202510018194.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-06
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2045-01-06
AI Technical Summary
The existing game command combinations require players to set them on a specific interface, resulting in a cumbersome and inconvenient operation process that can interrupt the game.
The terminal device provides a graphical user interface that displays the game scene and the controlled virtual character, including multiple move controls and combo controls, allowing players to directly configure and execute combos in the game, simplifying the operation process.
It allows players to directly configure combos in the game, reducing operational complexity and improving the gaming experience and gameplay richness, without needing to exit the current battle state to make settings.
Smart Images

Figure CN119633360B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a game control method, game control device, electronic device, and computer-readable storage medium. Background Technology
[0002] Typically, in games, players can perform various actions to complete tasks, challenges, or specific behaviors, such as unleashing game skills, greeting other game objects, or dancing. To enrich gameplay, existing technologies often offer combinations of game commands, such as unleashing multiple skills without requiring players to manually operate each skill individually. However, existing command combinations usually require players to configure them on a specific interface, which often necessitates pausing or exiting the current combat state, resulting in noticeable interruptions. Existing combo strategies are quite limited, and setting up command combinations requires players to memorize and manually configure the necessary commands, making the process cumbersome and inconvenient.
[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] This disclosure provides a game control method, game control device, electronic device, and computer-readable storage medium, thereby overcoming, to at least a certain extent, the problems of high complexity and poor convenience in configuring game command combinations in the prior art.
[0005] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0006] According to one aspect of this disclosure, a game control method is provided, which provides a graphical user interface (GUI) through a terminal device, displays a game scene and a controlled virtual character through the GUI, the controlled virtual character including multiple moves, and the GUI further including first move controls and combo controls corresponding to at least some of the multiple moves; the method includes: responding to a first trigger operation for the combo controls, controlling the controlled virtual character to sequentially execute the moves corresponding to the multiple first move controls; responding to a combo configuration operation, adjusting the move controls displayed in the GUI to obtain multiple second move controls; and responding to a second trigger operation for the combo controls, controlling the controlled virtual character to sequentially execute the moves corresponding to the multiple second move controls.
[0007] According to one aspect of this disclosure, a game control device is provided, which provides a graphical user interface (GUI) via a terminal device, displays a game scene and a controlled virtual character through the GUI, the controlled virtual character including multiple moves, and the GUI further including first move controls and combo controls corresponding to at least some of the multiple moves; the device includes: a first move control module, configured to respond to a first trigger operation on the combo controls, and control the controlled virtual character to sequentially execute multiple moves corresponding to the first move controls; a move control adjustment module, configured to respond to a combo configuration operation, and adjust the move controls displayed in the GUI to obtain multiple second move controls; and a second move control module, configured to respond to a second trigger operation on the combo controls, and control the controlled virtual character to sequentially execute multiple moves corresponding to the second move controls.
[0008] According to one aspect of this 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 perform the game control method described in any of the preceding claims by executing the executable instructions.
[0009] According to one aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the game control method described in any of the preceding claims.
[0010] The exemplary embodiments disclosed herein 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 the moves corresponding to multiple first move controls; in response to a combo configuration operation, the move controls displayed in the graphical user interface are adjusted to obtain multiple second move controls; in response to a second trigger operation on a combo control, the controlled virtual character is controlled to sequentially execute the moves corresponding to multiple second move controls. On one hand, compared to existing technologies that require configuring combination commands before the game starts, in this exemplary embodiment, players can directly set second move controls in the game through combo configuration operations. This allows the character to sequentially execute the moves corresponding to multiple second move controls based on the newly determined second move controls upon receiving a second trigger operation, thus realizing the configuration and execution of combos in the game. This breaks the limitations of combo configuration and reduces the complexity of combo configuration operations. On the other hand, this exemplary embodiment proposes a new game control method, allowing players to control the controlled virtual character by performing a first or second trigger operation on the combo control. The virtual character sequentially executes the moves corresponding to multiple first move controls, or the controlled virtual character sequentially executes the moves corresponding to second move controls, realizing convenient control of the controlled virtual character to execute combos through simple operation. Furthermore, in this exemplary embodiment, the graphical user interface can simultaneously display the game scene, the controlled virtual character, combo controls, and first move controls, etc. Players can directly configure combos through combo configuration operations without entering a specific interface, providing players with smooth combo configuration operations, enriching the gameplay without increasing the complexity of game operations, and improving the player's gaming experience.
