Game control method and device, electronic equipment and storage medium
By automatically adjusting the virtual lens to adapt to the perspective of the game process, the problem of players in the existing technology is difficult to fully obtain game pictures, and a better game interactive experience and resource utilization rate is achieved.
Patent Information
- Application Number
- CN202311446319.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-31
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2043-10-31
AI Technical Summary
In the existing game technology, it is difficult for players to fully obtain the game screen that needs to be observed during the interaction of game scenes, resulting in poor game interaction experience.
By automatically adjusting the virtual lens to adapt to the angle of the game process, automatically displaying the game screen that players need to observe.
It reduces the user's operation burden, improves the user's gaming experience, and improves the system resource utilization rate.
Smart Images

Figure CN119909375A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, device, electronic device and storage medium. Background Art
[0002] At present, in games such as Massive Multiplayer Online (MMO) or open world exploration and adventure, players usually interact with each other in specific game scenes to complete specific game processes. However, in the existing game scene interaction process, it depends on the player's autonomous operation of the perspective or the virtual camera fixedly following the player's perspective to adjust the direction. This field of view control method cannot fully obtain the game screen that needs to be observed, which will cause the player to be unable to achieve specific scene interaction, thereby making the player's game interaction experience poor. Summary of the invention
[0003] The embodiments of the present disclosure provide a game control method, device, electronic device and storage medium, which can automatically adjust the virtual lens according to the interaction with the game scene, so as to control the virtual lens to automatically adjust to an angle suitable for the game process, thereby automatically displaying the game screen that the player needs to observe during the current game process, reducing the user's operating burden, improving the user experience, and improving system resource utilization.
[0004] In a first aspect, an embodiment of the present disclosure provides a game control method, the method comprising:
[0005] In response to a movement operation on a virtual character, controlling the movement of the virtual character in a game scene, and controlling the movement of a virtual lens according to a position change of the virtual character;
[0006] In response to a trigger instruction for a first target scene area in the game scene, determining a first scene component and a first target object in the first target scene area;
[0007] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0008] In response to the adjustment operation on the first scene component, a first predetermined event is triggered according to the matching situation between the current state of the first scene component and the first target object.
[0009] In a second aspect, an embodiment of the present disclosure provides a game control device, the device comprising:
[0010] A control unit, for controlling the movement of the virtual character in the game scene in response to a movement operation on the virtual character, and controlling the movement of the virtual lens according to the position change of the virtual character;
[0011] A response unit, configured to determine a first scene component and a first target object in a first target scene area in response to a trigger instruction for the first target scene area in the game scene;
[0012] A display unit, configured to automatically adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0013] A matching unit is used to trigger a first predetermined event in response to an adjustment operation on the first scene component according to a matching condition between a current state of the first scene component and the first target object.
[0014] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game control methods provided in the embodiments of the present disclosure.
[0015] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game control methods provided in the embodiments of the present disclosure.
[0016] In a fifth aspect, the embodiments of the present disclosure further provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps of any one of the game control methods provided in the embodiments of the present disclosure.
[0017] By adopting the scheme of the embodiment of the present disclosure, a graphical user interface can be provided through a terminal device, and the graphical user interface displays a game screen, and the game screen at least partially includes a game scene and a virtual character located in the game scene; the present disclosure responds to a movement operation on the virtual character, thereby controlling the movement of the virtual character in the game scene, and controls the movement of the virtual lens based on the position change of the virtual character; the terminal can also respond to a perspective control operation on the virtual character to control the angle of the virtual lens; respond to a trigger command for a first target scene area in the game scene, determine a first scene component and a first target object in the first target scene, and automatically adjust the virtual lens according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual lens contains at least one of the first scene component and the first target object, thereby facilitating the player to control the virtual character to perform corresponding game operations, and respond to the adjustment operation on the first scene component, trigger a first predetermined event according to the matching between the current state of the first scene component and the first target object. As a result, players can automatically adjust the virtual lens when performing specific scene interaction operations, and then control the virtual lens to automatically adjust to an angle suitable for the game process of interacting with the scene, so as to automatically display the game screen that players need to observe in the game process, reduce the user's operation burden, improve the user's gaming experience, and improve the utilization rate of game resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0019] Figure 1 is a flowchart of an embodiment of a game control method provided in an embodiment of the present disclosure;
[0020] Figure 2 A schematic diagram of a scene for triggering a first target scene area provided in an embodiment of the present disclosure;
[0021] Figure 3 A scene schematic diagram of an embodiment of a first scene component and a first target object provided in an embodiment of the present application;
[0022] Figure 4 A scene schematic diagram of an embodiment of a first target scene provided in an embodiment of the present disclosure;
[0023] Figure 5 A schematic diagram of a scene of an embodiment of matching a first scene component with a first target object in an embodiment of the present application;
[0024] Figure 6 A scene schematic diagram of an embodiment of determining a second scene component and a second target object provided in an embodiment of the present disclosure;
[0025] Figure 7 is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure;
[0026] Figure 8 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0027] The technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure. At the same time, in the description of the embodiments of the present disclosure, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present disclosure, the meaning of "multiple" is two or more, unless otherwise clearly defined.
[0028] Embodiments of the present disclosure provide a game control method, device, electronic device, and computer-readable storage medium.
[0029] Specifically, this embodiment will be described from the perspective of a game control device, which can be integrated into an electronic device, that is, the game control method of the disclosed embodiment can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and the like.
[0030] The game control method provided by the embodiment of the present disclosure can be applied to a game control system. The game control system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0031] Optionally, the electronic device may be a server, which may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0032] In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction 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 local terminal device.
[0033] 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 interactive method in the game are completed on the cloud game server. The local terminal device is used for receiving and sending data and presenting the game screen. For example, the local terminal 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 local terminal 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 local terminal device through the network. Finally, the local terminal device decodes and outputs the game screen.
[0034] 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.
[0035] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0036] The game control method of this embodiment can provide a graphical user interface through a terminal device, and the graphical user interface displays a game screen, and the game screen at least partially includes a game scene. In this embodiment, a controlled virtual character is displayed in the game scene, and the user can control the virtual character to perform game operations.
[0037] Please refer to Figure 1 The specific process of the game control method can be as follows: Step 101 to Step 104, wherein:
[0038] Step 101: In response to a movement operation on a virtual character, control the movement of the virtual character in a game scene, and control the movement of a virtual lens according to the position change of the virtual character.
[0039] The method of the disclosed embodiment is applied to an electronic device, and the type of the electronic device is not limited. For example, the electronic device may be a server or a terminal device. This embodiment is described by taking a terminal device as an example. A game application is installed on the terminal device. The type of the game in this embodiment is not limited, and may be a role-playing game including an exploration gameplay, and a massively multiplayer online game. Optionally, the game may also be a terminal game that can be run on a smart computer, and / or a mobile game that can be run on a portable device such as a mobile phone, a tablet computer, and a handheld game console. Optionally, the game may also be a console game that runs on a home game console (such as XBOX, etc.).
