A game control method and device, electronic equipment and storage medium

CN119909375BActive Publication Date: 2026-08-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-31
Publication Date
2026-08-11

AI Technical Summary

Technical Problem

然而现有的游戏场景交互过程中,依赖于玩家自主操作视角或虚拟摄像机固定跟随玩家的视角调整方向,这种视野控制方式无法全面地获取需要观察的游戏画面,会导致玩家无法实现特定场景交互,从而使得玩家的游戏交互体验较差

Benefits of technology

[0017]The solution of this disclosure embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, which at least partially includes a game scene and a virtual character located in the game scene. This disclosure responds to movement operations on the virtual character to control the movement of the virtual character in the game scene, and controls the movement of the virtual camera based on changes in the virtual character's position. The terminal can also respond to viewpoint control operations on the virtual character to control the angle of the virtual camera. In response to a trigger command for a first target scene area in the game scene, it determines a first scene component and a first target object in the first target scene, and automatically adjusts the virtual camera according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual camera includes 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. In response to adjustment operations on the first scene component, it triggers a first predetermined event based on 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 camera when performing specific scene interactions, thereby controlling the virtual camera to automatically adjust to an angle that matches the game process of that scene interaction, so as to automatically display the game screen that the player needs to observe in that game process, reduce the user's operational burden, improve the user's gaming experience, and improve the utilization rate of game resources.

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Abstract

This disclosure discloses a game control method, device, electronic device, and storage medium. The method includes: in response to a trigger operation on a game scene, displaying a first target object corresponding to a puzzle-solving stage of the trigger operation; in response to a movement operation on a virtual character, controlling the movement of the virtual character in the game scene, and controlling the movement of a virtual camera according to changes in the virtual character's position; in response to a trigger command on 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 camera so that the game screen captured by the adjusted virtual camera contains at least one first scene component and a first target object; and in response to an adjustment operation on the first scene component, triggering a first predetermined event based on the matching between the current state of the first scene component and the first target object. This aims to improve the utilization rate of game resources.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to a game control method, device, electronic device, and storage medium. Background Technology

[0002] Currently, games such as Massive Multiplayer Online (MMO) games and open-world exploration adventure games typically involve players interacting with specific game environments to complete certain game tasks. However, existing game environment interactions rely on players manually controlling their viewpoint or a virtual camera that is fixedly aligned with the player's perspective. This method of viewpoint control cannot fully capture the game scene that needs to be observed, resulting in players being unable to perform specific scene interactions and thus leading to a poor player experience. Summary of the Invention

[0003] This disclosure provides a game control method, device, electronic device, and storage medium that can automatically adjust the virtual camera based on interaction with the game scene. This allows the virtual camera to be automatically adjusted to an angle that adapts to the game progress, thereby automatically displaying the game screen that the player needs to observe in the current game process. This reduces the user's operational burden, improves the user experience, and enhances the utilization of system resources.

[0004] In a first aspect, embodiments of this disclosure provide a game control method, the method comprising:

[0005] In response to a movement operation on a virtual character, the movement of the virtual character in the game scene is controlled, and the movement of the virtual camera is controlled according to the change in the position of the virtual character.

[0006] In response to a trigger command targeting a first target scene area in the game scene, a first scene component and a first target object are determined within the first target scene area;

[0007] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera contains 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 based on the matching between the current state of the first scene component and the first target object.

[0009] Secondly, embodiments of this disclosure provide a game control device, the device comprising:

[0010] A control unit is configured to respond to a movement operation on a virtual character, control the movement of the virtual character in the game scene, and control the movement of the virtual camera according to the position change of the virtual character.

[0011] The response unit is used to respond to a trigger command for a first target scene area in the game scene and to determine a first scene component and a first target object in the first target scene area;

[0012] The display unit is used to automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera contains at least one of the first scene components and the first target object.

[0013] The matching unit is used to respond to the adjustment operation for the first scene component and trigger a first predetermined event based on the matching situation between the current state of the first scene component and the first target object.

[0014] Thirdly, embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game control methods provided in embodiments of this disclosure.

[0015] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps of any of the game control methods provided in embodiments of this disclosure.

[0016] Fifthly, embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game control methods provided in embodiments of this disclosure.

[0017] The solution of this disclosure embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, which at least partially includes a game scene and a virtual character located in the game scene. This disclosure responds to movement operations on the virtual character to control the movement of the virtual character in the game scene, and controls the movement of the virtual camera based on changes in the virtual character's position. The terminal can also respond to viewpoint control operations on the virtual character to control the angle of the virtual camera. In response to a trigger command for a first target scene area in the game scene, it determines a first scene component and a first target object in the first target scene, and automatically adjusts the virtual camera according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual camera includes 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. In response to adjustment operations on the first scene component, it triggers a first predetermined event based on 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 camera when performing specific scene interactions, thereby controlling the virtual camera to automatically adjust to an angle that matches the game process of that scene interaction, so as to automatically display the game screen that the player needs to observe in that game process, reduce the user's operational burden, improve the user's gaming experience, and improve the utilization rate of game resources. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 This is a schematic flowchart of one embodiment of the game control method provided in this disclosure;

[0020] Figure 2 This is a scene diagram illustrating the triggering of the first target scene area provided in an embodiment of this disclosure;

[0021] Figure 3 A scene diagram illustrating an embodiment of the first scene component and the first target object provided in this application;

[0022] Figure 4 A schematic diagram of one embodiment of the first target scenario provided by this disclosure;

[0023] Figure 5 This is a schematic diagram of a scenario in which the first scene component matches the first target object in an embodiment of this application.

[0024] Figure 6 This is a scene diagram illustrating one embodiment of determining the second scene component and the second target object provided in this disclosure.

[0025] Figure 7 This is a schematic diagram of the structure of the game control device provided in the embodiments of this disclosure;

[0026] Figure 8 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this disclosure. Detailed Implementation

[0027] The technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure. Furthermore, in the description of the embodiments of this disclosure, the terms "first," "second," etc., are used only for distinguishing descriptions and should not be construed as indicating or implying relative importance. Therefore, features defined with "first" or "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this disclosure, "multiple" means two or more, unless otherwise expressly defined.

[0028] This disclosure provides a game control method, apparatus, 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 this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0030] The game control method provided in this disclosure can be applied to game control systems, such as player terminal devices and servers. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0031] Optionally, the electronic device can be a server, which can be a standalone server, a server network, or a server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. A cloud server is composed of a large number of computers or network servers based on cloud computing.

