Game control method and device, electronic terminal and computer readable storage medium
By introducing virtual objects and sound adjustment mechanisms into the game, the problem of oversimplicity of the mechanism solving methods in the existing technology is solved, which improves the difficulty and fun of the game, and reduces player loss and server waste.
Patent Information
- Application Number
- CN202311735966.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-15
- Publication Date
- 2025-06-17
AI Technical Summary
The way of solving puzzles in existing games is too simple, which leads to players lacking challenges and fun, and is prone to losing players, resulting in server waste.
By introducing a virtual character, a virtual machine, a first virtual object and a second virtual object in the game, the first virtual object is controlled to emit an initial sound, and adjust the sound according to the state of the second virtual object until the target sound is reached, thereby disconnecting the virtual machine.
It improves the difficulty and fun of solving puzzles in the game, enhances the player's operation feel and game immersion, reduces player churn rate, and reduces server waste.
Smart Images

Figure CN120154887A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, device, electronic terminal and computer-readable storage medium. Background Art
[0002] In many games, the fun of the game can be increased by setting up various mechanisms. Players need to try to explore the puzzle-solving methods of removing the mechanisms in the game, so that the mechanisms can enter a removable state or directly remove the mechanisms, and then successfully enter the next stage of the game by removing the mechanisms.
[0003] At present, the existing technology for solving puzzles is too simple and obvious. Players can easily find out the correct way to solve puzzles through intuitive observation. This design makes players feel that the game lacks fun and challenge, which easily leads to the loss of players and waste of server. Summary of the invention
[0004] The purpose of the present disclosure is to provide a game control method, device, electronic terminal and computer-readable storage medium, which increase the difficulty and fun of solving puzzles in the game, thereby improving the player's puzzle-solving gaming experience, thereby increasing user retention rate and reducing server idleness.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for controlling a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, and the game scene includes a virtual character, a virtual stage, a first virtual object, and a second virtual object controlled by the terminal device; the method includes:
[0006] Controlling the first virtual object to emit an initial sound;
[0007] In response to the virtual character triggering at least one of the second virtual objects, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object to obtain a target sound;
[0008] Controlling the first virtual object to emit the target sound;
[0009] In response to the target sound meeting a preset condition, the virtual machine is released.
[0010] In a second aspect, a game control device is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character, a virtual level, a first virtual object, and a second virtual object controlled by the terminal device; comprising:
[0011] The first control module is configured to control the first virtual object to emit an initial sound;
[0012] The adjustment module is configured to respond to the triggering of at least one of the second virtual objects by the virtual character, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound;
[0013] The second control module is configured to control the first virtual object to emit the target sound;
[0014] The third control module is configured to respond to the target sound meeting a preset condition and release the virtual mechanism.
[0015] In a third aspect, an embodiment of the present disclosure further provides an electronic terminal, including a memory and a processor. A computer program that can run on the processor is stored in the memory. When the processor executes the computer program, the method described in the first aspect above is implemented.
[0016] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and run by the processor, the computer-executable instructions cause the processor to run the method described in the first aspect above.
[0017] The embodiments of the present disclosure bring the following beneficial effects:
[0018] In the control method of the game provided in the embodiment of the present disclosure, at least part of the game scene is displayed, and the game scene includes a virtual character, a virtual gate, a first virtual object and a second virtual object. The first virtual object is controlled to emit an initial sound, and in response to the triggering of at least one second virtual object by the virtual character, the state of the second virtual object is adjusted, and the initial sound is adjusted according to the state of the second virtual object to obtain a target sound, and the first virtual object is controlled to emit the target sound. The player can trigger the second virtual object by manipulating the virtual character, so as to adjust the sound emitted by the first virtual object by triggering the state of the second virtual object. In the present disclosure, a one-to-one correspondence between multiple second virtual objects and the first virtual object is established. Through the correspondence, the sound emitted by the first virtual object is adjusted. This achieves the effect of controlling and being controlled through the correlation between multiple virtual objects in the scene. Such a game operation method greatly improves the player's operating feel, and also improves the player's game immersion, and easily attracts the player's attention and stimulates the player's curiosity. The sound emitted by the first virtual object is associated with the state of the second virtual object, which effectively mobilizes the player's hearing and vision. Therefore, the sound emitted by the first virtual object serves as a guide to promote the player to find the correct way to unlock the virtual level, providing guidance to the player in time, increasing the player's sense of immersion, and avoiding negative emotions caused by the player feeling at a loss. The response target sound meets the preset conditions and the virtual level is unlocked. The player adjusts the state of at least one second virtual object according to the sound emitted by the first virtual object, so that the sound emitted by the first virtual object meets the preset conditions, and then successfully unlocks the mechanism. Compared with the prior art, the present disclosure makes the first virtual object emit an adjusted sound when the player adjusts the state of the second virtual object, so that the player further explores the adjustment method of the second virtual object, thereby successfully unlocking the virtual level. By making the first virtual object emit an adjusted sound when the player adjusts the second virtual object, the player is shown the sound clues related to unlocking the virtual level, which increases the difficulty of unlocking the virtual level, requiring the player to gradually guess and explore the hidden clues to unlock the mechanism through sound, increasing the difficulty and fun of solving puzzles in the game, improving the player's game experience, thereby improving user retention and reducing server idleness.
[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the accompanying drawings required for the description of the specific embodiments or the prior art. Obviously, the accompanying drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can also be obtained based on these drawings.
[0021] Figure 1 Shows a schematic diagram of an application scenario provided by an embodiment of the present disclosure;
[0022] Figure 2 Shows a schematic diagram of the structure of an electronic terminal provided by an embodiment of the present disclosure;
[0023] Figure 3 Is a schematic flowchart of a control method for a game provided by an embodiment of the present disclosure;
[0024] Figure 4 Shows a schematic diagram of a terminal device for displaying a graphical user interface provided by an embodiment of the present disclosure;
[0025] Figure 5 Shows a schematic diagram of another terminal device for displaying a graphical user interface provided by an embodiment of the present disclosure;
[0026] Figure 6 Shows a schematic diagram of another terminal device for displaying a graphical user interface provided by an embodiment of the present disclosure;
[0027] Figure 7 Is a schematic diagram of the structure of a control device for a game provided by an embodiment of the present disclosure;
[0028] Figure 8 Shows a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Specific Embodiments
[0029] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will clearly and completely describe the technical solutions of the present disclosure with reference to the accompanying drawings. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts belong to the scope of protection of the present disclosure.
[0030] As used in the embodiments of the present disclosure, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the listed steps or units, but may optionally further include other steps or units not listed, or may optionally further include other steps or units inherent to these processes, methods, products, or devices.
[0031] Currently, the existing methods of solving puzzles in organs make players feel a lack of fun and challenge in the game, which easily leads to the loss of players and results in the idle consumption of the server.
[0032] Based on this, the embodiments of the present disclosure provide a game control method, device, electronic terminal, and computer-readable storage medium. Through this method, the difficulty and fun of solving puzzles in organs in the game can be improved, thereby enhancing the game experience of players in solving puzzles and alleviating the technical problem of the idle consumption of the server caused by the loss of players.
[0033] In one embodiment of the present disclosure, the game control method can run on a local terminal device or a server. When the game control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.
