Game control method and device, electronic equipment and storage medium

By displaying attack tags on the game interface and based on the attack attribute relationship, the problem in the existing technology that players need to repeatedly preview multiple virtual characters to make attack decisions is solved, which improves the efficiency and victory rate of game operations.

CN119868942AActive Publication Date: 2025-04-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510265070.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-06
Publication Date
2025-04-25
Estimated Expiration
2045-03-06

AI Technical Summary

Technical Problem

The existing game control method requires players to repeatedly preview multiple virtual characters in their own party to make attack decisions, resulting in high decision-making time cost and low operation efficiency.

Method used

The game scene is displayed through the graphical user interface, responding to the player's triggering operation of the enemy's virtual characters, determine multiple target virtual characters, and display attack tags in their associated areas, which are determined based on the attack attribute relationship.

Benefits of technology

It enables players to quickly select the right target and attack virtual characters, improving decision-making efficiency and victory rate.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game control method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the steps that a graphical user interface is provided through terminal equipment, and the method comprises the steps that a game scene is displayed through the graphical user interface, and the game scene comprises an enemy virtual character and an own virtual character; in response to a first trigger operation for a target enemy virtual character in the enemy virtual characters, determining more than two target own virtual characters from the own virtual characters; for each target own virtual character, an attack tag is displayed in an associated area of the target own virtual character, and the attack tag is determined based on an attack attribute relationship between the target own virtual character and the target enemy virtual character, so that the target player can play the target own virtual character according to the attack tag corresponding to each target own virtual character. And the appropriate target own virtual character is quickly selected to initiate an attack on the target enemy virtual character, so that the decision-making efficiency and the war rate of the player can be improved.
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Description

Technical Field

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

[0002] Turn-based RPG games are a subtype of role-playing games (RPGs). Their core feature is that the combat and exploration process is carried out in turns. Players and enemies take turns to attack or use skills. Each action consumes a certain number of turns. This mechanism requires players to carefully plan their actions in each round, including the position of the character, the choice of skills, and the team's formation, thereby increasing the strategy and fun of the game.

[0003] In the prior art, when there are multiple friendly virtual characters around an enemy virtual character that can attack the enemy virtual character, in order to find the best attack solution, the player often needs to repeatedly preview three characters before deciding which character to send out to attack.

[0004] It can be seen that the existing game control method requires players to repeatedly preview multiple virtual characters of their own side before making operational decisions. The time cost of decision-making is high and the operating efficiency is low. Summary of the invention

[0005] The purpose of this application is to provide a game control method, device, electronic device and storage medium to improve the decision-making efficiency and winning rate of players in view of the deficiencies in the above-mentioned prior art.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, the present invention provides a game control method, which provides a graphical user interface through a terminal device, and the method comprises:

[0008] Displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character;

[0009] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character;

[0010] For each of the target own virtual characters, an attack tag is displayed in the associated area of ​​the target own virtual character, and the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0011] In a second aspect, the present invention provides a game control device, which provides a graphical user interface through a terminal device, and the device comprises:

[0012] A first display module, used for displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character;

[0013] A response module, configured to determine two or more target own virtual characters from the own virtual characters in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character;

[0014] The second display module is used to display an attack tag in the associated area of ​​each target own virtual character, wherein the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0015] In a third aspect, the present invention provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the game control method as described in any of the aforementioned implementations.

[0016] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the game control method as described in any of the aforementioned implementations.

[0017] The beneficial effects of this application are:

[0018] In the game control method, device, electronic device and storage medium provided by the embodiments of the present application, a graphical user interface is provided through a terminal device, and the method includes: displaying a game scene through a graphical user interface, the game scene including an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character; in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual character is a own virtual character whose attack range includes the target enemy virtual character; for each target own virtual character, displaying an attack label in an associated area of ​​the target own virtual character, the attack label is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character, so that the target player can quickly select a suitable target own virtual character to launch an attack on the target enemy virtual character according to the attack label corresponding to each target own virtual character, thereby improving the player's decision-making efficiency and victory rate. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0020] Figure 1 A flowchart of a game control method provided in an embodiment of the present application;

[0021] Figure 2 A schematic diagram of a game interface provided in an embodiment of the present application;

[0022] Figure 3 A flowchart of another game control method provided in an embodiment of the present application;

[0023] Figure 4 A flowchart of another game control method provided in an embodiment of the present application;

[0024] Figure 5 A flowchart of another game control method provided in an embodiment of the present application;

[0025] Figure 6 A schematic diagram of another game interface provided in an embodiment of the present application;

[0026] Figure 7 A flowchart of another game control method provided in an embodiment of the present application;

[0027] Figure 8A schematic diagram of functional modules of a game control device provided in an embodiment of the present application;

[0028] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0029] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations.