[0032] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs 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, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The local terminal device is used for data reception, transmission, and game screen presentation. For example, the local terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the local terminal device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the local terminal device via the network, and finally, the local terminal device decodes and outputs the game screen.

[0034] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0035] The following detailed description is provided 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 order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0036] The game control method of this embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, which 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 this game control method can be summarized in steps 101 to 104, where:

[0038] Step 101: In response to a movement operation on the virtual character, control the movement of the virtual character in the game scene, and control the movement of the virtual camera according to the position change of the virtual character.

[0039] The method of this disclosure is applied to an electronic device, and the type of electronic device is not limited. For example, the electronic device can be a server or a terminal device. This embodiment uses a terminal device as an example for description. The terminal device has a game application installed. The type of game in this embodiment is not limited, and can be a role-playing game with exploration gameplay, or a massively multiplayer online game. Optionally, the game can also be a client game that can run on a smart computer, and / or a mobile game that can run on portable devices such as mobile phones, tablets, and handheld game consoles. Optionally, the game can also be a console game that runs on a home game console (such as XBOX).

[0040] The game scene includes virtual characters, which are the game characters currently controlled by the player. These virtual characters can be pre-set in the game and can be controlled by the player to perform corresponding virtual operations. Their appearance is not limited and is determined by the game settings.

[0041] Players can initiate movement actions on the virtual character. For example, the terminal can connect to a mouse, keyboard, and controller, and receive movement actions initiated by the player via these devices to control the virtual character's movement within the game scene. For instance, players can trigger movement actions by pressing the arrow keys, W / A / S / D keys, or other keys mapped to movement on the keyboard. Alternatively, players can click on any area of ​​the game scene with the left or right mouse button to move the virtual character to that area. Optionally, players can also trigger movement actions using the joystick or directional buttons on a controller such as a gamepad. Furthermore, the game displays movement controls on a designated area of ​​the terminal's touchscreen, allowing players to control the virtual character's movement within the game scene by touching these controls.

[0042] In the game scene, while controlling the virtual character's movement, the terminal also controls the movement of the virtual camera based on the virtual character's positional changes. That is, the terminal can identify the virtual character's movement direction, determine its positional changes based on that direction, and control the virtual camera's movement accordingly. This virtual camera is a preset game camera used to capture the game scene and the associated game footage of the virtual character. For example, when the player controls the virtual character to move left, and the virtual character moves left in response to the player's command, causing a positional change, the terminal controls the virtual camera to center the virtual character within the camera's view, meaning the virtual camera moves synchronously to the left to capture the game footage.

[0043] Optionally, if the change in the virtual character's position is not in the same direction as the current virtual camera's lens direction, the terminal controls the virtual camera to rotate and move according to the position change. For example, if the virtual character is currently facing forward and the virtual camera's lens direction is also facing forward, when the virtual character moves to the designated position to the left forward in response to the player's trigger, the terminal controls the virtual camera to rotate to the left forward and move synchronously with the virtual character.

[0044] Step 102: In response to a view control operation for the virtual character, control the angle of the virtual camera;

[0045] In the non-scene interaction phase of the game scene, players can also perform view control operations triggered by the virtual character, enabling the terminal to respond to the view control operation, control the angle of the virtual camera, and output the game screen corresponding to the view control operation.

[0046] Optionally, players can trigger view control operations on the virtual character using a mouse or keyboard. For example, players can click the view control button (such as the right mouse button or other custom buttons) on the mouse to adjust the view of the virtual character and move the mouse in a specific direction to control the virtual camera corresponding to the virtual character to move to a specific view and capture the game screen based on that specific view.

[0047] In another example, players can also trigger view control operations on the virtual character using designated keys on the keyboard. For example, the terminal has pre-set key mappings that associate specific keys on the keyboard with view control operations on the virtual character. For instance, the Q key is mapped to a view control operation that rotates the virtual character's view counterclockwise by a preset angle, and the E key is mapped to a view control operation that rotates the virtual character's view clockwise by a preset angle. By clicking (single-click, double-click, or long-press) the Q key or the E key, players can trigger view control operations that change the virtual character's view, move the virtual camera to a specified view, and capture game footage during non-scene interaction phases based on that specified view.

[0048] Optionally, players can also trigger view control operations on the virtual character through the joystick component in the controller, such as a gamepad. For example, by shaking a specific joystick in the controller (such as the right joystick of the gamepad) in a specific direction, players can control the virtual camera corresponding to the virtual character to move to a specific viewpoint and capture the game screen based on that specific viewpoint.

[0049] Optionally, players can also trigger view control operations on the virtual character by dragging the view adjustment controls displayed in the display area, so as to move the virtual camera to a specified view and capture game screens in non-scene interaction phases based on the specified view.

[0050] Step 103: In response 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 area.

[0051] The game scene includes a first target scene area, which contains a first target object and a first scene component. This first target scene area can be a specific area within the main game scene or an area outside the main game scene. For example, it could be a game scene area corresponding to a game instance or a specific game scene area corresponding to a game level. The first target object is at least one preset graphical object located within the first target scene and capable of interacting with the first scene component within it. Players can match the first target object with the first scene component to control a virtual character to trigger predetermined events (such as a first predetermined event) to advance the game.

[0052] in, Figure 2 This is a scene diagram illustrating the triggering of the first target scene area provided in an embodiment of this disclosure. Figure 2 As shown, an interactive component 201 for game scene interaction is provided in the first target scene area. This interactive component 201 can be any form of interactive switch component rendered by the scene rendering model. For example, in a specific example, the interactive component 201 is a switch component containing a lever. In other game scenes, the interactive component 201 can also be other forms of interactive controls, which are not specifically limited in this embodiment.

[0053] Specifically, in response to a trigger command targeting the first target scene area in the game scenario, the terminal switches the currently displayed interface identifier in the graphical user interface to the target interface identifier. That is, the terminal responds to the trigger command and enters the target game stage, changing the normal UI markers in the current game interface to the UI markers corresponding to this target game stage. During this target game stage, the terminal does not respond to player-triggered view control operations and automatically displays the first scene component and the first target object in the first target scene area according to the game viewpoint corresponding to this target game stage. This target game stage includes at least one scene interaction stage.

