Game control method, device and electronic device

By providing the functions of drawing areas and generating skill objects in the graphical user interface of competitive games, the problem of single skill operation mode in the existing technology is solved, and the competitiveness of the game and the player's experience is improved.

CN119746393APending Publication Date: 2025-04-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411524866.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-29
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

In existing competitive games, players use trigger skill controls to cast skills in a relatively single way, which affects the competitiveness of the game and the player's gaming experience.

Method used

By providing a drawing area in the graphical user interface, in response to the player's drawing operation in the area, a preset target graphics for skills is generated, and the object parameters of the skill object are determined based on the graphic parameters of the drawing graphics, thereby generating and controlling skill objects in the game scene, assisting game objects to move, and reducing the impact of obstacles.

Benefits of technology

It enriches the skill triggering method, improves the game's competitiveness and player's gaming experience, and enhances the movement ability of the game object.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a method, device and electronic device for controlling a game; wherein the method comprises: providing a drawing area in a graphical user interface; responding to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; responding to the drawing graphic being a preset target graphic for triggering an object generation skill, determining object parameters of a skill object generated by the object generation skill according to the graphic parameters of the drawing graphic; responding to a first object casting an object generation skill in a game scene, generating a skill object based on the object parameters at the location of the first object; responding to a movement control instruction for the skill object, controlling the skill object and the first object to move together in the game scene, so as to reduce the obstruction effect of obstacles on the moving path of the first object on the first object. This method enriches the skill triggering method and improves the competitiveness of the game and the game experience of the players.
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Description

Technical Field

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

[0002] In competitive games, the virtual characters controlled by players are located in the game scene, and players can cast skills in the game scene to enhance their own or teammates' attributes, or attack enemy characters. In related technologies, players cast skills by triggering skill controls, and the operation method of triggering skills is relatively simple, which affects the competitiveness of the game and the game experience of players. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a game control method, device and electronic device to enrich the skill triggering mode and improve the competitiveness of the game and the game experience of the players.

[0004] In a first aspect, an embodiment of the present invention provides a method for controlling a game, providing a graphical user interface through a first terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes at least a first object controlled by the first terminal device, the method comprising: providing a drawing area in the graphical user interface; in response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; in response to the drawing graphic being a preset target graphic that triggers an object generation skill, determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawing graphic; in response to the first object casting an object generation skill in the game scene, generating a skill object at a location of the first object based on the object parameters; in response to a movement control instruction for the skill object, controlling the skill object and the first object to move together in the game scene to reduce the obstruction effect of obstacles on the moving path of the first object on the first object.

[0005] In a second aspect, an embodiment of the present invention provides a game control device, which provides a graphical user interface through a first terminal device, and displays at least a part of a game scene in the graphical user interface. The game scene includes at least a first object controlled by the first terminal device. The device includes: an area providing module, which is used to provide a drawing area in the graphical user interface; a graphics drawing module, which is used to respond to a drawing operation acting on the drawing area and determine a drawing graphic according to the drawing operation; a parameter determination module, which is used to respond to the drawing graphic being a preset target graphic that triggers an object generation skill, and determine the object parameters of a skill object generated by the object generation skill according to the graphic parameters of the drawing graphic; a skill casting module, which is used to respond to the first object casting the object generation skill in the game scene and generate a skill object at the location of the first object based on the object parameters; a skill validation module, which is used to respond to a movement control instruction for the skill object and control the skill object and the first object to move together in the game scene to reduce the obstruction effect of obstacles on the moving path of the first object on the first object.

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

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

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

[0009] The control method, device and electronic device of the above-mentioned game provide a graphical user interface through a first terminal device, wherein at least part of the game scene is displayed in the graphical user interface, and the game scene at least includes a first object controlled by the first terminal device, and a drawing area is provided in the graphical user interface; in response to a drawing operation acting on the drawing area, a drawing graphic is determined according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering the object to generate a skill, the object parameters of the skill object generated by the object generation skill are determined according to the graphic parameters of the drawing graphic; in response to the first object casting the object generation skill in the game scene, a skill object is generated at the location of the first object based on the object parameters; in response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together in the game scene to reduce the obstruction effect of obstacles on the moving path of the first object on the first object. In this method, the object is triggered to generate a skill by drawing a graphic, and the graphic parameters of the drawing graphic determine the object parameters of the skill object, and then the obstruction effect of obstacles on the moving path of the game object on the first object is reduced by the skill object, thereby improving the mobility of the game object, enriching the skill triggering method, and improving the competitiveness of the game and the game experience of the player.

[0010] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a game control method provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a drawing area and a graphic indication mark provided by an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of drawing a graph provided by an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of parameter identification provided by an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of various parameter identifiers provided by an embodiment of the present invention;

[0018] Figure 6 The display state of the casting control after the object generation skill provided by the embodiment of the present invention is successfully triggered;

[0019] Figure 7 A schematic diagram of the correspondence between graphic parameters and object parameters provided in an embodiment of the present invention;

[0020] Figure 8 A schematic diagram of skill object generation and first object movement provided by an embodiment of the present invention;

[0021] Fig. 9 A schematic diagram of a game control device provided by an embodiment of the present invention;

[0022] Fig.10 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0024] This embodiment can be applied to various competitive games, such as single-player games or games involving multiple players.

[0025] Take asymmetric competitive games as an example. The number of players in the two camps is different. For example, the first camp includes one player and the second camp includes multiple players. In a game, the virtual objects controlled by the players in the two camps are located in the same game scene. The first camp is responsible for finding and chasing the second camp, while the second camp avoids the chase and completes the relevant game tasks in the game scene.

[0026] If the second camp completes the game mission and more than half of the players in the second camp successfully escape from the above game scene, the second camp wins the game and the first camp loses; if half of the players in the second camp successfully escape from the above game scene, it is a draw; if less than half of the players in the second camp fail to escape and are chased by the first camp, the first camp wins the game and the second camp loses.

[0027] In a game, players cast skills through skill controls, and players cast skills by triggering skill controls. The operation method of triggering skills is relatively simple, which affects the competitiveness of the game and the game experience of the players. Based on this, a game control method, device and electronic device provided by an embodiment of the present invention can be applied to various games.

[0028] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] In a possible implementation, an embodiment of the present invention provides a game control method, providing a graphical user interface through a first terminal device; wherein the first terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0032] At least part of the game scene is displayed in the above-mentioned graphical user interface; the game scene at least includes a first object controlled by the first terminal device.

[0033] After the game is started, the game scene of the game is determined, and the first object enters the game scene; if it is a game involving multiple players, in addition to the first object, other game objects also enter the game scene at the same time, and different game objects are controlled by different terminal devices.

[0034] The first terminal device displays a scene image captured by a virtual camera following the first object in a graphical user interface, and the first terminal device controls the first object to move in the game scene, cast skills, and perform interactive operations with models in the scene. When there are multiple game objects in the game scene, the multiple game objects can be divided into game camps, and game objects in different game camps have hostile relations. A game camp can include one or more game objects.

[0035] like Figure 1 As shown, the control method of the game includes the following steps:

[0036] Step S102, providing a drawing area in the graphical user interface;

[0037] The drawing area usually needs to occupy a certain area in the graphical user interface. During the game, the drawing area can be directly displayed in the graphical user interface, or it can be displayed in the graphical user interface after receiving a specific instruction. For example, the specific instruction is issued by triggering a specific control, performing a specific sliding operation, etc.

[0038] The drawing area has a preset area shape and area size, which can be a system default or preset by the player. The drawing area can be displayed in the graphical user interface in an opaque, semi-transparent or border-only manner. For example, the drawing area is a rectangular area, and the drawing area is determined by displaying the edge or four corners of the drawing area.