[0030] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0031] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.

[0032] In the prior art, when there are multiple friendly virtual characters around an enemy virtual character that can attack the enemy virtual character, in order to find the best output solution, the player often needs to repeatedly preview three characters before deciding which character to send to attack. In the preview process, it is often necessary to first select a friendly character, then select an enemy character, and preview the results, and repeat this cycle until the player determines the character to send.

[0033] It can be seen that the existing game control method requires players to repeatedly preview multiple virtual characters of their own side before making operational decisions. The time cost of decision-making is high and the operating efficiency is low.

[0034] In view of this, the present invention provides a game control method, which can display attack tags in the associated areas of each target own virtual character according to the target enemy virtual character selected by the player, and then the target player can quickly select a suitable target own virtual character to attack the target enemy virtual character according to the attack tags corresponding to each target own virtual character, thereby improving the player's decision-making efficiency and victory rate.

[0035] 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.

[0036] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. 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 game control method storage and operation 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 responsible 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.

[0037] 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.

[0038] In a possible implementation, an embodiment of the present invention provides a game control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0039] The game control method provided by the present application is described in detail below through multiple embodiments.

[0040] Figure 1The present invention provides a flowchart of a game control method. The game control method can provide a graphical user interface through a terminal device. Optionally, the game control method can be applied to turn-based games, such as turn-based role-playing games (RPGs), but is not limited to such games. Figure 1 As shown, the method includes:

[0041] Step 101: Display a game scene through a graphical user interface, wherein the game scene includes an enemy virtual character and a user's virtual character, wherein the user's virtual character is a controlled virtual character.

[0042] Among them, the own virtual character can be a controlled virtual character controlled by the target player, and the enemy virtual character is a controlled virtual character controlled by the enemy player. Optionally, the own virtual character and the enemy virtual character can include multiple ones respectively, and the application does not limit the number of the own virtual character and the enemy virtual character.

[0043] Of course, in some embodiments, the own virtual character may also include a controlled virtual character controlled by a teammate player, wherein the teammate player and the target player are teammates of each other.

[0044] Step 102: In response to a first trigger operation on a target enemy virtual character among enemy virtual characters, two or more target own virtual characters are determined from own virtual characters.

[0045] The target friendly virtual character is a friendly virtual character whose attack range includes the target enemy virtual character.

[0046] Optionally, the first trigger operation may be a long press, a heavy press, a single click, a double click or the like, which is not limited here; the target enemy virtual character may be any one of a plurality of enemy virtual characters, and the specific selection may be determined according to the first trigger operation of the target player.

[0047] In response to the first trigger operation on the target enemy virtual character, at least two own virtual characters can be selected from multiple own virtual characters as target own virtual characters according to the attack range of each own virtual character, wherein the target enemy virtual character should be within the attack range of each target own virtual character. In other words, each target own virtual character can launch an attack on the target enemy virtual character and cause certain damage to the target enemy virtual character.

[0048] Step 103: for each target own virtual character, an attack tag is displayed in the associated area of ​​the target own virtual character, and the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0049] Among them, the associated area of ​​the target own virtual character, that is, the area directly related to or affected by the target own virtual character, may include but is not limited to: the display area of ​​the target own virtual character, the perception range area of ​​the target own virtual character, the attack range area of ​​the target own virtual character, etc., which are not limited here and can be flexibly set according to the actual application scenario. For example, the associated area of ​​the target own virtual character can specifically be the top area of ​​the target own virtual character's head, the projection area of ​​the target own virtual character, etc., which are not limited here and can be flexibly set according to the actual application scenario.

[0050] The attack tag corresponding to the target own virtual character is used to characterize the attack attribute relationship between the target own virtual character and the target enemy virtual character. Optionally, it can specifically characterize the skill matching situation, character attribute matching situation, etc. between the two, which is not limited here.

[0051] For example, the attack label can be used to represent the role attribute matching between the target own virtual character and the target enemy virtual character. For example, in some scenarios, the role attributes can be divided into five types: gold, wood, water, fire, and earth (among which, wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes gold, and gold overcomes wood); or, they can be divided into five types: fire, water, thunder, grass, light, and dark (among which, fire overcomes grass, grass overcomes water, water overcomes fire, thunder overcomes water, light overcomes dark, and dark overcomes light); or, they can be divided into three types of troops: cavalry, infantry, and spearmen (among which, cavalry overcomes infantry, infantry overcomes spearmen, and spearmen overcome cavalry). Then, the attack label corresponding to the target own virtual character can be determined based on the role attributes of the target own virtual character and the target enemy virtual character and the restraint relationship between each attribute.