[0054] Optionally, the trigger command for the first target scene area can be generated by the terminal in response to the virtual character entering the first target scene area, targeting that first target scene area in the game scene. 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 a trigger command for that first target scene area.

[0055] Optionally, the trigger command for the first target scene area can also be a trigger operation by the terminal targeting a target virtual object within the first target scene area, generating a trigger command for the first target scene area in the game scene. Here, the target virtual object is an interactive component associated with the first target scene area. Players can control a virtual character to approach this interactive component in the game scene. When the distance between the virtual character and the interactive component is less than a preset distance threshold, an operation prompt corresponding to the interactive component is displayed in the game scene, and the trigger command input by the player is responded to, thereby generating a trigger command for the first target scene area in the game scene. This switches the currently displayed interface identifier in the graphical user interface to the target interface identifier, meaning the terminal responds to the trigger command and enters the target game stage. The normal UI markers in the current game interface are changed to the UI markers corresponding to the target game stage. In this target game stage, the terminal does not respond to player-triggered view control operations and automatically displays the first scene component and the first target object in the first target scene area according to the game view corresponding to the target game stage. Here, the target game stage includes at least one scene interaction stage.

[0056] Optionally, in one example, the preset distance threshold can be 5 yards. For example, in... Figure 2 In the game scene shown, the interactive component is a lever component. When the player controls the virtual character to approach the lever component and the distance is less than 5 yards, the game scene will display the corresponding operation prompt "F operation", that is, prompt the player to press the F key to operate the lever to switch the first target scene area.

[0057] The first target object can be a virtual object containing specific preset graphic objects within a first target scene. The first target scene also includes a first scene component capable of switching states to interact with the first target object, allowing players to control virtual characters to engage in matching interactions within the first target scene. The first scene component can be a scene component containing at least one state associated with the preset graphic objects in the first target object and capable of state switching. The preset graphic objects contained in the first target object can 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 puzzle room scenario, the first target object in the first target scene can be a table, chair, cabinet, door, wall, etc., containing preset graphic objects for matching. The first scene component is a scene environment component in the first target scene that contains graphic objects of the same category as the preset graphic objects in the first target object, and is capable of state switching and matching with the target object. For example, in this puzzle room interaction scene, the first scene component can be at least one or more of the following components: a dome, a floor, and a central axis of a specific area, containing graphic objects of the same category as the preset graphic objects in the first target object. In one example, Figure 3 This is a scene diagram illustrating an embodiment of the first scene component and the first target object provided in this application. Figure 3 As can be seen, in this example, the first target object 301 can be a door component in the game scene. The first target object 301 displays a preset graphic object of a "phoenix" for matching the first scene component. In this example, the first scene component 302 is a dome component containing a graphic object of at least one "mythical beast" pattern associated with the "phoenix" graphic object.

[0059] Step 104: Automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera contains at least one of the first scene components and the first target object;

[0060] In this system, after the user controls the virtual character to enter the first target scene area and trigger the target game phase, the virtual camera is directed to a special operation perspective corresponding to the scene interaction within that first target scene area and target game phase. This special operation perspective automatically adjusts the virtual camera, ensuring that the game screen captured by the adjusted virtual camera fully displays the first scene components and the first target object. However, after triggering the target game phase in the first target scene area, to ensure the player clearly understands the various interactive objects during the scene interaction process, the player cannot freely control the virtual camera during this target game phase until the player completes the corresponding scene interaction operation, thus preventing the player from losing the scene interaction target. That is, after the target game phase is triggered, the terminal does not respond to the player's perspective adjustment operations. For example, when the terminal receives a movement operation from the player targeting the virtual character, the virtual camera will not move with the character. Or, when the terminal receives a view control operation from the player, the virtual camera will not adjust its angle according to the view control operation.

[0061] This special operating perspective involves hiding the virtual character and controlling the virtual camera to zoom in or out, while simultaneously displaying at least one first scene component and one first target object. For example, after a user controls a virtual character to enter the first target scene and triggers a puzzle game, the terminal identifies the first scene component and the first target object within that scene. Based on the special operating perspective corresponding to the puzzle game, the terminal schedules the virtual camera to capture the game screen of the first scene component and the first target object, ensuring that the game screen includes at least one first scene component and one 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 for the dome component containing at least one graphic object of "mythical beast" and sets the dome component as the first scene component 302. The terminal automatically schedules the virtual camera to capture the game screen of the dome component and the door object that can clearly display the graphic object of "mythical beast" 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 contain 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 contains a 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 This is a schematic diagram of one embodiment of the first target scenario provided by this disclosure. In such... Figure 4 In the example shown, the first target object 401 is a door object containing a "phoenix" graphic object and geometric graphic objects. The first target scene component 402 associated with the first target object is a dome component containing at least one "mythical beast" pattern associated with the "phoenix" graphic object. The second target scene component 403 is a ground component containing at least one geometric shape pattern associated with the geometric pattern.

[0063] Specifically, when the terminal adjusts the virtual camera to capture the first target scene component and the first target object in the game screen, it also displays a first component switching indicator in the graphical user interface. Furthermore, the terminal can automatically adjust the virtual camera in response to the switching operation corresponding to the first component switching indicator, 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 camera. The first component switching indicator is a control identifier used to switch the currently controlled first target scene component to the second target scene component for matching control.

[0064] Optionally, the triggering method for the first component switching identifier can be a specified key trigger, that is, the first component switching identifier is bound to a specified key, and the bound key is displayed in the first component switching identifier. The terminal can respond to the user's triggering operation by clicking the key displayed by the first component switching identifier, determine the second target scene component to be switched to, and adjust the virtual camera 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 camera. For example, in... Figure 4 In the example shown, the first target scene displays a first component switching indicator, which indicates the switching key for either the first or second target scene component: "W Dome Mechanism" or "S Ground Mechanism". If the user presses the W key, the virtual camera will switch the current game screen to display a screen containing the dome mechanism (second target scene component) and the door object (first target object). If the user presses the S key, the virtual camera will be activated, switching the current game screen to display a 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 application provided in 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. The terminal adjusts the virtual camera so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object corresponding to the first component switching identifier.

[0066] Optionally, the terminal is pre-set with a second component switching identifier for switching the second target scene component to the first target scene component, and responds to the switching operation corresponding to the first component switching identifier to switch the first component switching identifier to the second component switching identifier.

