Game control method and device, electronic equipment and computer readable storage medium
By implementing time-series linkage control between virtual objects in multiplayer cooperative games, the problems of cumbersome operation processes and monotonous gameplay in multiplayer cooperative games are solved, the interactive experience and the differentiation of role division are improved, and the operation process is simplified.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-03-27
- Publication Date
- 2026-06-19
Smart Images

Figure CN122230331A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a game control method, device, electronic device, and computer-readable storage medium. Background Technology
[0002] With the increasing trend of social gaming, players have a stronger demand for social interaction within games. In related technologies, players interact and cooperate with other players by controlling virtual characters to gain a richer gaming experience. However, in this approach, the actions of multiple players are independent, lacking a true collaborative mechanism. Essentially, it's multiple single-player games, unable to achieve differentiated role division, leading to a homogenized gaming experience. These issues result in users needing frequent communication and coordination in multiplayer cooperative games, making the process cumbersome; at the same time, due to the simplistic interaction mechanism, the gameplay lacks novelty and variety. Summary of the Invention
[0003] This application provides a game control method, device, electronic device, and computer-readable storage medium to achieve time-series linkage control between virtual objects in a multi-player collaborative scenario, thereby improving the interactive experience and cooperation effect of multi-player collaborative games.
[0004] In a first aspect, embodiments of this application provide a game control method, wherein the virtual scene corresponding to the game includes a first virtual object and a second virtual object, the first virtual object being controlled by a first terminal and the second virtual object being controlled by a second terminal, and the method includes: In response to a first control operation on the first virtual object, the first virtual object is controlled to perform a first action on the second virtual object. When the first action meets the preset triggering conditions, a second control operation is performed on the second virtual object to control the second virtual object to perform the second action. The collaboration result is determined based on the first control operation and the second control operation described above.
[0005] Secondly, embodiments of this application provide a game control device, wherein the virtual scene corresponding to the game includes a first virtual object and a second virtual object, the first virtual object being controlled by a first terminal and the second virtual object being controlled by a second terminal, and the device includes: The first control module is configured to respond to a first control operation on the first virtual object and control the first virtual object to perform a first action on the second virtual object. The second control module is used to respond to a second control operation on the second virtual object when the first action meets the preset triggering conditions, and control the second virtual object to perform the second action. The result determination module is used to determine the collaboration result based on the first control operation and the second control operation described above.
[0006] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game control methods provided in embodiments of this application.
[0007] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game control methods provided in embodiments of this application.
[0008] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game control methods provided in embodiments of this application.
[0009] In this embodiment, the virtual scene corresponding to the game includes a first virtual object and a second virtual object. The first virtual object is controlled by a first terminal, and the second virtual object is controlled by a second terminal. Responding to a first control operation on the first virtual object, the first virtual object performs a first action on the second virtual object, causing the second virtual object to move within the virtual scene. If the first action satisfies a preset trigger condition, responding to a second control operation on the second virtual object, the second virtual object performs a second action. The collaboration result is determined based on the first and second control operations. Through the method provided in this embodiment, by using the first action of the first virtual object as the trigger condition for the second control operation of the second virtual object, temporal linkage control between the two virtual objects is achieved. This makes the operations of the first terminal and the second terminal substantially related rather than independent and parallel, thereby improving the sense of cooperation and rhythm among players in multiplayer cooperative games and enhancing the interactive experience. Simultaneously, by having the first virtual object perform an action on the second virtual object and cause it to move, differentiated role division and functional complementarity are achieved, enriching the diversity of gameplay. Furthermore, coordinating the timing of operations based on preset trigger conditions reduces communication costs between players and simplifies the operation process.
[0010] Other features and advantages of this application will be described in detail in the following detailed description section. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 This is a schematic diagram illustrating an application scenario of the game control method provided by an exemplary embodiment of this disclosure; Figure 2 This is a flowchart illustrating a game control method provided by an exemplary embodiment of this disclosure; Figure 3 This is a schematic diagram of the first game interface and the second game interface provided in the exemplary embodiments of this disclosure; Figure 4 This is a schematic diagram of an object selection interface provided in an exemplary embodiment of this disclosure; Figure 5 This is another schematic diagram of the first game interface provided by an exemplary embodiment of this disclosure; Figure 6 This is another schematic diagram of the second game interface provided by an exemplary embodiment of this disclosure; Figure 7 This is another schematic diagram of the first game interface and the second game interface provided in the exemplary embodiments of this disclosure; Figure 8 This is another schematic diagram of the first game interface provided by an exemplary embodiment of this disclosure; Figure 9 This is another schematic diagram of the second game interface provided by an exemplary embodiment of this disclosure; Figure 10 This is another schematic flowchart of the game control method provided by an exemplary embodiment of this disclosure; Figure 11 This is a schematic diagram of a game control device provided in an exemplary embodiment of this disclosure; Figure 12 This is a schematic diagram of an electronic device provided by an exemplary embodiment of this disclosure. Detailed Implementation
[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0014] This application provides a game control method, apparatus, electronic device, and computer-readable storage medium. Specifically, this embodiment will be described from the perspective of a game control device, which can be integrated into an electronic device. That is, the game control method of this application embodiment can be executed by an electronic device. Optionally, the electronic device can be a first terminal and a second terminal. The first terminal and the second terminal can be, for example, a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC).
[0015] The game control method provided in this application can be applied to game control systems. The game control system may include an electronic device and a server. The electronic device may be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The electronic device and the server can communicate bidirectionally via a network.
[0016] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.
[0017] For example, such as Figure 1As shown, a first terminal and a second terminal display a virtual scene. The virtual scene includes a first virtual object and a second virtual object. The first virtual object is controlled by the first terminal, and the second virtual object is controlled by the second terminal. The first terminal responds to a first control operation for the first virtual object by sending a first control command to the server and controlling the first virtual object to perform a first action on the second virtual object. The server sends the first control command to the second terminal, and the second terminal controls the first virtual object to perform the first action on the second virtual object, causing the second virtual object to move within the virtual scene. If the first action meets a preset triggering condition, the second terminal responds to a second control operation for the second virtual object by sending a second control command to the server and controlling the second virtual object to perform a second action. The server sends the second control command to the first terminal, and the first terminal controls the second virtual object to perform the second action. The server determines the collaboration result based on the first and second control operations.
[0018] In one embodiment of this disclosure, the game control method can run on a local electronic device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0019] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and animation presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and animation presentation. For example, the client device can be an electronic device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses animation and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the animation.
[0020] In an alternative implementation, taking a game as an example, the local electronic device stores the game program and uses it to render animations. The local electronic device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via the electronic device. The local electronic device can provide the GUI to the player in various ways, such as rendering it on the electronic device's screen or providing it to the player via holographic projection. For example, the local electronic device may include a display screen for rendering the GUI, which includes animations, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the screen.
[0021] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, an electronic device is used as the execution subject. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0022] Please refer to Figure 2 The game control method is executed by a first terminal and a second terminal. The first and second terminals respectively provide their corresponding graphical user interfaces (GUIs). The GUIs display a virtual scene corresponding to the game. The virtual scene includes a first virtual object and a second virtual object. The first virtual object is controlled by the first terminal, and the second virtual object is controlled by the second terminal. The specific process can be described in steps 201-204. The game control method includes: Step 201: Respond to the first control operation for the first virtual object, and control the first virtual object to perform a first action on the second virtual object.