[0052] It can be understood that after determining more than two target own virtual characters, by setting the attack label to be displayed in the associated area of ​​each target own virtual character, the target player can quickly select a suitable target own virtual character from multiple target own virtual characters to attack the target enemy virtual character. Compared with the existing technology, the target player only needs to know the situation of all his own virtual characters at a glance through the first trigger operation, which reduces the decision-making cost. In addition, it can also avoid the target player from repeatedly previewing each own virtual character and the target enemy virtual character, which can improve the player's decision-making efficiency, operation efficiency and victory rate.

[0053] Of course, the present application does not limit the specific form of the attack label in the game scene. It can be marked by a text label, or by changing the global or local display style (for example, display brightness, display size) of the target virtual character. This is not limited here and can be flexibly set according to actual application scenarios, user habits, etc.

[0054] Optionally, in some embodiments, a text description may be suspended above the head of the target virtual character to represent the attack tag corresponding to the target virtual character; in some other embodiments, the state of the position of the target virtual character may be changed to represent the attack tag corresponding to the target virtual character. Of course, the specific display method is not limited to this.

[0055] In summary, an embodiment of the present application provides a game control method, which includes: providing a graphical user interface through a terminal device, and the method includes: displaying a game scene through the graphical user interface, the game scene including an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character; in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual character is a own virtual character whose attack range includes the target enemy virtual character; for each target own virtual character, displaying an attack label in an associated area of ​​the target own virtual character, the attack label is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character, so that the target player can quickly select a suitable target own virtual character to launch an attack on the target enemy virtual character according to the attack label corresponding to each target own virtual character, thereby improving the player's decision-making efficiency and victory rate.

[0056] In an optional implementation, the attack tag includes a recommended tag, a restrained tag, and a restrained tag; wherein the recommended tag is used to characterize that the target own virtual character causes the highest damage to the target enemy virtual character; the restrained tag is used to characterize that the attributes of the target own virtual character have a restrained relationship with the attributes of the target enemy virtual character; and the restrained tag is used to characterize that the target enemy virtual character has a restrained relationship with the target own virtual character.

[0057] Based on the above description, it can be understood that during the battle, depending on the different attack tags of the target own virtual character, the player can give priority to the target own virtual character corresponding to the recommended tag to attack the target enemy virtual character, so as to cause the maximum attack damage to the target enemy virtual character and improve the victory rate of the target own virtual character; secondly, the target own virtual character corresponding to the restraint tag can be selected to attack the target enemy virtual character, so as to give full play to the attack advantage of the target own virtual character, cause restraint to the target enemy virtual character, and improve the victory rate of the target own virtual character; in addition, it should also be avoided to select the target own virtual character corresponding to the restrained tag to launch an attack, so as to prevent the target enemy virtual character from causing greater damage to the target own virtual character, which is not conducive to the subsequent battle layout and can guarantee the victory rate of the party to a certain extent.

[0058] Optionally, when there are multiple target own virtual characters, the attack tags of at least some of the target own virtual characters may be the same or different, which is not limited here. The attack tags may be different depending on the attributes of each target own virtual character, the attributes of the target enemy virtual character, and the relative positions of each target own virtual character and the target enemy virtual character in the game scene.

[0059] For example, in some scenarios, the attack tags of multiple target virtual characters of your own may include a recommended tag, multiple restraint tags, and multiple restrained tags; or, the attack tags of multiple target virtual characters of your own may include a recommended tag, multiple restraint tags; or, the attack tags of multiple target virtual characters of your own may include a recommended tag, multiple restraint tags, and a restrained tag; or, the attack tags of multiple target virtual characters of your own may include a recommended tag, a restraint tag, etc., which are not limited here and may vary according to the actual application scenario.

[0060] In an optional implementation, the recommended tag has the highest priority among all attack tags.

[0061] Based on the above, it can be understood that restrained labels and restrained labels cannot coexist, while recommended labels and restrained labels can coexist, and recommended labels and restrained labels can coexist.

[0062] Therefore, in some scenarios, there may be a target virtual character that includes both a recommended tag and a restrained tag. In this scenario, the recommended tag can be set to have the highest priority, so that only the recommended tag with the highest priority is displayed in the current game scene and the restrained tag is hidden; or, a target virtual character includes both a recommended tag and a restrained tag. In this scenario, the recommended tag can be set to have the highest priority, so that only the recommended tag with the highest priority is displayed in the current game scene and the restrained tag is hidden, thereby avoiding a target virtual character from displaying multiple attack tags at the same time and blocking the target player's current game field of view, affecting the target player's judgment.