[0067] When the terminal displays the second component switching indicator, it also responds to the trigger operation corresponding to the second component switching indicator, switches the second target scene component to the first target scene component, and schedules the virtual camera to capture the game screen containing the first target scene component and the first target object through the virtual camera, and displays the adjustment control indicator corresponding to the first target scene component.

[0068] Step 105: In response to the adjustment operation for the first scene component, trigger a first predetermined event based on the matching situation between the current state of the first scene component and the first target object.

[0069] In this embodiment of the present disclosure, when the terminal displays a game screen containing a first scene component and a first target object, the terminal can also respond to an adjustment operation on the first scene component, wherein the adjustment operation can be moving or rotating the first scene component. Further, the adjustment operation can be moving the first scene component clockwise or counterclockwise along the interaction axis of the first scene component. For example, the first scene component contains several graphic objects, which can be patterns, geometric shapes, lines, etc. Responding to the adjustment operation on the first scene component, the terminal can move the first scene component clockwise along the interaction axis of the first scene component, thereby switching the graphic objects of the first scene component in a specified area, thereby determining the current state of the first scene component, and matching the current state of the first scene component with the first target object to obtain a matching result, triggering a first predetermined event based on the matching result. The first target object and the first scene component contain the same or opposite graphic objects. The same graphic objects indicate that the first target object contains graphic objects with the same color, shape, and pattern as those in the first scene component. The relative graphic object refers to a graphic object in the first target object that can be merged 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 the Yin fish graphic object in a Yin-Yang symbol, and the first scene component contains a relative graphic object that can be combined with the Yin fish graphic object to form a complete Yin-Yang symbol graphic object. Optionally, the relative graphic object can also be a graphic object in the first target object that has the same shape but a different color or pattern than a graphic object in the second scene component.

[0070] Optionally, the terminal can respond to a trigger command for the first target scene area in the game scene and switch the currently displayed interface identifier of the graphical user interface to the target interface identifier corresponding to the first target scene area. The target interface identifier includes a component operation identifier corresponding to the first scene component.

[0071] The terminal can respond to the player's adjustment operation corresponding to the operation identifier of the component, thereby triggering the adjustment operation for the first scene component, adjusting the state of the first scene component accordingly, and triggering the first predetermined event based on the matching between the current state of the first scene component and the first target object.

[0072] The current state of the first scene component can be a graphic object aligned with the first target object. For example, the first scene component is a dome component, which includes graphic objects of multiple mythical beast patterns, such as "Azure Dragon" graphic objects and "Vermilion Bird" graphic objects. If the dome component responds to the adjustment operation and moves "Azure Dragon" as the target graphic object to be aligned with the position of the preset graphic object of the first target object, then the current state of the first scene component is determined to be the "Azure Dragon" state.

[0073] The current state of the first scene component can also be its display state. For example, the first scene component can display a specific light effect only during a matching operation, and match the first target object based on the display state of the light effect to obtain the matching result. For example, ... Figure 5 As shown, Figure 5 This is a scene diagram illustrating an embodiment of matching a first scene component with a first target object in this application. Figure 5 In the example shown, the first target object 501 is a door object that displays a door gap. The first scene component 502 is a central mechanism component. When the central mechanism component enters the adjustment state, it displays the target central axis of the central mechanism as a target graphic object, 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 the matching result.

[0074] The terminal is capable of responding to adjustment operations on the first scene component, rotating or moving the first scene component to move a target graphic object within the first scene component to an alignment position with the first target object. When the graphic object in the first scene component aligns with a 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. Alignment between the graphic object in the first scene component and the preset graphic object on the first target object 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 that the graphic object in the first scene component and the preset graphic object of the first target object overlap.

[0075] Optionally, the matching method between the current state of the first scene component and the first target object can be to match the graphic objects in the first scene component that are aligned with the first target object. If the graphic objects in the first scene component are the same as the preset graphic objects contained in the first target object, then the matching status is output as successful. For example, in one example, the first scene component is a dome component containing graphic objects with multiple mythical beast patterns, and the first target object is a door object displaying "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, if the first scene component and the first target object are on the same plane, the current state of the first scene component can be that it displays a portion of a predetermined rendering pattern, and in response to an adjustment operation, it moves the first scene component to the first target object. The predetermined rendering pattern is then combined with another portion of the predetermined rendering pattern displayed in the first target object, and the matching result is determined based on the combination. That is, if a portion of the predetermined rendering pattern of the first scene component and a portion of the predetermined rendering pattern displayed in the first target object belong to the same predetermined rendering pattern, then the pattern composition animation corresponding to the predetermined rendering pattern is output, and the current state of the first scene component is output as a successful match with the first target object.

[0077] Optionally, if the first target object contains multiple preset graphic objects, i.e., the first scene component contains a first target scene component and a second target scene component, when the game screen captured by the virtual camera contains both 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 a first matching result based on the state of the first target scene component and the first target object. And when the game screen captured by the virtual camera contains both the second target scene component and the first target object, in response to the adjustment operation on the second target scene component, the terminal adjusts the state of the second target scene component to obtain a second matching result.

[0078] Optionally, if both the first and second matching results are successful, then the matching status between the defined scene component and the first target object is determined to be successful.

[0079] If the first scene component and the first target object are successfully matched, the terminal triggers a first predetermined event in the graphical user interface. This first predetermined event guides the player to the next puzzle-solving stage and displays a second scene component and a second target object in the first target scene area, guiding the player to control the virtual character for a second puzzle-solving exercise. The second target object is an interactive environment object containing a preset graphical object corresponding to the current puzzle-solving stage. The second scene component is an environment component carrying a target graphical object associated with the preset graphical 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, thereby creating a progressive scene interaction game experience for the user, so as to stimulate the player's sense of immersion and accomplishment through progressive game interaction.

[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 game difficulty and creating a more immersive game environment interaction experience for the player.

[0082] In this process, after identifying the second scene component and the second target object within the first target scene, the terminal automatically directs the virtual camera to a special operating perspective corresponding to the first target scene. This special operating perspective then automatically adjusts the virtual camera to ensure that the game screen captured by the adjusted virtual camera at least includes the second scene component and the second target object. For example, the terminal directs the virtual camera to face the second target object and adjusts the display angle to simultaneously display both the second target object and the second scene component, outputting a game screen that at least includes both the second scene component and the second target object, facilitating player control of the virtual character to solve puzzles. Figure 6 As shown, Figure 6 This is a scene diagram illustrating one embodiment of determining a second scene component and a second target object provided in this disclosure. Figure 6 In the example shown, the virtual camera is focused on the door object (second target object 601) and the display angle is adjusted so that the central mechanism (second scene component 602) being adjusted and the door object are displayed simultaneously, and the game screen containing the central mechanism and the door object is output.