[0034] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game control method are completed on the cloud game server, and the role of the client device is to receive, send, and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0035] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game pictures. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed through an electronic device and then run. The ways for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game pictures, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0036] In a possible implementation manner, the embodiments of the present disclosure provide a control method for a game, which provides a graphical user interface through a terminal device. Among them, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0037] For example, as Figure 1 shown, Figure 1 is a schematic diagram of an application scenario provided by the embodiments of the present disclosure. This application scenario may include a touch terminal (for example, mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 through a wired network or a wireless network. The touch terminal is used to run a virtual desktop, and through this virtual desktop, it can interact with the server 101 to achieve control of the content in the server 101.
[0038] The touch terminal in this embodiment is described by taking the mobile phone 102 as an example. The mobile phone 102 includes components such as a Radio Frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140. Those skilled in the art can understand that Figure 2 the mobile phone structure shown in does not constitute a limitation on the mobile phone. It may include more or fewer components than shown, or combine some components, or split some components, or have different component arrangements. Those skilled in the art can understand that the touch screen 130 belongs to the User Interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown.
[0039] The RF circuit 110 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0040] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 102. In addition, the memory 120 can include high-speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage devices.
[0041] The touch screen 130 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 130 may include a display panel and a touch panel. The display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can collect contact or non-contact operations of the user thereon or nearby (for example, operations of the user using any suitable object or accessory such as a finger or a stylus on or near the touch panel), and generate preset operation instructions. In addition, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation and posture of the user, and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into information that the processor can process, and then sends it to the processor 140, and can receive and execute the commands sent by the processor 140. In addition, various types such as resistive, capacitive, infrared, and surface acoustic wave can be used to implement the touch panel, and any technology developed in the future can also be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covering the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation thereon or nearby, it is transmitted to the processor 140 to determine the user input, and then the processor 140 provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.
[0042] The processor 140 is the control center of the mobile phone 102, connecting various parts of the entire mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it executes various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0043] The embodiments of the present disclosure will be further introduced below with reference to the accompanying drawings.
[0044] Figure 3 It is a schematic flowchart of a control method for a game provided by an embodiment of the present disclosure. Among them, this method can be applied to a terminal device that can present a graphical user interface (such as Figure 2 the mobile phone 102 shown), provide a graphical user interface through the terminal device, and the graphical user interface includes at least part of the game scene. The game scene includes virtual characters, virtual organs, a first virtual object, and a second virtual object controlled by the terminal device. As Figure 3 shown, this method includes:
[0045] Step S310: controlling the first virtual object to emit an initial sound.
[0046] It should be noted that the game scene is a virtual environment provided by the application corresponding to the virtual game when it is running on an electronic device, and can be displayed on the display screen of the terminal device for users to view. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. For example, it can be a fictional game environment, a virtual reality environment formed by superimposing a fictional game environment and a real environment, etc. The virtual scene can be a two-dimensional virtual scene or a three-dimensional virtual scene.
[0047] In actual applications, the virtual level included in the game scene is a specially designed switch that appears in the game scene. Players need to observe and explore the game scene and perform specific operations to unlock the virtual level after finding the correct way to unlock the mechanism. Setting a virtual level in the game scene can increase the fun and challenge of the game, and also allow players to feel a sense of accomplishment and satisfaction when they successfully unlock the virtual level.
[0048] In the embodiments of the present disclosure, the virtual machine switch can be set in various forms, such as a door, a bridge, a lock, etc., which are just examples, and the embodiments of the present disclosure do not impose any restrictions on the performance elements of the virtual machine switch. For example, taking the virtual machine switch as a stone door mechanism as an example, it can be determined whether the stone door mechanism is in a released state or an unreleased state according to the open or closed state of the stone door. For example, the closed state of the stone door can be regarded as the unreleased state of the stone door mechanism, and the open state of the stone door can be regarded as the released state of the stone door mechanism. This is just an example, and the embodiments of the present disclosure do not impose any restrictions on this.
[0049] The first virtual object and the second virtual object included in the game scene are multiple virtual objects used to show the player virtual objects associated with the release of the virtual relationship. The first virtual object and the second virtual object can be virtual objects in any form. For example, the first virtual object can be a statue, a stone pillar, or a building tower, and the second virtual object can be a stone slab, a button, or an adjustment gear.
[0050] As an example, the game scene is described by taking the virtual door mechanism as a virtual stone door mechanism, the first virtual object as a virtual statue, and the second virtual object as a small virtual stone slab as an example. Assuming that the virtual stone door mechanism is the entrance to the virtual stone cave, and the stone door of the virtual stone door mechanism is in a closed state, the virtual stone door mechanism is considered to be in a waiting state; on the contrary, if the stone door of the virtual stone door mechanism is in an open state, the virtual stone door mechanism is considered to be in a released state. Figure 4A schematic diagram of a game scene in which a virtual machine level is provided in one embodiment of the present disclosure, such as Figure 4 As shown, the game scene includes a virtual statue 401, a virtual character 402, four virtual stone slabs 403 around the virtual statue 401, and a virtual stone door mechanism 404 in a closed state (i.e., a virtual stone door mechanism to be released) is set at the entrance of the virtual stone cave. If the virtual character 402 wants to enter the virtual stone cave, it is necessary to release the virtual stone door mechanism 404. When the virtual stone door mechanism 404 is released, the virtual stone door of the virtual stone door mechanism 404 is in an open state, and the virtual character 402 can enter the inside of the virtual stone cave through the stone door of the virtual stone door mechanism 404.
[0051] As another example, the game scene is exemplarily introduced by taking the virtual level as a virtual stone door mechanism, the first virtual object as a virtual stone pillar, and the second virtual object as a virtual button as an example. Figure 5 A schematic diagram of a game scene in which a virtual machine level is provided in one embodiment of the present disclosure, such as Figure 5 As shown, the game scene includes a virtual stone pillar 500, five virtual buttons around the virtual stone pillar 500 (i.e., virtual button 501, virtual button 502, virtual button 503, virtual button 504, virtual button 505), a virtual character 402, and a virtual stone door mechanism 404 in a closed state (i.e., a virtual stone door mechanism to be released) at the entrance of the virtual stone cave. Among them, the virtual stone pillar 500 (i.e., the first virtual object) emits a special sound (i.e., the initial sound), for example, Figure 5 The virtual stone pillar 500 shown is capable of emitting music.
[0052] The above is merely an exemplary description of the virtual character in the game scene, the virtual level to be released, the first virtual object and the second virtual object, and is not a limitation. The embodiments of the present disclosure do not impose any limitation on this.
[0053] Step S320, in response to the virtual character triggering at least one second virtual object, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object to obtain the target sound.
[0054] It should be noted that the virtual character is a game character controlled by the user in the game, and in one embodiment of the present disclosure, it may refer to a character selected and controlled by the user, and may represent the user's image. The user may control the virtual character selected by the user to perform skills or operations such as walking, stepping, pressing, climbing, climbing, jumping, etc. in the virtual scene of the game, and may participate in puzzle games in the game scene, such as solving various virtual levels arranged in the game scene.
[0055] In practical applications, the triggering methods of the virtual character for the second virtual object include any one or more of the following: triggering by a stepping action, a pressing action, an attacking action, and a gear adjustment action. Therefore, the triggering methods for the second virtual object can be made more flexible.
[0056] Exemplarily, as Figure 5 shown, the player can control the virtual character 402 to step on the virtual button 503, so that the virtual button 503 is adjusted from the lifted state to the pressed-down state by the pressure of stepping. The virtual button 503 in the pressed-down state can cause different changes in the sound emitted by the virtual stone pillar 500.
