Game match control method and device, electronic equipment and storage medium

By introducing the movement and collision mechanism of virtual chess pieces into the game, the problem of single character interaction is solved, the interactive experience and strategic depth of the game are improved, and the utilization of device resources is optimized.

CN120695443APending Publication Date: 2025-09-26NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510857452.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-24
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

The interaction between characters in existing games is single, resulting in insufficient tactical fun, cumbersome operations and occupying device storage space, and it is impossible to achieve direct physical interaction between teammates.

Method used

By introducing a movement and collision mechanism for virtual chess pieces, the first and second party virtual chess pieces are controlled to move in preset directions and detect collisions. The states of the chess pieces are determined and game actions are executed based on the collision results, thereby increasing direct physical interaction between the chess pieces.

Benefits of technology

It improves the interactive experience and strategic depth of the game, reduces the amount of calculation and storage space occupied, and optimizes device resource utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game match control method, which comprises the following steps: displaying a virtual battle scene through a terminal device, the virtual battle scene comprising a first party virtual chess piece; when the battle begins, the first-party virtual chess piece and the second-party virtual chess piece are controlled to move towards a preset direction by a preset distance or move towards a preset position; in the moving process, whether the first-party virtual chess piece collides with the second-party virtual chess piece or not is detected; when collision is detected, determining the state of the virtual chess pieces of the two parties after collision according to a collision result, and controlling the virtual chess pieces of the two parties to start to execute game behaviors according to the state after collision; when it is detected that no collision occurs, the virtual chess pieces of the two parties are controlled to start to execute the game behavior after moving by a preset distance or moving to a preset position. By setting chess piece initial movement and collision retreat mechanisms, players can design tactics through chess piece placement positions and characteristics, and the interactive experience and strategy depth in the game opening stage are improved.
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Description

Technical Field

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

[0002] In related technologies, characters in games are typically limited to attacking and casting skills independently. Interaction between characters is limited to skill support, healing, or the accumulation of buffs. Direct physical interaction between teammates, such as grabbing a teammate and using them as a weapon, is impossible. This technology results in cumbersome user operation, requiring users to control multiple characters separately to achieve coordinated combat. Furthermore, the gameplay is monotonous and lacks novel interactive mechanics to enhance gameplay. Furthermore, it consumes device storage space, as resources must be loaded separately for each character, which in turn strains server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a game control method, device, electronic device and storage medium to solve the problem of insufficient tactical fun due to the single interaction between chess pieces in the Auto Chess game.

[0004] In a first aspect, the present disclosure provides a game match control method, the method comprising: displaying a graphical user interface through a terminal device, the graphical user interface displaying a virtual battle scene, the virtual battle scene including a first-party virtual chess piece; at the start of the battle, controlling the first-party virtual chess piece and the second-party virtual chess piece to move a preset distance in a preset direction or to a preset position respectively; detecting whether a collision occurs between the first-party virtual chess piece and the second-party virtual chess piece during the movement; when a collision is detected, determining a state of the virtual chess pieces of both parties after the collision based on the collision result, and controlling the virtual chess pieces of both parties to start executing game behavior based on the state after the collision; when it is detected that no collision occurs, controlling the virtual chess pieces of both parties to start executing game behavior after moving a preset distance or moving to a preset position.

[0005] In a second aspect, the present disclosure provides a game match control device, which includes: a display module, configured to display a graphical user interface through a terminal device, the graphical user interface displaying a virtual battle scene, and the virtual battle scene including a first-party virtual chess piece; a movement control module, configured to control the first-party virtual chess piece and the second-party virtual chess piece to move a preset distance in a preset direction or to a preset position respectively when the battle starts; a collision detection module, configured to detect whether a collision occurs between the first-party virtual chess piece and the second-party virtual chess piece during the movement; a battle control module, configured to determine the state of the virtual chess pieces of both parties after the collision according to the collision result when a collision is detected, and control the virtual chess pieces of both parties to start executing game behavior according to the state after the collision; the battle control module is also configured to control the virtual chess pieces of both parties to start executing game behavior after moving a preset distance or moving to a preset position when it is detected that no collision has occurred.

[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the steps in any one of the above-mentioned game match control methods are executed.

[0007] In a fourth aspect, the present disclosure provides a non-transitory computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, it is implemented to perform the steps in any of the above-mentioned game match control methods.

[0008] The present disclosure provides a game control method, device, electronic device and storage medium. By setting the initial movement and collision repulsion mechanism of chess pieces, players can design tactics based on the placement and characteristics of chess pieces, thereby improving the interactive experience and strategic depth in the opening stage of the game, reducing the amount of calculation and storage space occupied, and optimizing device resource utilization.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a game control method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface providing a preparation interface according to an embodiment of the present disclosure; Figure 3 A schematic diagram of a game interface for starting a battle provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface of two chess pieces moving according to an embodiment of the present disclosure; Figure 5 A schematic diagram of a game interface when two chess pieces collide with each other provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of a game interface after a collision between two chess pieces provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of the structure of a game control device provided by an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] In one embodiment of the present disclosure, the game match control method can be run on a local terminal device or a server. When the game match control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game match control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, 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.

[0018] In this embodiment, a game play control method is provided. Figure 1 is a flowchart of a game match control method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110: Displaying a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual battle scene including virtual chess pieces of the first party; Step S120, at the start of the battle, controlling the first party's virtual chess piece and the second party's virtual chess piece to move in a preset direction and a preset distance or to a preset position, respectively, wherein the second party's virtual chess piece is a virtual chess piece located in the virtual battle scene and in a different camp from the first party's virtual chess piece; Step S130, detecting whether a collision occurs between the first party's virtual chess piece and the second party's virtual chess piece during the movement process; Step S140, when a collision is detected, determining the states of the virtual chess pieces of both parties after the collision according to the collision result, and controlling the virtual chess pieces of both parties to start executing game actions according to the states after the collision; Step S150 , when it is detected that no collision occurs, the virtual chess pieces of both parties are controlled to start executing game actions after moving a preset distance or moving to a preset position.

[0019] The method provided in this embodiment introduces a virtual chess piece movement and collision mechanism during the game's opening phase, creating a richer interactive experience and increasing the strategic and engaging gameplay. By controlling the preset movement and collision detection mechanisms of the virtual chess pieces, players are provided with an intuitive and vivid playing experience, enabling them to adjust their game strategies based on changes in their state after collisions. This design effectively addresses the limited interaction capabilities of traditional chess games, enhancing the interactive experience and enriching the gameplay. Furthermore, by simplifying the physical collision simulation algorithm, it addresses the technical challenges of implementing physical interactions in computer games.

[0020] The above steps are described in detail below.

[0021] In step S110, the virtual battle scene includes first-party virtual chess pieces. Specifically, the terminal device displays a game graphical user interface on a display screen. The graphical user interface includes a virtual battle scene, in which first-party virtual chess pieces and second-party virtual chess pieces are arranged. These virtual chess pieces represent two opposing sides of the battle. In this embodiment, the first-party virtual chess pieces are virtual chess pieces of the side corresponding to the terminal device, for example, the first-party virtual chess pieces are the chess pieces of the player's own side, and the second-party virtual chess pieces are virtual chess pieces of the other player's side.

[0022] The terminal device may be an electronic device capable of running a game program, generally having processing and computing capabilities and display functions, capable of presenting game images to the user and receiving user input commands.

[0023] In an alternative embodiment, the terminal device may be a smartphone with a touchscreen display and input device, allowing the user to control the game flow through touchscreen operations. For example, the user may initiate a game by clicking a "Start Game" button on the touchscreen and observe the movement of chess pieces in the virtual game scene through the touchscreen.

[0024] In an alternative embodiment, the terminal device may be a personal computer equipped with a keyboard and mouse as input devices and a display as output device. Players operate the game interface by clicking the mouse and control game functions using keyboard shortcuts. For example, players can control the game progress by clicking function buttons on the interface with the mouse, or adjust the viewing angle using the keyboard arrow keys.

[0025] The graphical user interface (GUI) is a visual interface that provides users with game interaction. It usually displays game-related information and includes components such as game scenes, characters, and control elements.

[0026] In an optional embodiment, the graphical user interface may include multiple functional areas such as the game main interface, the character status bar, the operation button area, and the battle scene area. Figure 2 As shown in the figure, the top of the game main interface displays score and time information, the bottom displays operation buttons, the middle area displays the virtual battle scene, and players can perform different game operations by clicking different areas. The bottom displays operation buttons and game control options.

[0027] The virtual battle scene is the virtual environment where the two virtual chess pieces compete in the game. It usually has boundaries, area divisions, and visual effects to provide a spatial background for the game.

[0028] In an alternative embodiment, the virtual battle scene can be a chessboard-like field with clearly defined boundaries, with a dividing line in the center. The first and second virtual chess pieces are initially distributed on the upper and lower sides of the field. For example, the chessboard can be rectangular with four boundary lines (which can be visible or invisible). If a virtual chess piece moves outside these boundary lines, it is eliminated.

[0029] The first-party virtual chess pieces are the virtual chess pieces represented by the game account corresponding to the terminal device. During the preparation phase, the player selects the virtual chess pieces that will participate in the game as the first-party virtual chess pieces. In this embodiment, the first-party virtual chess pieces refer to the virtual chess pieces participating in the game. The graphical user interface includes a virtual battle scene and a preparation area. The preparation area is used to place virtual chess pieces owned by the player but not yet in play. The virtual object scene is used as an area for the player to select virtual chess pieces from the preparation area for playing against the opponent.

[0030] Specifically, in step S120, when the game officially begins, the system controls the first virtual chess piece (i.e., the player's chess piece) and the second virtual chess piece (i.e., the opponent's chess piece) to begin moving simultaneously. The movement can be a predetermined distance in a specific direction or directly to a specific location in the scene.

[0031] The start of a match is the point in time when the game officially enters the game state. It usually has trigger conditions and a timing mechanism, marking the transition from the preparation phase to the actual battle phase.

[0032] During the preparation phase, players can configure the lineup of virtual chess pieces, such as the virtual chess pieces that will appear and their initial positions. When the game enters the battle phase from the preparation phase, the game begins according to the lineup configured by the player in the preparation phase.

[0033] In an optional embodiment, the game can start immediately after the player clicks the "Start Game" button. The system will display a 3-second countdown, and after the countdown ends, the virtual chess pieces of both sides will begin to move.

[0034] In an optional embodiment, the start of the battle can be triggered after the chess pieces are arranged and the system automatically determines that both parties are ready.

[0035] In an alternative embodiment, the start of a match can be automatically triggered by the system timer in a specific game mode, without requiring any additional player interaction. For example, in automatic match mode, the system will automatically enter a 3-second countdown after the end of each game preparation phase, and then begin a new round of match.

[0036] After the game starts, the first party's virtual chess pieces and the second party's virtual chess pieces are displayed in the virtual battle scene, wherein the first party's virtual chess pieces and the second party's virtual chess pieces are positioned according to the lineups configured by their respective players in the preparation stage, such as Figure 3 shown.

[0037] The second party's virtual chess piece may be a digital character unit in the game that is opposed to the first party's virtual chess piece, and usually functions as an opponent's chess piece to compete with the first party.

[0038] In an alternative embodiment, the second-party virtual chess pieces may be character units controlled by other real players, representing other players in a multiplayer game. For example, in an online game mode, the second-party virtual chess pieces may be a chess lineup controlled by another player matched by the matching system.

[0039] In an alternative embodiment, the second virtual chess piece may be an AI-controlled computer character that acts as the player's opponent in single-player mode or a specific game mode. For example, in practice mode or story mode, the player may face virtual chess pieces controlled by the game system AI, which will act according to a preset strategy.

[0040] In an alternative embodiment, the second party's virtual chess pieces may have the same character type and rule system as the first party's virtual chess pieces, but belong to different factions and may be visually distinguished by color, logo, or appearance. For example, the first party's chess pieces may appear to be from the blue faction, while the second party's chess pieces may appear to be from the red faction, but both parties may use the same type of chess pieces.

[0041] The preset direction refers to a predetermined direction in which the virtual chess piece moves, which usually has a clear direction and determines the movement trajectory of the virtual chess piece at the beginning of the game.

[0042] In an optional embodiment, the preset direction may be a straight line direction facing the enemy, that is, the first party's virtual chess piece moves toward the second party's virtual chess piece, and the second party's virtual chess piece moves toward the first party's virtual chess piece. Figure 4 As shown in a vertically arranged battle scene, the first party's virtual chess piece is located at the bottom, and the second party's virtual chess piece is located at the top. The preset direction of the first party's virtual chess piece is upward, and the preset direction of the second party's virtual chess piece is downward.