[0083] The terminal also responds to adjustments made to the second scene components and determines to trigger a second predetermined event based on the current state of the second scene's ambush battle and the matching status with the second target object. This second predetermined event guides the player into the next scene interaction phase, connecting the scene components and target objects corresponding to the next scene interaction phase within the first target scene area, thus guiding the player to control their virtual character for 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, and will not be repeated in this embodiment.

[0085] Optionally, before triggering the first predetermined event after confirming a successful match between the first scene component and the first target object, the terminal also displays a task reminder icon in the graphical user interface. This task reminder icon prompts the user to perform the pending target task, and the corresponding target task scene is displayed in the game scene. For example, in a specific scene, after determining a successful match between the first scene component and the first target object, the terminal displays the target task scene entrance in the area corresponding to the first target object, displays the task reminder icon, and controls the virtual camera movement based on the virtual character's position change. The target task can be any one or more of the following: performing a preset operation, playing a preset storyline, 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, returning 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 also responds when the virtual character completes the target task in the second target scene area corresponding to the target task, displaying a prompt message for the first target scene area, allowing the user to return to the first target scene area based on the prompt message. It also responds to trigger operations for the first target scene area, identifying the second scene component and the second target object within that area.

[0088] To facilitate understanding of the above steps, a specific example is used. The complete implementation process is as follows:

[0089] Players control virtual characters to interact with interactive components associated with the first target scene area, generating trigger commands for the target game phase. The terminal switches the currently displayed interface identifier to the target interface identifier, and during this target game phase, only the terminal can control the virtual camera to fully display the first target object and the first scene component in the first target scene area for player interaction.

[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 icon. The player moves to the target task scene corresponding to the first target scene area through the task reminder icon to execute the target task (while executing the task, the terminal can respond to the player's view control commands). After the player completes the target task, he / she 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. During this game stage, only the terminal can control the virtual camera to display the second target object and the second scene components in the first target scene area for the player to perform scene interaction operations again.

[0092] After the virtual camera is automatically adjusted, the player performs scene matching and interaction operations on the second target object and the second scene component 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] The solution of this disclosure embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, which at least partially includes a game scene and a virtual character located in the game scene. This disclosure responds to movement operations on the virtual character to control the movement of the virtual character in the game scene, and controls the movement of the virtual camera based on changes in the virtual character's position. The terminal can also respond to viewpoint control operations on the virtual character to control the angle of the virtual camera. In response to a trigger command for a first target scene area in the game scene, it determines a first scene component and a first target object in the first target scene, and automatically adjusts the virtual camera according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual camera includes 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. In response to adjustment operations on the first scene component, it triggers a first predetermined event based on 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 camera when performing specific scene interactions, thereby controlling the virtual camera to automatically adjust to an angle that matches the game process of that scene interaction, so as to automatically display the game screen that the player needs to observe in that game process, reduce the user's operational 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 into a terminal device. The device provides a graphical user interface (GUI) through the terminal device, displaying a game screen. The game screen at least partially includes a game scene, and a first target object is set within the game scene. For example, such as... Figure 7 As shown, the game control device may include:

[0095] The control unit 701 is 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 camera according to the position change of the virtual character, and control the angle of the virtual camera in response to a view control operation on the virtual character.

[0096] The response unit 702 is configured to respond to a trigger command for a first target scene area in the game scene and determine a first scene component and a first target object in the first target scene area.

[0097] Display unit 703 is used to automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera contains at least one of the first scene components and the first target object.

[0098] The matching unit 704 is used to respond to the adjustment operation for the first scene component and trigger a first predetermined event based on 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 also configured to automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object, while displaying a first component switching indicator in a preset graphical user interface.

[0100] In response to a switching operation corresponding to the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0101] In an optional example, the display unit is further configured to adjust the virtual camera in response to a key press prompted by the first component switching identifier, such that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0102] In an optional example, the display unit is further configured to adjust the virtual camera in response to a trigger operation acting on the first component switching control, such that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0103] In an optional example, the matching unit is further configured to: when the game screen captured by the virtual camera contains 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 camera contains 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 respond to a switching operation corresponding to the first component switching identifier by replacing the first component switching identifier with a second component switching identifier;

[0105] In response to the trigger operation corresponding to the second component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object.

[0106] In an optional example, the matching unit is further configured to, in response to a successful match between the first scene component and the first target object, determine a second target scene component and a second target object in the first target scene area; automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera includes at least one second target scene component and the second target object; and, in response to an adjustment operation on the second target scene component, determine to trigger a second predetermined event based on the matching status between the current state of the second target scene component and the second target object.

[0107] In one optional example, the number of components in the second target scene is greater than the number of components in the first scene.

[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 also configured to switch the currently displayed interface identifier of the preset graphical user interface to the target interface identifier in response to a trigger command targeting a first target scene area in the game scene.

[0110] In an optional example, the response unit is further configured 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 the matching between the current state of the first scene component and the first target object.

[0111] In an optional example, the response unit, in response to an adjustment operation on the first scene component, rotates or moves the first scene component; compares the position of the target graphic object in the first scene component with the position of a 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 is successfully matched with the first target object, and a first predetermined event is determined.

[0112] In an optional example, the response unit is further configured to display a task prompt identifier in response to a successful match between the first scene component and the first target object, the task prompt identifier being used to prompt the user for the target task to be performed;

[0113] In response to the completion of the target task, a second scene component and a second target object are determined in the first target scene area.

[0114] In an optional example, the response unit is further configured to respond to the virtual character completing the target task in the second target scene area corresponding to the target task by displaying prompt information for the first target scene area;

[0115] In response to a trigger operation targeting the first target scene area, determine the second scene component and the second target object within the first target scene area.

[0116] In an optional example, the response unit is also configured to respond to a movement operation for the virtual character and control the movement of the virtual camera based on the position change of the virtual character;

[0117] In response to the completion of the target task, determining a second scene component and a second target object within the first target scene region includes:

[0118] When the virtual character completes the target task in the second target scene area corresponding to the target task, a prompt message is displayed for the first target scene area;

[0119] In response to a trigger operation targeting the first target scene area, determine the second scene component and the second target object within the first target scene area.