[0040] Among them, the game scene includes a virtual character, which is a game character controlled by the current player. It can be a game character pre-set in the game and can be controlled by the player to perform corresponding virtual operations. Its image is not limited and is determined by the game settings.
[0041] Among them, the player can trigger the movement operation for the virtual character. For example, the terminal can be connected to the mouse, keyboard and controller, and receive the movement operation for the virtual character triggered by the player through the mouse, keyboard and controller to control the movement of the virtual character in the game scene. For example, the player can trigger the movement operation for the virtual character by pressing the direction key, W / A / S / D key or other keys mapping the movement operation on the keyboard. For another example, the player can also click on any area in the game scene with the left or right button of the mouse to trigger the movement operation for the virtual character to move to the area. Optionally, the player can also trigger the movement operation for the virtual character through the joystick or direction button in the controller such as the handle. In addition, the game displays the movement control in the designated area of the touch screen of the terminal, and the player can control the movement operation of the virtual character by touching the movement control, thereby controlling the movement of the virtual character in the game scene.
[0042] Among them, in the game scene, when the terminal controls the virtual character to move in the game scene, it also controls the movement of the virtual lens according to the position change of the virtual character. That is, the terminal can identify the moving direction of the virtual character, determine the position change of the virtual character according to the moving direction, and control the movement of the virtual lens according to the moving direction of the virtual character. Among them, the virtual lens is a preset game lens for capturing the game scene and the game screen associated with the virtual character. For example, when the player controls the virtual character to move to the left, and the virtual character responds to the player's operation instruction and moves to the left in the game scene to produce a position change, the terminal controls the virtual lens to control the virtual character to be in the center of the lens, that is, controls the virtual lens to move to the left synchronously with the position change of the virtual character to capture the game screen.
[0043] Optionally, if the position change of the virtual character is not in the same direction as the lens direction of the current virtual lens, the terminal controls the virtual lens to rotate the lens direction and move according to the position change. For example, the virtual character is currently facing forward and the lens direction of the virtual lens is also facing forward. When the virtual character responds to the player's trigger to move to the specified position toward the left front, the terminal controls the virtual lens to rotate the lens direction to the left front and move synchronously with the virtual character.
[0044] Step 102: In response to a viewing angle control operation for the virtual character, controlling the angle of the virtual lens;
[0045] Among them, in the non-scene interaction stage in the game scene, the player can also trigger the perspective control operation of the virtual character, so that the terminal can respond to the perspective control operation, control the angle of the virtual lens, and output the game screen corresponding to the perspective control operation.
[0046] Optionally, the player can trigger perspective control operations on the virtual character through the mouse or keyboard. For example, the player clicks a perspective control button on the mouse (such as the right mouse button or other custom buttons) for adjusting the perspective of the virtual character and moves the mouse in a specific direction to control the virtual lens corresponding to the virtual character to move to a specific perspective and capture the game screen based on the specific perspective.
[0047] In another example, the player can also trigger the perspective control operation of the virtual character through designated keys in the keyboard. For example, the terminal pre-sets key mappings that associate specific keys in the keyboard with the perspective control operations of the virtual character. For example, the Q key is mapped to the perspective control operation of rotating the virtual character's perspective counterclockwise by a preset angle, and the E key is mapped to the perspective control operation of rotating the virtual character's perspective clockwise by a preset angle. The player triggers the perspective control operation of controlling the virtual character to change its perspective by clicking (single-click, double-click, or long press) the Q key or the E key, so as to move the virtual lens to the designated perspective and capture the game screen in the non-scene interaction stage based on the designated perspective.
[0048] Optionally, the player can also trigger the perspective control operation of the virtual character through the joystick component in a controller such as a handle. For example, the player shakes a specific joystick in the controller (such as the right joystick of the handle) used to control the perspective of the virtual character in a specific direction to control the virtual lens corresponding to the virtual character to move to a specific perspective and capture the game screen based on the specific perspective.
[0049] Optionally, the player can also trigger the perspective control operation of the virtual character by dragging the perspective adjustment control displayed in the display area to move the virtual lens to a specified perspective and capture the game screen in the non-scene interaction stage based on the specified perspective.
[0050] Step 103: In response to a trigger instruction for a first target scene area in the game scene, determine a first scene component and a first target object in the first target scene area.
[0051] Among them, a first target scene area is displayed in the game scene, and a first target object and a first scene component are arranged in the first target scene area, wherein the first target scene area can be a specific game scene area in the game scene, and can also be other game scene areas outside the game scene. For example, the first target scene area can be a game scene area corresponding to a game copy or a specific game scene area corresponding to a game level. The first target object is at least one preset graphic object arranged in the first target scene, which can interact with the first scene component in the first target scene for the game scene. The player can control the virtual character to trigger a predetermined event (such as a first predetermined event) in the game to advance the game process by matching the first target object and the first scene component.
[0052] in, Figure 2 A schematic diagram of a scene for triggering a first target scene area provided by an embodiment of the present disclosure. Figure 2 As shown, an interactive component 201 for performing game scene interaction is provided in the first target scene area, and the interactive component 201 can be an interactive switch component of any form obtained by rendering a scene rendering model. For example, in a specific example, the interactive component 201 is a switch component including a pull rod. In other game scenes, the interactive component 201 can also be an interactive control in other forms, which is not specifically limited in this embodiment.
[0053] Specifically, the terminal responds to the trigger instruction for the first target scene area in the game scene, switches the interface identifier currently displayed in the graphical user interface to the target interface identifier, that is, the terminal responds to the trigger instruction to enter the target game stage, changes the normal UI mark in the current game interface to the UI mark corresponding to the target game stage, and in the target game stage, the terminal does not respond to the perspective control operation triggered by the player, and automatically displays the first scene component and the first target object in the first target scene area according to the game perspective corresponding to the target game stage. The target game stage includes at least one scene interaction stage.
[0054] Optionally, the trigger instruction for the first target scene area may be generated by the terminal in response to the virtual character entering the first target scene area. For example, after the player controls the virtual character to complete a specific task, the player controls the virtual character to move to the first target scene area, and the terminal generates the trigger instruction for the first target scene area.
[0055] Optionally, the trigger instruction of the first target scene area can also be a trigger operation of the terminal for the target virtual object in the first target scene area, and a trigger instruction for the first target scene area in the game scene is generated. Wherein, the target virtual object is an interactive component associated with the first target scene area, and the player can control the virtual character to approach the interactive component in the game scene, and when the distance between the virtual character and the interactive component is less than the preset distance threshold, the operation prompt corresponding to the interactive component is displayed in the game scene, and the trigger instruction input by the player is responded to, thereby generating a trigger instruction for the first target scene area in the game scene, switching the interface identifier currently displayed in the graphical user interface to the target interface identifier, that is, the terminal responds to the trigger instruction to enter the target game stage, and changes the normal UI mark in the current game interface to the UI mark corresponding to the target game stage. In the target game stage, the terminal does not respond to the perspective control operation triggered by the player, and automatically displays the first scene component and the first target object in the first target scene area according to the game perspective corresponding to the target game stage. Wherein, the target game stage includes at least one scene interaction stage.