[0057] As a possible implementation manner, each virtual button corresponds to two states, namely, the lifted state (such as the state where the virtual button protrudes from the ground) and the pressed-down state (such as the state where the virtual button is embedded in the ground). By stepping on it by the virtual character 402, the virtual button can be switched between the lifted state and the pressed-down state. As Figure 6 shown, the initial states of all virtual buttons, namely virtual button 501, virtual button 502, virtual button 503, virtual button 504, and virtual button 505, are all in the lifted state. After the virtual character 402 performs a stepping action on the virtual button, the state result of the corresponding virtual button, that is, the state result of the lifted state or the pressed-down state.
[0058] It should be noted that the adjustment of the state of the second virtual object does not necessarily refer to the adjustment of the physical presentation state, but can also refer to the change of other attribute states of the second virtual object. For example, if the virtual character interacts with the second virtual object, the second virtual object can be set to the triggered state. At this time, the state is only used to record whether the virtual character interacts with the second virtual object, and the presentation state of the second virtual object in the game scene does not necessarily change.
[0059] In practical applications, the player needs to try to control the virtual character 402 to step on at least one virtual button (i.e., at least one second virtual object) so that the sound emitted by the virtual stone pillar 500 changes. As Figure 5 shown, after being stepped on by the virtual character 402, the virtual button 501, the virtual button 502, and the virtual button 504 are in the lifted state, and the virtual button 503 and the virtual button 505 are in the pressed-down state.
[0060] Regarding the process of adjusting the initial sound to obtain the target sound according to the state of the second virtual object, it should be noted that the content of the adjustment of the initial sound can include various types. Exemplarily, the sound attributes such as the pitch and volume of the initial sound can be adjusted, or some sound effects in the initial sound can be increased or decreased, or the noise part in the initial sound can be deleted.
[0061] In a possible implementation, when the virtual button 503 is lifted, the pitch of the initial sound is adjusted to the high-pitched tone of "sou", and when the virtual button 503 is pressed, the pitch of the initial sound is adjusted to the low-pitched tone of "do". By adjusting the state of at least one virtual button, the initial sound can be gradually adjusted to a target sound with harmonious sound.
[0062] Step S330: Control the first virtual object to emit a target sound.
[0063] It should be noted that, during the process from step S310 to this step, the first virtual object always makes a sound, and the sound that the first virtual object is always making changes in real time with the adjustment of the second virtual object in step S320, so that the first virtual object makes a target sound effect corresponding to each adjustment of the second virtual object.
[0064] As an optional implementation, the first virtual object is physically connected to the second virtual object. By physically connecting the first virtual object to the second virtual object, the first virtual object can be more efficiently controlled to emit a target sound corresponding to the adjustment of the first virtual object.
[0065] Exemplarily, virtual stone pillar 500 is physically connected to virtual button 501, virtual button 502, virtual button 503, virtual button 504 and virtual button 505. During the process of virtual character 402 adjusting the status of each virtual button, virtual stone pillar 500 always makes a sound, and the sound being made by virtual stone pillar 500 changes in real time with the adjustment of the status of each virtual button, so that virtual stone pillar 500 emits the target sound effect after each virtual button adjustment.
[0066] Step S340, in response to the target sound meeting a preset condition, the virtual machine is released.
[0067] It should be noted that the release can include a variety of scenarios of the release of the mechanism. Exemplarily, release can be understood as controlling the virtual machine switch to enter an openable state, or it can also be understood as controlling the virtual machine switch to open. Taking the virtual machine switch as a stone door mechanism as an example, the stone door in an openable state can be regarded as the released state of the stone door mechanism, and the stone door in an opened state can also be regarded as the released state of the stone door mechanism.
[0068] In actual application, the initial sound emitted by the first virtual object is adjusted to a final sound that meets the preset conditions through each second virtual object. For example, when the sound emitted by the first virtual object becomes gradually clear and pleasant by adjusting each second virtual object, the preset conditions are met. At this time, the player can try to activate the mechanism to open the stone door and solve the puzzle successfully.
[0069] In the embodiment of the present disclosure, at least part of the game scene is displayed, and the game scene includes a virtual character, a virtual game, a first virtual object, and a second virtual object. The first virtual object is controlled to emit an initial sound, and in response to the triggering of at least one second virtual object by the virtual character, the state of the second virtual object is adjusted, and the initial sound is adjusted according to the state of the second virtual object to obtain a target sound, and the first virtual object is controlled to emit the target sound. The player can trigger the second virtual object by manipulating the virtual character, so as to adjust the sound emitted by the first virtual object by triggering the state of the second virtual object. In the present disclosure, a one-to-one correspondence between multiple second virtual objects and the first virtual object is established. Through this correspondence, the sound emitted by the first virtual object is adjusted. This achieves the effect of controlling and being controlled through the correlation between multiple virtual objects in the scene. Such a game operation method greatly improves the player's operating feel, and also improves the player's game immersion, and easily attracts the player's attention and stimulates the player's curiosity. The sound emitted by the first virtual object is associated with the state of the second virtual object, which effectively mobilizes the player's hearing and vision. Therefore, the sound emitted by the first virtual object serves as a guide to promote the player to find the correct way to unlock the virtual level, providing guidance to the player in time, increasing the player's sense of immersion, and avoiding negative emotions caused by the player feeling at a loss. The response target sound meets the preset conditions and the virtual level is unlocked. The player adjusts the state of at least one second virtual object according to the sound emitted by the first virtual object, so that the sound emitted by the first virtual object meets the preset conditions, and then successfully unlocks the mechanism. Compared with the prior art, the present disclosure makes the first virtual object emit an adjusted sound when the player adjusts the state of the second virtual object, so that the player further explores the adjustment method of the second virtual object, thereby successfully unlocking the virtual level. By making the first virtual object emit an adjusted sound when the player adjusts the second virtual object, the player is shown the sound clues related to unlocking the virtual level, which increases the difficulty of unlocking the virtual level, requiring the player to gradually guess and explore the hidden clues to unlock the mechanism through sound, increasing the difficulty and fun of solving puzzles in the game, improving the player's game experience, thereby improving user retention and reducing server idleness.
[0070] The above steps are described in detail below.
[0071] In some embodiments, the first virtual object may be controlled to emit an initial sound when certain conditions are met. As an example, the above step S310 may include the following steps:
[0072] Step a), in response to the virtual character moving into a preset range of the first virtual object, controlling the first virtual object to emit an initial sound.
[0073] As a possible implementation,Figure 5 As shown, when the virtual character moves to within the preset range of the first virtual object, the first virtual object is caused to emit an initial sound. Figure 5 When the virtual stone pillar 500 is within the large circle around the virtual stone pillar 500, the virtual stone pillar 500 emits music.
[0074] In the disclosed embodiment, by making the first virtual object emit an initial sound when the virtual character moves to within a preset range of the first virtual object, it is possible to more obviously and effectively prompt the player that the key to solving the puzzle lies in the sound emitted by the first virtual object.
[0075] In some embodiments, the sound attribute of the sound emitted by the first virtual object may be adjusted. As an example, the game scene includes multiple second virtual objects, and each second virtual object corresponds to a sound attribute; the above step S320 may include the following steps:
[0076] Step b), in response to the virtual character triggering the target second virtual object, adjusting the state of the target second virtual object;
[0077] Step c), determining a target sound attribute corresponding to the target second virtual object, and adjusting the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound;
[0078] Step d), obtaining the target sound based on the intermediate sound.
[0079] As a possible implementation, the five virtual buttons can adjust different aspects of the sound attributes, such as pitch, rhythm, sound quality, etc., that is, each virtual button corresponds to a sound attribute, and the player can adjust the sound attribute corresponding to the virtual button by adjusting the state of the virtual button. It should be noted that the adjustment of the sound attribute of the sound emitted by the first virtual object by the second virtual object can be to adjust a certain sound attribute to a fixed value or a certain range, or to adjust a certain sound attribute to a certain amplitude value based on the existing sound.