[0120] The trigger command in the response unit is generated by any of the following:

[0121] In response to the virtual character entering the first target scene area, the trigger command for the first target scene area in the game scene is generated;

[0122] In response to a trigger operation targeting a target virtual object in the first target scene area, a trigger command is generated targeting the first target scene area in the game scene.

[0123] The solution of this embodiment can respond to movement operations on a virtual character, thereby expanding the movement of the virtual character in the game scene, and controlling the movement of the virtual camera based on the positional changes of the virtual character; responding to a trigger command 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, and automatically adjusting the virtual camera according to the first scene component and the first target object, so that the game screen captured by the adjusted virtual camera 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 responding to adjustment operations on the first scene component, triggering a first predetermined event based on the matching between the current state of the first scene component and the first target object.

[0124] As a result, players can automatically adjust the virtual camera when controlling virtual characters to trigger specific scenarios such as puzzle-solving and component matching during gameplay, enhancing the game's fun and interactivity, and improving the utilization of game resources.

[0125] Accordingly, this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0126] like Figure 8 As shown, Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. The electronic device 800 includes a processor 801 with one or more processing cores, a memory 802 with one or more computer-readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 and the memory 802 are electrically connected. Those skilled in the art will understand 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 have different component arrangements.

[0127] The processor 801 is the control center of the electronic device 800. It connects various parts of the electronic device 800 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 802, and by calling data stored in the memory 802, it executes various functions and processes data of the electronic device 800, thereby providing overall monitoring of the electronic device 800. The processor 801 can be a CPU, GPU, network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this disclosure.

[0128] In this embodiment of the disclosure, the electronic device 800 provides a graphical user interface (GUI) through a terminal device. The GUI displays a game screen, which at least partially includes a game scene and a virtual character located within the game scene. The processor 801 in the electronic device 800 loads instructions corresponding to the processes of one or more applications into the memory 802 according to the following steps, and the processor 801 runs the applications stored in the memory 802 to achieve various functions, such as:

[0129] In response to a movement operation on a virtual character, the movement of the virtual character in the game scene is controlled, and the movement of the virtual camera is controlled according to the change in the position of the virtual character.

[0130] In response to a trigger command targeting a first target scene area in the game scene, a first scene component and a first target object are determined within the first target scene area;

[0131] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera contains 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 based on the matching between the current state of the first scene component and the first target object.

[0133] In an optional example, the virtual camera is automatically adjusted such that the game footage captured by the adjusted virtual camera includes at least one of the first scene components and the first target object, including:

[0134] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object, while a first component switching indicator is displayed in a preset graphical user interface.

[0135] In response to a switching operation corresponding to the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0136] In an optional example, a first component switching indicator is used to indicate the key corresponding to the switching operation; the response to the switching operation corresponding to the first component switching indicator, adjusting the virtual camera so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes:

[0137] In response to the key press prompted by the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera 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 response to the switching operation corresponding to the first component switching identifier, adjusting the virtual camera so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes:

[0139] In response to a trigger operation applied to the first component switching control, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0140] In an optional example, in response to an adjustment operation on 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, including:

[0141] When the game screen captured by the virtual camera contains the first target scene component and the first target object, the state of the first target scene component is adjusted in response to the adjustment operation on the first target scene component;

[0142] Based on the current state of the first target scene component and the first target object, a first matching result is obtained;

[0143] When the game screen captured by the virtual camera contains the second target scene component and the first target object, the state of the second target scene component is adjusted in response to the adjustment operation for the second target scene component;

[0144] Based on the current state of the second target scene component and the first target object, a second matching result is obtained;

[0145] A first predetermined event is triggered based on the first matching result and the second matching result.

[0146] In an optional example, the game control method also includes:

[0147] In response to the switching operation corresponding to the first component switching identifier, the first component switching identifier is replaced with the second component switching identifier;

[0148] In response to the trigger operation corresponding to the second component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object.

[0149] In an optional example, triggering a first predetermined event based on the matching between the current state of the first scene component and the first target object further includes:

[0150] If the matching status between the first scene component and the first target object is successful, then the second scene component and the second target object in the first target scene area are determined.

[0151] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes at least one second scene component and the second target object;

[0152] In response to the adjustment operation for the second scene component, a second predetermined event is determined to be triggered based on the matching between the current state of the second scene component and the second target object.

[0153] In one optional example, the number of second scene components is greater than the number of 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 command targeting a first target scene area in the game scene, switching the currently displayed interface identifier of the preset graphical user interface to the target interface identifier.

[0156] In an optional example, the target interface identifier includes a component operation identifier corresponding to the first scene component; the step of triggering a first predetermined event in response to an adjustment operation on the first scene component, based on the matching between the current state of the first scene component and the first target object, includes:

[0157] In response to the adjustment operation corresponding to the component operation identifier, the state of the first scene component is adjusted;

[0158] Based on the matching situation between the current state of the first scene component and the first target object, a first predetermined event is triggered.

[0159] In an optional example, the first target object contains the same graphical object as the first scene component;

[0160] The response to the adjustment operation for the first scene component, determining the first predetermined event based on the matching between the 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, the first scene component is rotated or moved;

[0162] The positions of the target graphic object in the first scene component and the preset graphic object on the first target object are compared. 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 is successfully matched with the first target object, and the first predetermined event is determined.

[0163] In an optional example, the game control method also includes:

[0164] When the matching status between the first scene component and the first target object is successful, a task prompt icon is displayed, which is used to prompt the user for the target task to be performed;

[0165] In response to the completion of the target task, a second scene component and a second target object are determined in the first target scene area.

[0166] In an optional example, when it is determined that the matching between the first scene component and the first target object is successful, the method further includes:

[0167] In response to a movement operation on the virtual character, the movement of the virtual camera is controlled according to the change in the position of the virtual character;

[0168] In response to the completion of the target task, determining a second scene component and a second target object within the first target scene region includes:

[0169] When the virtual character completes the target task in the second target scene area corresponding to the target task, a prompt message is displayed for the first target scene area;

[0170] In response to a trigger operation targeting the first target scene area, determine the second scene component and the second target object within the first target scene area.