[0039] Step S104, responding to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation;

[0040] The drawing operation may be a click operation, a slide operation, or a selection operation based on an alternative graphic. The operation parameters of the drawing operation may determine the drawing graphic; the operation parameters may be a contact point position, a slide track, etc. Taking the slide operation as an example, the slide track of the slide operation may be used as the drawing graphic, or the slide track may be adjusted to generate the drawing graphic. The drawing graphic is usually a geometric shape, such as a wave, a circular ring, a rectangle, etc.

[0041] Step S106, in response to the drawn graphic being a preset target graphic for triggering the object generation skill, determining object parameters of the skill object generated by the object generation skill according to graphic parameters of the drawn graphic;

[0042] In this embodiment, the object generation skill is triggered by drawing a graphic, and the object parameters of the skill object generated by the object generation skill are determined. By casting the object generation skill, a skill object is generated in the game scene, and the skill object can be a scene model, props, weather, energy group, etc.

[0043] The object generation skill is preset with a preset target graphic, which usually has a specified shape, such as a wave shape, a straight line shape, a closed shape, etc. When the shape of the drawn graphic is the same as or similar to the preset target graphic, the drawn graphic can be determined to be the preset target graphic, and the object generation skill can be triggered.

[0044] It should be noted that after the object generation skill is triggered, the object generation skill can be cast directly, or the object generation skill can be cast after receiving a casting instruction or a casting operation.

[0045] In addition, the graphic parameters of the drawn graphics can also affect the object parameters of the skill object produced by the object generation skill; the graphic parameters can include graphic width, length, number of wave vertices, number of graphics, etc.; the object parameters can include object size parameters, object impact strength parameters, object action time, object movement speed, etc.

[0046] In actual implementation, the association between the graphic parameters and the object parameters can be preset, for example, the higher the graphic height, the higher the object height; the more wave vertices, the faster the object moves, etc. After the drawing graphic is drawn, the graphic parameters of the drawing graphic can be determined, and then the object parameters are determined.

[0047] Step S108, in response to the first object casting an object generation skill in the game scene, generating a skill object at a location of the first object based on the object parameters;

[0048] In one example, by triggering a skill casting control, the first object can be controlled to cast an object generation skill. The object parameters will affect the object height, object movement speed, etc. of the skill object generated by the object generation skill. In this embodiment, the position of the first object in the game scene is determined as the generation position of the skill object, and the skill object is generated at the position where the first object is located.

[0049] Step S110, in response to the movement control instruction for the skill object, control the skill object and the first object to move together in the game scene to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

[0050] The movement control instruction can be triggered by a movement control, or by a sliding operation on the scene screen. When the movement control operation is performed through the movement control, for example, the skill object moves forward by controlling the movement control to slide upward; the skill object can be controlled to turn right and move by controlling the movement control to slide right. During the movement process, the skill object and the first object move together, for example, when the skill object moves forward, the first object moves forward at the same time, and when the skill object turns right, the first object turns right at the same time.

[0051] After the skill object is generated, the skill object can assist the first object in moving and reduce the obstruction of obstacles on the moving path of the first object on the first object. In one method, the skill object can change the scene terrain where the moving path of the first object is located to reduce obstacles on the moving path, such as walls, fences, and piles; or the skill object can change the height of the scene where the first object is located, and assist the first object in passing through relatively low obstacles by increasing the height of the scene where the first object is located.

[0052] The control method of the above-mentioned game is to provide a graphical user interface through a first terminal device, in which at least part of the game scene is displayed, and the game scene at least includes a first object controlled by the first terminal device, and provide a drawing area in the graphical user interface; in response to the drawing operation acting on the drawing area, determine the drawing graphics according to the drawing operation; in response to the drawing graphics being a preset target graphics for triggering the object to generate skills, determine the object parameters of the skill object generated by the object generation skill according to the graphic parameters of the drawing graphics; in response to the first object casting the object generation skill in the game scene, generate the skill object based on the object parameters at the location of the first object; in response to the movement control instruction for the skill object, control the skill object and the first object to move together in the game scene to reduce the obstruction effect of obstacles on the moving path of the first object on the first object. In this method, the object is triggered to generate skills by drawing graphics, and the graphic parameters of the drawing graphics determine the object parameters of the skill object, and then the skill object is used to reduce the obstruction effect of obstacles on the moving path of the game object on the first object, thereby improving the mobility of the game object, enriching the skill triggering method, and improving the competitiveness of the game and the game experience of the player.

[0053] In a specific implementation, in response to a skill generation operation, a drawing area and a graphic indicator of a preset target graphic are provided in a graphical user interface; wherein the graphic indicator is used to indicate the shape of the preset target graphic used to trigger the object generation skill.

[0054] The skill generation operation is used to trigger the display of the drawing area. In an example, Figure 2In the example, the skill generation operation can be a triggering control; the skill generation operation can also be a sliding operation with a specific track acting on the scene screen. Figure 2 The edges of the drawing area are shown by dashed lines. The drawing area can be a rectangle, ellipse, or other shape. Figure 2 A cancel control is also provided in the drawing area. By triggering the cancel control, the drawing area is canceled.

[0055] The aforementioned graphic indicator is used to inform the player of the shape of the graphic that needs to be drawn in order to trigger the object generation skill. Figure 2 In the example, the graphic indication mark is a wave shape, that is, the preset target graphic can be a wave curve, a wave triangle, a wave rectangle or other wave-like graphics.

[0056] After the drawing area is generated, a graphic can be drawn in the drawing area. In response to a sliding operation on the drawing area, a drawing graphic is generated based on the operation contact track of the sliding operation.

[0057] The player can draw a graphic according to the shape indicated by the graphic indicator, thereby triggering the object generation skill. The sliding operation can be a continuous sliding operation or a multi-segment sliding operation, and the operation contact tracks of the multi-segment sliding operation jointly generate the drawing graphic. Among them, in a continuous sliding operation, the player's finger does not leave the display screen. After the sliding operation is completed, the player's finger leaves the display screen to complete the graphic drawing; in a multi-segment sliding operation, each time a sliding operation is completed, the player's finger will leave the display screen, and then the player's finger will press again to continue the next sliding operation.

[0058] The operating contact point track of the sliding operation can be directly used as the drawing figure, or the shape of the operating contact point track can be adjusted, for example, adjusted to a more regular figure, and the adjusted figure is the drawing figure.

[0059] exist Figure 3 In the example, the drawn figure is a wavy geometric figure, that is, a wave curve. Since it is the operation contact track formed by the player's finger performing a sliding operation, the drawn figure is usually irregular.

[0060] In one method, drawing a graphic can be achieved by a continuous sliding operation, that is, the player's finger touches the display screen and moves on the display screen, that is, a sliding operation is performed to start drawing the graphic. The player's finger leaves the display screen, the sliding operation ends, and the graphic drawing is completed. In this method, drawing the graphic is completed in a "one-stroke drawing" manner, which is convenient to operate.

[0061] In addition, drawing a graphic can also be achieved by multiple sliding operations, that is, performing a sliding operation, drawing a part of the graphic, and then performing the next sliding operation, and then drawing another part of the graphic, until the graphic is drawn.

[0062] In a specific manner, in response to a sliding operation on a drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.

[0063] When the player is performing a sliding operation, the operation contact track is displayed in real time, that is, the operation contact track continues to extend and display along with the contact point of the sliding operation; after the sliding operation ends, all the operation contact tracks in the drawing area form a drawing graphic. The sliding end operation can specifically be the operation of the player lifting his finger from the display screen.