[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0014] Figure 1 This schematically illustrates a flowchart of a game control method in this exemplary embodiment;
[0015] Figure 2 This schematic diagram illustrates a graphical user interface in an exemplary embodiment of the present invention.
[0016] Figure 3 This schematic diagram illustrates another graphical user interface in this exemplary embodiment;
[0017] Figure 4 This is a schematic diagram illustrating the graphical user interface of the combo configuration state in this exemplary embodiment;
[0018] Figure 5 This schematic diagram illustrates another graphical user interface in this exemplary embodiment;
[0019] Figure 6 This schematic diagram illustrates a graphical user interface for a combo-triggerable state in this exemplary embodiment, including a graphical user interface with an instruction selection control.
[0020] Figure 7 This schematic diagram illustrates a structural block diagram of a game control device in this exemplary embodiment.
[0021] Figure 8 An electronic device for implementing the above method is illustrated in this exemplary embodiment. Detailed Implementation
[0022] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, they are provided so that this disclosure will be more comprehensive and complete, and will fully convey the concept of the exemplary 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] An exemplary embodiment of this disclosure first provides a game control method, which provides a graphical user interface (GUI) through a terminal device. The GUI displays a game scene and a controlled virtual character. The controlled virtual character includes multiple moves, and the GUI also includes first move controls and combo controls corresponding to at least some of the moves. The terminal device can be various electronic devices, including smartphones, game consoles, laptops, or personal computers. The GUI refers to an interface provided by the terminal device that provides a visual game display interface or allows user interaction. For example, a smartphone may have a display screen that can display a virtual game scene. The game scene can be a virtual scene where the game is played, and the controlled virtual character can be a game character controlled by a player. The controlled virtual character can include multiple moves, which can be multiple skills or actions that the controlled virtual character can perform, such as attack skills, defensive skills, or actions like dancing or greeting other players. In this exemplary embodiment, the GUI can display a game battle interface, which refers to a game interface related to the game battle content displayed in the GUI, such as a game display interface including the game scene, game characters, and other game scene elements. Notably, the game's battle interface displays a controlled virtual object manipulated by the terminal device, which can be a game character controlled by the player.
[0024] The graphical user interface may also include first move controls and combo controls corresponding to at least some of the moves. The first move control may refer to a single move control. By interacting with the first move control, the user can trigger the controlled virtual character to release the move corresponding to 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 it may display the first move controls corresponding to some of 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: "freeze", "teleport", and "stun". The combo control may be a control used to control the controlled virtual character to release consecutive moves, or a control used to configure consecutive moves, etc.
[0025] The following is in conjunction with the appendix Figure 1 The exemplary embodiments will be further described as follows: Figure 1 As shown, the game control method may include the following steps S110 to S130:
[0026] Step S110: Respond to the first trigger operation for the combo control, and control the controlled virtual character to execute the moves corresponding to the multiple first move controls in sequence.
[0027] The first trigger operation can be applied to the combo control, used to trigger the controlled virtual character to execute combo commands. The type of the first trigger operation can be a single operation, such as double-clicking, long-pressing, or swiping, or it can be a combination of multiple operations. Players can perform the first trigger operation on the combo control to control the controlled virtual character to execute the moves corresponding to multiple first move controls in sequence.
[0028] The moves executed by the controlled virtual character are the moves corresponding to the first move controls, that is, the moves corresponding to the first move controls currently displayed in the 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 to 240. When the player performs the first trigger operation on the combo control P, the controlled virtual character can be controlled to execute the moves corresponding to the first move controls 210 to 240 in sequence, or the moves corresponding to the first move controls 240 to 210 in sequence, or the moves corresponding to other sequences.