[0080] The sound attributes include any one or more of the following: at least part of the tone, timbre, pitch, sound quality, sound effect, rhythm, volume, sound intensity, audio frequency and sound length of the sound. The various sound attributes make the adjustment of the sound attributes more flexible and increase the fun of the game.
[0081] In the embodiments of the present disclosure, multiple virtual buttons can respectively adjust a sound attribute of the sound, and each virtual button corresponds to one sound attribute. Of course, two or more attributes of the sound emitted by the first virtual object can also be adjusted simultaneously by a second virtual object. By adjusting the state of the virtual button, the player can more specifically and efficiently adjust the sound attribute corresponding to the virtual button.
[0082] It should be noted that when adjusting the target sound attribute of the initial sound according to the state of the target second virtual object, the initial sound here can refer to the sound emitted by the first virtual object when the virtual object enters the game scene where the first virtual object is located and has not triggered any second virtual objects. It can also refer to the sound emitted by the first virtual object before the virtual character triggers the target second virtual object. At this time, the sound emitted by the first virtual object may be the sound adjusted by the second virtual object.
[0083] In some embodiments, if the adjusted sound does not meet the preset conditions, the second virtual object can be restored to its state before adjustment. As an example, the method may further include the following steps:
[0084] Step e): In response to the target sound not meeting the preset conditions, control the first virtual object to emit the initial sound, and control the second virtual object to be restored to its state before adjustment.
[0085] Exemplarily, as Figure 6 shown, when starting the stone gate mechanism 404 (virtual mechanism), if the target sound does not meet the preset conditions, all virtual buttons (i.e., virtual button 501, virtual button 502, virtual button 503, virtual button 504, and virtual button 505) can be reset, that is, the second virtual object is restored to its initial lifted state, and the sound emitted by the virtual stone pillar 500 (first virtual object) can also be restored to the initial initial sound.
[0086] In the embodiments of the present disclosure, when the target sound adjusted by the player does not meet the preset conditions, restoring the second virtual object to its state before adjustment and making the first virtual object emit the initial sound can not only timely prompt the player that the current adjustment result does not meet the preset conditions, but also facilitate the player's next adjustment of the second virtual object, avoiding the influence of the previous incorrect adjustment result on the subsequent adjustment process.
[0087] In some embodiments, when the emitted sound meets the preset conditions, the virtual mechanism can be shown by changing the camera view. As an example, the method may further include the following steps:
[0088] Step f): In response to the target sound meeting the preset conditions, adjust the virtual camera according to the position of the virtual mechanism so that the virtual camera captures a picture containing the virtual mechanism.
[0089] In practical applications, players can observe a virtual scene from multiple perspectives and control virtual characters to play the game. Among them, the perspective refers to the shooting perspective preset by the virtual camera in the game, and the virtual scene can be observed through the perspective of the virtual camera. The first-person perspective refers to the shooting perspective of the first virtual camera bound to the virtual character, the second-person perspective refers to the shooting perspective of the second virtual camera used to shoot the target scene area, and the third-person perspective refers to the shooting perspective of the third virtual camera used for global shooting. Among them, the position of the first virtual camera can change with the position change of the bound virtual character, the position of the second virtual camera can change with the position change of the target scene area, and the third virtual camera does not need to change its position because it shoots the entire virtual scene. Here, the virtual camera refers to a three-dimensional model located around the virtual character in the virtual scene. When the first-person perspective is adopted, the virtual camera can be near the head of the virtual character or located on the head of the virtual character. When the third-person perspective is adopted, the virtual camera can be located behind the virtual character.
[0090] As an alternative implementation, the first-person perspective can be adopted for display, and the virtual scene displayed can only include the hands, arms, or props held in the hands of the virtual character, etc., so as to simulate the effect of observing the virtual scene through the perspective of the virtual character.
[0091] As another alternative implementation, the third-person perspective can also be adopted for display. The third-person perspective is in the same direction as the first-person perspective, but the third-person perspective will display the virtual character with its back to the terminal screen in the virtual scene, so that the player can see the actions and the environment of the virtual character they control in the virtual scene. The shooting direction of the virtual camera is the observation direction when observing the virtual scene from the first-person perspective or the third-person perspective of the virtual character.
[0092] In the embodiments of the present disclosure, when the sound emitted after being adjusted by the player meets the preset conditions, the camera can be switched to display the virtual mechanism. For example, after successfully solving the puzzle, the perspective turns to the cave entrance, and the opening of the stone door is shown. Therefore, it can timely prompt the player that the virtual mechanism has been released and the player can enter the next link at any time.
[0093] In some embodiments, before the virtual character triggers each second virtual object, it needs to move to a certain position in the game scene first, so that all second virtual objects can be in a triggerable state.
[0094] As an example, the method may further include the following steps:
[0095] Step g), in response to the virtual character moving to the target position, controlling the second virtual object to be adjusted to the initial state.
[0096] Among them, the target position can be any position in the game scene. Exemplarily, the target position can be on a virtual rock that protrudes from the ground near the first virtual object; the target position can also be on the base of the first virtual object, that is, on the bottom of the first virtual object and surrounded by a virtual disc that protrudes from the ground.
[0097] As a possible implementation manner, when the virtual object first enters the part of the game scene where the first virtual object is located, before starting to solve the puzzle, the player needs to control the virtual object to first move to a virtual rock (target position) that protrudes from the ground. At this time, the virtual rock becomes embedded in the ground due to the ground pressure of the virtual character, making all the second virtual objects protrude from the ground, so that the process of solving the puzzle can be started by triggering the second virtual objects in the protruding state.
[0098] For example, before starting to solve the puzzle, some virtual buttons are in the state of being embedded in the ground, while some other virtual buttons are in the state of protruding from the ground. When the virtual character moves to the base of the first virtual object (target position), all the virtual buttons are in the state of protruding from the ground, so that the virtual character can adjust the initial sound by stepping on the protruding virtual buttons.
[0099] In some embodiments, the sound emitted by the first virtual object can be represented by a sound prompt special effect displayed in the graphical user interface. As an example, the method may further include the following steps:
[0100] Step h), when controlling the first virtual object to emit a sound, display a sound prompt special effect that matches the sound emitted by the first virtual object in the graphical user interface.
[0101] In practical applications, the prompt special effect corresponding to the sound emitted by the first virtual object can be an animation special effect, or can include both animation special effects and sound special effects. Among them, the animation special effect is a visual feedback, which can be presented by means of exquisite graphics, gorgeous transitions and smooth animations. For example, when the first virtual object emits a sound, various colorful, light and shadow changing or three-dimensional rotating and other animation effects can appear. These animation special effects can enhance the fun and interactivity of the game. For the dynamic effects corresponding to the triggered virtual character, the coordination of both visual and auditory aspects can be considered to create a better game experience, so that players can be more immersed in the game and improve the interestingness and playability of the game.
[0102] As a possible implementation manner, such as Figure 5As shown, the visualization of sound is achieved through the musical notes displayed around the first virtual object. For the visual feedback of the adjusted sound change, exemplarily, there is a visual effect of sound waves emitting from the first virtual object. The closer the music is to the preset condition, the less sharp the shape of the sound wave display, the richer the color of the sound wave, and the softer the display effect of the sound wave. For example, if the adjustment of the music rhythm for sound emission is correct, the fluctuation frequency of the sound wave display slows down; if the adjustment of the music rhythm for music noise cancellation is correct, the shape of the sound wave display changes from sharp to round; if the adjustment of the music rhythm for music pitch is correct, the sound wave changes from transparent to showing color.