[0064] In another implementation, in response to a sliding operation on the drawing area, it is determined that the similarity between the operating contact trajectory of the sliding operation and a preset target graphic is greater than a preset threshold, and the operating contact trajectory is adjusted to the preset target graphic; in response to the sliding end operation, the adjusted target graphic is determined as the drawing graphic.

[0065] Usually, the operation contact track is an irregular shape, while the preset target graphic is a relatively regular shape. When performing a sliding operation, the game system or the first terminal device can detect the similarity between the operation contact track and the shape of the preset target graphic in real time, and then generate a similarity parameter. When the similarity parameter is greater than a preset threshold, it indicates that the operation contact track is similar to the shape of the preset target graphic. Figure 3 In the example, the operation contact trajectory is similar to a wave shape, and the preset target graphic is also a wave shape, and the two shapes are similar.

[0066] When the operation contact point trajectory is similar to the preset target figure, the operation contact point trajectory is adjusted, and the adjusted operation contact point trajectory has the same shape as the preset target figure.

[0067] like Figure 4 In the example, the operation contact point trajectory is adjusted to the same shape as the preset target graphic, and the adjusted operation contact point trajectory is more regular.

[0068] Since the skill action parameters need to be determined based on the graphic parameters of the drawn graphics in the future, the shape of the operation contact trajectory is adjusted to make the drawn graphics more regular, which facilitates accurate measurement of the graphic parameters and further determination of the skill action parameters.

[0069] In addition, in response to a drawing operation on the drawing area, a redraw control is provided in the drawing area; in response to a trigger operation on the redraw control, the drawing graphics in the drawing area are deleted. For example, when a sliding operation starts in the drawing area, a redraw control is provided in the drawing area, and when the sliding end operation acts on the redraw control, the drawing graphics in the drawing area are deleted, and the player can redraw the graphics in the drawing area.

[0070] If the aforementioned sliding end operation does not act on the redraw control but acts on other areas in the drawing area, the drawing graphics are retained after the sliding end operation.

[0071] Furthermore, considering that the graphic parameters of the drawn graphics will affect the skill action parameters of the subsequent object generation skills, during the drawing process, the player is provided with indication information of the graphic parameters to prompt the player of the object parameters generated by the currently drawn graphics, thereby guiding the player's subsequent drawing operations.

[0072] Specifically, in response to a drawing operation acting on a drawing area, a graphic parameter of the drawn graphic is determined, and a parameter identifier indicating the graphic parameter is displayed.

[0073] During the drawing process, the graphic parameters of the drawn graphics can be detected in real time or at a fixed time, and the parameter identifiers of the graphic parameters can be updated. Figure 4 In the example, the drawn graphic is a wave shape extending vertically, and the parameter identifier indicates the height of the drawn graphic. For example, the higher the height of the graphic, the higher the identifier height of the parameter identifier.

[0074] In the process of drawing a graph, the drawn graph keeps changing, and the parameter identifier indicating the graph parameter keeps changing as well.

[0075] In a specific manner, multiple graphic parameters are indicated by the same parameter identifier. The height of the parameter identifier is determined based on the extended length of the drawn graphic; the animation playback speed of the parameter identifier is determined based on the number of wave vertices of the drawn graphic; and the parameter identifier is displayed according to the animation playback speed of the identifier height.

[0076] When the drawn figure is a wave geometric figure extending in the transverse direction, the extension length is the figure width of the drawn figure, and when the drawn figure is a wave geometric figure extending in the longitudinal direction, the extension length is the figure height of the drawn figure. The larger the extension length, the wider the identification width of the parameter identification.

[0077] The drawn graphics can be a wave curve, a wave triangle, a wave rectangle, etc. The more wave vertices the drawn graphics have, the faster the animation of the parameter mark is played. The animation of the parameter mark can be a flashing animation, an animation that gradually displays from top to bottom, etc.

[0078] The parameter logo is displayed according to the logo height and the animation playback speed, so that the graphic parameters are indicated through the different display dimensions of the parameter logo.

[0079] refer to Figure 5In the figure, three parameter logos are shown from the logo height dimension. The logo height is divided into short, medium and high. (a) corresponds to the case where the logo height is short, (b) corresponds to the case where the logo height is medium, and (c) corresponds to the case where the logo height is high.

[0080] In the above method, during the process of drawing graphics, the identifiers related to the graphic parameters are displayed in real time, so that the player can know the object parameters generated by the currently drawn graphics, which is convenient for guiding the player's subsequent drawing operations until the object parameters that meet the player's needs are obtained, so that the final skill object meets the player's skill casting needs and improves the competitiveness of the game skills.

[0081] Furthermore, in response to the drawing of a preset target graphic that triggers the object generation skill, it is determined that the object generation skill is triggered successfully; an indication mark of the successful triggering of the object generation skill is displayed in the graphical user interface; and in response to the skill casting operation, the first object is controlled to cast the object generation skill in the game scene.

[0082] In actual implementation, when the drawing operation is completed and the drawn graphic is the preset target graphic that triggers the object generation skill, the drawing area can be automatically cancelled to determine that the object generation skill is triggered successfully.

[0083] For example, the drawing operation is a sliding operation, and a graphic is drawn by performing a sliding operation. After the sliding operation ends, that is, the player lifts his finger, and the graphic drawn at this time is the preset target graphic that triggers the object generation skill, then it is determined that the object generation skill is triggered successfully.

[0084] The indicator of the object generating skill being successfully triggered can be displayed in a variety of ways, such as text, graphics, etc. Figure 6 In the example, after the object generation skill is successfully triggered, the casting control displays the parameter identifier of the object parameter of the skill object of the object generation skill, indicating that the object generation skill is successfully triggered.

[0085] In this embodiment, after the object generation skill is successfully triggered, it can be understood that the triggered object generation skill is temporarily "saved", and the object parameters of the object generation skill determined based on the graphic parameters are saved at the same time; by executing the aforementioned skill casting operation, the saved object generation skill is cast.

[0086] Specifically, the triggered object generation skill and related object parameters are temporarily "saved" in the casting control, and the casting of the object generation skill is controlled by triggering the casting control.

[0087] After the object generation skill is successfully triggered, the player can perform the skill casting operation after a period of time. For example, before participating in a battle, the object generation skill can be triggered in advance. During the battle, the player can choose the time to cast the object generation skill according to the progress of the battle, thereby improving the flexibility of the use of game skills and the competitiveness of the game.

[0088] In a specific implementation, the duration of a successful trigger of an object generation skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the object generation skill is cast in a game scene.

[0089] The preset duration may be, for example, 10 seconds, 30 seconds, etc. The object generation skill may be successfully cast by performing the skill casting operation within the preset duration. The above duration may be in a countdown or forward timing manner.

[0090] In response to the duration reaching a preset duration and the skill casting operation for the object generation skill not being triggered, it is determined that the object generation skill trigger is invalid. When the duration reaches the preset duration and the successfully triggered object generation skill is never triggered, the object generation skill trigger is invalid; if the player still wants to cast the object generation skill, it is necessary to redraw the graphics and trigger the object generation skill.

[0091] In addition, after the object generation skill is successfully triggered, within the aforementioned preset time period, a cancel trigger operation for the object generation skill is responded to, and the object generation skill trigger is determined to be invalid. Figure 6 The cancel control trigger operation shown, such as a click operation, a double-click operation, etc., can also be a trigger operation acting on the scene screen, such as a click operation, etc. After the cancel trigger operation is executed, the object generation skill trigger is invalid. At this time, the aforementioned triggered object generation skill and the corresponding object parameters are no longer saved. If the release control is triggered again, the object generation skill will not be cast, and the default skill may be cast.