[0023] In this context, the graphical user interface (GUI) refers to the interface through which a user interacts with a terminal. In this embodiment, the GUI can be used for player-terminal game interaction to implement game logic. For ease of description, the GUI displayed on the first terminal showing the virtual scene is referred to as the first game interface, and the GUI displayed on the second terminal showing the virtual scene is referred to as the second game interface. The player using the first terminal is referred to as the first player, and the player using the second terminal is referred to as the second player.
[0024] A virtual scene is a game world displayed (or provided) when an application runs on a terminal. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or a three-dimensional virtual scene.
[0025] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the virtual object can be a game character. Optionally, the game character can be a humanoid game character or a non-humanoid game character. The non-humanoid game character can be set according to the actual situation. For example, the non-humanoid game character can be a virtual pet, a virtual ball, a virtual shuttlecock, etc., which is not limited in this embodiment. Optionally, the virtual object is an object controlled by the player through an input device. Optionally, the virtual object is a virtual character that competes in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the game, which is not limited in this embodiment. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects. Virtual props refer to items that virtual objects can use in a virtual scene to enhance their own attributes, assist in combat, or inflict damage on other virtual objects, including scopes, virtual decorations, virtual weapons, etc. This embodiment does not limit them.
[0026] The first and second virtual objects are virtual characters, such as humanoid game characters. Under certain triggering conditions or based on player actions, these virtual characters can transform into virtual objects with other appearances. For example, the first virtual object remains a humanoid game character, while the second virtual character transforms into a virtual sphere. Optionally, the second virtual character can transform into one or more virtual objects with other appearances, and these transformed virtual objects are all controlled by a second player through a second terminal.
[0027] Optionally, the virtual scene displayed on the first game interface can have a first virtual object as the visual center, and the virtual scene displayed on the second game interface can have a second virtual object as the visual center. In this case, the virtual scene can have a first virtual camera and a second virtual camera. The first virtual camera is used to capture the virtual scene, obtaining a game screen with the first virtual object as the visual center; that is, the first virtual camera is bound to the first virtual object and changes based on the position of the first virtual object. The second virtual camera is used to capture the virtual scene, obtaining a game screen with the second virtual object as the visual center; that is, the second virtual camera is bound to the second virtual object and changes based on the position of the second virtual object. For example, the first virtual object is a humanoid game character, and the second virtual object is a virtual sphere. The first game interface can be as follows: Figure 3 As shown in 301, from Figure 3 As can be seen from page 301, the first game interface uses a humanoid game character as the visual center, while the second game interface can be seen as... Figure 3 As shown in 302, from Figure 3 As can be seen from 302, the virtual sphere is the visual center in the game screen displayed on the second game interface. Optionally, the virtual scene displayed on the first game interface and the virtual scene displayed on the second game interface can both have the first virtual object as the visual center. In this case, the virtual scene can have a virtual camera, but this embodiment does not limit this.
[0028] The first control operation is a trigger operation on the first game interface. It can be a trigger operation on any location on the first game interface, or it can be a trigger operation on a first prompt icon on the first game interface. Optionally, the first prompt icon can be displayed continuously on the first game interface, or it can be displayed only when the first game screen reaches a certain preset condition. Optionally, the first prompt icon can be a first control, and the first control operation can be a trigger operation on the first control. The type of trigger operation on the first control can be set according to the actual situation; for example, the trigger operation on the first control can be a click or a double click, which is not limited in this embodiment. Optionally, the first prompt icon can be a first prompt message, used to prompt the keyboard or gamepad button corresponding to the first control operation. The first control operation can be a trigger operation on a specified physical button prompted by the first prompt message on the input device; for example, the input device is a keyboard or gamepad, and the specified physical button is the F key or the A key, which is not limited in this embodiment.
[0029] The first action can cause a change in the state of the second virtual object. The state can be set according to the actual situation, such as position, permissions, external appearance, skills, etc., which are not limited in this embodiment. Optionally, when the first action causes a change in the position of the second virtual object, it can cause the second virtual object to move within the virtual scene. In this case, the first action refers to an action that can cause the second virtual object to move, and its type can be set according to the actual situation, which are not limited in this embodiment. For example, the first action can be at least one of the following: juggling, kicking, headbutting, slapping, dragging, pulling, blowing, pushing, bumping, swinging, throwing, lifting, grabbing, and tossing, which are not limited in this embodiment. For example, when the first virtual object is a game character and the second virtual object is a virtual sphere, the first action can be juggling, kicking, heading, patting, blowing, etc. Or, when the first virtual object is a game character and the second virtual object is a virtual shuttlecock, the first action can be kicking, and the virtual scene can be a scene of kicking a shuttlecock. Or, when the first virtual object is a game character and the second virtual object is a virtual stick, the first action can be throwing, and the virtual scene can be a scene of acrobatics. Or, when the first virtual object is a game character and the second virtual object is a game character (also a humanoid character), the first action can be bumping, and the virtual scene can be a scene of the first game character attacking the second game character. Or, when the first virtual object is a game character and the second virtual object is a virtual doll, the first action can be grabbing, and the virtual scene can be a scene of grabbing the doll. Or, when the first virtual object is a game character and the second virtual object is a virtual pet, the first action can be moving or running, and the virtual pet moves or runs with the first game character.
[0030] Optionally, during the process of controlling the first virtual object to perform the first action on the second virtual object, the first virtual object may or may not be displaced; this embodiment does not impose any limitations on this. Optionally, before controlling the first virtual object to perform the first action on the second virtual object in response to the first control operation, the first virtual object may have already been controlled to perform the first action on the second virtual object, and then, in response to the first control operation, the first virtual object may continue to be controlled to perform the first action on the second virtual object; alternatively, the first virtual object may only begin to perform the first action on the second virtual object in response to the first control operation; this embodiment does not impose any limitations on this.
[0031] Optionally, when the first virtual object performs the first action on the second virtual object, the first virtual object may directly contact the second virtual object, or the first virtual object may contact the second virtual object through a virtual prop, or the first virtual object may not contact the second virtual object. For example, when the first virtual object kicks the second virtual object, the first virtual object and the second virtual object are in direct contact; when the first virtual object blows air on the second virtual object, the first virtual object is not in contact with the second virtual object.
[0032] Optionally, during the displacement of the second virtual object, the first and second virtual objects can remain in contact, or the second virtual object can detach from the first virtual object. For example, when the first virtual object pulls the second virtual object, the two virtual objects remain in contact; or, when the first virtual object kicks the second virtual object, the second virtual object detaches from the first virtual object during the displacement process.
[0033] Optionally, before controlling the first virtual object to perform the first action on the second virtual object, the first terminal may enter the target collaboration mode in response to the first entry operation and / or the second terminal may enter the target collaboration mode in response to the second entry operation, so that when in the target collaboration mode, the first virtual object can be controlled to perform the first action on the second virtual object and the second virtual object can be controlled to perform the second action.