[0063] Of course, it should be noted that according to the actual application scenario, all attack tags can also be set to be displayed, and the display styles of the recommended tags, restraint tags, and restrained tags are all different, so that players can quickly lock the target virtual character corresponding to the recommended tag through preview according to the display style, thereby improving the game decision-making efficiency of the target player.

[0064] For example, if the target enemy virtual character is of fire attribute, the target own virtual character S1 is of water attribute, the target own virtual character S2 is of gold attribute, and the basic values ​​of S1 and S2 are the same (attack power, defense power, etc.), at this time, water restrains fire in the attributes of the target own virtual character S1, so the target own virtual character S1 needs to display the <restraint> label, and fire restrains gold in the attributes of the target enemy virtual character, so the target own virtual character S2 needs to display the <restrained> label; at the same time, although the basic values ​​of S1 and S2 are the same, due to the restraint relationship between S1, there is a bonus to the damage to the target enemy virtual character, so the damage caused to the target enemy virtual character S1 is higher. Optionally, if the priority of the recommended label is set, the highest target own virtual character S1 can be displayed as the <recommended> label.

[0065] Based on the above description, it can be seen that for two target virtual characters, even if the basic values ​​of the two are high enough, there may be a situation where the damage is still the highest even if the attribute is restrained; in addition, for the same target virtual character, <Recommended> and <Restrained> may be displayed at the same time, <Recommended> and <Restrained> may be displayed at the same time, but <Restrained> and <Restrained> may not be displayed at the same time.

[0066] In an optional embodiment, the above method further includes:

[0067] In response to a first trigger operation on a target enemy virtual character among enemy virtual characters, the target own virtual character is displayed in a first preset style, and other own virtual characters among the own virtual characters except the target own virtual character are displayed in a second preset style.

[0068] Optionally, in response to a first trigger operation directed at a target enemy virtual character, in order to quickly distinguish between the target own virtual character and non-target own virtual character (i.e., other own virtual characters), the target own virtual character can be displayed in a first preset style and other own virtual characters can be displayed in a second preset style, so that the target player can quickly distinguish between the target own virtual character and other own virtual characters according to the style, thereby improving the decision-making efficiency of the target player.

[0069] In some embodiments, if a target own virtual character is set to be displayed in a first preset style, the character identification (e.g., nickname), skin (e.g., clothes, hair, helmet), etc. of the target own virtual character can be set to be displayed in a first color, and if a target own virtual character is set to be displayed in a second preset style, the character identification (e.g., nickname), skin (e.g., clothes, hair, helmet), etc. of the target own virtual character can be set to be displayed in a second color. Of course, the specific display method is not limited to this and can be flexibly set according to the actual application scenario.

[0070] Figure 2A schematic diagram of a game interface provided in an embodiment of the present application. Figure 2 As shown, the current game scene includes 4 own virtual characters, A, B, C, and D, and 2 enemy virtual characters, P1 and P2. Optionally, if the player acts on the enemy virtual character P1 through the first trigger operation, in response to the first trigger operation, A, B, and C are determined as target own virtual characters from the 4 own virtual characters according to the attack ranges of the 4 own virtual characters, and the target own virtual characters A, B, and C are displayed in the first preset style (for example, the nicknames on the top of the heads of the target own virtual characters can be blackened, and the head area is highlighted in the first format), and the other own virtual character D is displayed in the second preset style (for example, the nicknames on the top of the heads of the other own virtual characters can be grayed out, and the head area is highlighted in the second format). Of course, it should be noted that the specific display method is not limited to this. In some embodiments, and based on the attack attribute relationship between the target own virtual characters A, B and C and the target enemy virtual character P1, attack labels can be displayed in the projection areas of the target own virtual characters A, B and C respectively: restrained, restrained and recommended.

[0071] It should be noted that, for the target virtual character C, it may include both a recommended tag and a restraint tag, so the recommended tag can be set to have the highest priority, so that only the recommended tag with the highest priority is displayed in the current game scene and the restraint tag is hidden. Of course, in some embodiments, it can also be set to display both the recommended tag and the restraint tag. In addition, the determination method of the attack tag corresponding to each target virtual character can refer to the above-mentioned related description, which will not be repeated here.

[0072] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation. Of course, the first trigger operation can also be other trigger operations such as single click, double click, etc., which are not limited here and can be flexibly set according to actual application scenarios.

[0073] Figure 3 A flowchart of another game control method provided in an embodiment of the present application. Figure 3 As shown, the above method also includes:

[0074] Step 301: In response to the end of the first trigger operation, hide the attack label.

[0075] In some embodiments, referring to the above description, after an attack tag is displayed in the associated area of ​​the target virtual character, if the end operation of the first trigger operation is detected, the attack tag is hidden to prevent the attack tag from being displayed in the current game interface for a long time, blocking the player's line of sight and affecting the player's subsequent operations.