[0103] In the embodiments of the present disclosure, the sound emitted by the first virtual object is represented by the sound prompt special effects displayed in the graphical user interface, which can more vividly and obviously show the current adjustment result to the player and improve the adjustment efficiency of the emitted sound.
[0104] In some embodiments, each second virtual object can be adjusted to different states. As an example, the state of each second virtual object includes at least two types, and each type of state corresponds to one sound standard in one sound attribute; the above step S320 may include the following steps:
[0105] Step i), in response to the target second virtual object being adjusted to the target state, determining the target sound standard corresponding to the target state, and adjusting the target sound attribute of the initial sound to the target sound standard to obtain an intermediate sound.
[0106] As an optional implementation manner, five virtual buttons can respectively adjust different aspects of the sound. For example, pitch height, rhythm speed, sound quality, etc. Each virtual button, that is, each aspect, corresponds to a preset correct value, that is, each aspect needs to be adjusted to this preset correct value corresponding to its own aspect. For example, as Figure 5 shown, when the virtual button 501, the virtual button 502, and the virtual button 504 are in the lifted state, and the virtual button 503 and the virtual button 505 are in the pressed state, each aspect of the sound is adjusted to the preset correct value. Thus, the adjustment method of the second virtual object is made more flexible.
[0107] In some embodiments, the virtual character can adjust the state of the second virtual object only after removing the obstacle on the second virtual object. As an example, the above step S320 may include the following steps:
[0108] Step j), in response to the virtual character removing the occlusion on the target second virtual object among at least one second virtual object, removing the occlusion of the occlusion on the target second virtual object so that the target second virtual object can be adjusted;
[0109] Step k), in response to the virtual character's adjustment of the target second virtual object, adjusting the state of the second virtual object.
[0110] For example, the virtual slate (second virtual object) is wrapped by vines, and the virtual character can step on the virtual slate to adjust the state of the virtual slate only after burning the vines with the power of fire. The virtual character removes the obstacles on the second virtual object and then adjusts the state of the second virtual object, which increases the difficulty and fun of the game.
[0111] In some embodiments, when the sound emitted meets the preset condition, the virtual character needs to activate the mechanism before the mechanism can be opened. As an example, the above step S340 may include the following steps:
[0112] Step 1), in response to the target sound meeting the preset conditions and the triggering of the virtual character for the virtual machine switch, releasing the virtual machine switch.
[0113] As a possible implementation, by adjusting each second virtual object so that the sound emitted by the first virtual object gradually becomes clear and pleasant, it means that the preset conditions are met. At this time, the player can try to activate the mechanism to open the stone door and successfully solve the puzzle. By requiring the virtual character to activate the mechanism when the sound emitted meets the preset conditions, the mechanism can be opened, which increases the difficulty and fun of the game.
[0114] In some embodiments, the triggering of the second virtual object needs to meet a preset condition before the initial sound is adjusted to the target sound according to the state of the second virtual object. As an example, the above step S320 may include the following steps:
[0115] Step m), in response to the virtual character triggering at least one second virtual object, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object;
[0116] Step n), when a preset condition is met, determining the sound after the initial sound is adjusted as the target sound.
[0117] Among them, the preset conditions may include any one of the following: the number of triggered second virtual objects reaches a preset number; the number of triggering of at least one second virtual object reaches a preset number; the time length after the triggering of the first virtual object reaches a preset time length; each second virtual object is triggered.
[0118] For example, when the virtual character completes triggering of three or more second virtual objects, the initial sound is adjusted to the target sound according to the adjustment status of these second virtual objects. For another example, when the virtual character adjusts the status of a second virtual object at least twice, the initial sound is adjusted to the target sound according to the adjustment status of the second virtual object. For another example, within three seconds after the virtual character triggers the first second virtual object, the initial sound is adjusted to the target sound according to the adjustment status of the second virtual object.
[0119] In the disclosed embodiment, during the adjustment of the initial sound, the triggering of the second virtual object needs to meet a preset condition before the initial sound is adjusted to the target sound according to the state of the second virtual object. Exemplarily, the initial sound is changed only when the triggering quantity, duration, number of times, etc. of the second virtual object meet certain conditions, that is, it is changed to the target sound corresponding to the state of the second virtual object, thereby increasing the difficulty of sound adjustment to a certain extent, making the difficulty of unlocking the virtual level increased, and increasing the difficulty and fun of solving puzzles in the game.
[0120] Figure 7 A schematic diagram of the structure of a game control device is provided. The device can be applied to a terminal device, and a graphical user interface is provided through the terminal device, wherein the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character, a virtual gate, a first virtual object, and a second virtual object controlled by the terminal device. Figure 7 As shown, the game control device 700 includes:
[0121] A first control module 701, used to control the first virtual object to emit an initial sound;
[0122] A first adjustment module 702, configured to adjust a state of at least one of the second virtual objects in response to the virtual character triggering the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound;
[0123] A second control module 703, used to control the first virtual object to emit the target sound;
[0124] The third control module 704 is used to release the virtual machine in response to the target sound meeting a preset condition.
[0125] By the above method, at least part of the game scene is displayed, and the game scene includes a virtual character, a virtual switch, a first virtual object, and a second virtual object. The first virtual object is controlled to emit an initial sound, and in response to the triggering of at least one second virtual object by the virtual character, the state of the second virtual object is adjusted, and the initial sound is adjusted according to the state of the second virtual object to obtain a target sound, and the first virtual object is controlled to emit the target sound. The player can trigger the second virtual object by manipulating the virtual character, so as to adjust the sound emitted by the first virtual object by triggering the state of the second virtual object. In the present disclosure, a one-to-one correspondence between multiple second virtual objects and the first virtual object is established. Through the correspondence, the sound emitted by the first virtual object is adjusted. This achieves the effect of controlling and being controlled through the correlation between multiple virtual objects in the scene. Such a game operation method greatly improves the player's operating feel, and also improves the player's game immersion, and easily attracts the player's attention and stimulates the player's curiosity. The sound emitted by the first virtual object is associated with the state of the second virtual object, which effectively mobilizes the player's hearing and vision. Therefore, the sound emitted by the first virtual object serves as a guide to promote the player to find the correct way to unlock the virtual level, providing guidance to the player in time, increasing the player's sense of immersion, and avoiding negative emotions caused by the player feeling at a loss. The response target sound meets the preset conditions and the virtual level is unlocked. The player adjusts the state of at least one second virtual object according to the sound emitted by the first virtual object, so that the sound emitted by the first virtual object meets the preset conditions, and then successfully unlocks the mechanism. Compared with the prior art, the present disclosure makes the first virtual object emit an adjusted sound when the player adjusts the state of the second virtual object, so that the player further explores the adjustment method of the second virtual object, thereby successfully unlocking the virtual level. By making the first virtual object emit an adjusted sound when the player adjusts the second virtual object, the player is shown the sound clues related to unlocking the virtual level, which increases the difficulty of unlocking the virtual level, requiring the player to gradually guess and explore the hidden clues to unlock the mechanism through sound, increasing the difficulty and fun of solving puzzles in the game, improving the player's game experience, thereby improving user retention and reducing server idleness.
[0126] In a feasible implementation scheme, the first control module is specifically used for:
[0127] In response to the virtual character moving into a preset range of the first virtual object, the first virtual object is controlled to emit an initial sound.