[0043] In an alternative embodiment, the preset direction may vary depending on the characteristics of the chess pieces. Certain special types of chess pieces may have different movement directions than the normal ones. For example, most virtual chess pieces move in a straight line, while certain virtual chess pieces with special abilities may move diagonally or along a curved path.

[0044] In an alternative embodiment, the preset direction can be dynamically variable, and the virtual chess piece may change its direction during movement based on specific areas or triggering conditions in the scene. For example, the virtual chess piece may initially move in a straight line, but when it passes through a direction change area in the scene, it may change its direction to an upward or downward direction.

[0045] It should be noted that the preset direction may be just one of the above embodiments, or may be multiple of the above embodiments. For example, in the same game, different types of virtual chess pieces may have different preset movement directions, or the same virtual chess piece may have different preset movement directions at different game stages, thereby increasing the strategic and variable nature of the game.

[0046] The preset distance may be a moving length predefined by the system, which generally has the function of limiting the initial moving range of the virtual chess piece.

[0047] In an optional embodiment, the preset distance can be a fixed value, expressed in in-game units or grid numbers, and all chess pieces move the same distance. For example, all chess pieces move forward 3 grids at the beginning of the game.

[0048] In an alternative embodiment, the preset distance can be adjusted based on the speed attribute or other characteristics of the chess piece, so that different chess pieces move different distances. For example, a chess piece with a high speed attribute may move 5 squares, while a chess piece with a low speed attribute may only move 2 squares.

[0049] Typically, in a virtual battle scene, the first and second virtual chess pieces are positioned on either side of the scene's center. At the start of a battle, the two sides' chess pieces will move toward each other, meeting and engaging roughly in the center of the scene. The preset distance in this embodiment typically allows the chess pieces to move unimpeded into the opponent's half of the field.

[0050] It should be noted that the preset distance can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the game can set a basic movement distance, then adjust it based on the speed attributes of different chess pieces, and make fine adjustments based on the current battlefield conditions to ultimately determine the actual movement distance of each chess piece.

[0051] The preset position may be a target coordinate predetermined by the system, which usually serves to specify a destination for the virtual chess piece to move.

[0052] In an optional embodiment, the preset position may be a specific coordinate point or area on the battlefield, such as a center point, an edge position, a resource point, an area biased toward the opponent's chess piece, or other strategic positions.

[0053] In an alternative embodiment, the preset position can be relative to other pieces or targets, such as moving to the nearest enemy piece or maintaining a specific distance from a friendly piece. For example, an auxiliary piece might be set to move to a certain distance from its main piece to provide support.

[0054] In an alternative embodiment, the preset positions can be dynamically determined based on piece type, skill characteristics, or tactical needs, assigning different pieces an initial combat position that best suits their characteristics. For example, a ranged attacking piece might be set to move to a safe position in the rear, while a melee attacking piece might be moved to a front-line position.

[0055] It should be noted that the preset position can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the game can use both absolute coordinates and relative position relationships to determine the preset position of chess pieces, and assign different target positions based on the type of chess piece. This composite positioning method can create more reasonable and diverse battle formations.

[0056] By setting the above-mentioned preset distance or preset position, if the chess pieces of both sides move towards each other on the same moving path, they will collide, thereby bringing different opening battle effects.

[0057] like Figure 4 As shown in the example, in a specific application, at the start of a match, the first player's virtual chess piece (red) begins moving from the bottom of the scene to the top, while the second player's virtual chess piece (blue) moves from the top to the bottom. Each chess piece moves along a straight path at the same speed. After moving a certain distance, the two chess pieces are expected to meet in the center of the scene and potentially collide. The system also displays the movement trajectory of the chess pieces to help players predict the possible collision location.

[0058] In step S130 , specifically, the system monitors the positional relationship between the first party's virtual chess piece and the second party's virtual chess piece in real time during the movement of the virtual chess piece to determine whether a collision occurs between them.

[0059] The movement process refers to the period of time during which a virtual chess piece moves from its initial position to its target position. It typically has a starting point, an end point, and a movement path, and is the entire process of the virtual chess piece's position changing.

[0060] In an optional embodiment, the movement process can be expressed as a smooth displacement of a virtual chess piece, accompanied by a corresponding movement animation effect, so that the player can clearly observe the position change of the chess piece. Figure 3 and Figure 4 As shown, when the virtual chess piece has not started to move, the appearance of the virtual chess piece in a normal state is displayed. When the virtual chess piece starts to move, a rolling or walking animation is played, and the position of the chess piece changes from the starting point to the end point at a uniform speed. The whole process is smooth and natural.

[0061] In an optional embodiment, the movement process can be divided into three stages: acceleration, constant speed, and deceleration, simulating the physical characteristics of the movement of real objects and enhancing the realism of the game.

[0062] A collision is an event where two or more virtual chess pieces come into contact and interact. This typically involves position overlap determination and a physical reaction mechanism, and is an important trigger for interaction in games.

[0063] In an alternative embodiment, collision can be detected by detecting overlap of collision volumes. When the collision volumes of two virtual chess pieces intersect in three-dimensional space or on a two-dimensional plane, the system determines that a collision has occurred. For example, each virtual chess piece has a circular or square collision box. When the collision boxes of two pieces overlap, the system immediately triggers a collision event.

[0064] In an alternative embodiment, collisions can be categorized into different types, such as head-on collisions, side collisions, and minor scrapes. These different types of collisions result in different subsequent effects. For example, a head-on collision between two virtual chess pieces will result in a significant repulsive force on both sides; a side collision will result in a force direction that changes depending on the collision angle; and a minor scrape will result in only a minor directional shift.

[0065] In an alternative implementation, collisions can be combined with a physics engine to achieve more realistic physical reactions, including force transmission, angle calculation, and subsequent motion trajectory determination. For example, when two virtual chess pieces collide, the system calculates the post-collision direction and speed based on their mass, velocity, and collision angle, simulating the effect of a real-world collision.

[0066] It should be noted that collision can be implemented using only one of the aforementioned implementations, or multiple implementations. For example, collision detection in a game can use both collision volume overlap determination and type-based processing, combined with a physics engine to calculate more accurate collision effects, providing a more realistic and richer gaming experience.

[0067] In step S140, specifically, when the system detects a collision between the first party's virtual chess piece and the second party's virtual chess piece, it will calculate and determine the states of the chess pieces of both parties after the collision based on the collision situation (such as collision angle, chess piece attributes, etc.), including position, direction, attribute changes, etc., and then control the chess pieces of both parties to start executing subsequent game behaviors based on these states.

[0068] The collision result refers to the effects and state changes caused by the collision of virtual chess pieces, which usually include position changes, attribute effects, and visual feedback.

[0069] In an alternative embodiment, the collision result can be manifested as a change in the position of the chess piece, such as a physical effect such as being knocked back, bounced, or changing direction. For example, when two virtual chess pieces collide head-on, each will retreat a distance in the opposite direction of its original movement, regain its footing, and then continue the game.

[0070] In an optional embodiment, the collision result may affect the properties of the chess piece, such as reducing health points, changing energy, or triggering special effects. For example, when a virtual chess piece collides, it may suffer a certain percentage of health loss, or trigger a specific skill effect, such as a short stun or a change in movement speed.

[0071] The post-collision state refers to the new state of the virtual chess piece after the collision event. It usually includes position parameters, action capabilities, and attribute changes, and is the basic condition for determining subsequent game behavior.

[0072] In an alternative embodiment, the post-collision state may include the new position and orientation of the chess piece, which determine the starting point and direction of the chess piece's subsequent movement. For example, after a collision, a virtual chess piece may be repelled to a new position and its orientation may change, thus affecting its subsequent movement direction and target selection.

[0073] In an optional embodiment, the state after a collision may include changes in the chess piece's mobility, such as reduced movement speed, decreased attack power, or extended skill cooldown. For example, after a collision, a virtual chess piece may enter a "dizzy" state, unable to move or attack for a short period of time; or enter a "deceleration" state, reducing its movement speed for a period of time.

[0074] In an optional embodiment, the post-collision state may include special effects on the chess pieces, such as obtaining a temporary buff, triggering a special ability, or initiating a chain reaction. For example, certain special types of virtual chess pieces may activate a "counterattack" ability after being repelled, causing damage to the opponent they collided with; or they may gain a brief "invincibility" state after a collision, making them immune to further damage.

[0075] It should be noted that the post-collision state can be just one of the above-mentioned embodiments, or it can be multiple. For example, after a collision, a virtual chess piece may simultaneously experience a position change, mobility adjustment, and the triggering of special effects. These states together determine the chess piece's subsequent performance in the game. Alternatively, different types of chess pieces may have different combinations of post-collision states, increasing the strategic depth and gameplay diversity of the game.

[0076] Game behaviors can be various actions and activities performed by virtual chess pieces in the game, which usually have the effect of promoting the game process and realizing the functions of the chess pieces.

[0077] In an optional embodiment, game behaviors may include combat behaviors, such as normal attacks, skill releases, defensive postures, and other actions directly related to combat. For example, a chess piece may initiate a normal attack toward the nearest enemy target or release its own special skills after colliding.

[0078] In an optional embodiment, game behaviors may include movement behaviors, such as tracking an enemy, escaping danger, occupying a position, and other actions related to spatial position changes. For example, a ranged attacking piece may attempt to maintain a certain distance from the enemy after a collision, while a melee piece may continue to pursue the enemy.

[0079] In an optional embodiment, game behaviors may include strategic behaviors, such as target selection, coordination, priority determination, and other decision-making processes. For example, a healing piece may prioritize healing friendly units with lower health points, while a tank piece may actively attract enemy fire.

[0080] like Figure 5 and Figure 6 As shown in the figure, in a specific application, a self-piece (the first virtual piece) and an opposing piece (the second virtual piece) collide head-on in the center of the scene. The system immediately calculates the collision result. After the collision, the self-piece is knocked back a distance downward, while the opposing piece is knocked back a distance upward. After being knocked back, both pieces pause for one second before performing an enemy search behavior, searching for a target to attack. Because the self-piece is knocked back a long distance, it needs to move closer before attacking. However, the opposing piece is knocked back a short distance and quickly finds its target and initiates the attack behavior.

[0081] In step S150, specifically, if no collision event is detected during the movement of the virtual chess piece, then when the chess piece moves a preset distance or reaches a preset position, the system will control these chess pieces to directly start executing subsequent game behaviors, such as searching for enemies, attacking, etc.

[0082] like Figure 5 and Figure 6 As shown in one specific application, when a battle begins, two pieces on either side of the first row of one player's chess pieces do not encounter any of the opponent's pieces on their movement paths, resulting in no collision. These non-colliding pieces begin the game behavior "Searching for an Enemy" after moving a preset distance. Compared to pieces that collide, these pieces can begin actual combat more quickly, but they do not experience the special effects that collisions might bring.

[0083] In a game control method provided in one embodiment of the present application, the preset position of the first party's virtual chess piece is away from the initial position of the first party's virtual chess piece and close to the initial position of the second virtual chess piece; the preset position of the second party's virtual chess piece is away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece; the first party's virtual chess piece moves a preset distance away from the initial position of the first party's virtual chess piece and close to the initial position of the second virtual chess piece; the second party's virtual chess piece moves a preset distance away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece.

[0084] The method provided in this embodiment enables both virtual chess pieces to move toward each other's area at the start of the game, creating a trend of mutual movement. This increases the likelihood of collisions between the pieces, thereby achieving a richer interactive gaming experience. This design not only enhances the interactive experience, allowing players to intuitively perceive the competitive relationships between the pieces, but also increases the strategic nature of the game, requiring players to consider the initial arrangement of the pieces and the possible collision outcomes, thus enhancing the richness of the game. Furthermore, this pre-set movement mechanism addresses the problem of insufficient initial interaction between pieces in virtual battle games in the computer field, making the game full of strategic and visual interest from the outset.

[0085] The above scheme is described in detail below.

[0086] The preset position of the first virtual chess piece is far away from the initial position of the first virtual chess piece and close to the initial position of the second virtual chess piece: Specifically, at the beginning of the game, the system will set a preset position or preset moving distance for the first party's virtual chess piece, so that it moves in a direction away from its own initial position and closer to the initial position of the opponent's chess piece.

[0087] The preset position may be a specific coordinate point in the game battle scene, which usually serves to guide the first party's virtual chess piece to perform an initial move.