[0034] Optionally, the target collaboration mode can be a sub-stage within a target game stage, such as a target mission, target level, and / or target instance. Alternatively, the target collaboration mode itself can be a specific target game stage; this embodiment does not impose any limitations on this. Optionally, after entering the target collaboration mode, the scene content of the virtual scene displayed on the first game interface and the scene content of the virtual scene displayed on the second game interface may or may not change; this embodiment does not impose any limitations on this.
[0035] Optionally, the first entry operation can be a trigger operation for the first confirmation prompt icon, and the second entry operation can be a trigger operation for the second confirmation prompt icon. The first confirmation prompt icon can be displayed on the first game interface and the second confirmation prompt icon can be displayed on the second game interface. Alternatively, the first confirmation prompt icon and the second confirmation prompt icon can be displayed only when preset display conditions are met. The preset display conditions are, for example, the first virtual object and the second virtual object reaching a certain position or the first player and the second player meeting preset level conditions, etc. This embodiment does not limit this.
[0036] Optionally, before the first terminal responds to the first entry operation and / or the second terminal responds to the second entry operation, the first game screen displayed on the first game interface may include a first virtual object and a second virtual object, and the second game screen displayed on the second game interface may include the first virtual object and the second virtual object. Alternatively, before responding to the first entry operation and / or the second terminal responds to the second entry operation, the first game screen may include the first virtual object, and the second game screen may include the second virtual object. In this case, after entering the target cooperation mode in response to the first entry operation and / or the second terminal responds to the second entry operation, the first game screen is updated to include the first virtual object and the second virtual object, and the second game screen is updated to include the first virtual object and the second virtual object. This embodiment does not limit this.
[0037] Optionally, when the first game screen includes a first virtual object and a second virtual object and the second game screen includes a first virtual object and a second virtual object before the first terminal responds to the first entry operation and / or the second terminal responds to the second entry operation, the first game screen and the second game screen may always include the first virtual object and the second virtual object, or the first game screen may first include the first virtual object and the second game screen may first include the second virtual object, and then in response to the trigger operation, the first game screen and the second game screen may be updated to include the first virtual object and the second virtual object.
[0038] Optionally, before or after entering the target cooperative mode, an object selection interface is displayed on the first and / or second terminal. This interface includes a first object identifier and a second object selection identifier, allowing players to select their role in the cooperative game—whether to remain in their current humanoid character or transform into another virtual object. For example, the object selection interface could be as follows: Figure 4 As shown, the first object is identified as a flute, and the second object is identified as a water droplet. When player A selects the flute 401 and player B selects the water droplet 402, it means that player A chooses to keep the current character appearance, and player A is the first player. Player B chooses to transform into other virtual objects, and player B is the second player.
[0039] Optionally, before controlling the first virtual object to perform the first action on the second virtual object, matching can be performed or the first player and the second player can team up so that the first player can control the first virtual object to perform the first action on the second virtual object and the second player can control the second virtual object to perform the second action.
[0040] In some embodiments, before controlling the first virtual object to perform the first action on the second virtual object, the method further includes: Control the second virtual object to enter the target deformed state; Controlling the first virtual object to perform a first action on the second virtual object includes: Control the first virtual object to perform a first action on the second virtual object, which is in the target deformed state.
[0041] The method provided in this embodiment enables the second virtual object to pre-enter a specific target deformation state before the first virtual object performs a first action on it, thus providing a morphological basis for subsequent interactive actions. This approach, by introducing pre-control of deformation states, enriches the interaction layers between virtual objects in two-player collaborative scenarios, allowing the first virtual object to perform actions on the second virtual object in a specific deformation state, thereby presenting more diverse visual effects and enhancing the player's interactive experience and the richness of the game.
[0042] The target transformation state refers to the non-humanoid character state, which can be set according to the actual situation. For example, the target transformation state can be a ball or a pet. In this case, the second game character transforms into a virtual ball or a virtual pet. This embodiment does not limit this.
[0043] In one optional implementation, the target deformation state can be a shrunk form, in which the second virtual object appears as a shrunk volume. For example, in a two-person collaborative scenario, the second virtual object shrinks its volume to a size suitable for being manipulated by the first virtual object through scaling transformation, in order to facilitate throwing and catching interactive actions.
[0044] Optionally, when a target collaboration mode exists, the second virtual object may be controlled to enter the target deformation state when entering the target collaboration mode, or the second terminal may control the second virtual object to enter the target deformation state in response to the deformation operation. This embodiment does not limit this.
[0045] In this embodiment, the second virtual object is controlled to enter the target deformation state, and the first virtual object is controlled to perform a first action on the second virtual object in the target deformation state. This allows the first virtual object to perform a first action on the second virtual object in the target deformation state, which not only makes the form of the second virtual object highly consistent with the virtual scene, but also enables role-playing, thereby increasing the fun of the game.
[0046] In some embodiments, a first animation of the first action of the first virtual object and a movement animation of the displacement of the second virtual object can be preset separately. Then, the first animation and the movement animation are aligned by time to present the interaction effect between the first virtual object and the second virtual object. This not only makes the first action and the displacement of the second virtual object conform to physical logic, but also allows the first animation and the movement animation to be created separately, thus making the animation production more flexible.
[0047] In some embodiments, a second virtual object is attached to a preset skeletal node of a first virtual object, controlling the first virtual object to perform a first action on the second virtual object, including: Play the motion animation of the first virtual object, and use the movement of preset skeletal nodes to drive the movement of the second virtual object, so as to present the interaction effect between the first virtual object and the second virtual object.
[0048] The preset bone nodes can be set according to the actual situation. For example, the preset bone nodes can be the special effect hanging point bone (HP_slot_fx_0) of the first virtual object or other bones on the first virtual object. This embodiment does not limit this.
[0049] In this embodiment, the second virtual object is attached to a preset skeletal node of the first virtual object. The motion animation of the first virtual object is played, and the second virtual object moves through the movement of the preset skeletal node to present the interaction effect between the first and second virtual objects. This ensures that the movement of the first and second virtual objects conforms to physical logic without the need for time alignment, thus ensuring no continuity and achieving precise synchronization and natural connection of the movements between the two virtual objects.
[0050] Step 202: If the first action meets the preset triggering conditions, respond to the second control operation for the second virtual object and control the second virtual object to perform the second action.
[0051] The preset trigger condition is a pre-set timing that can respond to the second control operation, which can be set according to the actual situation.
[0052] In one optional embodiment, the first action satisfying the preset triggering condition may include the playback progress of the first action reaching a preset frame; and / or, the contact state between the second virtual object and the first virtual object changing; and / or, the playback time of the first action reaching a preset time, which is not limited in this embodiment. The method provided in this embodiment enables precise determination of whether the preset triggering condition is satisfied based on the change in the action playback progress or the contact state between the objects during the first virtual object performing the first action on the second virtual object, thereby achieving temporal linkage between the first and second actions. This frame-level playback progress detection and triggering mechanism based on changes in physical contact state ensure that the actions of the two virtual objects form a coherent visual effect, enhancing the interactive experience in two-player collaborative scenarios, while enriching the gameplay's layering and operational depth.
[0053] The change in the contact state between the second virtual object and the first virtual object may include: the second virtual object and the first virtual object changing from a contacted state to a non-contacted state, or the first virtual object contacting the second virtual object through a virtual prop, and the second virtual object and the virtual prop changing from a contacted state to a non-contacted state. This embodiment does not limit this.