[0056] Optionally, in one example, the preset distance threshold may be 5 yards. Figure 2 In the game scene shown, the interactive component is a pull rod component. When the player controls the virtual character to approach the pull rod component and the distance is less than 5 yards, the operation prompt "F operation" corresponding to the interactive component is prompted in the game scene, that is, the player is prompted to press the F key to operate the pull rod to switch the first target scene area.
[0057] The first target object may be a virtual object containing a specific preset graphic object in the first target scene, and the first target scene is also provided with a first scene component capable of switching states to match and interact with the first target object, so that the player can control the virtual character to match and interact in the first target scene. The first scene component may be a scene component that contains at least one state associated with the preset graphic object in the first target object and can switch states. The preset graphic object contained in the first target object may be one or more combinations of images, characters, and geometric symbols.
[0058] Optionally, the type of the first target object is not limited. For example, if the first target scene is a secret room puzzle scene, the first target object in the first target scene may be a table, chair, cabinet, door, wall, etc. that contains preset graphic objects for matching. The first scene component is a scene environment component that contains graphic objects of the same category as the preset graphic objects in the first target scene and can switch states and match the target object. For example, in the secret room interaction scene, the first scene component may be at least one or more of the components such as a dome, a ground, and a central axis of a specific area that contain graphic objects of the same category as the preset graphic objects in the first target object. In one example, Figure 3 A schematic diagram of a scene of an embodiment of the first scene component and the first target object provided in the embodiment of the present application. Figure 3 It can be seen that in this example, the first target object 301 can be a door component in the game scene. A preset graphic object of "Phoenix" for matching with the first scene component is displayed on the first target object 301. In this example, the first scene component 302 is a dome component containing a graphic object of at least one "divine beast" pattern associated with the "Phoenix" graphic object.
[0059] Step 104: automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0060] Among them, after the user controls the virtual character to enter the first target scene area and trigger the target game stage, the virtual lens is also dispatched to enter the first target scene area and the special operation perspective corresponding to the scene interaction in the target game stage, and the virtual lens is automatically adjusted through the special operation perspective, so that the game screen captured by the adjusted virtual lens can fully display the first scene component and the first target object. Among them, after the target game stage is triggered in the first target scene area, in order to ensure that the player can clearly understand the various interactive objects in the scene interaction process, in the target game stage, the player cannot freely control the virtual lens until the player completes the corresponding scene interaction operation in the target game stage, thereby avoiding the player from losing the scene interaction target. That is, after the target game stage is triggered, the terminal does not respond to the player's perspective adjustment operation. For example, when the terminal receives the player's movement operation for the virtual character, the virtual lens will not move with the character. Or, when the terminal receives the player's field of view control operation, the virtual lens will not adjust the angle according to the career control operation.
[0061] The special operation perspective is to hide the virtual character, control the virtual lens to zoom in or out, and can fully display at least one first scene component and the first target object at the same time. For example, after the user controls the virtual character to enter the first target scene and triggers the puzzle game process, the terminal determines the first scene component and the first target object in the first target scene, and schedules the virtual lens to capture the game screen of the first scene component and the first target object based on the special operation perspective corresponding to the puzzle game process, so that the game screen includes at least one first scene component and the first target object. Figure 3 As shown, Figure 3 In the example shown, the first target object 301 is a door object containing a preset graphic object of "Phoenix". The terminal responds to the user's selection operation on a dome component containing at least one "mythical beast" graphic object, and sets the dome component as the first scene component 302. The terminal automatically schedules the virtual lens to capture the game screen of the dome component and the door object that can clearly display the "mythical beast" graphic object in the dome component, so that the player can control the virtual character to perform matching operations.
[0062] Optionally, in other examples, the first target object in the first target scene can include multiple preset graphic objects. Each preset graphic object corresponds to a target scene component in the first scene component. That is, the first target scene includes the first target object and at least one target scene component corresponding to the first target object, wherein the first scene component includes a first target scene component and a second target scene component. Figure 4 As shown, Figure 4 A scene diagram of an embodiment of the first target scene provided by the present disclosure. Figure 4 In the example shown, the first target object 401 is a door object including a "Phoenix" graphic object and a geometric graphic object. The first target scene component 402 associated with the first target object is a dome component including at least one "divine beast" pattern associated with the "Phoenix" graphic object. The second target scene component 403 is a ground component including at least one geometric shape pattern associated with the geometric pattern.
[0063] When the terminal adjusts the virtual lens so that the first target scene component and the first target object are captured in the game screen captured by the adjusted virtual lens, the first component switching mark is also displayed in the graphical user interface. In addition, the terminal can also automatically adjust the virtual lens in response to the switching operation corresponding to the first component switching mark so that the second target scene component and the first target object corresponding to the switching operation are displayed in the game screen captured by the adjusted virtual lens. The first component switching mark is a control mark for switching the currently controlled first target scene component to the second target scene component to perform matching control.
[0064] Optionally, the triggering mode of the first component switching mark can be a specified key trigger, that is, the first component switching mark is bound to the specified key, and the bound key is prompted in the first component switching mark. The terminal can respond to the user's triggering operation by clicking the key prompted by the first component switching mark, determine the second target scene component to be switched, and adjust the virtual lens so that the second target scene component and the first target object corresponding to the switching operation are displayed in the game screen captured by the adjusted virtual lens. For example, in Figure 4 In the example shown, the first target scene is displayed with a first component switching mark, and the first component switching mark indicates the switching key position of the first target scene component or the second target scene component, "W dome mechanism" or "S ground mechanism". If the user clicks the W button, the virtual lens is triggered to switch the current game screen to a game screen containing the dome mechanism (second target scene component) and the door object (first target object). If the user clicks the S button, the scheduling virtual lens is triggered to switch the current game screen to a game screen containing the ground mechanism and the door object.
[0065] Optionally, the triggering method of the first component switching identifier can also be touch screen triggering, that is, when running the game running application provided by this embodiment on the mobile terminal, the user can trigger the triggering operation of the first component switching identifier by touching the target area corresponding to the first component switching identifier on the display screen, and the terminal adjusts the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object corresponding to the first component switching identifier.
[0066] Optionally, the terminal pre-sets a second component switching identifier for switching the second target scene component to the first target scene component, and responds to a switching operation corresponding to the first component switching identifier to switch the first component switching identifier to the second component switching identifier.
[0067] When displaying the second component switching identifier, the terminal also responds to the trigger operation corresponding to the second component switching identifier, switches the second target scene component to the first target scene component, and schedules the virtual lens to capture the game screen containing the first target scene component and the first target object through the virtual lens, and displays the adjustment control identifier corresponding to the first target scene component.
[0068] Step 105: In response to the adjustment operation on the first scene component, trigger a first predetermined event according to the matching between the current state of the first scene component and the first target object.