[0088] In an alternative embodiment, the preset position can be a point near the center of the virtual battle scene, so that the first-side virtual chess piece moves toward the center of the scene at the start of the game. For example, in an Auto Chess game, the preset position of the first-side virtual chess piece can be set to a position off to the side of the first-side from the center line of the battle scene, so that the chess piece moves from the first-side area toward the center area.

[0089] In an alternative embodiment, the preset position may be based on a point on a line connecting the initial position of the first virtual chess piece and the initial position of the second virtual chess piece, with this point being a certain safe distance from the initial position of the second virtual chess piece. For example, at the start of a match, the system may calculate the line connecting the initial position of the first virtual chess piece and the initial position of the second virtual chess piece on the opposing side, and then select a position on this line approximately two-thirds of the distance from the initial position of the first virtual chess piece as the preset position.

[0090] The preset position of the second virtual chess piece is far away from the initial position of the second virtual chess piece and close to the initial position of the first virtual chess piece: Specifically, similar to the first party's virtual chess piece, the system also sets a preset position for the second party's virtual chess piece, so that it moves in a direction away from its own initial position and closer to the initial position of the first party's virtual chess piece.

[0091] Regarding the initial position of the first virtual chess piece after it moves a preset distance away from the first virtual chess piece and close to the initial position of the second virtual chess piece: Specifically, when the first party's virtual chess piece moves a preset distance according to the system instruction, its final position will be away from its initial placement position and closer to the initial position of the second party's virtual chess piece.

[0092] The preset moving distance may be a fixed moving length set in the game, which generally ensures that the first party's virtual chess piece can advance to a certain extent into the opponent's area.

[0093] In an alternative embodiment, the preset distance can be a fixed unit length in the battle scene, such as the number of chessboard squares or scene unit distance. For example, in an Auto Chess game, the system can set the first party's virtual chess piece to move forward 5 scene units, causing it to advance toward the opponent's camp.

[0094] In an alternative embodiment, the preset distance can be set differently based on the different attributes or role types of chess pieces, enabling personalized movement control. For example, the preset movement distance for speed-oriented chess pieces can be set longer, while the preset movement distance for defense-oriented chess pieces can be set shorter, thereby creating different movement rhythms for different chess pieces.

[0095] Regarding the second party's virtual chess piece moving a preset distance away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece: Specifically, similar to the first party's virtual chess piece, when the second party's virtual chess piece moves a preset distance, its final position will also be away from its initial position and closer to the initial position of the first party's virtual chess piece.

[0096] like Figure 6 As shown, in a specific application of this embodiment, when the game starts, the game system will control the first party's virtual chess piece to move from its initial position in the own area to the center of the scene, and the moving distance is a preset 5 unit grids. At the same time, the second party's virtual chess piece on the opposite side also moves from its initial position to the center of the scene by the same distance. Figure 6 As shown by the center line (not visible) in the figure, both chess pieces move toward each other's area. The final position of the first party's virtual chess piece is farther away from its initial position and closer to the initial position of the second party's virtual chess piece. Similarly, the final position of the second party's virtual chess piece is also farther away from its initial position and closer to the initial position of the first party's virtual chess piece. This design of moving towards each other makes it possible for the chess pieces of both sides to collide in the center area of ​​the scene, as shown in the following figure. Figure 6 The first virtual chess piece and the second virtual chess piece collide with each other, thereby triggering subsequent collision detection and game behavior execution logic.

[0097] In a game control method provided in an embodiment of the present application, a virtual battle scene includes a first row of placement positions and a second row of placement positions. The steps of controlling the first party's virtual chess pieces and the second party's virtual chess pieces to move in a preset direction and a preset distance respectively include: Step S310: Control the virtual chess pieces located in the first row to move forward.

[0098] Through the method provided in this embodiment, virtual chess pieces in the game are controlled differently according to their rankings. By controlling the forward movement of virtual chess pieces placed in the first row, players can be guided to plan richer tactical layouts, thereby improving the interactivity and strategy of the game. At the same time, the game's interactive mode and gaming experience are enriched, allowing players to plan different tactics according to different positions, thereby improving the richness of the game. In addition, the problem of accurate chess piece control is solved through clear position distinction, enabling the computer to more efficiently process the interactive logic in the game scene.

[0099] The above scheme is described in detail below.

[0100] Regarding the virtual battle scene, including the first row and second row positions Specifically, in a game, the virtual battle scene is an area where two players compete against each other. The virtual battle scene for each player includes a first row of placement positions and a second row of placement positions for placing virtual chess pieces.

[0101] The first row of chess pieces can be placed near the center of the battle area in the game, which is usually closer to the opponent's camp and easier to interact with the opponent's chess pieces.

[0102] In an optional embodiment, the first row of placement positions can be a row of grids near the center of the virtual battle scene, and these grids are usually arranged in a horizontal straight line for placing the virtual chess pieces in the front row of the players. Figure 2 As shown, in auto chess games, players can place tanks or warrior pieces that need to participate in the battle first in the first row, so that they can rush to the opponent's camp at the first time and form combat contact.

[0103] In an optional embodiment, the first row of placement positions can be a special area with visual identification, which is distinguished from other positions by color, pattern or highlight effect to facilitate player identification.

[0104] In an optional embodiment, the first row of placement can present different visual effects according to different game scene themes, but the functions remain the same.

[0105] The second row of chess pieces can be positioned behind the first row of chess pieces in the game, usually relatively far away from the opponent's camp and providing back-row support.

[0106] In an optional embodiment, the second row of placement positions can be a row of grids located behind the first row of placement positions, forming a battlefield depth for placing virtual chess pieces that need to provide support from the rear. Figure 2 As shown, in the battle game, players can place long-range attack pieces such as mages and archers in the second row so that they can attack the enemy in a relatively safe position.

[0107] In an alternative embodiment, the second row of positions can be visually identified differently from the first row, using different colors, patterns, or special effects to help players understand that pieces in different positions will behave differently. For example, the second row of positions might be identified with a more subdued color and display a message such as "Back Row Support" when the player places a piece there.

[0108] In an optional embodiment, the second row of positions can provide additional positional effects based on the attributes or types of the pieces in the game. For example, when a ranged attack piece is placed in the second row, it may receive a bonus to its attack range; when a healing piece is placed in the second row, it may receive a bonus to its healing effect.

[0109] In one specific application, during the game preparation phase, players will see a virtual battle scene with two rows of positions. The first row has 7 positions, and the second row has 8 positions. Players can drag virtual chess pieces in the preparation area to different positions to arrange the battle virtual chess pieces.

[0110] In step S310, the virtual chess pieces located in the first row are controlled to move forward.

[0111] Specifically, at the beginning of a game, the system controls the virtual chess pieces placed in the first row to move forward in a predetermined direction and distance.

[0112] The game system issues movement instructions to the virtual chess pieces to control the movement of the virtual chess pieces, which usually has the effect of changing the positions of the virtual chess pieces in the virtual battle scene according to preset rules.

[0113] In an alternative embodiment, the game system can automatically execute program instructions at the start of a game, eliminating the need for additional player interaction. For example, once both players confirm their lineups and click the "Start Game" button, the game system automatically controls the movement of the virtual chess pieces in the first row, allowing the player to observe the game as it unfolds.

[0114] In an alternative embodiment, controls can be used to generate different movement patterns based on the characteristics of different virtual chess pieces, but with the same overall direction. For example, a heavy warrior-type virtual chess piece might be controlled to move forward slowly but steadily; an agile assassin-type virtual chess piece might be controlled to move forward quickly; and a mage-type virtual chess piece might be controlled to move forward in a floating manner.

[0115] The virtual chess pieces in the first row can be game characters placed by the players on the first row of grids near the center of the battle area during the game preparation phase, and usually play the role of first participating in the battle interaction at the beginning of the game.

[0116] In an alternative embodiment, the virtual chess pieces in the first row can be core tactical units carefully selected and placed in the front row by the player. These pieces typically have high health or defensive capabilities. For example, a player might place tank-type or warrior-type virtual chess pieces in the first row so that they can engage the opponent first at the start of a battle and provide protection for the damage-focused pieces in the back row.

[0117] The forward movement may be a virtual chess piece moving forward along a path perpendicular to the direction in which the own team's team is arranged, which generally has the effect of advancing the chess piece toward the opponent's team's team area.

[0118] In an optional embodiment, the forward movement can be represented by the virtual chess piece moving forward at a constant speed along a predetermined straight path, in a direction perpendicular to the arrangement direction of the own camp and pointing to the opponent camp. Figure 4 As shown, if the player's camp in the game interface is at the bottom of the screen and the opponent's camp is at the top of the screen, then moving straight forward means that the chess piece moves toward the top of the screen.

[0119] In an optional embodiment, the forward movement may include specific animation effects to make the movement more vivid. For example, instead of simply sliding, the virtual chess piece may move forward by running, rolling, jumping, or flying. These animation effects may match the type or theme of the chess piece.

[0120] like Figure 2As shown in a specific application of this embodiment, when the game starts, the player can see the first row and second row of positions clearly divided in the virtual battle scene. Three virtual chess pieces are placed on each of the three grids in the first row, each with a unique appearance and attributes. Figure 4 As shown, when the system issues a "battle begins" prompt, all virtual chess pieces in the first row begin to move forward at the same time, moving towards the first row of positions of the opponent's camp, preparing to make the first contact and interaction with the opponent's virtual chess pieces.

[0121] In a game control method provided in an embodiment of the present application, the step of controlling the first virtual chess piece and the second virtual chess piece to move a preset distance in a preset direction respectively includes: Step S410: Control the virtual chess pieces in the second row to move according to their respective chess piece attributes, wherein the manner of moving according to their respective chess piece attributes is different from the manner of moving the virtual chess pieces in the first row.

[0122] Through the method provided in this embodiment, the virtual chess pieces in the first and second rows can perform differentiated movement methods according to different positions and attributes, thereby enhancing the diversity and strategic nature of the game character behavior. When laying out the layout, players need to comprehensively consider the matching relationship between the placement of the chess pieces and their attributes, which improves the tactical depth and fun of the game, thereby greatly enriching the game experience and interaction methods, allowing players to flexibly adjust tactics according to the characteristics of the chess pieces, and increasing the playability and challenge of the game.

[0123] The above scheme is described in detail below.

[0124] In step S410, the virtual chess pieces in the virtual battle scene are arranged in different positions, including a first row and a second row. The virtual chess pieces in these different positions will execute different movement logic at the start of the game. The virtual chess pieces in the first row generally move forward a predetermined distance according to a predetermined method, while the virtual chess pieces in the second row adopt a different movement method based on their respective chess piece attributes.

[0125] The second row of placements may be within the player-controlled camp area in the virtual battle scene, further back or further away from the opposing camp than the first row of placements, generally providing the player with more flexible tactical layouts.

[0126] In an alternative embodiment, the virtual chess pieces in the second row can move toward a search target, rather than simply moving a fixed distance forward. For example, the virtual chess pieces in the second row can identify the nearest enemy virtual chess piece in the scene as a search target and then move toward that target. This movement method allows the virtual chess pieces to more intelligently locate opponents.

[0127] In an alternative embodiment, the virtual chess pieces in the second row can determine their movement paths and distances based on their unique attributes (such as movement speed and attack range), thereby creating different tactical effects than the virtual chess pieces in the first row. For example, certain virtual chess pieces with ranged attack attributes might move to a position suitable for launching a ranged attack and then stop, rather than continuing forward until a collision occurs.

[0128] In an alternative embodiment, the virtual chess pieces in the second row can dynamically adjust their movement strategies based on the situation on the field, including avoiding obstacles or friendly virtual chess pieces and choosing the best path to approach enemy virtual chess pieces. For example, if a friendly virtual chess piece is detected blocking the way, the virtual chess pieces in the second row can choose to move sideways to find a better attack route, rather than remaining stationary or moving in a straight line.

[0129] Among them, chess piece attributes can be various characteristic parameters of virtual chess pieces in the game, which are used to define the behavior and capabilities of virtual chess pieces. They usually play a role in determining the performance and tactical value of virtual chess pieces in the game.

[0130] In an alternative embodiment, chess piece attributes can be divided into two categories: basic attributes and special attributes. Basic attributes, such as movement speed, attack power, and health points, affect the basic performance of the chess piece, while special attributes give the chess piece unique abilities or effects. For example, some virtual chess pieces may have a special attribute of "invisibility," making them invisible to enemy virtual chess pieces during movement, allowing them to approach enemy virtual chess pieces without being detected in advance.