[0029] When executing moves in sequence, the execution order can be preset. For example, if the combo controls include multiple first move controls such as "freeze control", "stun control", and "spell attack", then the order of execution 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, a single round of combo can be executed, or multiple rounds of combo can be executed before the command to close the combo is received. During the continuous execution of multiple rounds of moves, the order of move execution in different rounds may be different. For example, the system can determine the release order based on the cooldown time of each skill. If the first round executes the moves in the order of "Freeze Control" + "Stun Control" + "Spell Attack", and the "Freeze Control" and "Stun Control" moves have not yet completed their cooldowns, then the second round will execute "Spell Attack" first, and then execute the other moves after their cooldowns are completed. In this exemplary embodiment, when the controlled virtual character continuously executes the moves corresponding to multiple first move controls in sequence, the execution order can be fixed. For example, a combo including the moves corresponding to the first move controls and their order can include "Skill 1 + Skill 2 + Skill 3". The controlled virtual character can then 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 is on cooldown, the character waits for the cooldown to complete before continuing to release skills in the order of "Skill 1 + Skill 2 + Skill 3". No additional operation is required from the player during this process. Furthermore, the execution order can be adjusted according to the actual situation. For example, after determining that the combo includes the move corresponding to the first move control, the controlled virtual object can be controlled to continuously execute the combo until the termination condition is met. The sequential execution of the combo can be based on a certain strategy or priority, such as a priority order of "Skill 1 + Skill 2 + Skill 3" and a strategy of delaying when encountering a cooldown skill. For example, the first round of skill release order could be "Skill 1 + Skill 2 + Skill 3". When executing the second round of skills, if Skill 2 is on cooldown, it could be "Skill 1 + Skill 3". After Skill 2's cooldown is complete, the third round of skill release would be "Skill 1 + Skill 2 + Skill 3". Alternatively, in the second round, if Skill 3 is released and Skill 2's cooldown is complete, the second round could be "Skill 1 + Skill 3 + Skill 2", etc. This disclosure does not impose specific limitations 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 manually executing the move corresponding to the first move control by operating a single move control.
[0031] In step S120, responding to the combo configuration operation, adjust the move controls displayed in the graphical user interface to obtain multiple 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 or different from the first move controls. Both the second and first move controls are move controls displayed in the graphical user interface. The difference is that when multiple first move controls are displayed in the graphical user interface, the moves corresponding to the multiple first move controls will be executed when a combo is performed. When the move controls in the graphical user interface are adjusted to obtain multiple second move controls, the moves corresponding to the multiple second move controls will be executed when a combo is performed again.
[0033] The combo configuration operation can be any operation distinct from the first trigger operation, such as a long press operation on a specific option, or a single click + swipe operation, etc. In this exemplary embodiment, the combo configuration operation can be applied to specific combo configuration controls or combo configuration options. For example, this exemplary embodiment can set different trigger operations for the combo control to perform different functions. When the combo control receives the first trigger operation, it triggers the execution of the combo; when the combo control receives the combo configuration operation, it triggers the configuration of the combo, and so on. Additionally, shortcut options or icons can be configured in the graphical user interface, allowing players to interact with these shortcut options or icons to determine the combo configuration.
[0034] After a player performs a combo configuration operation, they can enter a state for configuring combos. This exemplary embodiment can provide a corresponding combo configuration interface, which can have a certain degree of transparency or be a floating window, ensuring 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 can be a combination of one or more operations. For example, it can be a click-to-trigger configuration + click-to-confirm configuration operation, or a click-to-trigger configuration + swipe-to-select configuration operation, or a click + swipe-to-trigger configuration + swipe-to-select configuration operation, etc. Figure 3 As shown, players can click and swipe upwards on the combo control P to enter the configuration state. Within this state, combo configuration is performed, the move controls displayed in the graphical user interface are adjusted, and a second move control is obtained. In this exemplary embodiment, the combo configuration process is not limited by the game state; for example, it can be performed in either combat or non-combat states to configure combos and set the second move control.
[0036] Step S130: Respond to the second trigger operation for the combo control, and control the controlled virtual character to execute the moves corresponding to the multiple second move controls in sequence.