[0076] For example, the first trigger operation is a long press operation. In response to the long press operation on the target enemy virtual character, the target own virtual character is displayed in a first preset style, and the other own virtual characters except the target own virtual character are displayed in a second preset style. For each target own virtual character, an attack label is displayed in the associated area of ​​the target own virtual character. Furthermore, in response to the end of the long press operation, the attack labels corresponding to each target own virtual character are hidden.

[0077] Figure 4 A flowchart of another game control method provided in an embodiment of the present application is shown below. Figure 4 As shown, the above step of determining two or more target own virtual characters from own virtual characters includes:

[0078] Step 401: For each own virtual character, obtain the attackable range of the own virtual character and the target distance between the own virtual character and the target enemy virtual character.

[0079] The attackable range of each own virtual character may indicate the attackable distance of each own virtual character. Optionally, the attackable range of each own virtual character may be determined according to its character attributes. For example, in a certain chess game, the attackable range of a own virtual character is the distance within a 3X3 chess grid centered on the chess grid, or it may be the distance within a grid in front of the character, etc., which is not limited here and can be flexibly set according to actual application scenarios.

[0080] The target distance between each own virtual character and the target enemy virtual character can be calculated based on the first position of each own virtual character in the current game scene and the second position of the target enemy virtual character in the current game scene.

[0081] Step 402: Based on the attackable range and the target distance, determine whether the target enemy virtual character falls within the attack range of the own virtual character.

[0082] For each virtual character of your side, after obtaining its attackable range and corresponding target distance, you can determine whether the target enemy virtual character falls into the attack range of your virtual character based on the size relationship between the attackable distance indicated by its attackable range and the target distance.

[0083] Step 403: If the target enemy virtual character falls into the attack range of the own virtual character, the own virtual character is determined to be the target own virtual character.

[0084] Optionally, for each own virtual character, when making a specific judgment, if the attackable distance indicated by its attackable range is greater than the target distance, then it is determined that the target enemy virtual character falls within the attack range of the own virtual character, and the own virtual character is the target own virtual character; otherwise, it is determined that the target enemy virtual character does not fall within the attack range of the own virtual character, and the own virtual character is not the target own virtual character.

[0085] Figure 5 A flowchart of another game control method provided in an embodiment of the present application. In an optional implementation, the method further includes:

[0086] Step 501: In response to a first trigger operation on a target enemy virtual character among enemy virtual characters, display the target enemy virtual character in a third preset style.

[0087] In some embodiments, in order to enable the player to clearly know the target enemy virtual character that is currently triggered and to avoid the player accidentally triggering the character without noticing when multiple enemy virtual characters are close to each other, optionally, a third preset style can be set to be displayed in response to a first trigger operation on the target enemy virtual character, so that the player can clearly know the target enemy virtual character that is currently triggered through the third preset style, thereby improving the player's sense of participation and the flexibility of the method of the present application.

[0088] Among them, the third preset style may be different from the above-mentioned first preset style and second preset style. Optionally, the third style may highlight the target enemy virtual character, or may display the target enemy virtual character in a specific color (for example, blue), etc., which is not limited here.

[0089] It should be noted that, in some embodiments, in order to avoid accidental triggering by players, a trigger time threshold can also be set. If the trigger time of the first trigger operation on the target enemy virtual character is greater than the trigger time threshold, the first trigger operation is determined to be a valid operation, and the target enemy virtual character is displayed in a third preset style, and the attack label is displayed according to the above steps; otherwise, the first trigger operation is determined to be an invalid operation, and no change occurs in the game screen.

[0090] Figure 6 This is a schematic diagram of another game interface provided by an embodiment of the present application. For example, optionally, the trigger time threshold M can be set to any value between 0.2-0.6S. The specific value can be determined by the player after debugging based on the feel, and is not limited here. Figure 2 and Figure 6As shown, for example, M=05S can be set, and the first trigger operation is a long press operation. During the game, it is possible to monitor in real time whether the long press time T of the long press operation on the target enemy virtual character P1 is greater than the trigger time threshold M. If it is less than, it means that the current long press operation on the target enemy virtual character P1 is a false trigger and can be ignored; if it is greater than, it means that the current long press operation on the target enemy virtual character P1 is a valid operation, and the third preset style can be used at this time (for example, the head area of ​​the target enemy virtual character P1 is highlighted in the third format) The target enemy virtual character P1 is displayed (shown), and A, B and C are determined as the target own virtual characters from the four own virtual characters according to the attack ranges of the four own virtual characters, and the target own virtual characters A, B and C are displayed in the first preset style (for example, the nicknames on the top of the heads of the target own virtual characters can be tilted, and the head area is highlighted in the fourth format), and the other own virtual character D is displayed in the second preset style (for example, the nicknames on the top of the heads of the other own virtual characters can be grayed out, and the head area is highlighted in the second format). Of course, the display methods of the first preset style, the second preset style and the third preset style are not limited to this.