[0131] In an alternative embodiment, chess piece attributes can be dynamically adjusted and enhanced through an in-game growth or equipment system, allowing the same type of virtual chess piece to exhibit different movement and combat characteristics under the control of different players. For example, a player can equip a virtual chess piece with specific items to enhance its mobility, giving it more flexible movement in the second row.

[0132] In an optional embodiment, chess piece attributes can also include bond effects. This means that when multiple virtual chess pieces with the same tag or attribute are on the field simultaneously, a special synergy is triggered, affecting the movement of these virtual chess pieces. For example, if there are three virtual chess pieces with the "Elementalist" attribute on the field simultaneously, all "Elementalist" virtual chess pieces in the second row may gain an additional movement speed boost.

[0133] It should be noted that the chess piece attributes may be just one of the above embodiments, or may be multiple of the above embodiments. For example, a virtual chess piece may have only a basic movement speed attribute, or may have multiple attributes such as basic movement speed, special movement abilities, and bond effects. These attributes together determine how the virtual chess piece moves in the second row.

[0134] The movement mode can be a specific behavior pattern of a virtual chess piece changing its position in a virtual battle scene, which usually has the function of changing the position of the virtual chess piece in the scene and affecting the game tactics.

[0135] In an optional embodiment, movement modes may include linear movement, curved movement, and jumping movement, and virtual chess pieces in different positions may use different movement modes. For example, virtual chess pieces in the first row may use a straight-line rolling movement mode, while virtual chess pieces in the second row may use a pathfinding algorithm to move toward the location of the nearest enemy virtual chess piece.

[0136] In an alternative embodiment, the movement mode may include different movement speed and movement distance parameters, so that virtual chess pieces in different positions have different movement effects. For example, virtual chess pieces in the first row may move at a fixed speed and a fixed distance, while virtual chess pieces in the second row may have their movement speed determined by their agility attribute value, so that faster virtual chess pieces can approach the enemy more quickly.

[0137] In an optional embodiment, the movement method may also include special movements combined with animation effects to provide visual differentiation for virtual chess pieces in different positions. For example, virtual chess pieces in the first row may display a rolling animation effect, while virtual chess pieces in the second row may display walking, running, or performing special skills animation effects.

[0138] It should be noted that the movement method may be just one of the above embodiments, or may be multiple of the above embodiments. For example, the movement method of a virtual chess piece may be simple linear movement, or it may include multiple elements such as speed changes, path selection, and special animation effects, which together constitute the unique movement method of the virtual chess piece.

[0139] like Figure 4 As shown, in one specific application, before the game begins, players place their virtual chess pieces in the first and second rows of a virtual battle scene. When the game begins, the system first controls the virtual chess pieces in the first row to perform a preset forward roll, moving a fixed distance in a straight line at a fixed speed toward the enemy camp. Simultaneously, the system detects the attributes of the virtual chess pieces in the second row and detects a virtual chess piece with the "Mage" attribute. Based on this attribute, the system controls this virtual chess piece to not roll forward, but instead to perform a walking animation, moving it toward the nearest enemy virtual chess piece along an intelligently pathed path. When the virtual chess pieces in the first row collide with the enemy, the "Mage" virtual chess piece in the second row has already moved to a favorable position and can immediately begin casting ranged spells to attack the enemy virtual chess pieces, creating a tactical advantage for the player.

[0140] In a game control method provided in an embodiment of the present application, controlling a first party's virtual chess piece and a second party's virtual chess piece to move in a preset direction and a preset distance respectively includes: Step S510: Control the first party's virtual chess piece and the second party's virtual chess piece to move forward at the same preset speed and the same distance.

[0141] The method provided in this embodiment enables the chess pieces of both sides to make initial movements at the beginning of a game using a regularized and unified rolling mechanism, thereby improving the interactive experience. At the same time, the preset rolling mechanism enables the chess pieces to move the same distance at the same speed on the same path, forming a stable and predictable collision point, thereby improving the fairness and competitiveness of the game, enriching the interactive content of the game, and solving the technical problem of single interaction in the initial stage of virtual chess games.

[0142] The above scheme is described in detail below.

[0143] In step S510, specifically, when the game starts, the system controls the first party's virtual chess piece and the second party's virtual chess piece to perform initial movement according to the preset movement rules, wherein the first party's virtual chess piece and the second party's virtual chess piece both move the same preset distance along their respective forward directions at the same preset speed.

[0144] In a game control method provided in an embodiment of the present application, determining the states of two virtual chess pieces after the collision based on the collision result includes: Step S610, detecting attribute information of the virtual chess pieces of both parties that collided; Step S620, determining the knockback effect after the collision based on the attribute information; Step S630 , controlling the virtual chess pieces of both parties to move along a preset direction after the collision according to the knockback effect.

[0145] Through the method provided in this embodiment, during the game process, the system can dynamically adjust the collision results according to the attribute information of the virtual chess pieces, thereby producing different knockback effects. This collision response mechanism based on attribute information enhances the tactical and strategic nature of the game and improves the interactive experience; at the same time, the different collision effects produced by chess pieces with different attributes make the game process more varied and complex, and enhance the richness of the game; in addition, the attribute detection and collision effect calculation implemented by computer programs solves the computer field problem of the single collision effect in traditional games.

[0146] The above scheme is described in detail below.

[0147] Specifically, in step S610, when the system detects that a first virtual chess piece collides with a second virtual chess piece, it is necessary to obtain and detect attribute information of the two colliding virtual chess pieces so as to subsequently determine the state and effect after the collision based on the attribute information.

[0148] The attribute information may be characteristic data of a virtual chess piece in a game, and generally determines how the virtual chess piece responds and behaves after a collision.

[0149] In an optional embodiment, the attribute information may include basic characteristics of the virtual chess pieces, such as physical attribute parameters such as weight, volume, and elasticity. For example, in a game, some virtual chess pieces may be designated as "heavy pieces" with a larger weight attribute value, making them less susceptible to being knocked back upon collision; while other virtual chess pieces may be designated as "light pieces" with a smaller weight attribute value, making them more susceptible to being knocked back a greater distance upon collision.

[0150] In an alternative embodiment, the attribute information may include special abilities or passive effects of virtual chess pieces, which may affect the outcome of collisions. For example, some chess pieces in the game may have a "hard" property, which increases their resistance to collisions; while some chess pieces may have a "elastic" property, which allows them to bounce their opponents further away upon collision.

[0151] In an optional embodiment, the attribute information may include the level and growth attributes of the virtual chess piece. As the game progresses, chess pieces of different levels may have different collision response capabilities. For example, during a game, a high-level virtual chess piece may have enhanced collision resistance, resulting in less knockback than a low-level chess piece under the same collision conditions, or the ability to knock the opponent back further.

[0152] In this embodiment, the attribute information may be bond information and / or equipment information. The bond attribute may refer to a special ability or characteristic inherent to a virtual chess piece based on its type or faction.

[0153] In an optional embodiment, the bond attribute can be a special attribute automatically obtained based on the race, profession or camp of the virtual chess piece, and different bond attributes will have different effects on the collision effect of the chess piece.

[0154] In an optional embodiment, the bond attributes may also include special attributes that affect the movement of chess pieces, so that the movement behavior of chess pieces at the beginning of the game is different from the default behavior. For example, certain chess pieces with special bonds may not move in a conventional straight-line rolling manner, but may instead enter the battlefield by jumping or flying.

[0155] In an optional embodiment, the bond attribute can be activated by combining chess pieces. When the player places a specific number of chess pieces with the same bond on the board, all chess pieces with the bond will obtain the corresponding special effect.

[0156] Equipment attributes can be special abilities or attribute bonuses that a virtual chess piece gains by acquiring equipment items, and usually have the effect of temporarily enhancing a chess piece's abilities or changing its behavior.

[0157] In an alternative embodiment, equipment attributes can be additional properties granted by items that players proactively equip on chess pieces during gameplay. These items can enhance a piece's basic attributes or provide special abilities. For example, equipping a chess piece with a "Thrust Amplifier" can increase its collision force, causing any enemy pieces it collides with to be knocked back further.

[0158] In an optional embodiment, equipment attributes may also include characteristics that affect the behavior of chess pieces after collision, changing how the pieces recover or move after a collision. For example, a chess piece equipped with "shock-absorbing armor" can recover more quickly after a collision, reducing the pause time after being knocked back and allowing it to begin executing game actions more quickly.

[0159] In an alternative implementation, equipment attributes can create synergistic effects with a piece's bond attributes. When specific equipment and bonds are combined, they trigger even more powerful special effects. For example, when a piece with the "Rebound" bond is equipped with the "Resilience Enhancer," its collision rebound effect is boosted, causing enemy pieces to be knocked back even further.

[0160] In step S620 , specifically, the system calculates and determines the knockback effect that should be produced after the collision based on the attribute information of the virtual chess pieces of both parties detected in step S610 , including parameters such as the knockback direction and the knockback distance.

[0161] The knockback effect can be a displacement of a virtual chess piece after a collision, and generally has the function of processing collision results differently based on the attribute information of the virtual chess piece.

[0162] In an alternative embodiment, the knockback effect can be based on the specific attributes of the virtual chess pieces, resulting in different knockback distances. The system will set different knockback distance parameters based on different attribute combinations. For example, when a virtual chess piece with the "reload" attribute collides with a regular virtual chess piece, the regular virtual chess piece will be knocked back a long distance, while the virtual chess piece with the "reload" attribute will hardly move. When a virtual chess piece with the "bounce" attribute collides with any virtual chess piece, both will be knocked back a long distance, but the chess piece with the bounce attribute will be knocked back a shorter distance.

[0163] In an optional embodiment, the knockback effect can include a direction of knockback. The system determines the direction of the knockback based on the positions, movement directions, and special properties of both virtual chess pieces at the time of collision. For example, under normal circumstances, a virtual chess piece will be knocked back in the direction opposite to the collision direction. However, if a virtual chess piece has a "bias" property, it will deflect in a predetermined direction when knocked back, rather than simply moving in the opposite direction of the collision.

[0164] In an optional embodiment, the knockback effect can include triggering conditions for additional effects. Certain virtual chess pieces with special attributes can trigger additional effects in addition to displacement upon collision. For example, a virtual chess piece with the "shock" attribute might cause the opposing virtual chess piece to not only be knocked back but also temporarily enter a "dizzy" state, temporarily preventing it from performing other game actions. A virtual chess piece with the "chain" attribute, after being knocked back, might trigger a chain reaction if it collides with another piece on its side, causing the struck piece to also respond with a specific action.

[0165] In step S630 , specifically, the system controls the virtual chess pieces of both parties that collide to move according to the calculated direction and distance based on the knockback effect determined in step S620 .

[0166] The preset direction may be a movement trajectory calculated based on the collision result and attribute information, and generally serves to guide the virtual chess piece to move according to specific rules after the collision.

[0167] In an alternative embodiment, the preset direction can be the opposite direction of the line connecting the collision points, meaning that the virtual chess piece will move in the opposite direction of the collision. For example, when two virtual chess pieces collide head-on, they will be repelled in the opposite direction of their original movement; when one virtual chess piece hits another virtual chess piece from the side, the struck chess piece will be repelled in a direction perpendicular to the collision surface.

[0168] In an optional embodiment, the preset direction can be a real physical rebound direction calculated by the physics engine, taking into account factors such as the mass, speed, and collision angle of both virtual chess pieces. For example, when a virtual chess piece with a smaller mass collides with a virtual chess piece with a larger mass, the smaller virtual chess piece will be subjected to a larger reaction force and will be repelled farther in a direction close to the opposite of its angle of incidence; while the virtual chess piece with a larger mass may only move slightly or remain stationary. In an optional embodiment, the preset direction can be modified based on special properties, some of which can change the direction of movement after a normal collision. For example, a virtual chess piece with a "magnetic" property may attract the opponent's virtual chess piece to move towards it after a collision, rather than being repelled; a virtual chess piece with a "reverse" property may cause the opponent to move in the opposite direction of the intended direction after a collision.

[0169] It should be noted that the preset direction can be just one of the above embodiments, or it can be multiple. For example, the system can first calculate the basic rebound direction based on the physics engine and then adjust the direction based on special properties; or directly use the opposite direction of the line connecting the collision points as the repulse direction; or consider multiple factors to determine the final preset direction.

[0170] In a game control method provided in an embodiment of the present application, controlling the movement of virtual chess pieces of both parties after collision along a preset direction according to a knockback effect includes: Step S710, determining the target movement directions corresponding to the collision of the two virtual chess pieces according to physical rules; Step S720: Control the virtual chess pieces of both parties to move along their respective target moving directions according to the knockback effect.