[0069] In the embodiment of the present disclosure, when the terminal displays a game screen including a first scene component and a first target object, the terminal can also respond to an adjustment operation for the first scene component, wherein the adjustment operation can be to move or rotate the first scene component. Further, the adjustment operation can be to move the first scene component clockwise along the interactive axis of the first scene component or to move the first scene component counterclockwise along the interactive axis of the first scene component. For example, the first scene component is provided with a plurality of graphic objects, and the graphic objects can be patterns, geometric shapes, lines, etc. In response to the adjustment operation for the first scene component, the terminal can move the first scene component clockwise along the interactive axis of the first scene component, thereby switching the graphic objects of the first scene component in the specified area, thereby determining the current state of the first scene component, and matching the first scene component with the first target object according to the current state, obtaining a matching situation, and triggering a first predetermined event according to the matching situation. Among them, the first target object and the first scene component contain the same or relative graphic objects. Among them, the same graphic object is a graphic object that represents that the first target object contains the same color, shape and pattern as the first scene component. The relative graphic object is a graphic object in the first target object that can be combined with a specific graphic object in the first scene component to form a new graphic object. For example, in a specific example, the graphic object in the first target object can be a Yin fish graphic object in a Yin-Yang fish, and the first scene component has a relative graphic object that can be combined with the Yin fish graphic object to form a complete Yin-Yang fish graphic object. Optionally, the relative graphic object can also be a graphic object in the first target object that has the same shape as that in the second scene component but a different color or pattern.
[0070] Optionally, the terminal can respond to a trigger instruction of the first target scene area in the game scene and switch the interface identifier currently displayed by the graphical user interface to a target interface identifier corresponding to the first target scene area, wherein the target interface identifier includes a component operation identifier corresponding to the first scene component.
[0071] Among them, the terminal can respond to the player's adjustment operation corresponding to the component operation identifier, thereby triggering the adjustment operation on the first scene component to adjust the state of the first scene component accordingly, and trigger the first predetermined event based on the match between the current state of the first scene component and the first target object.
[0072] Among them, the current state of the first scene component can be a graphic object in which the first scene component is aligned with the first target object. For example, the first scene component is a dome component, and the dome component includes multiple graphic objects with patterns of mythical beasts, that is, the dome component includes a "Qinglong" graphic object and a "Suzaku" graphic object, etc. If the dome component responds to the adjustment operation and moves the "Qinglong" as the target graphic object to align with the position of the preset graphic object of the first target object, then it is determined that the current state of the first scene component is the "Qinglong" state.
[0073] The current state of the first scene component may also be the display state of the first scene component. For example, the first scene component may display a specific light effect only when performing a matching operation, and match the first target object according to the display state of the light effect to obtain a matching condition. Figure 5 As shown, Figure 5 This is a schematic diagram of a scene of an embodiment of matching the first scene component with the first target object in the embodiment of the present application. Figure 5 In the example shown, the first target object 501 is a door object showing a door gap. The first scene component 502 is a central organ component, which displays the target central axis of the central organ as a target graphic object when entering the adjustment state, and matches the display state of the target central axis with the preset graphic object of the door gap in the first target object to obtain a matching situation.
[0074] The terminal is capable of responding to an adjustment operation on the first scene component, rotating or moving the first scene component, thereby moving the target graphic object in the first scene component to an aligned position with the first target object, and when the graphic object in the first scene component is aligned with the preset graphic object on the first target object, the current state of the first scene component is determined to be a successful match with the first target object. When the graphic object in the first scene component is aligned with the preset graphic object on the first target object, it means that the graphic object in the first scene component is directly above or below the preset graphic object of the first target object, or the graphic object in the first scene component overlaps with the preset graphic object of the first target object.
[0075] Optionally, the current state of the first scene component and the first target object may be matched by matching the graphic object in the first scene component that is aligned with the first target object, and if the graphic object of the first scene component is the same as the preset graphic object included in the first target object, then a successful match is output. For example, in one example, the first scene component is a dome component including graphic objects of multiple mythical beast patterns, and the first target object is a door object that displays "Phoenix" as a preset graphic object. If the target graphic object of "Phoenix" in the first scene component is adjusted to align with the first target object, then the current state of the first scene component is output as a successful match with the first target object.
[0076] Optionally, the matching method can also combine the current state of the first scene component and the first target object. For example, the first scene component and the first target object are in the same plane, and the current state of the first scene component can be that the first scene component displays part of the predetermined rendering pattern, and the first scene component is moved to the first target object in response to the adjustment operation, and the predetermined rendering pattern is combined with another part of the predetermined rendering pattern displayed in the first target object, and the matching situation is determined according to the combination status. That is, if the part of the predetermined rendering pattern of the first scene component and the part of the predetermined rendering pattern displayed by the first target object belong to the same predetermined rendering pattern, then the pattern synthesis animation corresponding to the predetermined rendering pattern is output, and the current state of the first scene component is output as a successful matching situation with the first target object.
[0077] Optionally, if the first target object includes multiple preset graphic objects, that is, the first scene component includes the first target scene component and the second target scene component, when the game screen captured by the virtual lens includes the first target scene component and the first target object, the terminal responds to the player's adjustment operation on the first target scene component, adjusts the state of the first target scene component, and determines the first matching result according to the state of the first target scene component and the first target object. And when the game screen captured by the virtual lens includes the second target scene component and the first target object, in response to the adjustment operation on the second target scene component, the state of the second target scene component is adjusted to obtain the second matching result.
[0078] Optionally, if the first matching result and the second matching result are both successful matching results, then the matching status between the defined scene component and the first target object is determined to be a successful matching.
[0079] If the first scene component and the first target object are matched successfully, the terminal triggers a first predetermined event in the graphical user interface. The first predetermined event is an event that guides the player to enter the next puzzle-solving stage, and displays the second scene component and the second target object in the first target scene area to guide the player to control the virtual character to solve the puzzle for the second time. The second target object is an environmental interaction object that includes a preset graphic object corresponding to the current puzzle-solving stage. The second scene component is an environmental component that carries a target graphic object associated with the preset graphic object.
[0080] Optionally, in one example, the number of second scene components in the first target scene is greater than the number of first scene components, so that the user can form a game experience of progressive scene interaction to stimulate the player's progressive sense of game immersion and accomplishment.
[0081] Optionally, in one example, the number of objects corresponding to the second target object in the first target scene is greater than the number of objects corresponding to the first target object, thereby increasing the difficulty of the game and creating a deeper game environment interaction experience for the player.
[0082] After determining the second scene component and the second target object in the first target scene, the terminal also automatically schedules the virtual lens to enter the special operation perspective corresponding to the first target scene, and automatically adjusts the virtual lens through the special operation perspective, so that the game screen captured by the adjusted virtual lens at least includes the second scene component and the second target object. For example, the terminal schedules the virtual lens to face the second target object, and adjusts the display angle to simultaneously display the second target object and the second scene component, and outputs a game screen that includes at least the second scene component and the second target object, so that the player can control the virtual character to solve the puzzle. Figure 6 As shown, Figure 6 A schematic diagram of a scene of an embodiment of determining a second scene component and a second target object provided in an embodiment of the present disclosure. Figure 6 In the example shown, the virtual lens is facing the door object (second target object 601) and adjusts the display angle so as to simultaneously display the central organ (second scene component 602) and the door object currently being adjusted, and output a game screen containing the central organ and the door object.