[0091] It should be noted that the value of the preset time threshold and the setting method of the first trigger operation are not limited to the above examples, and can be flexibly set according to actual application scenarios. Figure 6 As shown, the recommended and restrained attack labels can also be displayed simultaneously in the projection area of ​​the target own virtual character C, but the present invention is not limited thereto.

[0092] In an optional embodiment, the above method further includes:

[0093] In response to a skill release operation on a first target own virtual character among the target own virtual characters, the first target own virtual character is controlled to attack the target enemy virtual character.

[0094] The first target own virtual character may be any one of the two or more determined target own virtual characters, which is not limited here. It should be noted that when making a specific selection, the target player may make a selection based on the attack tags corresponding to the current target own virtual characters.

[0095] For example, in some scenarios, the target own virtual character indicated by the recommendation tag can be selected as the first target own virtual character; in some other scenarios, considering the cooperation between the first target own virtual character and teammates, the target own virtual character indicated by the restraint tag can be selected as the first target own virtual character; in some other scenarios, considering the subsequent battle layout, the target own virtual character indicated by the restrained tag can be selected as the first target own virtual character. Therefore, the present application does not limit the selection principle of the first target own virtual character. The target player can select a suitable target own virtual character as the first target own virtual character according to the current game rhythm, combat habits, etc.

[0096] In addition, it should be noted that the present application does not limit the skill type of the first target virtual character. For example, it can be freezing, fireball, stun, invisibility, binding, attack, etc. It is not limited here and may vary according to the actual application scenario.

[0097] Based on the above description, after determining the first target own virtual character, the first target own virtual character can be further controlled to attack the target enemy virtual character, so that the target player can quickly select the appropriate target own virtual character to attack the target enemy virtual character according to the attack tags corresponding to each target own virtual character, thereby improving the player's decision-making efficiency and victory rate.

[0098] Figure 7 A flowchart of another game control method provided in an embodiment of the present application is shown below. Figure 7 As shown, the above method also includes:

[0099] Step 601: For each own virtual character, obtain the attack power of the own virtual character and the target distance between the own virtual character and the target enemy virtual character.

[0100] Among them, for each of the own virtual characters, the attack power of the own virtual character can be determined according to the character attributes of the own virtual character; the target distance between the own virtual character and the target enemy virtual character can be calculated based on the first position of each of the own virtual characters in the current game scene and the second position of the target enemy virtual character in the current game scene.

[0101] Step 602: Based on the attack power and the target distance, obtain the damage power of the virtual character of the own side.

[0102] It is understandable that the damage of the own virtual character to the target enemy virtual character has a certain relationship with its attack power and the target distance between it and the target enemy virtual character. Among them, if the attack power of the own virtual character is constant, the closer the target distance between the own virtual character and the target enemy virtual character is, the greater the damage of the own virtual character to the target enemy virtual character will be, and vice versa; if the target distance between the own virtual character and the target enemy virtual character is constant, the greater the attack power of the own virtual character is, the greater the damage of the own virtual character to the target enemy virtual character will be, and vice versa.

[0103] For example, the attack power of a certain own virtual character A1 is relatively large, but since the target distance between it and the target enemy virtual character is relatively far, the damage power F1 of the own virtual character A1 will be relatively small; for another example, although the attack power of a certain own virtual character A2 is relatively small, since the target distance between it and the target enemy virtual character is relatively close, the damage power F2 of the own virtual character A2 will be greater than the damage power F1 of the own virtual character A1.

[0104] Figure 8 This is a functional module diagram of a game control device provided in an embodiment of the present application. The game control device can provide a graphical user interface through a terminal device. The basic principle and technical effects of the device are the same as those of the corresponding method embodiment described above. For the sake of brief description, the parts not mentioned in this embodiment can be referred to the corresponding contents in the method embodiment. Figure 8 As shown, the game control device 100 includes:

[0105] A first display module 110, configured to display a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a user's virtual character, wherein the user's virtual character is a controlled virtual character;

[0106] The response module 120 is used to determine two or more target own virtual characters from the own virtual characters in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, wherein the target own virtual character is the own virtual character whose attack range includes the target enemy virtual character;

[0107] The second display module 130 is used to display an attack tag in the associated area of ​​each target own virtual character, wherein the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0108] In an optional embodiment, the attack tag includes a recommended tag, a restrained tag, and a restrained tag; wherein the recommended tag is used to characterize that the target own virtual character causes the highest damage to the target enemy virtual character; the restrained tag is used to characterize that the attribute of the target own virtual character has a restrained relationship with the attribute of the target enemy virtual character; the restrained tag is used to characterize that the target enemy virtual character has a restrained relationship with the target own virtual character.