[0171] The method provided in this embodiment makes collision effects in games more consistent with physical laws, enhancing the realism and predictability of the game and improving the player's interactive experience. Furthermore, by combining physical rules with knockback effects, a variety of chess piece movement effects after collision are achieved, enriching game strategy options and increasing the richness and fun of the game. Furthermore, this method uses programmed physical rules to handle collision mechanisms, simplifying the computational complexity of the game system and effectively solving the problem of implementing physical collision simulation in the computer field.

[0172] The above scheme is described in detail below.

[0173] Specifically, in step S710, after a virtual chess piece collides, the system determines the movement direction of each virtual chess piece based on physical rules to achieve a realistic collision effect. Specifically, the game is configured with a physics engine that performs physical simulation calculations. The physics engine determines the direction of the two chess pieces after the collision based on pre-set rules.

[0174] Physical rules can be the laws of motion of objects after a collision in the real world. They typically determine the direction and speed of the objects' motion after a collision. According to the principles of conservation of momentum and energy in physics, when two objects collide, their direction of motion changes. This change depends on factors such as their direction of motion, speed, and mass before the collision.

[0175] In an optional embodiment, the physics rules may include inelastic collision rules, which stipulate that momentum is conserved before and after a collision, but mechanical energy is not. For example, when a fast-moving virtual chess piece collides with a stationary virtual chess piece, the system can calculate based on the inelastic collision formula. The result may be that both pieces move in the direction of the original moving piece, but at a reduced speed, simulating the impact and push effect in reality.

[0176] In an optional embodiment, the physics rules may include oblique collision rules to handle non-head-on collisions. For example, when two virtual chess pieces collide at an angle, the system decomposes their velocity vectors and calculates the post-collision components to determine the new movement direction. Typically, such a collision will cause the two pieces to bounce off in a direction at a certain angle to their original movement direction, rather than simply returning along their original path.

[0177] It should be noted that the physical rules may be just one of the above embodiments, or may be multiple. For example, the game system may implement only the elastic collision rule to simplify calculations, or it may implement multiple rules such as elastic collision, inelastic collision, and oblique collision, selecting the appropriate rule for calculation based on different game scenarios and collision situations.

[0178] After a collision, the two virtual chess pieces will calculate their respective post-collision movement directions. This movement direction is used to control the movement of the two virtual chess pieces after the collision.

[0179] In step S720, specifically, after determining the target movement direction of the virtual chess piece after the collision, the system also needs to control the specific movement mode of the virtual chess piece according to the knockback effect determined by the attribute information, including the movement distance, movement speed, etc.

[0180] The knockback effect is the displacement effect applied to a virtual chess piece after a collision. It typically determines the distance, speed, and other special effects of the virtual chess piece after a collision. The knockback effect is typically determined by the virtual chess piece's attributes (such as bonds and equipment). Different attributes can result in different knockback distances or special movement effects.

[0181] In an optional embodiment, the knockback effect may include a basic knockback effect, that is, a standard movement effect of a virtual chess piece without special attributes after a collision.

[0182] In an optional embodiment, the knockback effect may include an enhanced knockback effect, that is, a virtual chess piece with specific attributes may cause a stronger knockback effect.

[0183] In an optional embodiment, the knockback effect may include an immune knockback effect, that is, virtual chess pieces with certain special attributes may not be affected by the knockback.

[0184] In a game control method provided in an embodiment of the present application, the step of determining a knockback effect after a collision based on attribute information includes at least one of the following: Step S910, when it is detected that the virtual chess piece has a first attribute, controlling the virtual chess piece with the first attribute not to be repelled, and controlling the opposing virtual chess piece that collides with the virtual chess piece to retreat a first preset distance; Step S920: When it is detected that the virtual chess piece has the second attribute, the virtual chess pieces of both colliding parties are controlled to retreat a second preset distance and a third preset distance, respectively, wherein the second preset distance is the retreat distance corresponding to the virtual chess piece with the second attribute, and the third preset distance is the retreat distance corresponding to the opponent virtual chess piece that collides with the virtual chess piece with the second attribute, and the second preset distance and / or the third preset distance are greater than the first preset distance; Step S930: When it is detected that the colliding virtual chess pieces do not have the first attribute and the second attribute, the colliding virtual chess pieces are controlled to retreat a fourth preset distance.

[0185] The method provided in this embodiment enables virtual chess pieces with different attributes to produce different knockback effects upon collision, enhancing the game's strategic and playability. By rationally setting different knockback effects, players can develop different tactical strategies based on the attributes of their chess pieces, improving the interactive experience. Furthermore, different knockback effects add more variety to the game, increasing its richness. Furthermore, by precisely defining the knockback effects upon collision of chess pieces with different attributes, this solves the technical problem of implementing collision mechanisms in computer games.

[0186] The above scheme is described in detail below.

[0187] Specifically, in step S910, during a game, when a virtual chess piece moves in a preset direction and collides with an opposing virtual chess piece, the post-collision knockback effect is determined based on the virtual chess piece's attribute information. If the system detects that one of the colliding virtual chess pieces possesses a first attribute, the virtual chess piece with the first attribute is controlled to remain in place, preventing it from being knocked back, or to continue moving forward for a certain distance. Simultaneously, the opposing virtual chess piece is controlled to retreat a first preset distance in the opposite direction of its origin.

[0188] The first attribute may be a special ability attribute that enables the virtual chess piece to remain stable during a collision, and generally has the effect of enabling the virtual chess piece to occupy an advantageous position during a collision.

[0189] For example, in a game match, when a player's tank-type virtual chess piece with a target bond rolls forward and collides with the enemy's shooter-type virtual chess piece, the system detects that the tank-type virtual chess piece has the first attribute, and then controls the tank-type virtual chess piece to remain in place and not be knocked back. At the same time, the enemy's shooter-type virtual chess piece is knocked back about 2 units of distance, which allows the player's tank-type virtual chess piece to approach the enemy's back row faster, creating a tactical advantage for the team.

[0190] Specifically, in step S920, during a game match, if one of the virtual chess pieces involved in the collision has the second attribute, the system will cause both virtual chess pieces involved in the collision to retreat a certain distance. The virtual chess piece with the second attribute will retreat a second preset distance, while the opposing virtual chess piece will retreat a third preset distance. The fact that the second and / or third preset distances are greater than the first preset distance indicates that the second attribute will result in a stronger knockback effect.

[0191] In this embodiment, the second preset distance and the third preset distance are the same. In other embodiments, the second preset distance and the third preset distance are different.

[0192] The second attribute may be a special ability attribute that affects the distance the two colliding parties retreat, and generally has the effect of making the collision produce a more intense reaction.

[0193] In an alternative embodiment, the second attribute can be a "rebound" bond on a virtual chess piece, which allows the virtual chess piece to generate a stronger rebound force upon collision. For example, when a virtual chess piece with the "rebound" bond collides with an enemy virtual chess piece, both pieces will be knocked back a greater distance, with the player's virtual chess piece retreating a second preset distance and the enemy's virtual chess piece retreating a third preset distance. This effect can be used to disrupt enemy formations or create tactical space.

[0194] In one specific application, at the start of the game, a virtual chess piece C with a "rebound" bond was placed in the player's front row. This virtual chess piece rolled forward and collided with an enemy virtual chess piece D. The system detected that virtual chess piece C had a second attribute (the "rebound" bond) and controlled virtual chess piece C to retreat a second preset distance (approximately 3 units) while simultaneously controlling virtual chess piece D to retreat a third preset distance (also approximately 3 units). Because the third preset distance was greater, virtual chess piece D was repelled close to the battlefield boundary. If repelled again, it could have fallen outside the boundary and been eliminated. This effect not only disrupted the enemy's formation but also created an opportunity for the player to eliminate the enemy virtual chess piece through repelling.

[0195] Specifically, in step S930, during a game, if the system detects that neither of the two virtual chess pieces in the collision possesses the special first or second attributes, it will follow the default collision rule, controlling both virtual chess pieces to retreat the same fourth preset distance. This is the basic post-collision knockback effect.

[0196] The fourth preset distance may be a default collision retreat distance, which generally plays a fundamental role in balancing the collision mechanism of the game.

[0197] In an optional embodiment, the fourth preset distance may be the same as the first preset distance, that is, after colliding with a virtual chess piece with the first attribute, although the virtual chess piece with the first attribute will not be knocked back, the distance that the chess piece that collides with it is knocked back is also the basic distance of the game configuration.

[0198] In other embodiments, the fourth preset distance may be greater than the first preset distance or smaller than the first preset distance.

[0199] In an optional embodiment, the fourth preset distance is smaller than the second preset distance and / or the third preset distance.

[0200] In an optional embodiment, the fourth preset distance can be a fixed value, such as 1 unit distance. This ensures that, in the absence of special attribute influences, both colliding virtual chess pieces will retreat the same distance, maintaining game balance. The direction of retreat can be a fixed preset direction, or it can be a rebound direction determined after the collision according to the direction determination method mentioned in the previous embodiment. In a specific application of this embodiment, at the beginning of a game, players place virtual chess pieces with different attributes in their respective positions. When a virtual chess piece with a first attribute collides with an ordinary enemy virtual chess piece, the virtual chess piece with the first attribute is not repelled, while the enemy virtual chess piece is repelled by the first preset distance. When a virtual chess piece with a second attribute collides with an enemy virtual chess piece, the virtual chess piece with the second attribute retreats by a second preset distance, and the enemy virtual chess piece retreats by a third preset distance. When two ordinary virtual chess pieces collide, both players retreat the same fourth preset distance. This attribute-based collision and knockback mechanism enriches the tactical depth of the game. Players can formulate corresponding strategies based on the different attributes of virtual chess pieces. For example, they can use the anti-knockback feature of the virtual chess pieces with the first attribute to protect the back row, or use the powerful knockback effect of the virtual chess pieces with the second attribute to knock the enemy virtual chess pieces out of the battlefield boundary.

[0201] In a game control method provided in an embodiment of the present application, at the start of a game, the step of controlling the first party's virtual chess piece and the second party's virtual chess piece to move in a preset direction and a preset distance or to a preset position respectively includes: Step S1010: When the battle starts, controlling the target virtual chess piece to move according to the target movement mode, wherein the target virtual chess piece is a virtual chess piece of the first party and / or a virtual chess piece of the second party that has a fourth attribute; Step S1020: Control other virtual chess pieces to move in a preset direction and a preset distance or to a preset position, wherein the other virtual chess pieces are the first party virtual chess pieces and / or the second party virtual chess pieces except the target virtual chess piece.

[0202] The method provided in this embodiment enables differentiated movement methods to be provided for chess pieces with special attributes at the beginning of the game. This technical means can achieve specific entry effects for special chess pieces, thereby improving the visual performance and strategic diversity of the game.

[0203] The above scheme is described in detail below.

[0204] In step S1010, specifically, when the game starts, the system will identify all virtual chess pieces participating in the game, determine whether there is a virtual chess piece with the fourth attribute among them, and determine the virtual chess piece with this attribute as the target virtual chess piece, and then control the movement of the target virtual chess piece according to the target movement method corresponding to the fourth attribute of the target virtual chess piece.

[0205] The fourth attribute can be a specific in-game chess piece attribute, a characteristic identifier used to distinguish different types of virtual chess pieces. It typically causes the virtual chess piece to perform special movement behaviors at the start of a game. Specifically, the fourth attribute can have different attribute effects, including a target movement method that differs from regular movement methods. This typically causes virtual chess pieces with the fourth attribute to exhibit differentiated movement behaviors.

[0206] In an optional embodiment, the target movement mode corresponding to the fourth attribute is to control the virtual chess piece to jump diagonally upward. In an optional embodiment, collision is detected when landing, and in other embodiments, collision detection is not performed when landing.

[0207] Controlling a virtual chess piece to jump diagonally upwards can be a movement method in which a virtual chess piece with specific attributes does not move in a straight line at the beginning of a game, but instead jumps diagonally upwards. This usually has a strategic effect of avoiding head-on collisions and landing at a specific location.

[0208] In an alternative embodiment, controlling a virtual chess piece to jump diagonally upwards can mean that a chess piece with a specific bond or skill can be launched into the air and move along a diagonal trajectory at the beginning of a match via a special mechanism (such as a springboard or bouncing device). For example, at the start of a game, the system can generate a virtual springboard under the feet of a virtual chess piece with the fourth attribute, causing the piece to jump diagonally upwards. When the piece lands, the system detects whether it collides with other pieces. If so, the system applies a knockback effect based on the collision rules.