[0083] The terminal also responds to the adjustment operation for the second scene component, and determines to trigger the second predetermined event according to the direct match between the current state of the second scene blocking battle and the second target object. The second predetermined event is an event that guides the player to enter the next scene interaction stage, and the scene components and target objects corresponding to the next scene interaction stage in the first target scene area, so as to guide the player to control the virtual character to perform linear scene interaction.
[0084] The matching method between the second scene component and the second target object is the same as the matching method between the first scene component and the first target object, which will not be described in detail in this embodiment.
[0085] Optionally, before the terminal triggers the response that the match between the first scene component and the first target object is a successful match and triggers the first predetermined event, it also displays a task reminder mark in the graphical user interface, wherein the task reminder mark prompts the user to perform the target task to be performed, and displays the target task scene corresponding to the target task in the game scene. For example, in a specific scene, after determining that the match between the first scene component and the first target object is a successful match, the terminal displays the target task scene entrance in the area corresponding to the first target object, displays the task reminder mark, and controls the movement of the virtual lens according to the position change of the virtual character. Among them, the target task is any one or more of executing a preset operation, playing a preset plot, picking up a preset virtual item, and opening a preset virtual treasure chest.
[0086] When the player controls the virtual character to complete the target task and exit the target task scene and returns to the first target scene area, the terminal triggers the first predetermined event to determine the second scene component and the second target object in the first target scene.
[0087] Optionally, the terminal further responds to the virtual character completing the target task in the second target scene area corresponding to the target task, displays prompt information for the first target scene area, so that the user can return to the first target scene area according to the prompt information, and responds to the trigger operation for the first target scene area to determine the second scene component and the second target object in the first target scene area.
[0088] To facilitate understanding of the above steps, take a specific example as an example, the complete implementation process is as follows:
[0089] The player controls the virtual character to interact with the interactive components associated with the first target scene area to generate a trigger instruction for the target game stage. The terminal switches the currently displayed interface identifier to the target interface identifier, and in the target game stage, only the terminal can schedule the virtual lens to fully display the first target object and the first scene component of the first target scene area for the player to perform scene interaction operations.
[0090] After the player controls the virtual character to complete the scene matching interaction between the first target object and the first scene component, the terminal displays a task reminder mark. The player moves to the target task scene corresponding to the first target scene area through the task reminder mark to perform the target task (when performing the task, the terminal can respond to the player's perspective control instructions). After the player completes the target task, he returns to the first target scene area and interacts with the interactive component to trigger the first predetermined event of the secondary scene interaction.
[0091] The terminal responds to the first predetermined event, enters the next game stage, and switches the currently displayed interface identifier to the target interface identifier. In this game stage, only the terminal can schedule the virtual lens to display the second target object and the second scene component of the first target scene area for the player to perform scene interaction operations again.
[0092] The player performs scene matching interaction operations on the second target object and the second scene component on the game screen displayed after the virtual lens is automatically adjusted to complete the scene interaction corresponding to the game stage and trigger the next linear task. After the linear task is completed, the second predetermined event of scene interaction is triggered again.
[0093] By adopting the scheme of the embodiment of the present disclosure, a graphical user interface can be provided through a terminal device, and the graphical user interface displays a game screen, and the game screen at least partially includes a game scene and a virtual character located in the game scene; the present disclosure responds to a movement operation on the virtual character, thereby controlling the movement of the virtual character in the game scene, and controls the movement of the virtual lens based on the position change of the virtual character; the terminal can also respond to a perspective control operation on the virtual character to control the angle of the virtual lens; respond to a trigger command for a first target scene area in the game scene, determine a first scene component and a first target object in the first target scene, and automatically adjust the virtual lens according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual lens contains at least one of the first scene component and the first target object, thereby facilitating the player to control the virtual character to perform corresponding game operations, and respond to the adjustment operation on the first scene component, trigger a first predetermined event according to the matching between the current state of the first scene component and the first target object. As a result, players can automatically adjust the virtual lens when performing specific scene interaction operations, and then control the virtual lens to automatically adjust to an angle suitable for the game process of interacting with the scene, so as to automatically display the game screen that players need to observe in the game process, reduce the user's operation burden, improve the user's gaming experience, and improve the utilization rate of game resources.
[0094] This embodiment also provides a game control device, which can be integrated in a terminal device. The device provides a graphical user interface through the terminal device, and the graphical user interface displays a game screen. The game screen at least partially includes a game scene, and a first target object is set in the game scene. For example, Figure 7 As shown, the game control device may include:
[0095] A control unit 701, configured to control the movement of the virtual character in the game scene in response to a movement operation on the virtual character, control the movement of the virtual lens according to the position change of the virtual character, and control the angle of the virtual lens in response to a perspective control operation on the virtual character;
[0096] A response unit 702, configured to determine a first scene component and a first target object in a first target scene area in response to a trigger instruction for the first target scene area in the game scene;
[0097] A display unit 703 is used to automatically adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0098] The matching unit 704 is used to trigger a first predetermined event in response to the adjustment operation on the first scene component according to the matching situation between the current state of the first scene component and the first target object.
[0099] In an optional example, the display unit is further used to automatically adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object, and at the same time display a first component switching mark in a preset graphical user interface;
[0100] In response to a switching operation corresponding to the first component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0101] In an optional example, the display unit is also used to respond to a trigger operation of a key position prompted by the first component switching identifier, and adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0102] In an optional example, the display unit is further used to respond to a trigger operation acting on the first component switching control to adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0103] In an optional example, the matching unit is further used to, when the game screen captured by the virtual lens includes the first target scene component and the first target object, adjust the state of the first target scene component in response to an adjustment operation on the first target scene component; obtain a first matching result based on the current state of the first target scene component and the first target object; when the game screen captured by the virtual lens includes the second target scene component and the first target object, adjust the state of the second target scene component in response to an adjustment operation on the second target scene component; obtain a second matching result based on the current state of the second target scene component and the first target object; and trigger a first predetermined event based on the first matching result and the second matching result.
[0104] In an optional example, the display unit is further configured to replace the first component switching identifier with a second component switching identifier in response to a switching operation corresponding to the first component switching identifier;
[0105] In response to a trigger operation corresponding to the second component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object.
[0106] In an optional example, the matching unit is further used to determine the second target scene component and the second target object in the first target scene area in response to the matching between the first scene component and the first target object being a successful match; automatically adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the second target scene component and the second target object; and in response to the adjustment operation on the second target scene component, determine to trigger a second predetermined event based on the matching between the current state of the second target scene component and the second target object.
[0107] In an optional example, the number of second target scene components is greater than the number of the first scene components.
[0108] In an optional example, the number of objects corresponding to the second target object is greater than the number of objects corresponding to the first target object.
[0109] In an optional example, the response unit is further used to switch the interface identifier currently displayed by the preset graphical user interface to the target interface identifier in response to a trigger instruction for the first target scene area in the game scene.
[0110] In an optional example, the response unit is further used to adjust the state of the first scene component in response to an adjustment operation corresponding to the component operation identifier; and trigger a first predetermined event based on a match between the current state of the first scene component and the first target object.