[0128] In a feasible implementation manner, the game scene includes a plurality of the second virtual objects, and each of the second virtual objects corresponds to a sound attribute;
[0129] The first adjustment module is specifically used for:
[0130] In response to the triggering of the target second virtual object by the virtual character, adjust the state of the target second virtual object;
[0131] Determine the target sound attribute corresponding to the target second virtual object, and adjust the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound;
[0132] Obtain the target sound based on the intermediate sound.
[0133] In a feasible implementation, the device further includes:
[0134] A fourth control module, configured to control the first virtual object to emit the initial sound and control the second virtual object to return to the state before adjustment in response to the target sound not meeting the preset conditions.
[0135] In a feasible implementation, the first virtual object is physically connected to the second virtual object.
[0136] In a feasible implementation, the device further includes:
[0137] A second adjustment module, configured to adjust the virtual camera according to the position where the virtual mechanism is located in response to the target sound meeting the preset conditions, so that the captured image of the virtual camera includes the virtual mechanism.
[0138] In a feasible implementation, the device further includes:
[0139] A fifth control module, configured to control the second virtual object to adjust to the initial state in response to the virtual character moving to the target position.
[0140] In a feasible implementation, the device further includes:
[0141] A display module, configured to display a sound prompt special effect matching the sound emitted by the first virtual object in the graphical user interface when controlling the first virtual object to emit a sound.
[0142] In a feasible implementation, the state of each second virtual object includes at least two types, and each state corresponds to one sound standard in one of the sound attributes; the first adjustment module is further configured to:
[0143] In response to the target second virtual object being adjusted to the target state, determine the target sound standard corresponding to the target state, and adjust the target sound attribute of the initial sound to the target sound standard to obtain an intermediate sound.
[0144] In a feasible implementation manner, the sound attribute includes any one or more of the following:
[0145] The tone, timbre, pitch, sound quality, sound effect, rhythm, volume, intensity, audio frequency and length of at least part of the sound.
[0146] In a feasible implementation scheme, the first adjustment module is specifically used for:
[0147] In response to the virtual character removing an obstruction on at least one target second virtual object among the second virtual objects, removing the obstruction of the target second virtual object by the obstruction so that the target second virtual object can be adjusted;
[0148] In response to the virtual character's adjustment of the target second virtual object, the state of the second virtual object is adjusted.
[0149] In a feasible implementation manner, the triggering manner of the virtual character on the second virtual object includes any one or more of the following:
[0150] Triggered by stepping, pressing, attacking, and gear adjustment actions.
[0151] In a feasible implementation scheme, the third control module is specifically used for:
[0152] In response to the target sound meeting a preset condition and the virtual character triggering the virtual switch, the virtual switch is released.
[0153] In a feasible implementation scheme, the first adjustment module is specifically used for:
[0154] In response to the virtual character triggering at least one of the second virtual objects, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object;
[0155] When the preset condition is met, the adjusted sound of the initial sound is determined to be the target sound.
[0156] In a feasible implementation scheme, the preset condition includes any one of the following:
[0157] The number of the triggered second virtual objects reaches a preset number;
[0158] The number of triggering of at least one of the second virtual objects reaches a preset number;
[0159] From the time when the first virtual object is triggered, the time reaches a preset time;
[0160] Each of the second virtual objects is triggered.
[0161] The control device of the game provided by the embodiments of the present disclosure has the same technical features as the control method of the game provided by the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0162] Figure 8 The structural schematic diagram of an electronic device provided by the embodiments of the present disclosure is shown, including: a memory 801, a processor 802, and a bus 803. The memory 801 stores machine-readable instructions executable by the processor 802. When the electronic device runs a control method of a game as in the embodiments, the processor 802 communicates with the memory 801 through the bus 803. The processor 802 executes the machine-readable instructions, and the preamble part of the method item of the processor 802 is to perform the following steps:
[0163] Control the first virtual object to emit an initial sound;
[0164] In response to the virtual character triggering at least one of the second virtual objects, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound;
[0165] Control the first virtual object to emit the target sound;
[0166] In response to the target sound meeting a preset condition, release the virtual mechanism.
[0167] In a feasible implementation, when the processor executes to control the first virtual object to emit an initial sound, it is specifically used for:
[0168] In response to the virtual character moving into the preset range of the first virtual object, control the first virtual object to emit an initial sound.
[0169] In a feasible implementation, the game scene includes multiple second virtual objects, and each second virtual object corresponds to a sound attribute respectively; when the processor executes to respond to the virtual character triggering at least one of the second virtual objects, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound, it is specifically used for:
[0170] In response to the virtual character triggering a target second virtual object, adjust the state of the target second virtual object;
[0171] Determine the target sound attribute corresponding to the target second virtual object, and adjust the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound;
[0172] Obtain the target sound based on the intermediate sound.
[0173] In a feasible implementation, the processor is further configured to:
[0174] In response to the target sound not meeting the preset conditions, control the first virtual object to emit the initial sound, and control the second virtual object to return to the state before adjustment.
[0175] In a feasible implementation, the first virtual object is physically connected to the second virtual object.
[0176] In a feasible implementation, the processor is further configured to:
[0177] In response to the target sound meeting the preset conditions, adjust the virtual camera according to the position where the virtual organ is located, so that the captured image of the virtual camera includes the virtual organ.
[0178] In a feasible implementation, the processor is further configured to:
[0179] In response to the virtual character moving to the target position, control the second virtual object to adjust to the initial state.
[0180] In a feasible implementation, the processor is further configured to:
[0181] When controlling the first virtual object to emit a sound, display a sound prompt special effect matching the sound emitted by the first virtual object in the graphical user interface.
[0182] In a feasible implementation, the state of each second virtual object includes at least two types, and each type of state corresponds to one sound standard in the sound attributes;
[0183] When the processor performs adjusting the target sound attribute of the initial sound to obtain an intermediate sound according to the state of the target second virtual object, it is specifically configured to:
[0184] In response to the target second virtual object adjusting to the target state, determine the target sound standard corresponding to the target state, and adjust the target sound attribute of the initial sound to the target sound standard to obtain the intermediate sound.
[0185] In a feasible implementation, the sound attributes include any one or more of the following:
[0186] At least part of the pitch, timbre, pitch, sound quality, sound effect, rhythm, volume, sound intensity, audio, and sound length in the sound.
[0187] In a feasible implementation, when the processor executes to adjust the state of the second virtual object in response to the triggering of at least one of the second virtual objects by the virtual character, it is specifically configured to:
[0188] In response to the virtual character removing the occlusion on the target second virtual object among at least one of the second virtual objects, remove the occlusion of the target second virtual object by the occlusion, so that the target second virtual object can be adjusted;
[0189] In response to the virtual character's adjustment of the target second virtual object, adjust the state of the second virtual object.
[0190] In a feasible implementation, the triggering method of the virtual character for the second virtual object includes any one or more of the following:
[0191] Triggered by a stepping action, a pressing action, an attacking action, and a gear adjustment action.
[0192] In a feasible implementation, when the processor executes to release the virtual mechanism in response to the target sound meeting a preset condition, it is specifically configured to:
[0193] In response to the target sound meeting the preset condition and the virtual character's triggering of the virtual mechanism, release the virtual mechanism.
[0194] In a feasible implementation, when the processor executes to adjust the state of the second virtual object in response to the triggering of at least one of the second virtual objects by the virtual character, and adjust the initial sound according to the state of the second virtual object to obtain a target sound, it is specifically configured to:
[0195] In response to the triggering of at least one of the second virtual objects by the virtual character, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object;
[0196] When a preset condition is met, determine the sound after adjusting the initial sound as the target sound.