[0171] As a result, players can automatically adjust the virtual camera when performing specific scene interactions, thereby controlling the virtual camera to automatically adjust to an angle that matches the game process of that scene interaction, so as to automatically display the game screen that the player needs to observe in that game process, reduce the user's operational burden, improve the user's gaming experience, and improve the utilization rate of game resources.

[0172] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0173] Optional, such as Figure 8 As shown, the electronic device 800 also includes: a touch display 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 display screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807. Those skilled in the art will understand that... Figure 8 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0174] The touch display screen 803 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 803 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 801. It can also receive and execute commands from the processor 801. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 801 to determine the type of touch event. Subsequently, the processor 801 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 803 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 803 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 803 can also be used as part of the input unit 806 to achieve input functions.

[0175] The radio frequency circuit 804 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0176] Audio circuit 805 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 805 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 805, converted back into audio data, and then processed by processor 801 before being transmitted via radio frequency circuit 804 to, for example, another electronic device, or output to memory 802 for further processing. Audio circuit 805 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0177] The input unit 806 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0178] Power supply 807 is used to supply power to various components of electronic device 800. Optionally, power supply 807 can be logically connected to processor 801 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 807 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0179] although Figure 8 As not shown in the diagram, the electronic device 800 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0180] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0181] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0182] Therefore, embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute any of the game control methods provided in embodiments of this disclosure. The computer program provides a graphical user interface (GUI) through a terminal device, the GUI displaying a game screen, and the computer program can execute the steps of the following game control method:

[0183] In response to a movement operation on a virtual character, the movement of the virtual character in the game scene is controlled, and the movement of the virtual camera is controlled according to the change in the position of the virtual character.

[0184] In response to a trigger command targeting a first target scene area in the game scene, a first scene component and a first target object are determined within the first target scene area;

[0185] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera contains 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 based on the matching 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 automatic adjustment of the virtual camera, such that the game screen captured by the adjusted virtual camera includes at least one of the first scene components and the first target object, includes:

[0189] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object, while a first component switching indicator is displayed in a preset graphical user interface.

[0190] In response to a switching operation corresponding to the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0191] In an optional example, a first component switching indicator is used to indicate the key corresponding to the switching operation; the response to the switching operation corresponding to the first component switching indicator, adjusting the virtual camera so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes:

[0192] In response to the key press prompted by the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera 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 response to the switching operation corresponding to the first component switching identifier, adjusting the virtual camera so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes:

[0194] In response to a trigger operation applied to the first component switching control, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

[0195] In an optional example, in response to an adjustment operation on 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, including:

[0196] When the game screen captured by the virtual camera contains the first target scene component and the first target object, the state of the first target scene component is adjusted in response to the adjustment operation on the first target scene component;

[0197] Based on the current state of the first target scene component and the first target object, a first matching result is obtained;

[0198] When the game screen captured by the virtual camera contains the second target scene component and the first target object, the state of the second target scene component is adjusted in response to the adjustment operation for the second target scene component;

[0199] Based on the current state of the second target scene component and the first target object, a second matching result is obtained;

[0200] A first predetermined event is triggered based on the first matching result and the second matching result.

[0201] In an optional example, the game control method also includes:

[0202] In response to the switching operation corresponding to the first component switching identifier, the first component switching identifier is replaced with the second component switching identifier;

[0203] In response to the trigger operation corresponding to the second component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object.

[0204] In an optional example, triggering a first predetermined event based on the matching between the current state of the first scene component and the first target object further includes:

[0205] If the matching status between the first scene component and the first target object is successful, then the second scene component and the second target object in the first target scene area are determined.

[0206] The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes at least one second scene component and the second target object;

[0207] In response to the adjustment operation for the second scene component, a second predetermined event is determined to be triggered based on the matching between the current state of the second scene component and the second target object.

[0208] In one optional example, the number of second scene components is greater than the number of 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 also includes:

[0211] In response to a trigger command targeting the first target scene area in the game scene, the currently displayed interface identifier of the preset graphical user interface is switched to the target interface identifier.

[0212] In an optional example, the target interface identifier includes a component operation identifier corresponding to the first scene component; the step of triggering a first predetermined event in response to an adjustment operation on the first scene component, based on the matching between the current state of the first scene component and the first target object, includes:

[0213] In response to the adjustment operation corresponding to the component operation identifier, the state of the first scene component is adjusted;

[0214] Based on the matching situation between the current state of the first scene component and the first target object, a first predetermined event is triggered.

[0215] In an optional example, the first target object contains the same graphical object as the first scene component;

[0216] The response to the adjustment operation for the first scene component, determining the first predetermined event based on the matching between the 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, the first scene component is rotated or moved;

[0218] The positions of the target graphic object in the first scene component and the preset graphic object on the first target object are compared. 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 is successfully matched with the first target object.

[0219] In an optional example, the game control method also includes:

[0220] When the matching status between the first scene component and the first target object is successful, a task prompt icon is displayed, which is used to prompt the user for the target task to be performed;

[0221] In response to the completion of the target task, a second scene component and a second target object are determined in the first target scene area.

[0222] In an optional example, when it is determined that the matching between the first scene component and the first target object is successful, the method further includes:

[0223] In response to a movement operation on the virtual character, the movement of the virtual camera is controlled according to the change in the position of the virtual character;

[0224] In response to the completion of the target task, determining a second scene component and a second target object within the first target scene region includes:

[0225] When the virtual character completes the target task in the second target scene area corresponding to the target task, a prompt message is displayed for the first target scene area;

[0226] In response to a trigger operation targeting the first target scene area, determine the second scene component and the second target object within the first target scene area.

[0227] As a result, players can automatically adjust the virtual camera when performing specific scene interactions, thereby controlling the virtual camera to automatically adjust to an angle that matches the game process of that scene interaction, so as to automatically display the game screen that the player needs to observe in that game process, reduce the user's operational burden, improve the user's gaming experience, and improve the utilization rate of game resources.

[0228] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0229] Since the computer program stored in the computer-readable storage medium can execute any of the game control methods provided in the embodiments of this disclosure, the beneficial effects that any of the game control methods provided in the embodiments of this disclosure can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0230] According to one aspect of this disclosure, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0231] In the above embodiments of the game control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game control method in the above embodiments, and will not be repeated here.