[0092] In the above method, by setting a preset duration, players are guided to cast the object generation skill as quickly as possible within a certain period of time after the skill is successfully triggered. Players are required to choose the skill triggering time and skill casting time more reasonably, which further improves the competitiveness of the game.

[0093] The aforementioned drawing graph includes a wave geometric graph extending along a specified direction; the graph parameters include: the number of wave vertices and / or the extension length. The parameter graph may include both the number of wave vertices and the extension length, or may only include one of the number of wave vertices or the extension length.

[0094] It can be understood that the denser the wave geometry is, the greater the number of wave vertices is; the extension length is the width of the wave geometry in the specified direction.

[0095] The aforementioned object parameters include: object height and / or object moving speed. The object parameters may include both object height and object moving speed, or may include only one of the object height or object moving speed. Different object parameters correspond to different graphic parameters, that is, the corresponding object parameters are determined by different graphic parameters. For example, the number of wave vertices determines the object moving speed, the extension length determines the object height, etc.

[0096] In a specific implementation, when the graphic parameters include the number of wave vertices, the object movement speed of the skill object is determined based on the number of wave vertices; when the graphic parameters include the extension length, the object height of the skill object is determined based on the extension length.

[0097] refer to Figure 7 The corresponding relationship between the graphic parameters and the object parameters is shown, where the extension length corresponds to the object height, and the longer the extension length, the higher the object height; the number of fluctuation vertices corresponds to the object movement speed, and the more the number of fluctuation vertices, the faster the object moves.

[0098] Among them, since the area of ​​the drawing area is limited, if the player needs a faster object movement speed, it is necessary to draw dense waveforms to increase the number of wave vertices; if a higher object height is required, a longer extension length is drawn.

[0099] In addition, a release control of a skill object is provided on the first terminal device; wherein the release control is associated with default parameters of the skill object; in response to a trigger operation on the release control, it is determined that no drawing graphic is obtained or the drawing graphic is not a target graphic, the first object is controlled to release the object in the game scene to generate a skill, and a skill object is generated in the game scene based on the default parameters.

[0100] For example, in Figure 2 In the above example, the release control can be triggered before the graphics are drawn; or after the graphics are drawn, if the drawn graphics are not the target graphics, the release control is triggered. In these two cases, after the release control is triggered, a skill object will be generated in the game scene based on default parameters. The default parameters can be set in advance. For example, the default parameters include a preset minimum object height, a slowest object movement speed, etc.

[0101] By setting default parameters, skills can be cast quickly without completing the drawing of graphics, meeting the player's basic skill casting needs and improving the convenience and flexibility of skill casting.

[0102] The following embodiment provides a specific implementation method for generating a skill object after the object generation skill is cast.

[0103] The moving speed of the first object and the skill object when they move together is greater than the moving speed of the first object in the game scene. In response to the movement control instruction for the skill object, the skill object and the first object are controlled to move together according to the object moving speed in the object parameter; wherein the object moving speed is greater than the moving speed of the first object in the game scene.

[0104] The skill object can increase the movement speed of the first object. When the first object is chased by the enemy, the skill object can increase the movement speed to help the first object escape quickly.

[0105] The mobile control instruction may be generated by an operation acting on a mobile control, or by a click operation, a slide operation, etc. acting on a scene screen.

[0106] exist Figure 8 In the example, a movement control instruction is generated by a movement control. For example, if the movement control is slid upward, the first object moves forward; if the movement control is slid right, the first object can be controlled to turn right and move. During the movement, the movement speed of the first object is determined according to the object movement speed in the object parameter of the skill object. The faster the object movement speed, the faster the movement speed of the first object.

[0107] Get the object height in the object parameters, generate a skill object at the location of the first object, and control the skill object to float on a scene plane that matches the object height. The skill object can float in the game scene, and the floating height is the object height in the object parameters.

[0108] The object parameters indicate the size of the skill object. You can also set the effective duration of the skill object. When the skill object is generated, the duration of the skill object is counted. When the duration reaches the effective time, the movement stops and the skill object is deleted from the game scene.

[0109] Furthermore, the first object is controlled to be located on top of the skill object. The skill object can assist the first object to float in the game scene, and the height of the bottom of the object model of the first object from the ground model of the game scene is determined based on the aforementioned object height. Therefore, obstacles below the height of the object do not have an obstruction effect on the first object, and obstacles above the height of the object still have an obstruction effect on the first object.

[0110] In actual implementation, the skill object can be generated at the location of the first object. After the skill object is generated, the first object is located on top of the skill object. For example, the skill object starts to be generated at the footsteps of the object model of the first object and gradually increases to the object height in the object parameters. During the increase, the first object gradually rises as the skill object increases. Figure 8In the example, the skill object is located at the bottom of the first object. The skill object helps the first object rise to a higher scene plane. The skill object holds up the first object and carries the first object to move, helping the first object to pass through low obstacles without being blocked by these obstacles.

[0111] In one implementation, in response to a movement control instruction for a skill object, a first object is controlled to move on a scene plane corresponding to an object height of the skill object, so that a first obstacle below the scene plane in a game scene does not serve as an obstacle to the first object.

[0112] When the skill object is not generated, the bottom of the first object is located on the scene ground model of the game scene. After the skill object is generated, the skill object has a lifting effect on the first object. The bottom of the first object is located on the top of the skill object. At the same time, the skill object has a certain object height. Therefore, obstacles below the height of the object do not have an obstacle effect on the first object. The skill object can be a cloud, an energy group, etc., which can pass through obstacles and will not be blocked by obstacles.

[0113] Since the skill object is suspended at the height of the object, the skill object can assist the first object to automatically cross the first obstacle during the movement, without the need to perform a climbing operation on the first obstacle.

[0114] In addition, in response to the skill object and the first object moving to the second obstacle together, and the height of the second obstacle is greater than the object height of the skill object, the first object and the skill object are controlled to stop moving. The second obstacle can be, for example, a wall, a boulder, a building, etc.; when the second obstacle is greater than the object height of the skill object, the second obstacle still has an obstacle effect on the first object. At this time, the first object cannot avoid the second obstacle and needs to change the moving direction to bypass the second obstacle.

[0115] There is another way, in response to the second object casting the first designated skill, determining the skill height range of the first designated skill; in response to the skill height range being lower than the object height of the skill object, controlling the designated skill to not produce the skill effect corresponding to the first designated skill on the first object.

[0116] The first designated skill can be an attack skill, a control skill, etc.; since the skill object raises the height of the first object, when the second object casts the first designated skill, but the skill height range of the first designated skill is lower than the object height of the skill object, for example, the skill height range is 0-10 meters, and the object height of the skill object is 11 meters, at this time, the designated skill does not produce the skill effect corresponding to the first designated skill on the first object.

[0117] When the first designated skill is an attack skill, the health value of the first object and other related object attribute values ​​do not decrease; when the first designated skill is a movement control skill, the first object is not controlled by the first designated skill and still moves according to the movement control instruction.

[0118] Furthermore, it is determined that the skill object is effective, and the effective duration of the skill object is counted; in response to the effective duration being less than the specified duration of the skill object, and in response to the movement control instruction of the skill object, the skill object and the first object are controlled to move together in the game scene; in response to the effective duration reaching the specified duration of the skill object, the first object is controlled to leave the skill object.

[0119] The effective time of the skill object in the game scene is preset with a specified time. For example, the specified time is 1 minute. After the skill object is generated, the effective time of the skill object begins to be counted. If the effective time is lower than the specified time, the skill object and the first object move together. If the effective time reaches the specified time, the first object leaves the skill object, and the skill object no longer has the effect of lifting height and accelerating the first object.