[0037] The second trigger operation can be an operation used to execute the combo after the combo has been adjusted. Its operation form can be the same as or different from the first trigger operation. For example, both the second trigger operation and the first trigger operation can be a 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 the moves corresponding to multiple second move controls. Therefore, when a second trigger operation is received for the combo control, it can be determined that the adjusted combo needs to be executed. Then, the player can control the virtual character 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 a first trigger operation on a combo control, the controlled virtual character is controlled to sequentially execute the moves corresponding to multiple first move controls; in response to a combo configuration operation, the move controls displayed in the graphical user interface are adjusted to obtain multiple second move controls; in response to a second trigger operation on a combo control, the controlled virtual character is controlled to sequentially execute the moves corresponding to multiple second move controls. On one hand, compared to existing technologies that require configuring combination commands before the game starts, in this exemplary embodiment, players can directly set second move controls in the game through combo configuration operations. This allows the character to sequentially execute the moves corresponding to multiple second move controls based on the newly determined second move controls upon receiving a second trigger operation, thus realizing the configuration and execution of combos in the game. This breaks the limitations of combo configuration and reduces the complexity of combo configuration operations. On the other hand, this exemplary embodiment proposes a new game control method, allowing players to control the controlled virtual character by performing a first or second trigger operation on the combo control. The virtual character sequentially executes the moves corresponding to multiple first move controls, or the controlled virtual character sequentially executes the moves corresponding to second move controls, realizing convenient control of the controlled virtual character to execute combos through simple operation. Furthermore, in this exemplary embodiment, the graphical user interface can simultaneously display the game scene, the controlled virtual character, combo controls, and first move controls, etc. Players can directly configure combos through combo configuration operations without entering a specific interface, providing players with smooth combo configuration operations, enriching the gameplay without increasing the complexity of game operations, and improving the player's gaming experience.
[0040] In one exemplary embodiment, the game control method described above may further include:
[0041] In response to a trigger operation targeting the first target move control among multiple first move controls, control the controlled virtual character to execute the move corresponding to the first target move control.
[0042] The primary target move control can be any one of multiple primary move controls. When a primary target move control is triggered, it can be considered as executing a single move corresponding to that primary target move control, thus controlling the controlled virtual character to execute the move corresponding to the primary target move. Triggering a primary target move control can be seen as a normal operation distinct from combo attacks; players can control the controlled virtual character to execute a single move by performing a trigger operation. For example, in... Figure 2 In the graphical user interface, players can select any one of the multiple first move controls 210 to 240 as the first target move control and control the controlled virtual character to execute 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, it can execute a single move when the first move control is triggered, and execute multiple moves corresponding to the first move control when the combo control is triggered, thus realizing a combo. This provides players with rich operation methods while reducing the complexity of game operation. On the other hand, players can adjust the first move control to a second move control through the combo configuration operation in the graphical user interface to configure and adjust the combo. This adjustment process can be performed in the game process without exiting the current game process or changing the configuration interface, which greatly improves the player's game experience.
[0044] In one exemplary embodiment, the above-described response combo configuration operation, adjusting the move controls displayed in the graphical user interface to obtain multiple second move controls, may include:
[0045] Respond to the combo configuration trigger operation and control the graphical user interface to enter the combo configuration state;
[0046] In combo configuration mode, responding to the adjustment operation of the move controls, the move controls displayed in the graphical user interface are adjusted to obtain multiple second move controls.
[0047] The combo configuration state refers to the state used for combo configuration. It can be a specific display interface or display state. In this state, the move controls can be adjusted to obtain multiple second move controls.
[0048] In this exemplary embodiment, the combo configuration state can have a specific display interface. Players can first perform a combo configuration trigger operation in the graphical user interface, such as long-pressing the combo control, long-pressing a blank area, or performing a click + swipe operation on the combo control, to determine the execution of the combo configuration. Figure 3In the game, clicking and swiping up on the combo control P will trigger the entry into the combo configuration state. Figure 4 The diagram illustrates a combo configuration state. It should be noted that the game scene remains visible in the graphical user interface before and after entering the combo configuration state; that is, the combo configuration state can be displayed as a transparent overlay or a specific window without exiting the game's battle interface.