[0232] The foregoing has provided a detailed description of a game control method, apparatus, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of this disclosure. Specific examples have been used to illustrate the principles and implementation methods of this disclosure. The descriptions of the embodiments above are only for the purpose of helping to understand the methods and core ideas of this disclosure. At the same time, those skilled in the art will recognize that there will be changes in the specific implementation methods and application scope based on the ideas of this disclosure. Therefore, the content of this specification should not be construed as a limitation of this disclosure.

Claims

1. A game control method, characterized in that, The method includes: In response to a movement control operation on a virtual character, the movement of the virtual character in the game scene is controlled, and the movement of the virtual camera is controlled according to the change in the position of the virtual character. In response to a view control operation targeting the virtual character, the angle of the virtual camera is controlled; In response to a trigger command targeting a first target scene area in the game scene, a first scene component and a first target object are determined within the first target scene area; The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera contains 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 based on the matching between the current state of the first scene component and the first target object; Wherein, the first scene component includes a first target scene component and a second target scene component, and the automatic adjustment of the virtual camera so that the game screen captured by the adjusted virtual camera includes at least one of the first scene components and the first target object, including: The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object, while a first component switching indicator is displayed in a preset graphical user interface. In response to a switching operation corresponding to the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object; In response to the switching operation corresponding to the first component switching identifier, the first component switching identifier is replaced with the second component switching identifier; In response to a trigger operation corresponding to the second component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object; The step of responding to the adjustment operation on the first scene component and triggering a first predetermined event based on the matching between the current state of the first scene component and the first target object includes: When the matching status between the first scene component and the first target object is successful, a task prompt icon is displayed, which is used to prompt the user for the target task to be performed; In response to the completion of the target task, a first predetermined event is triggered to determine a second scene component and a second target object in the first target scene area; The method further includes: automatically adjusting the virtual camera so that the game screen captured by the adjusted virtual camera contains at least one second scene component and the second target object; In response to the adjustment operation for the second scene component, a second predetermined event is determined to be triggered based on the matching between the current state of the second scene component and the second target object.

2. The method according to claim 1, characterized in that, The first component switching identifier is used to indicate the key corresponding to the switching operation; the step of adjusting the virtual camera in response to the switching operation corresponding to the first component switching identifier, so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes: In response to the key press prompted by the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

3. The method according to claim 1, characterized in that, The first component switching identifier is a component switching control; the step of adjusting the virtual camera in response to the switching operation corresponding to the first component switching identifier, so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object, includes: In response to a trigger operation applied to the first component switching control, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object.

4. The method according to claim 1, characterized in that, The response to the adjustment operation on the first scene component, triggering a first predetermined event based on 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 camera contains the first target scene component and the first target object, the state of the first target scene component is adjusted in response to the adjustment operation on the first target scene component; Based on the current state of the first target scene component and the first target object, a first matching result is obtained; When the game screen captured by the virtual camera contains the second target scene component and the first target object, the state of the second target scene component is adjusted in response to the adjustment operation for the second target scene component; Based on the current state of the second target scene component and the first target object, a second matching result is obtained; A first predetermined event is triggered based on the first matching result and the second matching result.

5. The method according to claim 1, characterized in that, The number of the second scene components is greater than the number of the first scene components.

6. The method according to claim 1, 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.

7. The method according to claim 1, characterized in that, The method further includes: In response to a trigger command targeting the first target scene area in the game scene, the currently displayed interface identifier of the preset graphical user interface is switched to the target interface identifier.

8. The method according to claim 7, characterized in that, The target interface identifier includes a component operation identifier corresponding to the first scene component; the step of triggering a first predetermined event in response to the adjustment operation on the first scene component, based on the matching between the current state of the first scene component and the first target object, includes: In response to the adjustment operation corresponding to the component operation identifier, the state of the first scene component is adjusted; Based on the matching situation between the current state of the first scene component and the first target object, a first predetermined event is triggered.

9. The method according to claim 1, characterized in that, The first target object and the first scene component contain the same or opposite graphical objects; The response to the adjustment operation on the first scene component, triggering a first predetermined event based on 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, the first scene component is rotated or moved; 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 is successfully matched with the first target object, and a first predetermined event is determined.

10. The method according to claim 1, characterized in that, When it is determined that the matching 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, the movement of the virtual camera is controlled according to the change in the position of the virtual character; In response to the completion of the target task, determining a second scene component and a second target object within the first target scene region includes: When the virtual character completes the target task in the second target scene area corresponding to the target task, a prompt message is displayed for the first target scene area; In response to a trigger operation targeting the first target scene area, determine the second scene component and the second target object within the first target scene area.

11. The method according to claim 1, characterized in that, The trigger command is generated by any of the following: In response to the virtual character entering the first target scene area, the trigger command for the first target scene area in the game scene is generated; In response to a trigger operation targeting a target virtual object in the first target scene area, a trigger command is generated for the first target scene area in the game scene.

12. A game control device, characterized in that, The device includes: A control unit is configured to respond to a movement operation on a virtual character, control the movement of the virtual character in the game scene, and control the movement of the virtual camera according to the position change of the virtual character. The response unit is used to respond to a trigger command for a first target scene area in the game scene and to determine a first scene component and a first target object in the first target scene area; The display unit is used to automatically adjust the virtual camera so that the game screen captured by the adjusted virtual camera contains at least one of the first scene components and the first target object. The matching unit is used to respond to the adjustment operation for the first scene component and trigger a first predetermined event based on the matching situation between the current state of the first scene component and the first target object. The first scene component includes a first target scene component and a second target scene component, and the display unit is used for: The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object, while a first component switching indicator is displayed in a preset graphical user interface. In response to a switching operation corresponding to the first component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the second target scene component and the first target object; In response to the switching operation corresponding to the first component switching identifier, the first component switching identifier is replaced with the second component switching identifier; In response to a trigger operation corresponding to the second component switching identifier, the virtual camera is adjusted so that the game screen captured by the adjusted virtual camera includes the first target scene component and the first target object; The response unit is used for: When the matching status between the first scene component and the first target object is successful, a task prompt icon is displayed, which is used to prompt the user for the target task to be performed; In response to the completion of the target task, a first predetermined event is triggered to determine a second scene component and a second target object in the first target scene area; The matching unit is used for: The virtual camera is automatically adjusted so that the game screen captured by the adjusted virtual camera includes at least one second scene component and the second target object; In response to the adjustment operation for the second scene component, a second predetermined event is determined to be triggered based on the matching between the current state of the second scene component and the second target object.

13. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game control method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game control method as described in any one of claims 1 to 11.