[0120] During the specified duration of the skill object, the skill object and the first object cannot leave each other and always move together.

[0121] Further, in response to the effective duration reaching the specified duration of the skill object, the skill object is controlled to be deleted from the game scene, and the first object is controlled to be located on the scene ground model of the game scene.

[0122] After the effective time reaches the specified time, the skill object disappears from the game scene, the skill object no longer has the effect of lifting the height of the first object, and the first object returns to the scene ground model of the game scene from the scene plane where the object height is located.

[0123] In addition, in response to the skill object and the first object moving to the designated position of the designated scene model, the interactive operation on the designated scene model is shielded. The designated scene model is usually a scene model that can perform interactive operations, such as a plate model, a box model, etc.; when the first object is not located on the skill object, after the first object moves to the vicinity of the designated scene model, interactive operations on the designated scene model can be performed, such as displacement operations, flip operations, etc., to block the movement path of the enemy object through the designated scene model.

[0124] However, in this embodiment, when the first object is located on the skill object and moves to the vicinity of the designated scene model, it is impossible to perform operations such as displacement and flipping on the designated scene model.

[0125] In another implementation, in response to the skill object and the first object moving to a third obstacle and the height of the third obstacle being greater than the object height of the skill object, it is determined whether the third obstacle is a surmountable obstacle; if the third obstacle is determined to be a surmountable obstacle, a surmounting control is provided in a graphical user interface; in response to a trigger operation on the surmounting control, the first object is controlled to leave the skill object, and the first object is controlled to surmount the third obstacle.

[0126] For example, it can be determined whether the third obstacle is a surmountable obstacle based on the height of the third obstacle. When the third obstacle is a surmountable obstacle, a surmounting control can be provided in the graphical user interface when the skill object and the first object move to the vicinity of the third obstacle; if the surmounting control is always displayed in the graphical user interface, when the skill object and the first object move to the vicinity of the third obstacle, the surmounting control can be controlled to be displayed in a triggerable state; by triggering the surmounting control, the first object surmounts the third obstacle, and at the same time the first object leaves the skill object.

[0127] After the first object climbs over the third obstacle, the first object is no longer located on the skill object, but returns to the scene ground model of the game scene.

[0128] In other ways, the player can also set the drawing area, for example, setting the size of the drawing area outside the game, and the position in the graphical user interface, etc. Specifically, in response to the drawing area setting operation, an area indicator is displayed on the graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to the adjustment operation on the area indicator, the area position and / or area size of the drawing area is adjusted.

[0129] In the setting page of the game system, a setting control for the drawing area can be added. When the control is triggered, an area indicator mark is displayed on the graphical user interface. The area indicator mark can be a graphic, border, etc. that matches the size and shape of the drawing area, thereby indicating the current area position and area size of the drawing area in the graphical user interface; the area indicator mark can also only indicate one of the area position or area size.

[0130] In actual implementation, the region position and region size of the drawing region are adjusted by performing an adjustment operation on the region indication mark, such as a sliding operation, a zooming operation of sliding with both hands in opposite directions, and the like.

[0131] In addition, it should be noted that triggering and using the object generation skill requires the consumption of virtual resources, such as virtual props; the first object has a specified number of virtual resources in the game, so the number of times the object generation skill is used in the game is limited. When the virtual resources are consumed, the object generation skill can no longer be triggered.

[0132] In the drawing area, drawing graphics of various shapes can be drawn, and different drawing images trigger different skills; as in the present embodiment, a preset target graphic is set for the object generation skill, and when the drawing graphic is the preset target graphic, the object generation skill is triggered; gain auxiliary skills and preset target graphics corresponding to the gain auxiliary skills can also be set, and when the drawing graphic is the preset target graphic corresponding to the gain auxiliary skill, the gain auxiliary skill is triggered, thereby gaining the object properties of the game object in the game scene.

[0133] In one example, the preset target graphic corresponding to the gain auxiliary skill is a closed graphic, and the preset target graphic corresponding to the object generation skill is a horizontal wave curve or a vertical wave curve, etc. The skill objects generated by different target models have different functions. For example, the skill object triggered by the horizontal wave curve can control the movement of game objects other than the first object, and the skill object triggered by the vertical wave area can reduce the obstruction of obstacles on the moving path of the first object to the first object, etc.

[0134] When the graphical user interface displays the drawing area, the graphic indicators corresponding to various skills are displayed at the same time, so that the player can draw the corresponding shape of the graphics according to the skills he wants to trigger. Corresponding virtual resources can be set for each of the aforementioned skills, and the triggering and casting of different skills consume different virtual resources, or the triggering and casting of multiple skills can consume the same virtual resource.

[0135] Corresponding to the above method embodiment, see Fig. 9 A game control device is shown, which provides a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first object controlled by the first terminal device, and the device includes:

[0136] An area providing module 90, for providing a drawing area in a graphical user interface;

[0137] A graphics drawing module 92, for responding to a drawing operation acting on a drawing area and determining a drawing graphic according to the drawing operation;

[0138] A parameter determination module 94, for determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawn graphic in response to the drawn graphic being a preset target graphic for triggering the object generation skill;

[0139] A skill casting module 96, for generating a skill object at a location of the first object based on object parameters in response to the first object casting an object generation skill in the game scene;

[0140] The skill validation module 98 is used to control the skill object and the first object to move together in the game scene in response to the movement control instruction for the skill object, so as to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

[0141] The control device of the above-mentioned game provides a graphical user interface through a first terminal device, and at least part of the game scene is displayed in the graphical user interface. The game scene at least includes a first object controlled by the first terminal device, and a drawing area is provided in the graphical user interface; in response to the drawing operation acting on the drawing area, a drawing graphic is determined according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering the object to generate a skill, in response to the first object casting the object to generate a skill in the game scene, a skill object is generated at the location of the first object based on the object parameters; in response to the movement control instruction for the skill object, the skill object and the first object are controlled to move together in the game scene to reduce the obstruction effect of obstacles on the moving path of the first object on the first object. In this method, the object is triggered to generate a skill by drawing a graphic, and the graphic parameters of the drawing graphic determine the object parameters of the skill object, and then the obstruction effect of obstacles on the moving path of the game object on the first object is reduced by the skill object, thereby improving the mobility of the game object, enriching the skill triggering method, and improving the competitiveness of the game and the game experience of the player.

[0142] The moving speed of the first object when moving together with the skill object is greater than the moving speed of the first object in the game scene.

[0143] The skill validation module is used to respond to the movement control instruction for the skill object, and control the skill object and the first object to move together according to the object movement speed in the object parameter; wherein the object movement speed is greater than the movement speed of the first object in the game scene

[0144] The skill casting module is used to obtain the object height in the object parameters, generate a skill object at the location of the first object, and control the skill object to float on a scene plane that matches the object height.

[0145] The above device also includes a position control module, which is used to control the first object to be located on top of the skill object.

[0146] The skill validation module is used to: in response to a movement control instruction for a skill object, control the first object to move on a scene plane corresponding to the object height of the skill object, so that a first obstacle below the scene plane in the game scene does not serve as an obstacle to the first object.

[0147] The above-mentioned device also includes a movement stopping module, which is used to: in response to the skill object and the first object moving together to the second obstacle, and the height of the second obstacle is greater than the object height of the skill object, control the first object and the skill object to stop moving.

[0148] The above-mentioned device also includes: a skill control module, which is used to determine the skill height range of the first designated skill in response to the second object casting the first designated skill; in response to the skill height range being lower than the object height of the skill object, control the designated skill to not produce the skill effect corresponding to the first designated skill on the first object.