[0054] The second control operation is a trigger operation on the second game interface. This can be a trigger operation on any location on the second game interface, or it can be a trigger operation on a second prompt icon on the second game interface. Optionally, the second prompt icon can be continuously displayed on the second game interface, or it can be displayed on the second game interface when the first action meets a preset trigger condition. Optionally, the second prompt icon can be a second control, and the second control operation can be a trigger operation on the second control. The type of trigger operation on the second control can be set according to the actual situation; for example, the trigger operation on the second control can be a click or a double click, which is not limited in this embodiment. Optionally, the second prompt icon can be a second prompt message, and the second control operation can be a trigger operation on a specified physical button on an input device, such as a keyboard or gamepad, and the specified physical button can be the F key or the A key, which is not limited in this embodiment.
[0055] The second action can be used to change the external appearance of the second virtual object during displacement. The external appearance can be at least one of posture, shape, size, facial expression, and voice, which is not limited in this embodiment. Optionally, posture can include actions. For example, the second action includes at least one of rotation, extension, flipping, and inversion. In this case, the second action is used to change the movement of the second virtual object during displacement. Optionally, an extension action can be raising both hands and / or spreading the legs. Optionally, rotation and inversion actions can be the second virtual object rotating its head downwards. Optionally, when the second action is used to change the shape of the second virtual object, for example, if the second virtual object is a second game character, the second action can change the second virtual object into a virtual sphere or a virtual pet. Optionally, when the second action is used to change the size of the second virtual object, the second virtual object can shrink, expand, or enlarge during displacement.
[0056] Optionally, when there are multiple second virtual objects, a first control operation targeting the first virtual object can be responded to, controlling the first virtual object to perform a first action on multiple second virtual objects, so that the multiple second virtual objects are displaced in the virtual scene. Then, a second control operation targeting the multiple second virtual objects can be responded to simultaneously, controlling the multiple second virtual objects to perform a second action. Alternatively, a first control operation targeting the first virtual object can be responded to, controlling the first virtual object to perform a first action on one second virtual object, so that one second virtual object is displaced in the virtual scene. Then, a second control operation targeting the second virtual object can be responded to, controlling the second virtual object to perform a second action, and continuing to respond to the first control operation targeting the first virtual object, controlling the first virtual object to perform a first action on other second virtual objects. This embodiment does not limit this.
[0057] In this embodiment, the second action is used to change the external appearance of the second virtual object during the displacement process, so that the external appearance of the second virtual object is not constant during the displacement process, thereby enhancing the visual experience and fun of the game.
[0058] In some embodiments, the first action and the second action are configured through an action configuration table, which includes playback time parameters for the first and second actions. These playback time parameters are used to achieve visual coordination between the first and second actions. Specifically, when the playback time parameter reaches the playback time parameter corresponding to the first action, in response to a first control operation on the first virtual object, the first virtual object is controlled to perform the first action on the second virtual object. When the playback time parameter reaches the playback time parameter corresponding to the second action, in response to a second control operation on the second virtual object, the second virtual object is controlled to perform the second action. At this point, when the playback time parameter reaches the playback time parameter corresponding to the second action, it may mean that the first action meets a preset trigger condition.
[0059] In this embodiment, the first action and the second action are configured through an action configuration table, which contains playback time parameters for the first action and the second action. The playback time parameters are used to achieve visual coordination between the first action and the second action, so that the visual performance of the first action and the second action conforms to physical logic, thereby further improving the game experience.
[0060] In some embodiments, after the second action is completed, the second virtual object is controlled to return to the control range of the first virtual object, and the next operation cycle begins. For example, the first virtual object is a first game character, the second virtual object is a virtual sphere, the first action is kicking the ball, and the virtual scene can be as follows: Figure 5As shown in Figure 501, the virtual sphere is located on the foot of the first virtual object. Responding to the first control operation, the first game character kicks the ball. After the kick, the virtual sphere moves upward and detaches from the first game character's foot. This occurs when a preset frame is played (e.g., a preset frame is shown in Figure 501). Figure 3 As shown in (301), when responding to the second control operation on the virtual sphere, the virtual sphere is controlled to perform a rotation action and the virtual sphere is controlled to descend so that the virtual sphere returns to the feet of the first game character, and the steps of controlling the first game character to kick the ball in response to the first control operation are continued until the loop ends.
[0061] Optionally, a first action and a second action can be referred to as an operation cycle. The number of operation cycles can be set according to the actual situation, and this embodiment does not limit it. Optionally, the second action in different operation cycles can be different or different. When the second action in different operation cycles is different, for example, in the first operation cycle, the second action can be an extension action, in the second operation cycle, the second action can be an inverted rotation, and in the third operation cycle, the second action can be a high-speed rotation action. This embodiment does not limit it.
[0062] In this embodiment, after the second action is completed, the second virtual object is controlled to return to the control range of the first virtual object and enter the next round of operation. This enables cooperation through multiple operation rounds, which can increase the challenge, fault tolerance, and controllability of the cooperation results, thereby improving the playability of the game and further enhancing the player's gaming experience.
[0063] In some embodiments, the first control operation and the second control operation are fast-time event operations. Specifically, in this embodiment, the game control method includes: In response to a first control operation targeting a first virtual object, control the first virtual object to perform a first action; If the first action meets the preset triggering conditions, a second control operation is initiated for the second virtual object, controlling the second virtual object to execute the second action; wherein, both the first and second control operations are fast time event operations; The collaboration result is determined based on the first and second control operations.
[0064] The method provided in this embodiment enables both the first and second control operations to adopt the form of rapid time event operations, which can accurately respond to the specified operation area within a specified time window. This effectively improves the interactive experience of players in two-player cooperative scenarios, requiring players to complete the operation within a limited time, thus enhancing the sense of urgency and rhythm of the game. In addition, the operation judgment mechanism based on the specified time window and the specified operation area can improve the user's sense of operation cooperation and achieve precise timing control and area positioning of user input.
[0065] Quick Time Event (QTE) operations include actions performed on a designated operation area within a specified time window. A QTE is an interaction mechanism where the player must perform an action on a designated operation area within a specified time window. Specifically, the specified time window can include a first specified time window and a second specified time window. Within the first specified time window, a first prompt icon is displayed on the designated operation area in the first game interface; within the second specified time window, a second prompt icon is displayed on the designated operation area in the second game interface. The designated operation area in the first terminal is the location of the first prompt icon, and the designated operation area in the second terminal is the location of the second prompt icon.
[0066] Optionally, when the first action and the second action are configured through an action configuration table, which contains playback time parameters for the first action and the second action, and the playback time parameters are used to achieve the visual coordination between the first action and the second action, a first prompt icon can be displayed in a designated operation area of the first game interface within a first specified time window when the playback time parameter corresponding to the first action is reached, and a second prompt icon can be displayed in a designated operation area of the second game interface within a second specified time window when the playback time parameter corresponding to the first action is reached.
[0067] In this embodiment, the first control operation and the second control operation are fast time event operations. Fast time event operations include operations that are performed on a specified operation area within a specified time window, so as to increase the sense of tension, enhance the sense of immersion, and simplify the operation, thereby further improving the player's game experience.