[0209] In an alternative embodiment, controlling a virtual chess piece to jump diagonally upward can have different jump heights, jump distances, or jump angles. These parameters can be dynamically adjusted based on the level, equipment, or other attributes of the virtual chess piece, thereby producing different tactical effects. For example, as the level of the virtual chess piece increases, its jump height and distance can be increased accordingly, allowing it to leap over more chess pieces or reach further locations, thereby forming a more advantageous tactical layout.

[0210] In an optional embodiment, the target movement method corresponding to the fourth attribute is to control the virtual chess piece to fly into the air and land at a preset position in the virtual battle scene.

[0211] Among them, controlling a virtual chess piece to fly into the air and then land at a preset position in the virtual battle scene can be a method of allowing a virtual chess piece with flying ability to move to a specific position on the battlefield via an aerial trajectory at the beginning of a battle. This is usually used to quickly reach a strategic position and create a tactical advantage.

[0212] In an alternative embodiment, controlling a virtual chess piece to fly can mean that a chess piece with a specific bond or skill can utilize some kind of flight-assisting tool or ability to launch into the air at the start of a match and then select a specific location on the battlefield to land. For example, at the start of a game, the system can control a virtual chess piece with a fourth attribute to launch into the air using a similar flying tool, then land in the center of the field or other strategic location, allowing the piece to quickly reach a favorable position to launch an attack or support teammates.

[0213] In an alternative embodiment, the virtual chess piece can be controlled to ascend into the air and automatically or manually select an optimal landing location based on the battlefield situation. For example, the optimal landing location may be selected in an area with a high concentration of enemy chess pieces, a battlefield control point, or near a friendly chess piece that needs support. For example, the system can analyze the current battlefield situation, calculate the distribution density of enemy chess pieces, and control the flying virtual chess piece to land in the area with the highest concentration of enemy chess pieces, thereby maximizing the range of its skill effect or bond effect.

[0214] In an alternative embodiment, controlling the virtual chess piece to fly can be combined with other game mechanics, such as triggering special effects during flight or landing, such as area damage, slowing effects, or other status effects. For example, when a virtual chess piece with flying capabilities lands, it can generate a shockwave effect within a certain range at the landing point, causing a knockback or slowing effect on surrounding enemy chess pieces, thereby changing the battlefield situation.

[0215] In one specific application, when a match begins, the system detects all participating virtual chess pieces and identifies blue chess piece A, which has the "Egg Violence" bond, and red chess piece B, which is equipped with a "Catapult." The system marks these two virtual chess pieces as target pieces and controls them to perform specific movements based on their respective fourth attributes. The other chess pieces on the field then roll forward a specified distance in the normal manner.

[0216] In step S1020, other virtual chess pieces are controlled to move in a preset direction and a preset distance or to a preset position, wherein the other virtual chess pieces are virtual chess pieces of the first party and / or the second party except the target virtual chess piece.

[0217] Specifically, at the beginning of the game, the system determines the virtual chess pieces that do not have the fourth attribute as other virtual chess pieces, and controls these other virtual chess pieces to move according to a preset conventional movement method, such as moving a preset distance in a preset direction or directly moving to a preset position.

[0218] In one specific application of this embodiment, players see an array of virtual chess pieces on both sides of the game interface. When the battle begins, a virtual chess piece with a fourth attribute displays a springboard effect at its position and then leaps diagonally upward. Another virtual chess piece with a different fourth attribute on the other side grabs a yo-yo and rises into the air, flying to the center of the field. Meanwhile, the other standard virtual chess pieces remain on the ground and smoothly move toward the opposing team. This differentiated movement not only enhances the game's visuals but also provides players with more tactical options and possibilities.

[0219] In a game control method provided in one embodiment of the present application, the method further includes: Step S1210, detecting whether the virtual chess piece is repelled outside the boundary of the virtual battle scene; Step S1220: When it is detected that the virtual chess piece is out of the boundary, it is determined that the virtual chess piece is eliminated.

[0220] Through the method provided in this embodiment, the game can eliminate virtual chess pieces through a physical collision mechanism, which increases the tactical depth and interactivity of the game, improves the entertainment and participation of the game, and provides players with a new winning strategy. By colliding and repelling enemy chess pieces out of bounds, the opponent can be quickly eliminated, which enhances the diversity of strategic options in the game and improves the player's gaming experience.

[0221] The above scheme is described in detail below.

[0222] In step S1210 , it is detected whether the virtual chess piece is repelled outside the boundary of the virtual battle scene.

[0223] Specifically, this step monitors the position coordinates of each virtual chess piece in real time through the game system, and compares them with the boundary coordinates of the virtual battle scene to determine whether the virtual chess piece has crossed the boundary.

[0224] Virtual chess pieces can be game character units with specific attributes and abilities controlled by players or the system. They typically represent players in the game and participate in battles.

[0225] In an alternative embodiment, virtual chess pieces can be game units with different appearances, attributes, and skills. Each virtual chess piece has unique combat capabilities and characteristics, which can be used to demonstrate different tactical value and strategic significance in battle. For example, a virtual chess piece can be a defensive piece with a certain binding effect, which allows it to remain unrepelled during collisions.

[0226] In an optional embodiment, virtual chess pieces can be divided into first-party virtual chess pieces and second-party virtual chess pieces based on their factions, representing combat units of the opposing sides, respectively, for interaction and confrontation in a virtual battle scene. For example, the first-party virtual chess pieces can be player-controlled chess pieces, while the second-party virtual chess pieces can be enemy chess pieces controlled by system AI or other online players.

[0227] In an alternative embodiment, virtual chess pieces can exhibit various special effects and behavior patterns based on their bond and equipment attributes, increasing the strategic depth and variability of the game. For example, a virtual chess piece with a rebound bond will cause both itself and the target to be knocked back further upon collision.

[0228] The boundary of the virtual battle scene can be a virtual boundary line or a physical barrier that limits the scope of the game battle area, which usually has the function of demarcating the effective battle area and serving as a basis for determining whether a chess piece is eliminated.

[0229] In an alternative embodiment, the boundaries of the virtual battle scene can be enclosed areas formed by visually distinct lines or area markers, clearly displaying the effective range of the battle to the player and preventing gameplay issues caused by unclear boundaries. For example, the boundary can be a rectangular area formed by luminous lines, or the edge of the field marked by a special texture. In other embodiments, the boundary can also be non-visual.

[0230] In an alternative embodiment, the boundaries of the virtual battle scene can have special physical properties, such as rebound or damage effects, so that chess pieces near the boundary are affected by additional game mechanics, increasing tactical considerations. For example, chess pieces near the boundary may be slowed down, making them more likely to be knocked out of the boundary by the enemy.

[0231] Being knocked back can be a state where a virtual chess piece is forced to move in a specific direction after being hit. This usually reflects the physical interaction between chess pieces and serves as an important mechanism for determining the winner of the game.

[0232] In an optional embodiment, the rebound effect of different virtual chess pieces after being hit can be related to their health. Specifically, when different remaining health is hit, the impact strength is different, thereby generating different rebound effects.

[0233] In an alternative embodiment, being knocked back can be a real physical effect implemented using a physics engine. After a collision, the chess pieces will rebound and move according to the rules of physics, enhancing the immersion and realism of the game. For example, a chess piece with less remaining health will be knocked back a greater distance after colliding with a chess piece with more remaining health.

[0234] In an alternative embodiment, being knocked back can be affected by the specific properties of the chess piece, resulting in different effects, such as resistance to knockback, increased knockback distance, or a change in knockback direction, providing more possibilities for game strategy. For example, a chess piece with a rebound effect will be rebounded a greater distance in a collision.

[0235] In an alternative embodiment, being knocked back can trigger a chain reaction. When a piece is knocked back and collides with other pieces, the struck pieces will also move or take damage, creating a tactical chain reaction. For example, if a piece is knocked back and collides with another piece on its side, both pieces will take damage equal to a certain percentage of their maximum health.

[0236] It should be noted that being knocked back can be just one of the above embodiments, or it can be a combination of multiple embodiments. For example, being knocked back can be a physics-based effect, adjusted by the specific properties of the chess piece, and can also trigger a chain reaction; or it can simply be a movement in a fixed direction and a specific distance.

[0237] In one specific application, when a player controls a virtual chess piece with a rebound bond and collides with an enemy piece, the system calculates the collision force and angle, causing the enemy piece to be forcefully repelled. The game system monitors the position coordinates of the enemy piece in real time and, upon detecting that it has crossed the boundary of the virtual battle scene, immediately triggers the boundary detection mechanism. The system displays a special effect and prompt indicating that the enemy piece has been eliminated for leaving the battle boundary, allowing the player to clearly understand that the enemy piece has been successfully eliminated through the physical collision strategy.

[0238] In step S1220, when it is detected that the virtual chess piece is out of the boundary, it is determined that the virtual chess piece is eliminated.

[0239] Specifically, after the game system determines that the position coordinates of the virtual chess piece have exceeded the boundary range of the virtual battle scene, it marks the virtual chess piece as eliminated, removes the chess piece from the current battle scene, and updates the number of chess pieces and the battle situation of the two sides.

[0240] The out-of-bounds state refers to a state where all or part of the position coordinates of a virtual chess piece exceed the boundary range of the virtual battle scene, which is usually a key condition for determining whether a chess piece is eliminated and affects the outcome of the game.

[0241] In an optional embodiment, the chess piece center point position determination mechanism can be used to determine the chess piece is out of the boundary. When the center point coordinates of the chess piece exceed the boundary range, the system determines that the chess piece is out of the boundary, which simplifies the determination logic and improves the fluency of the game.

[0242] In an optional embodiment, a chess piece collision volume determination mechanism may be used to determine whether the chess piece is out of bounds. When the collision box of the chess piece completely exceeds the bounds, the system determines that the chess piece is out of bounds.

[0243] Being eliminated refers to a state where a virtual chess piece is removed from the current game due to certain conditions. This usually reduces the number of chess pieces on the opposing team, affecting the development of the game and the determination of victory or defeat.

[0244] In a specific application of this embodiment, a player uses a virtual chess piece with a rebound bond in the auto chess game to collide head-on with an enemy chess piece. Due to the special effect of the rebound bond, the enemy chess piece is repelled a long distance, and the system monitors in real time that the position of the chess piece has crossed the boundary line of the virtual battle scene. The game immediately determines that the enemy chess piece has left the boundary, and the system automatically removes the chess piece from the current battle and updates the battle status information, showing that the number of remaining enemy chess pieces has decreased by one. In a game game control method provided in an embodiment of the present application, it also includes: Step S1310: When it is detected that the first virtual chess piece collides with the second virtual chess piece on the same side, a debuff effect is applied to the first virtual chess piece and the second virtual chess piece respectively.

[0245] The method provided in this embodiment applies a debuff to both virtual chess pieces when a first virtual chess piece collides with a second virtual chess piece on the same side. This increases the strategic complexity and richness of the interactions between chess pieces in the game. Furthermore, the damage mechanism introduced by physical collisions increases the importance of chess piece placement during the game, providing players with more tactical options and enhancing the interactive experience.

[0246] The above scheme is described in detail below.

[0247] In step S1310, specifically, this step is to monitor the collision behavior between one's own chess pieces during the game, and trigger the corresponding debuff effect mechanism when a collision is detected.

[0248] The first virtual chess piece may be a chess piece of the player's side that is displaced after being hit by an enemy chess piece in the game, and generally has the characteristic of moving according to physical rules after being acted upon by an external force.

[0249] In an optional embodiment, the first virtual chess piece may be a virtual chess piece that is in a forced displacement state after being repelled by an enemy chess piece. For example, when the first virtual chess piece is hit by an enemy chess piece, the system calculates the movement trajectory and speed of the first virtual chess piece based on the angle and force of the collision, and forces it to displace according to the calculation results.

[0250] The second virtual chess piece may be a stationary or slowly moving virtual chess piece that belongs to the same side as the first virtual chess piece, and generally has the characteristic of being affected after being hit by a chess piece on the same side.

[0251] In an optional embodiment, the second virtual chess piece may be a chess piece of the player's own team that is in a searching state or an attacking state, and the chess piece is hit by the first virtual chess piece of the player's own team when performing normal game behavior.

[0252] Among them, the debuff effect can be a game mechanism that has a negative impact on the attributes or status of the virtual chess piece, usually having the effect of reducing the combat effectiveness of the chess piece or restricting the action of the chess piece.

[0253] In an alternative embodiment, the debuff effect can be to inflict damage to a virtual chess piece based on a percentage of its maximum health, thereby reducing the piece's current health. For example, when a first virtual chess piece collides with a second virtual chess piece, both pieces receive damage equal to 10% of their respective maximum health. This damage directly reduces the pieces' health, making them more vulnerable to being eliminated by the enemy.