[0111] In an optional example, the response unit rotates or moves the first scene component in response to an adjustment operation on the first scene component; compares the position of the target graphic object in the first scene component with the preset graphic object on the first target object, and when the graphic object in the first scene component is aligned with the preset graphic object on the first target object, it is determined that the current state of the first scene component successfully matches the first target object, and a first predetermined event is determined.
[0112] In an optional example, the response unit is further used to respond to the matching between the first scene component and the first target object being a successful match, display a task prompt mark, wherein the task prompt mark is used to prompt the user of the target task to be performed;
[0113] In response to completion of the target task, a second scene component and a second target object in the first target scene area are determined.
[0114] In an optional example, the response unit is further configured to display prompt information for the first target scene area in response to the virtual character completing the target task in the second target scene area corresponding to the target task;
[0115] In response to a trigger operation on the first target scene area, a second scene component and a second target object in the first target scene area are determined.
[0116] In an optional example, the response unit is further used to respond to a movement operation on the virtual character, and control the movement of the virtual lens according to the position change of the virtual character;
[0117] In response to completion of the target task, determining a second scene component and a second target object in the first target scene area includes:
[0118] In response to the virtual character completing the target task in the second target scene area corresponding to the target task, displaying prompt information for the first target scene area;
[0119] In response to a trigger operation on the first target scene area, a second scene component and a second target object in the first target scene area are determined.
[0120] The trigger instruction in the response unit is generated by any of the following:
[0121] In response to the virtual character entering the first target scene area, generating the trigger instruction for the first target scene area in the game scene;
[0122] In response to a trigger operation on a target virtual object in the first target scene area, a trigger instruction for the first target scene area in the game scene is generated.
[0123] The scheme of this embodiment can respond to the movement operation of the virtual character, thereby expanding the movement of the virtual character in the game scene, and controlling the movement of the virtual lens based on the position change of the virtual character; respond to the trigger command for the first target scene area in the game scene, determine the first scene component and the first target object in the first target scene, and automatically adjust the virtual lens according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual lens contains at least one of the first scene component and the first target object, thereby facilitating the player to control the virtual character to perform corresponding game operations, and respond to the adjustment operation on the first scene component, triggering the first predetermined event according to the matching between the current state of the first scene component and the first target object.
[0124] As a result, players can control virtual characters during the game to automatically adjust the virtual camera when triggering specific scenes such as solving puzzles and matching components, thereby enhancing the fun and interactivity of the game and improving the utilization of game resources.
[0125] Accordingly, the disclosed embodiment also provides an electronic device, which may be a terminal, such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. Alternatively, the electronic device may be a server.
[0126] like Figure 8 As shown, Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. The electronic device 800 includes a processor 801 having one or more processing cores, a memory 802 having one or more computer-readable storage media, and a computer program stored in the memory 802 and executable on the processor. The processor 801 is electrically connected to the memory 802. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.
[0127] The processor 801 is the control center of the electronic device 800, and uses various interfaces and lines to connect various parts of the entire electronic device 800. By running or loading software programs and / or units stored in the memory 802, and calling data stored in the memory 802, the processor 801 executes various functions of the electronic device 800 and processes data, thereby monitoring the electronic device 800 as a whole. The processor 801 can be a processor CPU, a graphics processor GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure.
[0128] In the embodiment of the present disclosure, the electronic device 800 provides a graphical user interface through a terminal device, and the graphical user interface displays a game screen, and the game screen at least partially includes a game scene and a virtual character in the game scene; the processor 801 in the electronic device 800 will load instructions corresponding to the processes of one or more application programs into the memory 802 according to the following steps, and the processor 801 runs the application program stored in the memory 802, thereby realizing various functions, such as:
[0129] In response to a movement operation on a virtual character, controlling the movement of the virtual character in a game scene, and controlling the movement of a virtual lens according to a position change of the virtual character;
[0130] In response to a trigger instruction for a first target scene area in the game scene, determining a first scene component and a first target object in the first target scene area;
[0131] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0132] In response to the adjustment operation on the first scene component, a first predetermined event is triggered according to the matching situation between the current state of the first scene component and the first target object.
[0133] In an optional example, automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object, includes:
[0134] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object, and displaying a first component switching mark in a preset graphical user interface;
[0135] In response to a switching operation corresponding to the first component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0136] In an optional example, the first component switching mark is used to prompt a key position corresponding to a switching operation; the step of responding to the switching operation corresponding to the first component switching mark and adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object includes:
[0137] In response to a trigger operation of the key position indicated by the first component switching mark, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0138] In an optional example, the first component switching identifier is a component switching control; the step of responding to the switching operation corresponding to the first component switching identifier and adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object, including:
[0139] In response to a triggering operation acting on the first component switching control, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0140] In an optional example, in response to the adjustment operation on the first scene component, triggering a first predetermined event according to a match between a current state of the first scene component and the first target object includes:
[0141] When the game screen captured by the virtual lens includes the first target scene component and the first target object, in response to an adjustment operation on the first target scene component, adjusting the state of the first target scene component;
[0142] Obtaining a first matching result according to the current state of the first target scene component and the first target object;
[0143] When the game screen captured by the virtual lens includes the second target scene component and the first target object, in response to an adjustment operation on the second target scene component, adjusting the state of the second target scene component;
[0144] Obtaining a second matching result according to the current state of the second target scene component and the first target object;
[0145] A first predetermined event is triggered according to the first matching result and the second matching result.
[0146] In an optional example, the game control method further includes:
[0147] In response to a switching operation corresponding to the first component switching identifier, replacing the first component switching identifier with a second component switching identifier;
[0148] In response to a trigger operation corresponding to the second component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object.
[0149] In an optional example, triggering a first predetermined event according to a match between the current state of the first scene component and the first target object further includes:
[0150] In response to the matching between the first scene component and the first target object being successful, determining a second scene component and a second target object in the first target scene area;
[0151] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the second scene components and the second target object;
[0152] In response to the adjustment operation on the second scene component, it is determined to trigger a second predetermined event according to the matching between the current state of the second scene component and the second target object.
[0153] In an optional example, the number of the second scene components is greater than the number of the first scene components.
[0154] In an optional example, the number of objects corresponding to the second target object is greater than the number of objects corresponding to the first target object.
[0155] In an optional example, the game control method further includes: in response to a trigger instruction for a first target scene area in the game scene, switching an interface identifier currently displayed by the preset graphical user interface to a target interface identifier.
[0156] In an optional example, the target interface identifier includes a component operation identifier corresponding to the first scene component; in response to the adjustment operation on the first scene component, triggering a first predetermined event according to a match between a current state of the first scene component and the first target object includes:
[0157] In response to an adjustment operation corresponding to the component operation identifier, adjusting the state of the first scene component;
[0158] A first predetermined event is triggered based on the matching between the current state of the first scene component and the first target object.
[0159] In an optional example, the first target object and the first scene component include the same graphic object;
[0160] In response to the adjustment operation on the first scene component, determining a first predetermined event according to a matching condition between a current state of the first scene component and the first target object includes:
[0161] In response to an adjustment operation on the first scene component, rotating or moving the first scene component;
[0162] The position of the target graphic object in the first scene component is compared with the preset graphic object on the first target object. When the graphic object in the first scene component is aligned with the preset graphic object on the first target object, it is determined that the current state of the first scene component successfully matches the first target object, and the first predetermined event is determined.