[0049] The skill control adjustment operation refers to the operation used to determine the second skill control. After entering the combo configuration state, the graphical user interface can display multiple selectable skill controls, or multiple selectable skill controls can be displayed according to the player's operation. For example, selectable skill controls can be displayed directly in a circular or list manner. The player can directly select the second skill control by making a selection operation, or it can be done as follows: Figure 4 As shown, the currently selected move control is displayed. By rotating the wheel, the player can adjust the move control displayed in the graphical user interface. The wheel will rotate to display move controls that can be used as secondary move controls, etc.
[0050] In an exemplary embodiment, the process of adjusting the move controls displayed in the graphical user interface in response to an adjustment operation of the move controls in the combo configuration state to obtain multiple second move controls may include:
[0051] In combo configuration mode, respond to sliding operations on blank areas in the graphical user interface or any of the first move controls among multiple first move controls, control multiple first move controls to slide, hide some first move controls, and slide out new move controls;
[0052] Upon completion of the swipe operation, the move control currently displayed in the graphical user interface is designated as the second move control.
[0053] like Figure 4 In the combo configuration shown, players can slide on any of the first move controls in the blank area of the graphical user interface, or on the first move control 420, to control multiple first move controls to hide some of them and reveal new move controls. For example, sliding on the blank area or the first move control 420 can control the wheel to rotate left or right, changing the move controls displayed in the graphical user interface. For example, rotating the wheel to the left hides move control 410 and reveals a new move control 450. When the sliding operation ends, the move control currently displayed in the graphical user interface is designated as the second move control. For example, when the sliding operation ends, the move controls displayed in the graphical user interface are 420-450, so move controls 420-450 can be designated as the second move controls.
[0054] In an exemplary embodiment, before the above response is directed to the second trigger operation of the combo control, and before the controlled virtual character sequentially executes the moves corresponding to the multiple second move controls, the game control method may further include:
[0055] The response to the combo configuration exit operation exits the combo configuration state.
[0056] After configuring their combos, players can exit the combo configuration state using the combo configuration exit function. This exit function can be any customizable option, such as... Figure 4 In this context, the operation can be a long press or double-click on the combo control, or it can be a long press or double-click on a blank area, etc. This disclosure does not make any specific limitations on this.
[0057] In one exemplary embodiment, the combo activation operation is a trigger operation on the combo switch, which is displayed on the combo control.
[0058] To ensure the accuracy of players' combo attacks, this exemplary embodiment can set a combo switch on the combo control. This combo switch is used to turn combos on or off, such as... Figure 5 As shown, the combo control P has an OFF / ON button. Players can operate this button to switch whether the combo is enabled or disabled. For example, when the player adjusts the operation button to ON, it can be considered that the combo switch has been activated, and the combo function can be triggered. When the operation button is OFF, it can be considered that the combo switch has been deactivated, and the combo function can be deactivated.
[0059] It should be noted that when the combo switch receives a combo activation command, it confirms that the combo state is activated. This is different from simply activating a combo. Activating a combo state means that the controlled virtual character can execute combos, not that the controlled virtual character can sequentially execute the moves corresponding to the combo controls. For example, when the combo state is activated, if the player clicks the combo control again, the combo will be executed. If the player does not click the combo control, the combo state is activated, but the combo is not executed.
[0060] In addition, regardless of whether the combo switch is on or off, it can enter the combo configuration state and perform adjustments to the move controls when a combo configuration trigger operation is received.
[0061] In an exemplary embodiment, after the combo control enters a combo-triggerable state, the above-described game control method may further include:
[0062] Hide the first move control displayed in the graphical user interface.
[0063] When the combo switch receives a combo activation command, it enters the combo triggerable state, such as... Figure 6 As shown, in Figure 6 In the graphical user interface shown, players can control the virtual character to perform combos by triggering the combo control 610. If the combo control 610 is not triggered, the character is simply in a combo-triggerable state.