[0068] In some embodiments, the game's graphical user interface includes a first display area and a second display area, the first display area being used to display the game screen with a first virtual object as the visual center, and the second display area being used to display the game screen with a second virtual object as the visual center.
[0069] The virtual scene can have a first virtual camera and a second virtual camera. The first virtual camera is used to track the first virtual object, that is, the first virtual camera is used to capture the virtual scene to obtain the game screen with the first virtual object as the visual center. The second virtual camera is used to track the second virtual object, that is, the second virtual camera is used to capture the virtual scene to obtain the game screen with the second virtual object as the visual center.
[0070] The graphical user interface (GUI) of the first terminal is a first game interface, and the GUI of the second terminal is a second game interface. The first game interface includes a first display area and a second display area, and the second game interface also includes a first display area and a second display area. It should be noted that the first display area of the first game interface does not necessarily correspond to the first display area of the second game interface, nor does the second display area of the first game interface necessarily correspond to the second display area of the second game interface. Of course, the first display area of the first game interface can also correspond to the first display area of the second game interface. For example, if both first display areas are located on the left side of the game interface, then the first display area of the first game interface displays the game screen centered on the first virtual object, and the first display area of the second game interface displays the game screen centered on the second virtual object. Similarly, the second display area of the first game interface can also correspond to the second display area of the second game interface. For example, if both second display areas are located on the right side of the game interface, then the second display area of the first game interface displays the game screen with the second virtual object as the visual center, and the second display area of the second game interface displays the game screen with the first virtual object as the visual center. Optionally, the first display area and the second display area can be two left and right areas of the GUI, or two top and bottom areas of the GUI; this embodiment does not limit this. When the first display area and the second display area are the left and right areas of a graphical user interface, for example, the second game interface can be like this: Figure 6 As shown, the left side of the second game interface is the second display area, and the right side of the second game interface is the first display area. The game screen displayed in the second display area takes the first virtual object as the visual center, while the game screen displayed in the first display area takes the second virtual object (i.e., the virtual sphere in the figure) as the visual center.
[0071] It is understandable that when there are multiple second virtual objects, there can be multiple second display areas.
[0072] In this embodiment, the game's graphical user interface includes a first display area and a second display area. The first display area displays the game screen with a first virtual object as the visual center, and the second display area displays the game screen with a second virtual object as the visual center. This allows the first player and the second player to view each other's game screens, facilitating cooperation between them. More importantly, it solves the problem in existing technologies where the actions of multiple players are difficult to visually create a coherent coordinated effect. This solution, through a time-linked control mechanism for the two virtual objects and a dual-screen display mechanism, provides players with a coherent operational coordination effect, offering a stronger visual connection compared to existing single-screen display methods. Furthermore, the second virtual camera moves smoothly along the trajectory of the second virtual object, ensuring that the second virtual object remains within the visual focus area of the game screen on the second display area, providing the second player with a unique first-person perspective experience and enhancing the immersion of the role-playing experience.
[0073] In some embodiments, this embodiment further includes: in response to the second virtual object having an invisible period during the switching of the first virtual object's actions, controlling the second virtual camera to remain at the last tracking position during the invisible period; and in response to the second virtual object becoming visible again, controlling the second virtual camera to resume tracking the second virtual object.
[0074] The last tracking position refers to the position of the second virtual object when it disappears. When the second virtual object is attached to the preset skeletal node of the first virtual object, the last tracking position is the position of the preset skeletal node before the action switch.
[0075] In the presence of multiple operation rounds, when a new operation round begins, an action switch will occur to control the first virtual object to switch to the new first action. During this process, the second virtual object may disappear briefly, and the second virtual camera may not be able to track the second virtual object. At this time, the second virtual camera can be controlled to maintain the position when the second virtual object disappeared. Then, in response to the second virtual object becoming visible again, the second virtual camera can be controlled to resume tracking the second virtual object from the position when it disappeared. This makes the transition between the second virtual objects in the previous and next game screens smooth and natural, ensuring visual continuity and further improving the player's gaming experience.
[0076] In some embodiments, the graphical user interface of the game is a first game interface, which is the operation interface corresponding to the first terminal; this embodiment also includes: A first prompt icon is displayed in the first display area of the first game interface. The first prompt icon is used to indicate the timing of the first control operation. Responding to a first control operation on a first virtual object, controlling the first virtual object to perform a first action on a second virtual object, including: In response to a first control operation for a first prompt indicator, determine whether the first control operation meets a first preset condition; When the first control operation meets the first preset condition, the first virtual object is controlled to perform the first action on the second virtual object.
[0077] The triggering time for the first control operation can be a first preset duration. The form in which the first prompt indicator indicates the triggering time of the first control operation can be set according to actual conditions. For example, the display duration of the first prompt indicator can be the first preset duration, or the first prompt indicator can be a numerical representation of the first preset duration; this embodiment does not impose any limitations on this. Optionally, the first prompt indicator can be a first control or a first prompt message. Optionally, the first prompt indicator can be displayed based on a fast time event. In this case, the first control operation can be a fast time event operation, displaying the first prompt indicator within a first specified time window to prompt the first player to trigger the first control operation within the first specified timing window. In this case, the first specified time window is the first preset duration. Optionally, the first control operation can be a trigger operation on a first control, or the first control operation can be a trigger operation on a physical button of an input device; this embodiment does not impose any limitations on this. Optionally, when there are multiple operation rounds, the display position of the first prompt indicator in different operation rounds can be the same or different.
[0078] The first preset condition is used to indicate that the trigger time of the first control operation is within a first preset duration. When the trigger time of the first control operation is within the first preset duration, it means that the first control operation meets the first preset condition. When the trigger time of the first control operation is not within the first preset duration, it means that the first control operation does not meet the first preset condition.
[0079] Optionally, when the first prompt icon is displayed in the first display area of the first game interface, the first display area of the second game interface does not display the first prompt icon, so that the second player cannot see the first prompt icon, ensuring the privacy and independence of each player's operation and reducing the interference of the first prompt icon on the second player. For example, the first game interface can be as follows: Figure 7 As shown in section 701, the second game interface can be as follows: Figure 7 As shown in Figure 702.
[0080] In this embodiment, the graphical user interface of the game is a first game interface, which is the operation interface corresponding to the first terminal. A first prompt icon is displayed in the first display area of the first game interface. The first prompt icon is used to indicate the triggering time of the first control operation. In response to the first control operation for the first prompt icon, it is determined whether the first control operation meets the first preset condition. If the first control operation meets the first preset condition, the first virtual object is controlled to perform a first action on the second virtual object. This realizes that the triggering time of the first control operation is indicated by the first prompt icon, so that the first player can trigger the first control operation within the indicated triggering time, thereby increasing the tension, enhancing the immersion, and further improving the player's game experience.
[0081] In some embodiments, this embodiment further includes: in response to the first control operation not meeting the first preset condition, controlling the first virtual object to perform a failed action. The failed action is different from the first action and can be set according to actual conditions. For example, the failed action can be a falling action, a foot-covering action, a crying action, etc., which is not limited in this embodiment. Optionally, in response to the first control operation not meeting the first preset condition, instead of responding to the second control operation for the second virtual object and controlling the second virtual object to perform the second action, the second virtual object can be directly controlled to perform a specified action. The specified action is different from the second action and can be set according to actual conditions. For example, the specified action can be a rolling action or a struggling action, which is not limited in this embodiment. Optionally, after directly controlling the second virtual object to perform the specified action, the second virtual object can be controlled to return to the control range of the first virtual object, and then a new round of operation can be stopped or continued.