[0254] In an optional embodiment, the debuff effect may be a temporary state restriction imposed on the virtual chess piece, such as dizziness, deceleration, or reduced attack power.

[0255] Among them, the first virtual chess piece and the second virtual chess piece can continue to move after the collision, and collide with other virtual chess pieces during the movement, and produce corresponding debuff effects.

[0256] In one specific application, a player deployed multiple virtual chess pieces in a game. At the start of the game, piece A collided with a powerful enemy piece, C. While being knocked back, piece A bumped into piece B, which was attacking from the back row. Upon detecting this collision, the system applied debuffs to both pieces A and B: piece A took 8% of its maximum health in damage, and its movement speed was reduced by 15% for 2 seconds. Piece B took 12% of its maximum health in damage, was knocked back a short distance, and was stunned for 1 second, preventing it from further attacking from a distance.

[0257] In a game control method provided in one embodiment of the present application, the method further includes: Step S1410, when it is detected that the first virtual chess piece collides with the opponent's third virtual chess piece and then hits the opponent's fourth virtual chess piece, a debuff effect is applied to the first virtual chess piece; Step S1420: Control the first virtual chess piece to continue moving according to the collision angle, and control the fourth virtual chess piece to maintain its position unchanged.

[0258] The method provided in this embodiment enables the game system to accurately handle the interaction rules of chess pieces in continuous collision scenarios. When a first virtual chess piece collides continuously with multiple enemy pieces, reasonable debuff effects and motion control mechanisms are implemented, enhancing the realism and physical logic of the game interaction. This chain collision handling mechanism not only enhances the interactive experience but also adds tactical depth and richness to the game. Players need to consider the positioning of their own pieces to avoid unfavorable chain collisions, making the game more strategic. Furthermore, this mechanism effectively solves the data processing and visual representation issues in complex multi-piece collision scenarios, providing a complete solution for physical collision interactions in computer games.

[0259] The above scheme is described in detail below.

[0260] In step S1410, the game system monitors the position and collision status of each virtual chess piece in the virtual battle scene in real time. When the system detects a collision between a first virtual chess piece and a third virtual chess piece, it continues to track the movement of the first virtual chess piece. If, after the collision, the first virtual chess piece then collides with a fourth virtual chess piece, i.e., if two enemy chess pieces collide consecutively, the system executes specific processing logic to apply a debuff to the first virtual chess piece.

[0261] The third virtual chess piece of the opponent may be a virtual chess piece of the enemy camp, and usually has the function of affecting the movement trajectory of the first virtual chess piece as the first contact point of collision.

[0262] The fourth virtual chess piece of the opponent may be another virtual chess piece of the enemy camp, which usually has the function of being a target of continuous collision with the first virtual chess piece, resulting in additional debuff effects.

[0263] In one specific application, when a game begins, a first virtual chess piece in the first row of players begins rolling forward. This first virtual chess piece first collides with the third enemy virtual chess piece. The first virtual chess piece is knocked back with considerable force and continues its movement at a 45-degree angle. Along this trajectory, the first virtual chess piece then collides with the fourth enemy virtual chess piece, located to the side and rear. Upon detecting these consecutive collisions, the system immediately applies a debuff to the first virtual chess piece, such as deducting 12% of its maximum health and applying a 2-second "stun" condition. These consecutive collisions not only weaken the first virtual chess piece's combat capability but also affect the player's overall formation.

[0264] In step S1420, specifically, the game system calculates the angle of collision between the first virtual chess piece and the fourth virtual chess piece, and determines the subsequent movement direction and speed of the first virtual chess piece based on the angle, while the fourth virtual chess piece is set to a rigid body state and remains in place during the collision, reflecting the different physical reactions of different chess pieces in multiple collision scenarios.

[0265] In a game match control method provided in one embodiment of the present application, game behaviors include: Game behavior includes seeking behavior and / or aggressive behavior.

[0266] Through the method provided in this embodiment, the system can make the chess piece automatically perform actions such as searching for the enemy and attacking after the chess piece rolls and collides or moves a preset distance, forming a complete battle process.

[0267] The above scheme is described in detail below.

[0268] Specifically, in the game control method, when the virtual chess piece collides or moves a preset distance, it will start to perform game behavior, where the game behavior can be enemy search behavior, attack behavior, or a combination of the two.

[0269] The enemy search behavior can be the behavior of a virtual chess piece searching for an attack target according to preset rules, and usually has the function of determining the attack target of the virtual chess piece on the battlefield.

[0270] In an optional embodiment, the enemy search behavior can be a process in which the virtual chess piece automatically searches for an attack target according to a preset enemy search strategy. For example, the virtual chess piece can preferentially select the nearest enemy chess piece as the attack target.

[0271] In an optional embodiment, the enemy search behavior may include a target selection mechanism based on different enemy search priorities, such as prioritizing attacking enemy pieces with low health, prioritizing attacking enemy pieces with specific professions or attributes, and other strategies.

[0272] In an alternative embodiment, enemy search behavior can exhibit different search ranges or preferences based on the different bond attributes or equipment properties of a virtual chess piece. For example, a virtual chess piece with the "farsightedness" bond can search for enemy targets within a wider range, while a standard chess piece can only search for enemies within a certain range around itself.

[0273] The attack behavior may be an attack launched by a virtual chess piece against a target enemy chess piece, which usually causes damage and reduces the health value of the enemy chess piece.

[0274] In an optional embodiment, the attack behavior may include different types of attack methods, such as melee attack, long-range attack, group attack, etc.

[0275] Corresponding to the above method embodiment, the present disclosure also provides a game control device 800, such as Figure 8 As shown, the device includes: The display module 810 is configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual battle scene including first-party virtual chess pieces; The movement control module 820 is configured to control the first party's virtual chess piece and the second party's virtual chess piece to move in a preset direction and a preset distance or to a preset position respectively when the game starts; The collision detection module 830 is configured to detect whether a collision occurs between the first party's virtual chess piece and the second party's virtual chess piece during the movement process; The battle control module 840 is configured to, when a collision is detected, determine the state of the virtual chess pieces of both parties after the collision based on the collision result, and control the virtual chess pieces of both parties to start executing game actions based on the state after the collision; The battle control module 840 is further configured to control the virtual chess pieces of both sides to start executing game actions after moving a preset distance or moving to a preset position when it is detected that no collision has occurred.

[0276] Through the above-mentioned game control device, the initial movement and collision repulsion mechanism of the chess pieces are set, allowing players to design tactics based on the placement and characteristics of the chess pieces, thereby improving the interactive experience and strategic depth in the early stages of the game, reducing the amount of calculation and storage space occupied, and optimizing device resource utilization.

[0277] The present disclosure also provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game match control method.

[0278] Specifically, the above-mentioned game game control method includes: displaying a graphical user interface through a terminal device, the graphical user interface displays a virtual battle scene, and the virtual battle scene includes a first-party virtual chess piece; at the start of the battle, controlling the first-party virtual chess piece and the second-party virtual chess piece to move a preset distance in a preset direction or to a preset position respectively, wherein the second-party virtual chess piece is a virtual chess piece located in the virtual battle scene and is in a different camp from the first-party virtual chess piece; detecting whether a collision occurs between the first-party virtual chess piece and the second-party virtual chess piece during the movement; when a collision is detected, determining the state of the virtual chess pieces of both parties after the collision according to the collision result, and controlling the virtual chess pieces of both parties to start executing game behavior according to the state after the collision; when it is detected that no collision occurs, controlling the virtual chess pieces of both parties to start executing game behavior after moving a preset distance or moving to a preset position.

[0279] Optionally, the preset position of the first party's virtual chess piece is away from the initial position of the first party's virtual chess piece and close to the initial position of the second virtual chess piece; the preset position of the second party's virtual chess piece is away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece; the first party's virtual chess piece moves away from the initial position of the first party's virtual chess piece after moving a preset distance and close to the initial position of the second virtual chess piece; the second party's virtual chess piece moves away from the initial position of the second party's virtual chess piece after moving a preset distance and close to the initial position of the first virtual chess piece.

[0280] Optionally, the virtual battle scene includes a first row of placement positions and a second row of placement positions, and the steps of controlling the first party's virtual chess pieces and the second party's virtual chess pieces to move a preset distance in a preset direction respectively include: controlling the virtual chess pieces located in the first row of placement positions to move straight forward.

[0281] Optionally, the steps of controlling the first party's virtual chess pieces and the second party's virtual chess pieces to move in preset directions and preset distances respectively include: controlling the virtual chess pieces placed in the second row to move according to their respective chess piece attributes, wherein the manner of moving according to their respective chess piece attributes is different from the manner of moving the virtual chess pieces placed in the first row.

[0282] Optionally, the step of controlling the first party virtual chess piece and the second party virtual chess piece to move a preset distance in a preset direction respectively includes: controlling the first party virtual chess piece and the second party virtual chess piece to move the same distance forward at the same preset speed.

[0283] Optionally, the step of determining the state of the virtual chess pieces of both parties after the collision according to the collision result includes: detecting attribute information of the virtual chess pieces of both parties that collided; determining a knockback effect after the collision according to the attribute information; and controlling the virtual chess pieces of both parties after the collision to move along a preset direction according to the knockback effect.

[0284] Optionally, the step of controlling the virtual chess pieces of both sides to move along a preset direction after the collision according to the knockback effect includes: determining the corresponding target movement directions of the virtual chess pieces of both sides after the collision according to physical rules; and controlling the virtual chess pieces of both sides to move along their respective target movement directions according to the knockback effect.

[0285] Optionally, the attribute information includes bond attributes and / or equipment attributes.

[0286] Optionally, the step of determining the knockback effect after the collision based on the attribute information includes at least one of the following: when it is detected that the virtual chess piece has a first attribute, the virtual chess piece with the first attribute is controlled not to be knocked back, and the opponent virtual chess piece that collides with it is controlled to retreat a first preset distance; when it is detected that the virtual chess piece has a second attribute, the virtual chess pieces of both parties of the collision are controlled to retreat a second preset distance and a third preset distance respectively, wherein the second preset distance is the retreat distance corresponding to the virtual chess piece with the second attribute, and the third preset distance is the retreat distance corresponding to the opponent virtual chess piece that collides with the virtual chess piece with the second attribute, and the second preset distance and / or the third preset distance is greater than the first preset distance; when it is detected that the colliding virtual chess pieces do not have the first attribute and the second attribute, the colliding virtual chess pieces are controlled to retreat a fourth preset distance.

[0287] Optionally, at the start of the game, the steps of controlling the first party's virtual chess piece and the second party's virtual chess piece to move respectively in a preset direction and a preset distance or to a preset position include: at the start of the game, controlling the target virtual chess piece to move according to the target movement method, wherein the target virtual chess piece is the virtual chess piece of the first party and / or the virtual chess piece of the second party that has the fourth attribute; controlling other virtual chess pieces to move respectively in a preset direction and a preset distance or to a preset position, wherein the other virtual chess pieces are the virtual chess pieces of the first party and / or the virtual chess piece of the second party except the target virtual chess piece.

[0288] Optionally, the target movement method includes at least one of the following: controlling the virtual chess piece to jump diagonally upward and detecting a collision when landing; controlling the virtual chess piece to fly into the air and land at a preset position in the virtual battle scene.

[0289] Optionally, the method further includes: detecting whether the virtual chess piece is repelled outside the boundary of the virtual battle scene; when it is detected that the virtual chess piece is out of the boundary, determining that the virtual chess piece is eliminated.

[0290] Optionally, the method further includes: when it is detected that the first virtual chess piece collides with a second virtual chess piece on the same side, applying a debuff effect to the first virtual chess piece and the second virtual chess piece respectively.

[0291] Optionally, the method further includes: when it is detected that the first virtual chess piece collides with the opponent's third virtual chess piece and then hits the opponent's fourth virtual chess piece, applying a debuff effect to the first virtual chess piece; controlling the first virtual chess piece to continue moving according to the collision angle, and controlling the fourth virtual chess piece to maintain its position unchanged.

[0292] Optionally, the game behavior includes enemy-seeking behavior and / or attacking behavior.

[0293] Optionally, the first party's virtual chess piece and the second party's virtual chess piece are respectively located on opposite sides of the virtual battle scene.

[0294] The electronic device provided by the above-mentioned embodiment, by setting the initial movement and collision repulsion mechanism of chess pieces, enables players to design tactics based on the placement and characteristics of chess pieces, thereby improving the interactive experience and strategic depth in the early stages of the game, reducing the amount of calculation and storage space occupied, and optimizing device resource utilization.