[0064] When a combo is active, the controls for the first move displayed in the graphical user interface can be hidden, such as... Figure 5 The multiple first move controls displayed in Figure 6 The displayed combo move can be hidden while it is in a triggerable state. Additionally, when the combo is closed (i.e., the combo controls are no longer triggerable), the hidden first move control can be restored to the graphical user interface.
[0065] In one exemplary embodiment, the graphical user interface also displays a common attack control, with first move controls distributed around the common attack control;
[0066] After the graphical user interface enters the combo configuration state, the game control methods may also include:
[0067] Controls the interactive display position of the 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 graphical user interface shown depicts the normal attack control M. When the graphical user interface enters the combo configuration state, as shown... Figure 4 After that, you can interact with the normal attack controls and combo controls to display their positions, for example... Figure 5 The displayed combo control P and normal attack control M, upon entering... Figure 4 After displaying the combo configuration state, their positions are swapped to ensure players can clearly and accurately see that a combo is being configured. Additionally, after exiting the combo configuration state, the display positions of the normal attack controls and combo controls can be restored.
[0069] An exemplary embodiment of this disclosure also provides a game control device. (Refer to...) Figure 7The device 700 may include: a first move control module 710, used to respond to a first trigger operation for 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, used to respond to a combo configuration operation and adjust the move controls displayed in the graphical user interface to obtain multiple second move controls; and a second move control module 730, used to respond to a second trigger operation for a combo control and control the controlled virtual character to sequentially execute moves corresponding to multiple second move controls.
[0070] In one exemplary embodiment, the game control device further includes: a trigger operation response unit, configured to respond to a trigger operation on a first target move control among a plurality of first move controls, and control the controlled virtual character to execute the move corresponding to the first target move control.
[0071] In an exemplary embodiment, the move control adjustment module includes: a configuration state entry unit, configured to respond to a combo configuration trigger operation and control the graphical user interface to enter a combo configuration state; and a second move control acquisition unit, configured to, in the combo configuration state, respond to a move control adjustment operation 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, configured to, in a combo configuration state, respond to a sliding operation targeting a blank area in the graphical user interface or any one of the multiple first move controls, control the multiple first move controls to slide, thereby hiding some of the first move controls and sliding out a new move control; and a second control determining subunit, configured to, in response to the end of the sliding operation, determine the move control currently displayed in the graphical user interface as the second move control.
[0073] In an exemplary embodiment, before controlling the controlled virtual character to sequentially execute the moves corresponding to the multiple second move controls in response to a second trigger operation on the combo control, the game control device further includes: a state exit unit, used to exit the combo configuration state in response to a combo configuration exit operation.
[0074] In an exemplary embodiment, before controlling the controlled virtual character to sequentially execute the moves corresponding to the multiple first move controls in response to a first trigger operation on the combo control, the game control device further includes: a combo activation unit, used to control the combo control to enter a combo triggerable state in response to the combo activation operation.
[0075] In an exemplary embodiment, after the combo control enters the combo triggerable state, the game control device further includes: a control hiding unit for hiding the first move control displayed in the graphical user interface.
[0076] In one exemplary embodiment, the combo activation operation is a trigger operation on the combo switch, which 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 around the normal attack control; after the graphical user interface is controlled to enter the combo configuration state, the game control device further includes: a control interaction display unit, 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 method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0079] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.
[0080] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described game control method.
[0081] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can 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, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.
[0082] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0083] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0084] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as the game control method described above.
[0085] Exemplary embodiments of this disclosure also provide 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 executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0086] The following is for reference. Figure 8 The electronic device is illustrated by way 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 be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[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 volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 824 may include the modules described above.
[0089] The processor 810 may include one or more processing units, such as 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).
[0090] The processor 810 can be used to execute executable instructions stored in the memory 820, such as the game control method described above.
[0091] Bus 830 is used to connect different components of electronic device 800 and may include data bus, address bus and control bus.
[0092] Electronic device 800 can communicate with one or more external devices 900 (such as keyboard, mouse, external controller, etc.) through I / O interface 840.