[0082] In this embodiment, in response to the first control operation not meeting the first preset condition, the first virtual object is controlled to perform a failed action, thereby displaying different actions through the first control operation at different trigger times, improving the richness of the actions, and further enhancing the viewing experience and fun of the game.
[0083] refer to Figure 8 As shown, the first game interface includes a first display area and a second display area. The first display area displays the game scene centered on a first virtual object, while the second display area displays the game scene centered on a second virtual object. Furthermore, a first prompt icon is displayed in the first display area, allowing players to perform corresponding operations based on the first prompt icon to control the first virtual object within the first display area.
[0084] In some embodiments, the graphical user interface of the game is a second game interface, which is the operation interface corresponding to the second terminal; this embodiment also includes: A second prompt icon is displayed in the second display area of the second game interface. The second prompt icon is used to indicate the timing of the triggering of the second control operation. In response to a second control operation targeting a second virtual object, the second virtual object is controlled to perform a second action, including: In response to a second control operation for a second prompt indicator, determine whether the second control operation meets a second preset condition; In response to the second control operation meeting the second preset conditions, the second virtual object is controlled to perform the second action.
[0085] The triggering timing of the second control operation can be a second preset duration. The form in which the second prompt indicator indicates the triggering timing of the second control operation can be set according to actual conditions. For example, the display duration of the second prompt indicator can be a first preset duration, or the second prompt indicator can be a numerical representation of the second preset duration; this embodiment does not impose any limitations on this. Optionally, the second prompt indicator can be a second control or a second prompt message. Optionally, the second prompt indicator can be displayed based on a fast time event. In this case, the second control operation can be a fast time event operation, displaying the second prompt indicator within a second specified time window to prompt the second player to trigger the second control operation within the second specified timing window, where the second specified time window is the second preset duration. Optionally, the second control operation can be a trigger operation on a second control, or a trigger operation on a physical button of an input device; this embodiment does not impose any limitations on this. Optionally, when there are multiple operation rounds, the display position of the second prompt indicator in different operation rounds can be the same or different.
[0086] The second preset condition is used to indicate that the trigger time of the second control operation is within a second preset duration. When the trigger time of the second control operation is within the second preset duration, it means that the second control operation meets the second preset condition; when the trigger time of the second control operation is not within the second preset duration, it means that the second control operation does not meet the second preset condition.
[0087] Optionally, when the second prompt icon is displayed on the second display area of the second game interface, the second prompt icon is not displayed on the second display area of the first game interface, so that the first player cannot see the second prompt icon, ensuring the privacy and independence of each player's operation and reducing interference from the second prompt icon to the first player. Similarly, the first prompt icon is not displayed on the first display area of the second game interface to prevent the first prompt icon from causing unnecessary interference to the second game interface. (Reference) Figure 6 As shown, Figure 6 The second game interface is displayed. When a second prompt icon is displayed in the second display area of the second game interface, the user can control the actions of the second virtual object by triggering the second prompt icon. (Reference) Figure 8As shown, Figure 8 The first game interface is displayed. When the second prompt icon is displayed in the second display area of the second game interface, the second prompt icon is not displayed in the second display area of the first game interface.
[0088] Optionally, if the first action meets the preset triggering conditions, a second prompt icon is displayed in the second display area of the second game interface.
[0089] In this embodiment, the graphical user interface of the game is a second game interface, which is the operation interface corresponding to the second terminal. A second prompt icon is displayed in the second display area of the second game interface. The second prompt icon is used to indicate the triggering time of the second control operation. In response to the second control operation for the second prompt icon, it is determined whether the second control operation meets the second preset condition. In response to the second control operation meeting the second preset condition, the second virtual object is controlled to perform the second action. This realizes that the triggering time of the second control operation is indicated by the second prompt icon, so that the second player can trigger the second control operation within the indicated triggering time, thereby increasing the tension, enhancing the immersion, and further improving the player's gaming experience.
[0090] In some embodiments, this embodiment further includes: in response to the second control operation not meeting the second preset condition, controlling the second virtual object to perform a failed action. The failed action is different from the second action and can be set according to actual conditions. For example, the failed action can be a rolling action, a dizzying action, a struggling action, etc., which is not limited in this embodiment.
[0091] Optionally, if the second control operation does not meet the second preset condition, the failed actions performed by the second virtual object are different depending on whether the first control operation meets or does not meet the first preset condition. This is to visually coordinate the failed actions performed by the second virtual object with the actions performed by the first virtual object, ensuring that the failed actions performed by the second virtual object and the actions performed by the first virtual object conform to physical logic. For example, when the first control operation meets the first preset condition but the second control operation does not meet the second preset condition, the rolling speed of the second virtual object is slowed down and it falls headfirst. After the second virtual object returns to the control range of the first virtual object, a dizziness effect is triggered on the second virtual object. When both the first and second control operations do not meet the first and second preset conditions, the second virtual object is not rolled but falls headfirst. After the second virtual object returns to the control range of the first virtual object, a new round of operation is stopped or begins.
[0092] In this embodiment, in response to the second control operation not meeting the second preset condition, the second virtual object is controlled to perform a failed action, thereby displaying different actions through the second control operation at different trigger times, improving the richness of the actions, and further enhancing the viewing experience and fun of the game.
[0093] Step 203: Determine the collaboration result based on the first control operation and the second control operation.
[0094] In this embodiment, the first terminal controls the first virtual object to perform a first action on the second virtual object, causing the second virtual object to move. Essentially, this is also a way of controlling the second virtual object. Therefore, the collaboration result refers to the control result of the second virtual object achieved jointly by the first and second terminals. Optionally, the representation of the collaboration result can be set according to the actual situation. For example, the collaboration result can be a score, level, success, failure, etc., which is not limited in this embodiment.
[0095] Optionally, when an operation cycle exists, the cooperation result is determined based on the first and second control operations in multiple operation cycles.
[0096] In some embodiments, the collaboration result can be determined based on whether the first control operation meets the first preset condition and whether the second control condition meets the second preset condition. For example, if the first control operation meets the first preset condition and the second control operation meets the second preset condition, the collaboration result is determined to be successful; otherwise, the collaboration result is determined to be unsuccessful.
[0097] In some embodiments, determining the cooperation result based on a first control operation and a second control operation includes: The score of the first terminal is determined based on the first control operation; The score of the second terminal is determined based on the second control operation; The collaboration results of the first terminal and the second terminal are displayed, and the collaboration results are determined based on the scores of the first terminal and the second terminal.
[0098] The collaboration result can be a total score, a level, success, and / or failure; this embodiment does not limit this. When the collaboration result includes a total score and a level, the collaboration result on the second game interface can be as follows: Figure 9 As shown in Figure 901, the total score is 8, and the grade is C. Optionally, the scores of the first terminal and the second terminal can be added together to obtain the total score. Then, the collaboration result can be determined based on the total score. If the collaboration result is the total score, it can be directly used as the collaboration result. If the collaboration result is a grade, the score range of the total score can be determined, and the grade corresponding to the score range can be determined as the collaboration result. If the collaboration result is successful or unsuccessful, if the total score is greater than the threshold, the collaboration result is determined to be successful; otherwise, the collaboration result is determined to be unsuccessful.