[0295] Furthermore, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0296] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0297] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0298] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game match control method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0299] Specifically, the game game control method includes: displaying a graphical user interface through a terminal device, the graphical user interface displays a virtual battle scene, and the virtual battle scene includes a first-party virtual chess piece; at the start of the battle, controlling the first-party virtual chess piece and the second-party virtual chess piece to move a preset distance in a preset direction or to a preset position, respectively, wherein the second-party virtual chess piece is a virtual chess piece located in the virtual battle scene and is in a different camp from the first-party virtual chess piece; detecting whether a collision occurs between the first-party virtual chess piece and the second-party virtual chess piece during the movement; when a collision is detected, determining the state of the virtual chess pieces of both parties after the collision according to the collision result, and controlling the virtual chess pieces of both parties to start executing game behavior according to the state after the collision; when it is detected that no collision occurs, controlling the virtual chess pieces of both parties to start executing game behavior after moving a preset distance or moving to a preset position.

[0300] Optionally, the preset position of the first party's virtual chess piece is away from the initial position of the first party's virtual chess piece and close to the initial position of the second virtual chess piece; the preset position of the second party's virtual chess piece is away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece; the first party's virtual chess piece moves away from the initial position of the first party's virtual chess piece after moving a preset distance and close to the initial position of the second virtual chess piece; the second party's virtual chess piece moves away from the initial position of the second party's virtual chess piece after moving a preset distance and close to the initial position of the first virtual chess piece.

[0301] Optionally, the virtual battle scene includes a first row of placement positions and a second row of placement positions, and the steps of controlling the first party's virtual chess pieces and the second party's virtual chess pieces to move a preset distance in a preset direction respectively include: controlling the virtual chess pieces located in the first row of placement positions to move straight forward.

[0302] Optionally, the steps of controlling the first party's virtual chess pieces and the second party's virtual chess pieces to move in preset directions and preset distances respectively include: controlling the virtual chess pieces placed in the second row to move according to their respective chess piece attributes, wherein the manner of moving according to their respective chess piece attributes is different from the manner of moving the virtual chess pieces placed in the first row.

[0303] Optionally, the step of controlling the first party virtual chess piece and the second party virtual chess piece to move a preset distance in a preset direction respectively includes: controlling the first party virtual chess piece and the second party virtual chess piece to move the same distance forward at the same preset speed.

[0304] Optionally, the step of determining the state of the virtual chess pieces of both parties after the collision according to the collision result includes: detecting attribute information of the virtual chess pieces of both parties that collided; determining a knockback effect after the collision according to the attribute information; and controlling the virtual chess pieces of both parties after the collision to move along a preset direction according to the knockback effect.

[0305] Optionally, the step of controlling the virtual chess pieces of both sides to move along a preset direction after the collision according to the knockback effect includes: determining the corresponding target movement directions of the virtual chess pieces of both sides after the collision according to physical rules; and controlling the virtual chess pieces of both sides to move along their respective target movement directions according to the knockback effect.

[0306] Optionally, the attribute information includes bond attributes and / or equipment attributes.

[0307] Optionally, the step of determining the knockback effect after the collision based on the attribute information includes at least one of the following: when it is detected that the virtual chess piece has a first attribute, the virtual chess piece with the first attribute is controlled not to be knocked back, and the opponent virtual chess piece that collides with it is controlled to retreat a first preset distance; when it is detected that the virtual chess piece has a second attribute, the virtual chess pieces of both parties of the collision are controlled to retreat a second preset distance and a third preset distance respectively, wherein the second preset distance is the retreat distance corresponding to the virtual chess piece with the second attribute, and the third preset distance is the retreat distance corresponding to the opponent virtual chess piece that collides with the virtual chess piece with the second attribute, and the second preset distance and / or the third preset distance is greater than the first preset distance; when it is detected that the colliding virtual chess pieces do not have the first attribute and the second attribute, the colliding virtual chess pieces are controlled to retreat a fourth preset distance.

[0308] Optionally, at the start of the game, the steps of controlling the first party's virtual chess piece and the second party's virtual chess piece to move respectively in a preset direction and a preset distance or to a preset position include: at the start of the game, controlling the target virtual chess piece to move according to the target movement method, wherein the target virtual chess piece is the virtual chess piece of the first party and / or the virtual chess piece of the second party that has the fourth attribute; controlling other virtual chess pieces to move respectively in a preset direction and a preset distance or to a preset position, wherein the other virtual chess pieces are the virtual chess pieces of the first party and / or the virtual chess piece of the second party except the target virtual chess piece.

[0309] Optionally, the target movement method includes at least one of the following: controlling the virtual chess piece to jump diagonally upward and detecting a collision when landing; controlling the virtual chess piece to fly into the air and land at a preset position in the virtual battle scene.

[0310] Optionally, the method further includes: detecting whether the virtual chess piece is repelled outside the boundary of the virtual battle scene; when it is detected that the virtual chess piece is out of the boundary, determining that the virtual chess piece is eliminated.

[0311] Optionally, the method further includes: when it is detected that the first virtual chess piece collides with a second virtual chess piece on the same side, applying a debuff effect to the first virtual chess piece and the second virtual chess piece respectively.

[0312] Optionally, the method further includes: when it is detected that the first virtual chess piece collides with the opponent's third virtual chess piece and then hits the opponent's fourth virtual chess piece, applying a debuff effect to the first virtual chess piece; controlling the first virtual chess piece to continue moving according to the collision angle, and controlling the fourth virtual chess piece to maintain its position unchanged.

[0313] Optionally, the game behavior includes enemy-seeking behavior and / or attacking behavior.

[0314] Optionally, the first party's virtual chess piece and the second party's virtual chess piece are respectively located on opposite sides of the virtual battle scene.

[0315] The storage medium provided by the above-mentioned embodiment enables players to design tactics based on the chess piece placement and characteristics by setting the initial movement and collision repulsion mechanism of the chess pieces, thereby improving the interactive experience and strategic depth in the opening stage of the game, reducing the amount of calculation and storage space occupied, and optimizing device resource utilization.

[0316] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0317] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0318] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A game control method, characterized in that: The method comprises: Displaying a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual battle scene, and the virtual battle scene includes a first-party virtual chess piece; At the start of the battle, controlling the first party's virtual chess piece and the second party's virtual chess piece to move in a preset direction and a preset distance or to a preset position, respectively, wherein the second party's virtual chess piece is a virtual chess piece located in the virtual battle scene and in a different camp from the first party's virtual chess piece; During the movement process, detecting whether the first party's virtual chess piece collides with the second party's virtual chess piece; When a collision is detected, the states of the virtual chess pieces of both parties after the collision are determined according to the collision result, and the virtual chess pieces of both parties are controlled to start executing game actions according to the states after the collision; When it is detected that no collision occurs, the virtual chess pieces of both parties are controlled to start executing game actions after moving the preset distance or moving to the preset position.

2. The method according to claim 1, characterized in that The preset position of the first party's virtual chess piece is away from the initial position of the first party's virtual chess piece and close to the initial position of the second party's virtual chess piece; the preset position of the second party's virtual chess piece is away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece; the first party's virtual chess piece moves the preset distance away from the initial position of the first party's virtual chess piece and close to the initial position of the second virtual chess piece; the second party's virtual chess piece moves the preset distance away from the initial position of the second party's virtual chess piece and close to the initial position of the first virtual chess piece.

3. The method according to claim 1, characterized in that The virtual battle scene includes a first row of placement positions and a second row of placement positions, and the step of controlling the first party's virtual chess piece and the second party's virtual chess piece to move a preset distance in a preset direction respectively includes: Control the virtual chess piece located in the first row to move forward.

4. The method according to claim 3, characterized in that The step of controlling the first virtual chess piece and the second virtual chess piece to move respectively in a preset direction and a preset distance comprises: The virtual chess pieces in the second row are controlled to move according to their respective chess piece attributes, wherein the manner of moving according to their respective chess piece attributes is different from the manner of moving the virtual chess pieces in the first row.

5. The method according to claim 1, wherein The step of controlling the first virtual chess piece and the second virtual chess piece to move respectively in a preset direction and a preset distance comprises: The first virtual chess piece and the second virtual chess piece are controlled to move forward at the same preset speed and the same distance.

6. The method according to claim 1, wherein The step of determining the state of the virtual chess pieces of both parties after the collision according to the collision result includes: Detect the attribute information of the virtual chess pieces of both parties that collide; Determine a knockback effect after the collision based on the attribute information; According to the knockback effect, the virtual chess pieces of both parties are controlled to move along a preset direction after the collision.

7. The method according to claim 6, characterized in that The step of controlling the virtual chess pieces of both parties to move along a preset direction after the collision according to the knockback effect includes: Determine the target movement directions of the two virtual chess pieces after the collision according to physical rules; The virtual chess pieces of both parties are controlled to move along their respective target moving directions according to the knockback effect.

8. The method according to claim 6, characterized in that The step of determining the knockback effect after the collision according to the attribute information includes at least one of the following: When it is detected that the virtual chess piece has a first attribute, the virtual chess piece with the first attribute is controlled not to be repelled, and the opponent virtual chess piece that collides with the virtual chess piece is controlled to retreat a first preset distance; When it is detected that the virtual chess piece has a second attribute, the virtual chess pieces of the two colliding parties are controlled to retreat a second preset distance and a third preset distance respectively, wherein the second preset distance is the retreat distance corresponding to the virtual chess piece with the second attribute, and the third preset distance is the retreat distance corresponding to the opponent virtual chess piece that collides with the virtual chess piece with the second attribute, and the second preset distance and / or the third preset distance are greater than the first preset distance; When it is detected that the colliding virtual chess pieces do not have the first attribute and the second attribute, the colliding virtual chess pieces are controlled to retreat a fourth preset distance.

9. The method according to claim 1, characterized in that At the start of the game, the step of controlling the first party's virtual chess piece and the second party's virtual chess piece to move respectively in a preset direction and a preset distance or to a preset position includes: At the start of the game, controlling the target virtual chess piece to move according to the target movement mode, wherein the target virtual chess piece is the virtual chess piece of the first party and / or the virtual chess piece of the second party that has the fourth attribute; Control other virtual chess pieces to move in a preset direction and a preset distance or to a preset position, wherein the other virtual chess pieces are virtual chess pieces of the first party and / or the second party except the target virtual chess piece.

10. The method according to claim 9, characterized in that The target movement mode includes at least one of the following: Control the virtual chess piece to jump diagonally upward and detect collision when it lands; The virtual chess piece is controlled to rise into the air and fly and then land at a preset position in the virtual battle scene.

11. The method according to claim 1, wherein The method further comprises: Detect whether the virtual chess piece is repelled outside the boundary of the virtual battle scene; When it is detected that the virtual chess piece is out of the boundary, it is determined that the virtual chess piece is eliminated.

12. The method according to claim 1, characterized in that The method further comprises: When it is detected that a first virtual chess piece collides with a second virtual chess piece on the same side, a debuff effect is applied to the first virtual chess piece and the second virtual chess piece respectively.

13. The method according to claim 1, wherein The method further comprises: When it is detected that the first virtual chess piece collides with the opponent's third virtual chess piece and then hits the opponent's fourth virtual chess piece, a debuff effect is applied to the first virtual chess piece; The first virtual chess piece is controlled to continue to move according to the collision angle, and the fourth virtual chess piece is controlled to maintain an unchanged position.

14. A game control device, characterized in that: The device comprises: A display module configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual battle scene including a first-party virtual chess piece; a movement control module configured to control the first party's virtual chess piece and the second party's virtual chess piece to move in a preset direction and a preset distance or to a preset position, respectively, at the start of a battle, wherein the second party's virtual chess piece is a virtual chess piece located in a different camp than the first party's virtual chess piece in the virtual battle scene; a collision detection module, configured to detect whether a collision occurs between the first party's virtual chess piece and the second party's virtual chess piece during the movement process; A battle control module is configured to, when a collision is detected, determine the state of the virtual chess pieces of both parties after the collision according to the collision result, and control the virtual chess pieces of both parties to start executing game actions according to the state after the collision; The battle control module is further configured to control the virtual chess pieces of both sides to start executing game actions after moving the preset distance or moving to the preset position when it is detected that no collision has occurred.

15. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the method according to any one of claims 1 to 13 is implemented.

16. A non-transitory computer-readable storage medium, characterized in that The non-transitory computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 13 is implemented.