[0093] Electronic device 800 can communicate with one or more networks via network adapter 850. For example, network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 850 can communicate with other modules of electronic device 800 via bus 830.
[0094] Electronic device 800 can display a graphical user interface, such as displaying a game editing scene, through monitor 860.
[0095] although Figure 8 As not shown in the diagram, other hardware and / or software modules may also be configured 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.
[0096] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.
[0097] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
[0098] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0099] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A game control method, characterized in that, A graphical user interface (GUI) is provided through a terminal device, which displays a game scene and a controlled virtual character. The controlled virtual character includes multiple moves, and the GUI also includes first move controls and combo controls corresponding to at least some of the moves. The method includes: In response to a first trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute the moves 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 a second trigger operation on the combo control, the controlled virtual character is controlled to sequentially execute the moves corresponding to the multiple second move controls; The response combo configuration operation adjusts the move controls displayed in the graphical user interface to obtain multiple second move controls, including: In response to the combo configuration trigger operation, the graphical user interface is controlled to enter the combo configuration state; 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 multiple second move controls; In the combo configuration state, in response to the adjustment operation of the move controls, the move controls displayed in the graphical user interface are adjusted to obtain multiple 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 of the first move controls among the multiple first move controls, the multiple first move controls are controlled to slide to hide some of the first move controls and slide out new move controls. In response to the end of the sliding operation, the move control currently displayed in the graphical user interface is identified as the second move control.
2. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation targeting a first target move control among multiple first move controls, the controlled virtual character is controlled to execute the move corresponding to the first target move control.
3. The method according to claim 1, characterized in that, Before the response is a second trigger operation of the combo control, and before the controlled virtual character sequentially executes the moves corresponding to the multiple second move controls, the method further includes: The combo configuration exit operation is executed, exiting the combo configuration state.
4. The method according to claim 1, characterized in that, Before the response is to the first trigger operation of the combo control, and before the controlled virtual character sequentially executes the moves corresponding to the multiple first move controls, the method further includes: In response to the combo activation operation, the combo control is brought into a combo-triggerable state.
5. The method according to claim 4, characterized in that, After the combo control is put into a combo-triggerable state, the method further includes: Hide the first move control displayed in the graphical user interface.
6. The method according to claim 4, characterized in that, The combo activation operation is a trigger operation for the combo switch, which is displayed on the combo control.
7. The method according to claim 1, characterized in that, The graphical user interface also displays a normal attack control, with the first move control distributed around the normal attack control; After the graphical user interface is controlled to enter the combo configuration state, the method further includes: Control the interactive display position of the normal attack control and the combo control.
8. A game control device, characterized in that, A graphical user interface (GUI) is provided through a terminal device, which displays a game scene and a controlled virtual character. The controlled virtual character includes multiple moves, and the GUI also includes first move controls and combo controls corresponding to at least some of the moves. The device includes: The first move control module is used to respond to the first trigger operation of the combo control and control the controlled virtual character to execute the moves corresponding to the first move control in sequence. The move control adjustment module is used to respond to combo configuration operations and adjust the move controls displayed in the graphical user interface to obtain multiple second move controls; The second move control module is used to respond to the second trigger operation of the combo control and control the controlled virtual character to execute the moves corresponding to the second move control in sequence. The move control adjustment module is configured as follows: In response to the combo configuration trigger operation, the graphical user interface is controlled to enter the combo configuration state; 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 multiple second move controls; In the combo configuration state, in response to the adjustment operation of the move controls, the move controls displayed in the graphical user interface are adjusted to obtain multiple second move controls, which are configured as follows: In the combo configuration state, in response to a sliding operation on a blank area in the graphical user interface or any of the first move controls among the multiple first move controls, the multiple first move controls are controlled to slide to hide some of the first move controls and slide out new move controls. In response to the end of the sliding operation, the move control currently displayed in the graphical user interface is identified as the second move control.
9. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the game control method according to any one of claims 1-7 by executing the executable instructions.
10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the game control method according to any one of claims 1-7.
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