[0149] The above-mentioned device also includes a skill casting module, which is used to: determine that the object generation skill is successfully triggered in response to the drawn graphic being a preset target graphic that triggers the object generation skill; display an indication mark of the successful triggering of the object generation skill in the graphical user interface; and control the first object to cast the object generation skill in the game scene in response to the skill casting operation.

[0150] The skill casting module is used to: display the duration of a successful trigger of an object generation skill in a graphical user interface; and cast the object generation skill in a game scene in response to a skill casting operation, if the duration does not reach a preset duration.

[0151] The above-mentioned device also includes a first failure module, which is used to: in response to the duration reaching a preset duration and the skill casting operation for the object generation skill is not triggered, determine that the object generation skill trigger is failed.

[0152] The above-mentioned device also includes a second invalidation module, which is used to: respond to the cancel trigger operation for the object generation skill and determine that the object generation skill trigger is invalid.

[0153] The above-mentioned device also includes: a duration control module for determining that the skill object is effective and counting the effective duration of the skill object; in response to the effective duration being less than the specified duration of the skill object and the movement control instruction of the skill object, controlling the skill object and the first object to move together in the game scene; in response to the effective duration reaching the specified duration of the skill object, controlling the first object to leave the skill object.

[0154] The duration control module is used to control the skill object to be deleted from the game scene in response to the effective duration reaching the preset duration of the skill object, and to control the first object to be located on the scene ground model of the game scene.

[0155] The above-mentioned device also includes an interaction shielding module, which is used to respond to the skill object and the first object moving to the specified position of the specified scene model and shield the interactive operation for the specified scene model.

[0156] The above-mentioned drawing graphics include wavy geometric figures extending along a specified direction; the graphic parameters include: the number of wavy vertices and / or the extension length.

[0157] The object parameters include: object height and / or object moving speed.

[0158] The above parameter determination module is used for: the graphic parameters include the number of fluctuation vertices; based on the number of fluctuation vertices, determining the object movement speed of the skill object; the graphic parameters include the extension length; based on the extension length, determining the object height of the skill object.

[0159] The above-mentioned device also includes an identification display module, which is used to: respond to the drawing operation acting on the drawing area, determine the graphic parameters of the drawn graphics, and display parameter identification indicating the graphic parameters.

[0160] The above-mentioned identification display module is used to: determine the identification height of the parameter identification based on the extension length of the drawn graphics; determine the dynamic effect playback speed of the parameter identification based on the number of wave vertices of the drawn graphics; and display the parameter identification according to the identification height and the dynamic effect playback speed.

[0161] The graphic drawing module is used to generate a drawing graphic in response to a sliding operation on the drawing area and based on the operation contact track of the sliding operation.

[0162] The graphic drawing module is used to: in response to a sliding operation on the drawing area, display the operating contact track of the sliding operation in the drawing area; in response to the sliding end operation, determine the operating contact track displayed in the drawing area as a drawing graphic.

[0163] The above-mentioned graphics drawing module is used to: respond to a sliding operation acting on the drawing area, determine that the similarity between the operating contact trajectory of the sliding operation and the preset target graphic is greater than a preset threshold, and adjust the operating contact trajectory to the preset target graphic; respond to the sliding end operation, determine the adjusted target graphic as the drawing graphic.

[0164] The above device also includes a redrawing module, which is used to: respond to a drawing operation acting on the drawing area, provide a redrawing control in the drawing area; respond to a triggering operation acting on the redrawing control, delete the drawing graphics in the drawing area.

[0165] The above-mentioned area providing module is used to: in response to the skill generation operation, provide a drawing area and a graphic indication mark of a preset target graphic in the graphical user interface; wherein the graphic indication mark is used to: indicate the shape of the preset target graphic used to trigger the object generation skill.

[0166] The above-mentioned device also includes: a default skill casting module, which is used to provide a casting control of a skill object on a first terminal device; wherein the casting control is associated with default parameters of the skill object; in response to a trigger operation on the casting control, it is determined that no drawing graphic is obtained or the drawing graphic is not a target graphic, and the first object is controlled to cast an object to generate a skill in a game scene, and a skill object is generated in the game scene based on the default parameters.

[0167] The above-mentioned device also includes an area adjustment module, which is used to: display an area indicator on a graphical user interface in response to a drawing area setting operation; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; and adjust the area position and / or area size of the drawing area in response to an adjustment operation on the area indicator.

[0168] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game control method. The electronic device can be a server or a terminal device.

[0169] See also Fig.10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer executable instructions that can be executed by the processor 100. The processor 100 executes the computer executable instructions to implement the above-mentioned game control method.

[0170] Further, Fig.10 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0171] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0172] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0173] The processor in the above electronic device can implement the following operations in the above game control method by executing computer executable instructions:

[0174] A method for controlling a game, providing a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface, wherein the game scene at least includes a first object controlled by the first terminal device, and providing a drawing area in the graphical user interface; in response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; in response to the drawing graphic being a preset target graphic that triggers an object generation skill, determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawing graphic; in response to the first object casting an object generation skill in the game scene, generating a skill object at a location where the first object is located based on the object parameters;

[0175] In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together in the game scene to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

[0176] The moving speed of the first object when moving together with the skill object is greater than the moving speed of the first object in the game scene.

[0177] In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together according to the object movement speed in the object parameters; wherein the object movement speed is greater than the movement speed of the first object in the game scene.

[0178] Get the object height in the object parameters, generate a skill object at the location of the first object, and control the skill object to float on a scene plane that matches the object height.

[0179] The controls first object is on top of the skill object.

[0180] In response to a movement control instruction for the skill object, the first object is controlled to move on a scene plane corresponding to the object height of the skill object, so that a first obstacle below the scene plane in the game scene does not have an obstacle effect on the first object.

[0181] In response to the skill object and the first object moving together to the second obstacle, and the height of the second obstacle is greater than the object height of the skill object, the first object and the skill object are controlled to stop moving.

[0182] In response to the second object casting the first designated skill, determining the skill height range of the first designated skill; in response to the skill height range being lower than the object height of the skill object, controlling the designated skill to not produce the skill effect corresponding to the first designated skill on the first object.

[0183] In response to the drawn graphic being a preset target graphic for triggering an object generation skill, determining that the object generation skill is triggered successfully; displaying an indication mark indicating that the object generation skill is triggered successfully in a graphical user interface; and in response to a skill casting operation, controlling the first object to cast the object generation skill in a game scene.

[0184] The duration of a successful trigger of an object generation skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the object generation skill is cast in the game scene.

[0185] In response to the duration reaching a preset duration and the skill casting operation for the object generation skill not being triggered, it is determined that the object generation skill trigger is invalid.

[0186] In response to a cancel trigger operation for an object generation skill, it is determined that the object generation skill trigger is invalid.

[0187] Determine that the skill object is effective, and count the effective duration of the skill object; in response to the effective duration being less than the specified duration of the skill object, and in response to the movement control instruction of the skill object, control the skill object and the first object to move together in the game scene; in response to the effective duration reaching the specified duration of the skill object, control the first object to leave the skill object.

[0188] In response to the effective duration reaching the preset duration of the skill object, the skill object is controlled to be deleted from the game scene, and the first object is controlled to be located on the scene ground model of the game scene.

[0189] In response to the skill object and the first object moving to a specified position of the specified scene model, interactive operations on the specified scene model are shielded.

[0190] The drawing graphics include a wave geometry extending along a specified direction; the graphics parameters include: the number of wave vertices and / or the extension length.

[0191] The object parameters include: object height and / or object moving speed.

[0192] The graphic parameters include the number of wave vertices; based on the number of wave vertices, the object movement speed of the skill object is determined; the graphic parameters include the extension length; based on the extension length, the object height of the skill object is determined.