[0109] In an optional implementation manner, the recommended tag has the highest priority among all attack tags.

[0110] In an optional embodiment, the response module 120 is further used to display the target own virtual character in a first preset style in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, and to display other own virtual characters among the own virtual characters except the target own virtual character in a second preset style.

[0111] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; the response module is further configured to respond to the end of the first trigger operation and hide the attack label.

[0112] In an optional implementation, the response module 120 is specifically configured to obtain, for each of the own virtual characters, an attackable range of the own virtual character and a target distance between the own virtual character and the target enemy virtual character;

[0113] Based on the attackable range and the target distance, determining whether the target enemy virtual character falls within the attack range of the own virtual character;

[0114] If the target enemy virtual character falls into the attack range of the own virtual character, the own virtual character is determined to be the target own virtual character.

[0115] In an optional implementation, the response module 120 is further configured to, in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, display the target enemy virtual character in a third preset style.

[0116] In an optional embodiment, the response module 120 is further used to control the first target own virtual character among the target own virtual characters to attack the target enemy virtual character in response to a skill release operation on the first target own virtual character.

[0117] In an optional embodiment, the game control device further includes: an acquisition module, for acquiring, for each of the own virtual characters, the attack power of the own virtual character and the target distance between the own virtual character and the target enemy virtual character;

[0118] Based on the attack power and the target distance, the damage power of the own virtual character is obtained.

[0119] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0120] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0121] Fig. 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, and the electronic device can be integrated into the above-mentioned game control device. Fig. 9 As shown, the electronic device may include: a processor 210, a storage medium 220 and a bus 230, the storage medium 220 stores machine-readable instructions executable by the processor 210, when the electronic device is running, the processor 210 and the storage medium 220 communicate through the bus 230, the processor 210 executes the machine-readable instructions to perform the steps of the following method embodiment:

[0122] Displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character;

[0123] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character;

[0124] For each of the target own virtual characters, an attack tag is displayed in the associated area of ​​the target own virtual character, and the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0125] In an optional embodiment, the attack tag includes a recommended tag, a restrained tag, and a restrained tag; wherein the recommended tag is used to characterize that the target own virtual character causes the highest damage to the target enemy virtual character; the restrained tag is used to characterize that the attribute of the target own virtual character has a restrained relationship with the attribute of the target enemy virtual character; the restrained tag is used to characterize that the target enemy virtual character has a restrained relationship with the target own virtual character.

[0126] In an optional implementation manner, the recommended tag has the highest priority among all attack tags.

[0127] In an optional embodiment, the method further comprises:

[0128] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target own virtual character is displayed in a first preset style, and other own virtual characters among the own virtual characters except the target own virtual character are displayed in a second preset style.

[0129] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; and the method further includes:

[0130] In response to the completion of the first trigger operation, hiding the attack label.

[0131] In an optional implementation manner, the determining two or more target own virtual characters from the own virtual characters includes:

[0132] For each of the own virtual characters, obtaining the attackable range of the own virtual character and the target distance between the own virtual character and the target enemy virtual character;

[0133] Based on the attackable range and the target distance, determining whether the target enemy virtual character falls within the attack range of the own virtual character;

[0134] If the target enemy virtual character falls into the attack range of the own virtual character, the own virtual character is determined to be the target own virtual character.

[0135] In an optional embodiment, the method further comprises:

[0136] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target enemy virtual character is displayed in a third preset style.

[0137] In an optional embodiment, the method further comprises:

[0138] In response to a skill release operation on a first target own virtual character among the target own virtual characters, the first target own virtual character is controlled to attack the target enemy virtual character.

[0139] In an optional embodiment, the method further comprises:

[0140] For each of the own virtual characters, acquiring the attack power of the own virtual character and the target distance between the own virtual character and the target enemy virtual character;

[0141] Based on the attack power and the target distance, the damage power of the own virtual character is obtained.

[0142] The specific implementation method and technical effects of the above method embodiment are similar to those mentioned above and will not be repeated here.

[0143] Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the following method embodiment are executed:

[0144] Displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character;

[0145] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character;

[0146] For each of the target own virtual characters, an attack tag is displayed in the associated area of ​​the target own virtual character, and the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

[0147] In an optional embodiment, the attack tag includes a recommended tag, a restrained tag, and a restrained tag; wherein the recommended tag is used to characterize that the target own virtual character causes the highest damage to the target enemy virtual character; the restrained tag is used to characterize that the attribute of the target own virtual character has a restrained relationship with the attribute of the target enemy virtual character; the restrained tag is used to characterize that the target enemy virtual character has a restrained relationship with the target own virtual character.