[0197] In a feasible implementation, the preset condition includes any one of the following:
[0198] The number of triggered second virtual objects reaches a preset number;
[0199] The number of times of triggering at least one of the second virtual objects reaches a preset number of times;
[0200] From the start of triggering the first virtual object, the elapsed time reaches a preset duration;
[0201] Each of the second virtual objects is triggered.
[0202] By the above method, at least part of the game scene is displayed, and the game scene includes a virtual character, a virtual switch, a first virtual object, and a second virtual object. The first virtual object is controlled to emit an initial sound, and in response to the triggering of at least one second virtual object by the virtual character, the state of the second virtual object is adjusted, and the initial sound is adjusted according to the state of the second virtual object to obtain a target sound, and the first virtual object is controlled to emit the target sound. The player can trigger the second virtual object by manipulating the virtual character, so as to adjust the sound emitted by the first virtual object by triggering the state of the second virtual object. In the present disclosure, a one-to-one correspondence between multiple second virtual objects and the first virtual object is established. Through the correspondence, the sound emitted by the first virtual object is adjusted. This achieves the effect of controlling and being controlled through the correlation between multiple virtual objects in the scene. Such a game operation method greatly improves the player's operating feel, and also improves the player's game immersion, and easily attracts the player's attention and stimulates the player's curiosity. The sound emitted by the first virtual object is associated with the state of the second virtual object, which effectively mobilizes the player's hearing and vision. Therefore, the sound emitted by the first virtual object serves as a guide to promote the player to find the correct way to unlock the virtual level, providing guidance to the player in time, increasing the player's sense of immersion, and avoiding negative emotions caused by the player feeling at a loss. The response target sound meets the preset conditions and the virtual level is unlocked. The player adjusts the state of at least one second virtual object according to the sound emitted by the first virtual object, so that the sound emitted by the first virtual object meets the preset conditions, and then successfully unlocks the mechanism. Compared with the prior art, the present disclosure makes the first virtual object emit an adjusted sound when the player adjusts the state of the second virtual object, so that the player further explores the adjustment method of the second virtual object, thereby successfully unlocking the virtual level. By making the first virtual object emit an adjusted sound when the player adjusts the second virtual object, the player is shown the sound clues related to unlocking the virtual level, which increases the difficulty of unlocking the virtual level, requiring the player to gradually guess and explore the hidden clues to unlock the mechanism through sound, increasing the difficulty and fun of solving puzzles in the game, improving the player's game experience, thereby improving user retention and reducing server idleness.
[0203] In practical applications, the memory 801 may include a high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is implemented through at least one communication interface 804 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
[0204] The bus 803 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 8 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0205] Among them, the memory 801 is used to store programs. After receiving an execution instruction, the processor 802 executes the programs. The methods executed by the devices defined by the processes disclosed in any of the foregoing embodiments of the present disclosure can be applied to or implemented by the processor 802.
[0206] The processor 802 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit of the hardware in the processor 802 or the instructions in the form of software. The above-mentioned processor 802 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 801, and the processor 802 reads the information in the memory 801 and combines its hardware to complete the steps of the above method.
[0207] The embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:
[0208] Control the first virtual object to emit an initial sound;
[0209] In response to the triggering of at least one of the second virtual objects by the virtual character, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound;
[0210] Control the first virtual object to emit the target sound;
[0211] In response to the target sound meeting a preset condition, release the virtual machine.
[0212] In a feasible implementation scheme, when the processor executes to control the first virtual object to emit an initial sound, it is specifically used for:
[0213] In response to the virtual character moving into the preset range of the first virtual object, control the first virtual object to emit an initial sound.
[0214] In a feasible implementation, the game scene includes a plurality of the second virtual objects, and each of the second virtual objects corresponds to a sound attribute respectively; when the processor executes to respond to the virtual character triggering at least one of the second virtual objects, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound, it is specifically used for:
[0215] In response to the virtual character triggering a target second virtual object, adjust the state of the target second virtual object;
[0216] Determine the target sound attribute corresponding to the target second virtual object, and adjust the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound;
[0217] Obtain the target sound based on the intermediate sound.
[0218] In a feasible implementation, the processor is further used for:
[0219] In response to the target sound not meeting the preset conditions, control the first virtual object to emit the initial sound, and control the second virtual object to return to the state before adjustment.
[0220] In a feasible implementation, the first virtual object is physically connected to the second virtual object.
[0221] In a feasible implementation, the processor is further used for:
[0222] In response to the target sound meeting the preset conditions, adjust the virtual camera according to the position where the virtual mechanism is located, so that the picture captured by the virtual camera includes the virtual mechanism.
[0223] In a feasible implementation, the processor is further used for:
[0224] In response to the virtual character moving to a target position, control the second virtual object to adjust to the initial state.
[0225] In a feasible implementation, the processor is further used for:
[0226] When controlling the first virtual object to emit a sound, display a sound prompt special effect matching the sound emitted by the first virtual object in the graphical user interface.
[0227] In a feasible implementation manner, each state of the second virtual object includes at least two states, and each state corresponds to a sound standard in the sound attributes;
[0228] When the processor adjusts the target sound attribute of the initial sound according to the state of the target second virtual object to obtain the intermediate sound, the processor is specifically configured to:
[0229] In response to the target second virtual object being adjusted to a target state, a target sound standard corresponding to the target state is determined, and the target sound attribute of the initial sound is adjusted to the target sound standard to obtain an intermediate sound.
[0230] In a feasible implementation manner, the sound attribute includes any one or more of the following:
[0231] The tone, timbre, pitch, sound quality, sound effect, rhythm, volume, intensity, audio frequency and length of at least part of the sound.
[0232] In a feasible implementation manner, when the processor executes the adjustment of the state of the second virtual object in response to the triggering of at least one second virtual object by the virtual character, the processor is specifically configured to:
[0233] In response to the virtual character removing an obstruction on at least one target second virtual object among the second virtual objects, removing the obstruction of the target second virtual object by the obstruction so that the target second virtual object can be adjusted;
[0234] In response to the virtual character's adjustment of the target second virtual object, the state of the second virtual object is adjusted.
[0235] In a feasible implementation manner, the triggering manner of the virtual character on the second virtual object includes any one or more of the following:
[0236] Triggered by stepping, pressing, attacking, and gear adjustment actions.
[0237] In a feasible implementation manner, when the processor executes the response that the target sound meets the preset condition and releases the virtual machine shutdown, it is specifically used to:
[0238] In response to the target sound meeting a preset condition and the virtual character triggering the virtual switch, the virtual switch is released.
[0239] In a feasible implementation, when the processor executes to respond to the triggering of at least one of the second virtual objects by the virtual character, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound, it is specifically configured to:
[0240] Respond to the triggering of at least one of the second virtual objects by the virtual character, adjust the state of the second virtual object, and adjust the initial sound according to the state of the second virtual object;
[0241] When a preset condition is satisfied, determine the sound after the adjustment of the initial sound as the target sound.
[0242] In a feasible implementation, the preset condition includes any one of the following:
[0243] The number of triggered second virtual objects reaches a preset number;
[0244] The number of times of triggering for at least one of the second virtual objects reaches a preset number of times;
[0245] From the start of triggering the first virtual object, the elapsed time reaches a preset time;
[0246] Each of the second virtual objects is triggered.