[0193] In response to a drawing operation acting on the drawing area, graphic parameters of the drawn graphic are determined, and parameter indicators indicating the graphic parameters are displayed.

[0194] Based on the extension length of the drawn graphic, determine the height of the parameter logo; based on the number of wave vertices of the drawn graphic, determine the animation playback speed of the parameter logo; display the parameter logo according to the logo height and the animation playback speed.

[0195] In response to a slide operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the slide operation.

[0196] In response to a sliding operation on the drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.

[0197] In response to a sliding operation on a drawing area, it is determined that the similarity between an operation contact track of the sliding operation and a preset target graphic is greater than a preset threshold, and the operation contact track is adjusted to the preset target graphic; in response to a sliding end operation, the adjusted target graphic is determined as a drawing graphic.

[0198] In response to a drawing operation acting on the drawing area, a redraw control is provided in the drawing area; in response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.

[0199] In response to the skill generation operation, a drawing area and a graphic indication mark of a preset target graphic are provided in the graphical user interface; wherein the graphic indication mark is used to indicate the shape of the preset target graphic used to trigger the object generation skill.

[0200] A skill object release control is provided on a first terminal device; wherein the release control is associated with default parameters of the skill object; in response to a trigger operation on the release control, it is determined that no drawing graphic is obtained or the drawing graphic is not a target graphic, the first object is controlled to release the object in a game scene to generate a skill, and a skill object is generated in the game scene based on the default parameters.

[0201] In response to a drawing area setting operation, an area indicator is displayed on a graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to an adjustment operation on the area indicator, adjust the area position and / or area size of the drawing area.

[0202] In this method, skills are generated by drawing graphics to trigger objects, and the graphic parameters of the drawn graphics determine the object parameters of the skill object. The skill object is then used to reduce obstacles on the moving path of the game object, improve the mobility of the game object, enrich the skill triggering methods, and improve the competitiveness of the game and the player's gaming experience.

[0203] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method.

[0204] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the game control method by executing the computer executable instructions:

[0205] A method for controlling a game, providing a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface, wherein the game scene at least includes a first object controlled by the first terminal device, and providing a drawing area in the graphical user interface; in response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; in response to the drawing graphic being a preset target graphic that triggers an object generation skill, determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawing graphic; in response to the first object casting an object generation skill in the game scene, generating a skill object at a location where the first object is located based on the object parameters;

[0206] In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together in the game scene to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

[0207] The moving speed of the first object when moving together with the skill object is greater than the moving speed of the first object in the game scene.

[0208] In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together according to the object movement speed in the object parameters; wherein the object movement speed is greater than the movement speed of the first object in the game scene.

[0209] Get the object height in the object parameters, generate a skill object at the location of the first object, and control the skill object to float on a scene plane that matches the object height.

[0210] The controls first object is on top of the skill object.

[0211] In response to a movement control instruction for the skill object, the first object is controlled to move on a scene plane corresponding to the object height of the skill object, so that a first obstacle below the scene plane in the game scene does not have an obstacle effect on the first object.

[0212] In response to the skill object and the first object moving together to the second obstacle, and the height of the second obstacle is greater than the object height of the skill object, the first object and the skill object are controlled to stop moving.

[0213] In response to the second object casting the first designated skill, determining the skill height range of the first designated skill; in response to the skill height range being lower than the object height of the skill object, controlling the designated skill to not produce the skill effect corresponding to the first designated skill on the first object.

[0214] In response to the drawn graphic being a preset target graphic for triggering an object generation skill, determining that the object generation skill is triggered successfully; displaying an indication mark indicating that the object generation skill is triggered successfully in a graphical user interface; and in response to a skill casting operation, controlling the first object to cast the object generation skill in a game scene.

[0215] The duration of a successful trigger of an object generation skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the object generation skill is cast in the game scene.

[0216] In response to the duration reaching a preset duration and the skill casting operation for the object generation skill not being triggered, it is determined that the object generation skill trigger is invalid.

[0217] In response to a cancel trigger operation for an object generation skill, it is determined that the object generation skill trigger is invalid.

[0218] Determine that the skill object is effective, and count the effective duration of the skill object; in response to the effective duration being less than the specified duration of the skill object, and in response to the movement control instruction of the skill object, control the skill object and the first object to move together in the game scene; in response to the effective duration reaching the specified duration of the skill object, control the first object to leave the skill object.

[0219] In response to the effective duration reaching the preset duration of the skill object, the skill object is controlled to be deleted from the game scene, and the first object is controlled to be located on the scene ground model of the game scene.

[0220] In response to the skill object and the first object moving to a specified position of the specified scene model, interactive operations on the specified scene model are shielded.

[0221] The drawing graphics include a wave geometry extending along a specified direction; the graphics parameters include: the number of wave vertices and / or the extension length.

[0222] The object parameters include: object height and / or object moving speed.

[0223] The graphic parameters include the number of wave vertices; based on the number of wave vertices, the object movement speed of the skill object is determined; the graphic parameters include the extension length; based on the extension length, the object height of the skill object is determined.

[0224] In response to a drawing operation acting on the drawing area, graphic parameters of the drawn graphic are determined, and parameter indicators indicating the graphic parameters are displayed.

[0225] Based on the extension length of the drawn graphic, determine the height of the parameter logo; based on the number of wave vertices of the drawn graphic, determine the animation playback speed of the parameter logo; display the parameter logo according to the logo height and the animation playback speed.

[0226] In response to a slide operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the slide operation.

[0227] In response to a sliding operation on the drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.

[0228] In response to a sliding operation on a drawing area, it is determined that the similarity between an operation contact track of the sliding operation and a preset target graphic is greater than a preset threshold, and the operation contact track is adjusted to the preset target graphic; in response to a sliding end operation, the adjusted target graphic is determined as a drawing graphic.

[0229] In response to a drawing operation acting on the drawing area, a redraw control is provided in the drawing area; in response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.

[0230] In response to the skill generation operation, a drawing area and a graphic indication mark of a preset target graphic are provided in the graphical user interface; wherein the graphic indication mark is used to indicate the shape of the preset target graphic used to trigger the object generation skill.

[0231] A skill object release control is provided on a first terminal device; wherein the release control is associated with default parameters of the skill object; in response to a trigger operation on the release control, it is determined that no drawing graphic is obtained or the drawing graphic is not a target graphic, the first object is controlled to release the object in a game scene to generate a skill, and a skill object is generated in the game scene based on the default parameters.

[0232] In response to a drawing area setting operation, an area indicator is displayed on a graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to an adjustment operation on the area indicator, adjust the area position and / or area size of the drawing area.

[0233] In this method, skills are generated by drawing graphics to trigger objects, and the graphic parameters of the drawn graphics determine the object parameters of the skill object. The skill object is then used to reduce obstacles on the moving path of the game object, improve the mobility of the game object, enrich the skill triggering methods, and improve the competitiveness of the game and the player's gaming experience.

[0234] The game control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0235] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0236] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0237] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0238] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0239] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for controlling a game, characterized in that: Providing a graphical user interface through a first terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes at least a first object controlled by the first terminal device, the method comprising: providing a drawing area in the graphical user interface; In response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; In response to the drawn graphic being a preset target graphic for triggering an object generation skill, determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawn graphic; In response to the first object casting the object generation skill in the game scene, generating the skill object at the location of the first object based on the object parameters; In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together in the game scene to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

2. The method according to claim 1, characterized in that: The moving speed of the first object when moving together with the skill object is greater than the moving speed of the first object in the game scene.