[0099] Optionally, the display position of the collaboration result can be set according to the actual situation. For example, the collaboration result can be located at the top or bottom of the graphical user interface; this embodiment does not limit this. Optionally, when the graphical user interface includes a first display area and a second display area, the display position of the collaboration result can be at the junction of the first and second display areas. For example, in the second game interface... Figure 9 As shown in Figure 901. Optionally, the first terminal score can also be displayed on the first display area of the first game interface, and the second terminal score can be dynamically displayed on the second display area of the second game interface. For example, the second terminal score displayed on the second display area of the second game interface can be as follows: Figure 9 The +3 points are shown in Figure 902. Optionally, when there are multiple rounds of operation, the first display area of the first game interface can dynamically display the first terminal score of the current round, and the second display area of the second game interface can dynamically display the second terminal score of the current round. When displaying the first terminal score and the second terminal score, players can perceive the control results in real time, allowing them to adjust their strategies promptly, further improving the game's playability and enhancing the player's gaming experience.
[0100] Optionally, the score of the first terminal can be determined based on the triggering timing of the first control operation, and the score of the second terminal can be determined based on the triggering timing of the second control operation. For example, when the triggering timing of the first control operation is within a first preset time period, the score of the first terminal is a specified score, which is not 0. When the triggering timing of the second control operation is within a second preset time period, the score of the second terminal is the specified score. When the triggering timing of the first control operation is not within the first preset time period, the score of the first terminal is 0. When the triggering timing of the second control operation is not within the second preset time period, the score of the second terminal is 0.
[0101] Optionally, when the triggering time of the first control operation is within a first preset duration and the triggering time of the second control operation is within a second preset duration, the specified score can include multiple values. In this case, different triggering times within the first preset duration can yield different specified scores. For example, when there is a first prompt icon and a second prompt icon, the first and second prompt icons can be dynamic prompt icons. Dynamic prompt icons can include at least two dynamic states. When the triggering times of the first and second control operations are in different action states, different scores can be obtained. For example, the at least two dynamic states include a first dynamic state and a second dynamic state. When the triggering time of the first control operation is in the first dynamic state, the first terminal receives the first score. When the triggering time of the second control operation is in the first dynamic state, the second terminal receives the first score. When the triggering time of the second control operation is in the second dynamic state, the first terminal receives the second score. The first score is higher than the second score.
[0102] For example, the first sign includes an inner circle and an outer circle, and the second sign includes an inner circle and an outer circle. The second sign is as follows: Figure 6 As shown, the inner and outer circles are displayed dynamically. The first dynamic state refers to the inner and outer circles overlapping, and the second dynamic state refers to the inner and outer circles not overlapping.
[0103] Optionally, the first terminal score can be determined based on the first combo multiplier and the triggering timing of the first control operation, and the second terminal score can be determined based on the second combo multiplier and the triggering timing of the second control operation. For example, the first terminal score can be obtained by multiplying the first combo multiplier and the first score or by multiplying the first combo multiplier and the second score, and the second terminal score can be obtained by multiplying the second combo multiplier and the first score or by multiplying the second combo multiplier and the second score.
[0104] The first combo multiplier is determined based on the number of times the first control operation is triggered in different dynamic states. For example, the more times the first control operation is triggered in the first dynamic state, the faster the first combo multiplier increases. The process for determining the second combo multiplier can refer to the process for determining the first combo multiplier, and will not be repeated here.
[0105] Optionally, when there are multiple operation rounds, the first terminal score can be the score for each operation round, and the second terminal score can be the score for each operation round. In this case, the first terminal score and the second terminal score in each operation round are determined based on the first control operation and the second control operation in each operation round, respectively. Alternatively, the first terminal score can be the score for all operation rounds, and the second terminal score can be the score for all operation rounds. In this case, the first terminal score is determined based on the first control operation in all operation rounds, and the second terminal score is determined based on the second control operation in all operation rounds. This embodiment does not impose any limitations on this.
[0106] Optionally, after obtaining the collaboration results, a settlement interface can be displayed. The settlement interface can display the scores of the first terminal and the second terminal, the completion status of the two players, and the rewards of the two players. Optionally, the settlement interface on the first terminal can display the score of the first terminal, the completion status of the first player, and the rewards, and the settlement interface on the second terminal can display the score of the second terminal, the completion status of the second player, and the rewards.
[0107] In this embodiment, the score of the first terminal is determined according to the first control operation; the score of the second terminal is determined according to the second control operation; and the collaboration result of the first terminal and the second terminal is displayed. The collaboration result is determined based on the scores of the first terminal and the second terminal, so that both the first player and the second player can know the collaboration result.
[0108] As can be seen from the above, in this embodiment, the virtual scene corresponding to the game includes a first virtual object and a second virtual object. The first virtual object is controlled by a first terminal, and the second virtual object is controlled by a second terminal. In response to a first control operation on the first virtual object, the first virtual object is controlled to perform a first action on the second virtual object, causing the second virtual object to move within the virtual scene. When the first action meets a preset trigger condition, in response to a second control operation on the second virtual object, the second virtual object is controlled to perform a second action. The collaboration result is determined based on the first and second control operations. Through the method provided in this embodiment, by using the first action of the first virtual object as the trigger condition for the second control operation of the second virtual object, the temporal linkage control between the two virtual objects is realized, making the operations of the first terminal and the second terminal substantially related rather than independent and parallel. This enhances the sense of cooperation and rhythm among players in multiplayer cooperative games and strengthens the interactive experience. At the same time, by having the first virtual object perform an action on the second virtual object and cause it to move, differentiated role division and functional complementarity are achieved, enriching the diversity of gameplay. Furthermore, coordinating the timing of operations based on preset trigger conditions reduces communication costs between players and simplifies the operation process.
[0109] The following is based on Figure 10 The game control method provided in this application will be further described. In this embodiment, the first game character is described as an example of the first virtual object, the second game character is described as an example of the second virtual object, and the virtual sphere is described as an example of the second game character with the target deformation form.
[0110] Step 1001: The first terminal and the second terminal display an object selection interface, which includes a first object identifier and a second object identifier.
[0111] Step 1002: In response to the selection operation of the first object identifier, the first terminal determines that the virtual character controlled by the first terminal is the first game character, and the second terminal in response to the selection operation of the second object identifier determines that the virtual character controlled by the second terminal is the second game character.
[0112] Step 1003: The first terminal and the second terminal control the second game character to enter the target transformation state so that the second game character transforms into a virtual sphere. The first terminal and the second terminal attach the virtual sphere to the preset skeletal nodes of the first game character.
[0113] Step 1004: The first terminal displays the first game interface and the second terminal controls the second game interface. The first game interface includes a first display area and a second display area. The second game interface includes a first display area and a second display area. The first display area is used to display the game screen with the first game character as the visual center. The second display area is used to display the game screen with the virtual sphere as the visual center. The first display area includes the first game character and the virtual sphere. The second display area includes the first game character and the virtual sphere.