[0163] In an optional example, the game control method further includes:
[0164] In response to the first scene component and the first target object being matched successfully, displaying a task prompt mark, wherein the task prompt mark is used to prompt the user of the target task to be performed;
[0165] In response to completion of the target task, a second scene component and a second target object in the first target scene area are determined.
[0166] In an optional example, when it is determined that the match between the first scene component and the first target object is a successful match, the method further includes:
[0167] In response to a movement operation on the virtual character, controlling the movement of the virtual lens according to a position change of the virtual character;
[0168] In response to completion of the target task, determining a second scene component and a second target object in the first target scene area includes:
[0169] In response to the virtual character completing the target task in the second target scene area corresponding to the target task, displaying prompt information for the first target scene area;
[0170] In response to a trigger operation on the first target scene area, a second scene component and a second target object in the first target scene area are determined.
[0171] As a result, players can automatically adjust the virtual lens when performing specific scene interaction operations, and then control the virtual lens to automatically adjust to an angle suitable for the game process of interacting with the scene, so as to automatically display the game screen that players need to observe in the game process, reduce the user's operation burden, improve the user's gaming experience, and improve the utilization rate of game resources.
[0172] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0173] Optional, such as Figure 8 As shown, the electronic device 800 further includes: a touch screen 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807, respectively. Those skilled in the art can understand that Figure 8 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0174] The touch display screen 803 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 803 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 801, and can receive the command sent by the processor 801 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 801 to determine the type of touch event, and then the processor 801 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiment of the present disclosure, the touch panel and the display panel can be integrated into the touch display screen 803 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 803 can also be used as a part of the input unit 806 to realize the input function.
[0175] The radio frequency circuit 804 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0176] The audio circuit 805 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 805 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 805 and converted into audio data, and then the audio data is output to the processor 801 for processing, and then sent to another electronic device through the radio frequency circuit 804, or the audio data is output to the memory 802 for further processing. The audio circuit 805 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0177] The input unit 806 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0178] The power supply 807 is used to supply power to various components of the electronic device 800. Optionally, the power supply 807 can be logically connected to the processor 801 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 807 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0179] although Figure 8 Not shown, the electronic device 800 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0180] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0181] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0182] To this end, the embodiment of the present disclosure provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any one of the game control methods provided in the embodiment of the present disclosure. The computer program provides a graphical user interface through a terminal device, and the graphical user interface displays a game screen. The computer program can execute the following steps of the game control method:
[0183] In response to a movement operation on a virtual character, controlling the movement of the virtual character in a game scene, and controlling the movement of a virtual lens according to a position change of the virtual character;
[0184] In response to a trigger instruction for a first target scene area in the game scene, determining a first scene component and a first target object in the first target scene area;
[0185] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object;
[0186] In response to the adjustment operation on the first scene component, a first predetermined event is triggered according to the matching situation between the current state of the first scene component and the first target object.
[0187] In an optional example, the first scene component includes a first target scene component and a second target scene component;
[0188] The automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object, comprises:
[0189] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object, and displaying a first component switching mark in a preset graphical user interface;
[0190] In response to a switching operation corresponding to the first component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0191] In an optional example, the first component switching mark is used to prompt a key position corresponding to a switching operation; the step of responding to the switching operation corresponding to the first component switching mark and adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object includes:
[0192] In response to a trigger operation of the key position indicated by the first component switching mark, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0193] In an optional example, the first component switching identifier is a component switching control; the step of responding to the switching operation corresponding to the first component switching identifier and adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object, including:
[0194] In response to a triggering operation acting on the first component switching control, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
[0195] In an optional example, in response to the adjustment operation on the first scene component, triggering a first predetermined event according to a match between a current state of the first scene component and the first target object includes:
[0196] When the game screen captured by the virtual lens includes the first target scene component and the first target object, in response to an adjustment operation on the first target scene component, adjusting the state of the first target scene component;
[0197] Obtaining a first matching result according to the current state of the first target scene component and the first target object;
[0198] When the game screen captured by the virtual lens includes the second target scene component and the first target object, in response to an adjustment operation on the second target scene component, adjusting the state of the second target scene component;
[0199] Obtaining a second matching result according to the current state of the second target scene component and the first target object;
[0200] A first predetermined event is triggered according to the first matching result and the second matching result.
[0201] In an optional example, the game control method further includes:
[0202] In response to a switching operation corresponding to the first component switching identifier, replacing the first component switching identifier with a second component switching identifier;
[0203] In response to a trigger operation corresponding to the second component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object.
[0204] In an optional example, triggering a first predetermined event according to a match between the current state of the first scene component and the first target object further includes:
[0205] In response to the matching between the first scene component and the first target object being successful, determining a second scene component and a second target object in the first target scene area;
[0206] Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the second scene components and the second target object;
[0207] In response to the adjustment operation on the second scene component, it is determined to trigger a second predetermined event according to the matching between the current state of the second scene component and the second target object.
[0208] In an optional example, the number of the second scene components is greater than the number of the first scene components.
[0209] In an optional example, the number of objects corresponding to the second target object is greater than the number of objects corresponding to the first target object.
[0210] In an optional example, the game method further includes:
[0211] In response to a trigger instruction for a first target scene area in the game scene, an interface identifier currently displayed by a preset graphical user interface is switched to a target interface identifier.
[0212] In an optional example, the target interface identifier includes a component operation identifier corresponding to the first scene component; in response to the adjustment operation on the first scene component, triggering a first predetermined event according to a match between a current state of the first scene component and the first target object includes:
[0213] In response to an adjustment operation corresponding to the component operation identifier, adjusting the state of the first scene component;
[0214] A first predetermined event is triggered based on the matching between the current state of the first scene component and the first target object.
[0215] In an optional example, the first target object and the first scene component include the same graphic object;
[0216] In response to the adjustment operation on the first scene component, determining a first predetermined event according to a matching condition between a current state of the first scene component and the first target object includes:
[0217] In response to an adjustment operation on the first scene component, rotating or moving the first scene component;
[0218] The position of the target graphic object in the first scene component is compared with the preset graphic object on the first target object. When the graphic object in the first scene component is aligned with the preset graphic object on the first target object, it is determined that the current state of the first scene component successfully matches the first target object.
[0219] In an optional example, the game control method further includes:
[0220] In response to the first scene component and the first target object being matched successfully, displaying a task prompt mark, wherein the task prompt mark is used to prompt the user of the target task to be performed;
[0221] In response to completion of the target task, a second scene component and a second target object in the first target scene area are determined.
[0222] In an optional example, when it is determined that the match between the first scene component and the first target object is a successful match, the method further includes:
[0223] In response to a movement operation on the virtual character, controlling the movement of the virtual lens according to a position change of the virtual character;
[0224] In response to completion of the target task, determining a second scene component and a second target object in the first target scene area includes:
[0225] In response to the virtual character completing the target task in the second target scene area corresponding to the target task, displaying prompt information for the first target scene area;
[0226] In response to a trigger operation on the first target scene area, a second scene component and a second target object in the first target scene area are determined.