[0247] By the above method, at least part of the game scene is displayed, and the game scene includes a virtual character, a virtual switch, a first virtual object, and a second virtual object. The first virtual object is controlled to emit an initial sound, and in response to the triggering of at least one second virtual object by the virtual character, the state of the second virtual object is adjusted, and the initial sound is adjusted according to the state of the second virtual object to obtain a target sound, and the first virtual object is controlled to emit the target sound. The player can trigger the second virtual object by manipulating the virtual character, so as to adjust the sound emitted by the first virtual object by triggering the state of the second virtual object. In the present disclosure, a one-to-one correspondence between multiple second virtual objects and the first virtual object is established. Through the correspondence, the sound emitted by the first virtual object is adjusted. This achieves the effect of controlling and being controlled through the correlation between multiple virtual objects in the scene. Such a game operation method greatly improves the player's operating feel, and also improves the player's game immersion, and easily attracts the player's attention and stimulates the player's curiosity. The sound emitted by the first virtual object is associated with the state of the second virtual object, which effectively mobilizes the player's hearing and vision. Therefore, the sound emitted by the first virtual object serves as a guide to promote the player to find the correct way to unlock the virtual level, providing guidance to the player in time, increasing the player's sense of immersion, and avoiding negative emotions caused by the player feeling at a loss. The response target sound meets the preset conditions and the virtual level is unlocked. The player adjusts the state of at least one second virtual object according to the sound emitted by the first virtual object, so that the sound emitted by the first virtual object meets the preset conditions, and then successfully unlocks the mechanism. Compared with the prior art, the present disclosure makes the first virtual object emit an adjusted sound when the player adjusts the state of the second virtual object, so that the player further explores the adjustment method of the second virtual object, thereby successfully unlocking the virtual level. By making the first virtual object emit an adjusted sound when the player adjusts the second virtual object, the player is shown the sound clues related to unlocking the virtual level, which increases the difficulty of unlocking the virtual level, requiring the player to gradually guess and explore the hidden clues to unlock the mechanism through sound, increasing the difficulty and fun of solving puzzles in the game, improving the player's game experience, thereby improving user retention and reducing server idleness.
[0248] In the embodiments of the present disclosure, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiments. For the specific execution method steps and principles, please refer to the description of the embodiments, which will not be repeated here.
[0249] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.
[0250] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of the present disclosure. In this regard, each block in the flowchart or block diagram can represent a module, a program segment, or a part of code, and the part of the module, program segment, or code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than that marked in the accompanying drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, and the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system that performs the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.
[0251] The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0252] In addition, the various functional units in the embodiments provided in the present disclosure can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.
[0253] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the game control method described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM for short), random access memories (RAM for short), magnetic disks, or optical discs that can store program codes.
[0254] It should be noted that: similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.
[0255] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure. All should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A control method for a game, characterized in that, Providing a graphical user interface through a terminal device, where at least part of a game scene is included in the graphical user interface, and the game scene includes a virtual character, a virtual mechanism, a first virtual object, and a second virtual object controlled by the terminal device; the method includes: Controlling the first virtual object to emit an initial sound; In response to the virtual character triggering at least one of the second virtual objects, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object to obtain a target sound; Controlling the first virtual object to emit the target sound; In response to the target sound meeting a preset condition, releasing the virtual mechanism.
2. The method according to claim 1, characterized in that, The controlling the first virtual object to emit an initial sound includes: In response to the virtual character moving within a preset range of the first virtual object, controlling the first virtual object to emit an initial sound.
3. The method according to claim 1, characterized in that, The game scene includes a plurality of the second virtual objects, and each of the second virtual objects corresponds to a sound attribute respectively; The responding to the virtual character triggering at least one of the second virtual objects, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object to obtain a target sound includes: In response to the virtual character triggering a target second virtual object, adjusting the state of the target second virtual object; Determining the target sound attribute corresponding to the target second virtual object, and adjusting the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound; Obtaining the target sound based on the intermediate sound.
4. The method according to claim 1, characterized in that, The method further includes: In response to the target sound not meeting the preset condition, controlling the first virtual object to emit the initial sound and controlling the second virtual object to return to the state before adjustment.
5. The method according to claim 1, characterized in that, The first virtual object is physically connected to the second virtual object.
6. The method according to claim 1, characterized in that, The method further includes: In response to the target sound meeting the preset condition, adjusting a virtual camera according to the position where the virtual mechanism is located, so that the virtual camera captures a picture including the virtual mechanism.
7. The method according to claim 1, characterized in that, The method further includes: In response to the virtual character moving to a target position, controlling the second virtual object to adjust to an initial state.
8. The method according to claim 1, characterized in that, The method further includes: When controlling the first virtual object to emit a sound, displaying a sound prompt special effect matching the sound emitted by the first virtual object in the graphical user interface.
9. The method according to claim 3, characterized in that, The state of each of the second virtual objects includes at least two types, and each type of state corresponds to one of the sound standards in the sound attribute; The step of adjusting the target sound attribute of the initial sound according to the state of the target second virtual object to obtain an intermediate sound includes: In response to the target second virtual object adjusting to a target state, determining the target sound standard corresponding to the target state, and adjusting the target sound attribute of the initial sound to the target sound standard to obtain an intermediate sound.
10. The method according to claim 3, characterized in that, The sound attribute includes any one or more of the following: The tone, timbre, pitch, sound quality, sound effect, rhythm, volume, intensity, audio frequency and length of at least part of the sound.
11. The method according to claim 1, characterized in that, The step of adjusting the state of the second virtual object in response to the virtual character triggering at least one of the second virtual objects comprises: In response to the virtual character removing an obstruction on at least one target second virtual object among the second virtual objects, removing the obstruction of the target second virtual object by the obstruction so that the target second virtual object can be adjusted; In response to the virtual character's adjustment of the target second virtual object, the state of the second virtual object is adjusted.
12. The method according to claim 1, wherein, The triggering method of the virtual character on the second virtual object includes any one or more of the following: Triggered by stepping, pressing, attacking, and gear adjustment actions.
13. The method according to claim 1, wherein, The step of releasing the virtual machine shutdown in response to the target sound meeting a preset condition comprises: In response to the target sound meeting a preset condition and the virtual character triggering the virtual switch, the virtual switch is released.
14. The method according to claim 1, wherein, The step of responding to the triggering of at least one of the second virtual objects by the virtual character, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object to obtain the target sound includes: In response to the virtual character triggering at least one of the second virtual objects, adjusting the state of the second virtual object, and adjusting the initial sound according to the state of the second virtual object; When the preset condition is met, the adjusted sound of the initial sound is determined to be the target sound.
15. The method according to claim 14, wherein, The preset condition includes any one of the following: The number of the triggered second virtual objects reaches a preset number; The number of triggering of at least one of the second virtual objects reaches a preset number; From the time when the first virtual object is triggered, the time reaches a preset time; Each of the second virtual objects is triggered.
16. A control device for a game, wherein, Providing a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, wherein the game scene includes a virtual character, a virtual gate, a first virtual object, and a second virtual object controlled by the terminal device; comprising: A first control module, used to control the first virtual object to emit an initial sound; an adjustment module, configured to adjust a state of at least one of the second virtual objects in response to the virtual character triggering the second virtual object, and adjust the initial sound according to the state of the second virtual object to obtain a target sound; A second control module, used for controlling the first virtual object to emit the target sound; The third control module is used to release the virtual machine in response to the target sound meeting a preset condition.
17. An electronic terminal, comprising a memory and a processor, wherein a computer program that can run on the processor is stored in the memory, wherein, When the processor executes the computer program, the steps of the method according to any one of claims 1 to 15 are implemented.
18. A computer-readable storage medium, wherein, The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method according to any one of claims 1 to 15.