3. The method according to claim 1, characterized in that In response to a movement control instruction for the skill object, the step of controlling the skill object and the first object to move together in the game scene comprises: In response to a movement control instruction for the skill object, the skill object and the first object are controlled to move together according to the object movement speed in the object parameters; wherein the object movement speed is greater than the movement speed of the first object in the game scene.

4. The method according to claim 1, characterized in that The step of generating the skill object at the location of the first object based on the object parameters comprises: The object height in the object parameters is obtained, a skill object is generated at the position where the first object is located, and the skill object is controlled to float on a scene plane that matches the object height.

5. The method according to claim 1, characterized in that After the step of generating the skill object at the location of the first object based on the object parameters, the method further includes: controlling the first object to be located on top of the skill object.

6. The method according to claim 1, characterized in that In response to a movement control instruction for the skill object, the step of controlling the skill object and the first object to move together in the game scene to reduce the obstruction effect of obstacles on the movement path of the first object on the first object includes: In response to a movement control instruction for the skill object, the first object is controlled to move on a scene plane corresponding to the object height of the skill object, so that a first obstacle below the scene plane in the game scene does not have an obstacle effect on the first object.

7. The method according to claim 1, characterized in that The method further comprises: In response to the skill object and the first object moving together to a second obstacle, and the height of the second obstacle is greater than the object height of the skill object, the first object and the skill object are controlled to stop moving.

8. The method according to claim 1, characterized in that The method further comprises: In response to the second object casting a first designated skill, determining a skill height range of the first designated skill; In response to the skill height range being lower than the object height of the skill object, the designated skill is controlled to not produce a skill effect corresponding to the first designated skill on the first object.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the drawn graphic being a preset target graphic for triggering an object generation skill, determining that the object generation skill is triggered successfully; Displaying an indication mark indicating that the object generation skill is successfully triggered in the graphical user interface; In response to a skill casting operation, the first object is controlled to cast the object generation skill in the game scene.

10. The method according to claim 9, characterized in that In response to a skill casting operation, the step of controlling the first object to cast the object generation skill in the game scene comprises: Displaying the duration of the successful triggering of the object generation skill in the graphical user interface; In response to a skill casting operation, and the duration does not reach a preset duration, casting the object generation skill in the game scene.

11. The method according to claim 10, characterized in that The method further comprises: In response to the duration reaching a preset duration and the skill casting operation for the object generation skill not being triggered, it is determined that the object generation skill trigger is invalid.

12. The method according to claim 10, characterized in that The method further comprises: In response to a cancel trigger operation for the object generation skill, it is determined that the object generation skill trigger is invalid.

13. The method according to claim 1, characterized in that After the step of generating the skill object at the location of the first object based on the object parameters in response to the first object casting the object generation skill in the game scene, the method further includes: Determine that the skill object is effective, and count the effective time of the skill object; In response to the effective duration being less than the specified duration of the skill object and the movement control instruction for the skill object, controlling the skill object and the first object to move together in the game scene; In response to the effective duration reaching a specified duration of the skill object, the first object is controlled to leave the skill object.

14. The method according to claim 13, characterized in that In response to the effective duration reaching a preset duration of the skill object, the step of controlling the first object to leave the skill object comprises: In response to the effective duration reaching the preset duration of the skill object, the skill object is controlled to be deleted from the game scene, and the first object is controlled to be located on the scene ground model of the game scene.

15. The method according to claim 1, characterized in that The method further comprises: In response to the skill object and the first object moving to a specified position of a specified scene model, interactive operations for the specified scene model are shielded.

16. The method according to claim 1, characterized in that The drawn graphics include wavy geometric graphics extending along a specified direction; The graphic parameters include: the number of wave vertices and / or the extension length.

17. The method according to claim 1, characterized in that The object parameters include: object height and / or object moving speed.

18. The method according to claim 1, characterized in that The step of determining the object parameters of the skill object generated by the object generation skill according to the graphic parameters of the drawn graphic comprises at least one of the following: The graphic parameters include the number of wave vertices; based on the number of wave vertices, determining the object movement speed of the skill object; The graphic parameters include an extension length; based on the extension length, an object height of the skill object is determined.

19. The method according to claim 1, characterized in that The method further comprises: In response to a drawing operation acting on the drawing area, a graphic parameter of the drawn graphic is determined, and a parameter identifier indicating the graphic parameter is displayed.

20. The method according to claim 19, characterized in that The step of displaying a parameter identifier indicating the graphical parameter comprises: Determining a marker height of the parameter marker based on an extension length of the drawn graphic; Determine the playing speed of the dynamic effect identified by the parameter based on the number of wave vertices of the drawn graphic; The parameter identifier is displayed according to the identifier height and the animation playing speed.

21. The method according to claim 1, characterized in that In response to a drawing operation acting on the drawing area, a step of determining a drawing graphic according to the drawing operation includes: In response to a sliding operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the sliding operation.

22. The method according to claim 21, characterized in that In response to a sliding operation on the drawing area, the step of generating a drawing graphic based on an operation contact track of the sliding operation includes: In response to a sliding operation on the drawing area, displaying in the drawing area a track of an operation contact point of the sliding operation; In response to the sliding end operation, the operation contact point track displayed in the drawing area is determined as a drawing graphic.

23. The method according to claim 22, characterized in that In response to a sliding operation on the drawing area, the step of generating a drawing graphic based on an operation contact track of the sliding operation includes: In response to a sliding operation on the drawing area, determining that a similarity between an operation contact track of the sliding operation and the preset target graphic is greater than a preset threshold, and adjusting the operation contact track to the preset target graphic; In response to the sliding end operation, the adjusted target graphic is determined as the drawing graphic.

24. The method according to claim 1, characterized in that The method further comprises: In response to a drawing operation acting on the drawing area, providing a redraw control in the drawing area; In response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.

25. The method according to claim 1, characterized in that The step of providing a drawing area in the graphical user interface comprises: In response to the skill generation operation, a drawing area and a graphic indication mark of the preset target graphic are provided in the graphical user interface; wherein the graphic indication mark is used to indicate the shape of the preset target graphic used to trigger the object generation skill.

26. The method according to claim 1, characterized in that After the step of providing a drawing area in the graphical user interface, the method further comprises: Providing a release control of the skill object on the first terminal device; wherein the release control is associated with a default parameter of the skill object; In response to a trigger operation on the casting control, it is determined that the drawn graphic is not obtained or the drawn graphic is not the target graphic, the first object is controlled to cast the object generation skill in the game scene, and the skill object is generated in the game scene based on the default parameters.

27. The method according to claim 1, characterized in that Before the step of providing a drawing area in the graphical user interface, the method further comprises: In response to the drawing area setting operation, an area indication mark is displayed on the graphical user interface; wherein the area indication mark is used to: indicate the area position and / or area size of the drawing area; In response to an adjustment operation on the area indication mark, the area position and / or area size of the drawing area is adjusted.

28. A game control device, characterized in that: A graphical user interface is provided through a first terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes at least a first object controlled by the first terminal device, and the apparatus includes: An area providing module, used for providing a drawing area in the graphical user interface; A graphics drawing module, used for responding to a drawing operation acting on the drawing area and determining a drawing graphic according to the drawing operation; a parameter determination module, for determining object parameters of a skill object generated by the object generation skill according to graphic parameters of the drawn graphic in response to the drawn graphic being a preset target graphic for triggering the object generation skill; a skill casting module, in response to the first object casting the object generation skill in the game scene, generating the skill object at the location of the first object based on the object parameters; The skill validation module is used to control the skill object and the first object to move together in the game scene in response to a movement control instruction for the skill object, so as to reduce the obstruction effect of obstacles on the movement path of the first object on the first object.

29. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the game control method described in any one of claims 1-27.

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