[0148] In an optional implementation manner, the recommended tag has the highest priority among all attack tags.

[0149] In an optional embodiment, the method further comprises:

[0150] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target own virtual character is displayed in a first preset style, and other own virtual characters among the own virtual characters except the target own virtual character are displayed in a second preset style.

[0151] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; and the method further includes:

[0152] In response to the completion of the first trigger operation, hiding the attack label.

[0153] In an optional implementation manner, the determining two or more target own virtual characters from the own virtual characters includes:

[0154] For each of the own virtual characters, obtaining the attackable range of the own virtual character and the target distance between the own virtual character and the target enemy virtual character;

[0155] Based on the attackable range and the target distance, determining whether the target enemy virtual character falls within the attack range of the own virtual character;

[0156] If the target enemy virtual character falls into the attack range of the own virtual character, the own virtual character is determined to be the target own virtual character.

[0157] In an optional embodiment, the method further comprises:

[0158] In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target enemy virtual character is displayed in a third preset style.

[0159] In an optional embodiment, the method further comprises:

[0160] In response to a skill release operation on a first target own virtual character among the target own virtual characters, the first target own virtual character is controlled to attack the target enemy virtual character.

[0161] In an optional embodiment, the method further comprises:

[0162] For each of the own virtual characters, acquiring the attack power of the own virtual character and the target distance between the own virtual character and the target enemy virtual character;

[0163] Based on the attack power and the target distance, the damage power of the own virtual character is obtained.

[0164] The specific implementation method and technical effects of the above method embodiment are similar to those mentioned above and will not be repeated here.

[0165] Optionally, the present application also provides a computer program product, which includes instructions, and when the instructions are executed on an electronic device, the electronic device implements the steps of the above method embodiment.

[0166] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0167] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0168] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0169] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0170] It should be noted that, in this article, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.

[0171] The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application. It should be noted that similar numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A game control method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character; In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character; For each of the target own virtual characters, an attack tag is displayed in the associated area of ​​the target own virtual character, and the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

2. The method according to claim 1, characterized in that The attack tag includes a recommended tag, a restrained tag, and a restrained tag; wherein the recommended tag is used to characterize that the target own virtual character causes the highest damage to the target enemy virtual character; the restrained tag is used to characterize that the attribute of the target own virtual character has a restrained relationship with the attribute of the target enemy virtual character; the restrained tag is used to characterize that the target enemy virtual character has a restrained relationship with the target own virtual character.

3. The method according to claim 2, characterized in that The recommended tag has the highest priority among all attack tags.

4. The method according to claim 1, characterized in that: The method further comprises: In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target own virtual character is displayed in a first preset style, and other own virtual characters among the own virtual characters except the target own virtual character are displayed in a second preset style.

5. The method according to claim 1, characterized in that The first trigger operation is a long press operation or a heavy press operation; the method further includes: In response to the completion of the first trigger operation, hiding the attack label.

6. The method according to claim 1, characterized in that The step of determining two or more target own virtual characters from the own virtual characters includes: For each of the own virtual characters, obtaining the attackable range of the own virtual character and the target distance between the own virtual character and the target enemy virtual character; Based on the attackable range and the target distance, determining whether the target enemy virtual character falls within the attack range of the own virtual character; If the target enemy virtual character falls into the attack range of the own virtual character, the own virtual character is determined to be the target own virtual character.

7. The method according to claim 1, characterized in that The method further comprises: In response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, the target enemy virtual character is displayed in a third preset style.

8. The method according to claim 1, characterized in that The method further comprises: In response to a skill release operation on a first target own virtual character among the target own virtual characters, the first target own virtual character is controlled to attack the target enemy virtual character.

9. The method according to claim 2, characterized in that: The method further comprises: For each of the own virtual characters, acquiring the attack power of the own virtual character and the target distance between the own virtual character and the target enemy virtual character; Based on the attack power and the target distance, the damage power of the own virtual character is obtained.

10. A game control device, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A first display module, used for displaying a game scene through the graphical user interface, wherein the game scene includes an enemy virtual character and a own virtual character, wherein the own virtual character is a controlled virtual character; A response module, configured to determine two or more target own virtual characters from the own virtual characters in response to a first trigger operation on a target enemy virtual character among the enemy virtual characters, wherein the target own virtual characters are own virtual characters whose attack range includes the target enemy virtual character; The second display module is used to display an attack tag in the associated area of ​​each target own virtual character, wherein the attack tag is determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character.

11. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game control method as described in any one of claims 1-9.

12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game control method according to any one of claims 1 to 9 are executed.

Citation Information

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