[0227] As a result, players can automatically adjust the virtual lens when performing specific scene interaction operations, and then control the virtual lens to automatically adjust to an angle suitable for the game process of interacting with the scene, so as to automatically display the game screen that players need to observe in the game process, reduce the user's operation burden, improve the user's gaming experience, and improve the utilization rate of game resources.
[0228] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0229] Since the computer program stored in the computer-readable storage medium can execute any one of the game control methods provided in the embodiments of the present disclosure, the beneficial effects that can be achieved by any one of the game control methods provided in the embodiments of the present disclosure can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0230] According to one aspect of the present disclosure, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations in the above-mentioned embodiments.
[0231] In the above-mentioned game control device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-mentioned game control device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the game control method in the above embodiment, and will not be repeated here.
[0232] The game control method, device, electronic device, computer-readable storage medium and computer program product provided by the embodiments of the present disclosure are introduced in detail above. The principles and implementation methods of the present disclosure are explained in this article using specific examples. The description of the above embodiments is only used to help understand the method of the present disclosure and its core idea. At the same time, for technical personnel in this field, according to the ideas of the present disclosure, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present disclosure.
Claims
1. A game control method, characterized in that: The method comprises: In response to a movement control operation for a virtual character, controlling the movement of the virtual character in a game scene, and controlling the movement of a virtual lens according to a position change of the virtual character; In response to a viewing angle control operation on the virtual character, controlling the angle of the virtual lens; In response to a trigger instruction for a first target scene area in the game scene, determining a first scene component and a first target object in the first target scene area; Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object; In response to the adjustment operation on the first scene component, a first predetermined event is triggered according to the matching situation between the current state of the first scene component and the first target object.
2. The method according to claim 1, characterized in that The first scene component includes a first target scene component and a second target scene component; The automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object, comprises: Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object, and displaying a first component switching mark in a preset graphical user interface; In response to a switching operation corresponding to the first component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
3. The method according to claim 2, characterized in that The first component switching mark is used to prompt the key position corresponding to the switching operation; in response to the switching operation corresponding to the first component switching mark, adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object, including: In response to a trigger operation of the key position prompted by the first component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
4. The method according to claim 2, characterized in that: The first component switching identifier is a component switching control; in response to the switching operation corresponding to the first component switching identifier, adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object, including: In response to a triggering operation acting on the first component switching control, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the second target scene component and the first target object.
5. The method according to claim 2, characterized in that: The step of triggering a first predetermined event in response to the adjustment operation on the first scene component according to the matching between the current state of the first scene component and the first target object includes: When the game screen captured by the virtual lens includes the first target scene component and the first target object, in response to an adjustment operation on the first target scene component, adjusting the state of the first target scene component; Obtaining a first matching result according to the current state of the first target scene component and the first target object; When the game screen captured by the virtual lens includes the second target scene component and the first target object, in response to an adjustment operation on the second target scene component, adjusting the state of the second target scene component; Obtaining a second matching result according to the current state of the second target scene component and the first target object; A first predetermined event is triggered according to the first matching result and the second matching result.
6. The method according to claim 2, characterized in that The method further comprises: In response to a switching operation corresponding to the first component switching identifier, replacing the first component switching identifier with a second component switching identifier; In response to a trigger operation corresponding to the second component switching identifier, the virtual lens is adjusted so that the game screen captured by the adjusted virtual lens includes the first target scene component and the first target object.
7. The method according to claim 1, characterized in that The triggering of a first predetermined event according to a match between the current state of the first scene component and the first target object includes: In response to the matching between the first scene component and the first target object being successful, determining a second scene component and a second target object in the first target scene area; Automatically adjusting the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the second scene components and the second target object; In response to the adjustment operation on the second scene component, it is determined to trigger a second predetermined event according to the matching between the current state of the second scene component and the second target object.
8. The method according to claim 7, characterized in that The number of the second scene components is greater than the number of the first scene components.
9. The method according to claim 7, characterized in that: The number of objects corresponding to the second target object is greater than the number of objects corresponding to the first target object.
10. The method according to claim 1, characterized in that The method further comprises: In response to a trigger instruction for a first target scene area in the game scene, an interface identifier currently displayed by a preset graphical user interface is switched to a target interface identifier.
11. The method according to claim 10, characterized in that The target interface identifier includes a component operation identifier corresponding to the first scene component; the response to the adjustment operation on the first scene component triggers a first predetermined event according to the matching between the current state of the first scene component and the first target object, including: In response to an adjustment operation corresponding to the component operation identifier, adjusting the state of the first scene component; A first predetermined event is triggered based on the matching between the current state of the first scene component and the first target object.
12. The method according to claim 1, characterized in that The first target object and the first scene component include the same or a corresponding graphic object; The step of triggering a first predetermined event in response to the adjustment operation on the first scene component according to the matching between the current state of the first scene component and the first target object includes: In response to an adjustment operation on the first scene component, rotating or moving the first scene component; The positions of the graphic objects in the first scene component and the graphic objects on the first target object are compared; when the graphic objects in the first scene component are aligned with the graphic objects on the first target object, it is determined that the current state of the first scene component successfully matches the first target object, and a first predetermined event is determined.
13. The method according to claim 1, characterized in that The method further comprises: In response to the first scene component and the first target object being matched successfully, displaying a task prompt mark, wherein the task prompt mark is used to prompt the user of the target task to be performed; In response to completion of the target task, a second scene component and a second target object in the first target scene area are determined.
14. The method according to claim 13, characterized in that When it is determined that the match between the first scene component and the first target object is successful, the method further includes: In response to a movement operation on the virtual character, controlling the movement of the virtual lens according to a position change of the virtual character; In response to completion of the target task, determining a second scene component and a second target object in the first target scene area includes: In response to the virtual character completing the target task in the second target scene area corresponding to the target task, displaying prompt information for the first target scene area; In response to a trigger operation on the first target scene area, a second scene component and a second target object in the first target scene area are determined.
15. The method according to claim 1, characterized in that The trigger instruction is generated by any of the following: In response to the virtual character entering the first target scene area, generating the trigger instruction for the first target scene area in the game scene; In response to a trigger operation on a target virtual object in the first target scene area, a trigger instruction for the first target scene area in the game scene is generated.
16. A game control device, characterized in that: The device comprises: A control unit, for controlling the movement of the virtual character in the game scene in response to a movement operation on the virtual character, and controlling the movement of the virtual lens according to the position change of the virtual character; A response unit, configured to determine a first scene component and a first target object in a first target scene area in response to a trigger instruction for the first target scene area in the game scene; A display unit, configured to automatically adjust the virtual lens so that the game screen captured by the adjusted virtual lens includes at least one of the first scene components and the first target object; A matching unit is used to trigger a first predetermined event in response to an adjustment operation on the first scene component according to a matching condition between a current state of the first scene component and the first target object.
17. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game control method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game control method according to any one of claims 1 to 15.
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