[0114] Optionally, the first display area and the second display area may also include the first game character and the second game character, and then control the second game character to enter the target transformation form to obtain a virtual sphere, so that the first display area and the second display area include the first game character and the virtual sphere.
[0115] Optionally, when or before displaying the first and second display areas, the QTE configuration and scoring system can be initialized so that the QTE starts from 0 and the scoring system starts from 0.
[0116] Step 1005: The first terminal displays a first prompt icon in the first display area of the first game interface within the first specified time window. The first prompt icon is used to indicate the timing of the triggering of the first control operation.
[0117] When a target collaboration mode exists, the process can proceed after selecting the first object identifier and the second object identifier. Optionally, the target collaboration interaction mode can be entered after step 1004 and before step 1005; this embodiment does not impose any limitations on this.
[0118] Step 1006: The first terminal responds to the first control operation in response to the first prompt icon and determines whether the first control operation meets the first preset conditions.
[0119] Step 1007: The first terminal and the second terminal respond to the first control operation and meet the first preset conditions, and control the first game character to perform the first action on the virtual sphere so that the virtual sphere is displaced in the virtual scene.
[0120] Step 1008: The first terminal and the second terminal respond that the first control operation does not meet the first preset condition, and play the action animation of the first game character. The virtual sphere is moved by the movement of preset skeletal nodes. The action animation of the first game character includes the first action.
[0121] Step 1009: The first terminal determines its score based on the first control operation and displays the score in the first display area of the first game interface.
[0122] Step 10010: When the playback progress of the first action reaches a preset frame, the second terminal displays a second prompt icon in the second display area of the second game interface within a second specified time window. The second prompt icon is used to indicate the triggering time of the second control operation.
[0123] Optionally, the first action and the second action are configured through an action configuration table, which contains playback time parameters for the first action and the second action. The playback time parameters are used to achieve the visual coordination between the first action and the second action. In this case, the preset frame can be the frame where the playback time parameter of the second action is located, and the time for displaying the first prompt icon on the first display area of the first game interface can be the playback time parameter corresponding to the first action.
[0124] Step 10011: The second terminal responds to the second control operation for the second prompt icon and determines whether the second control operation meets the second preset conditions.
[0125] Step 10012: The first terminal and the second terminal respond to the second control operation meeting the second preset conditions and control the virtual sphere to perform the second action, which is used to change the posture of the virtual sphere during the displacement process.
[0126] Step 10013: In response to the second control operation not meeting the second preset condition, the first terminal and the second terminal control the virtual sphere to perform the failed action.
[0127] Step 10014: The second terminal determines its score according to the second control operation and displays the score in the second display area of the first game interface.
[0128] Step 10015: After the failed action or the second action is completed, the first terminal and the second terminal control the virtual sphere to return to the control range of the first game character and continue to execute step 1005 to enter the next round of operation cycle.
[0129] In this embodiment, one player acts as the kicker, while the other player transforms into the ball, attached to the kicker's skeletal nodes. This complementary collaboration, achieved through the difference in character form, breaks through the limitations of traditional gameplay where only one player controls the first character, creating a novel two-player collaborative experience. The two-player scoring mechanism enhances the sense of shared purpose and promotes social interaction. After the kicker completes the kick, a QTE (Quick Time Event) window is triggered on the ball within a preset frame, implementing a time-based QTE mechanism. The actions of the two players are sequential rather than independent, creating a substantial connection between their actions and enhancing the sense of collaboration and rhythm. Separate QTE displays in different areas ensure the privacy and independence of each player's actions, avoiding information interference. A variety of fancy moves and differentiated failure animations enhance the game's visual appeal and fun. A dedicated tracking camera is provided for the ball, tracking its trajectory in real time and offering the second player a unique first-person perspective, enhancing role-playing immersion. The camera position remains stable when the ball briefly disappears during action transitions until it reappears, ensuring visual continuity.
[0130] The explanation of the name, specific implementation method and corresponding beneficial effects of this embodiment can be referred to the above method embodiment, and will not be repeated here.
[0131] This embodiment also provides a game control device. The virtual scene corresponding to the game includes a first virtual object and a second virtual object. The first virtual object is controlled by a first terminal, and the second virtual object is controlled by a second terminal. For example, ... Figure 11 As shown, the game control device may include: The first control module 1101 is used to respond to a first control operation on the first virtual object and control the first virtual object to perform a first action on the second virtual object.
[0132] The second control module 1102 is used to respond to a second control operation on the second virtual object and control the second virtual object to perform the second action when the first action meets the preset triggering conditions.
[0133] Result determination module 1103 is used to determine the collaborative result based on the first control operation and the second control operation.
[0134] In some embodiments, the first action is used to cause the second virtual object to be displaced in the virtual scene, and the second action is used to change the posture of the second virtual object during the displacement process.
[0135] In some embodiments, the game's graphical user interface includes a first display area and a second display area, the first display area being used to display the game screen with a first virtual object as the visual center, and the second display area being used to display the game screen with a second virtual object as the visual center.
[0136] In some embodiments, the graphical user interface of the game is a first game interface, which is an operation interface corresponding to the first terminal; the first control module 1101 is used to perform: displaying a first prompt icon in a first display area of the first game interface, the first prompt icon being used to indicate the triggering timing of the first control operation; responding to the first control operation for the first prompt icon, determining whether the first control operation meets a first preset condition; responding to the first control operation meeting the first preset condition, controlling the first virtual object to perform a first action on the second virtual object.
[0137] In some embodiments, the first control module 1101 is further configured to: in response to the first control operation not meeting the first preset condition, control the first virtual object to perform a failure action.
[0138] In some embodiments, the graphical user interface of the game is a second game interface, which is an operation interface corresponding to the second terminal; the second control module 1102 is used to perform: displaying a second prompt icon in the second display area of the second game interface, the second prompt icon being used to indicate the triggering timing of the second control operation; in response to the second control operation for the second prompt icon, determining whether the second control operation meets the second preset condition; in response to the second control operation meeting the second preset condition, controlling the second virtual object to perform the second action.
[0139] In some embodiments, the second control module 1102 is further configured to: control the second virtual object to perform a failure action in response to the second control operation not meeting the second preset condition.
[0140] In some embodiments, the first control module 1101 is used to: control the second virtual object to enter the target deformation state; control the first virtual object to perform a first action on the second virtual object in the target deformation state.
[0141] In some embodiments, the second virtual object is attached to a preset skeletal node of the first virtual object, and the first control module 1101 is used to perform: playing the motion animation of the first virtual object, and driving the second virtual object to move through the movement of the preset skeletal node, so as to present the interaction effect between the first virtual object and the second virtual object.
[0142] In some embodiments, the result determination module 1103 is used to perform: The score of the first terminal is determined based on the first control operation; The score of the second terminal is determined based on the second control operation; The collaboration results of the first terminal and the second terminal are displayed, and the collaboration results are determined based on the scores of the first terminal and the second terminal.
[0143] In some embodiments, the first action satisfies a preset triggering condition, including: the playback progress of the first action reaches a preset frame; and / or the contact state between the second virtual object and the first virtual object changes.
[0144] In some embodiments, the second control module 1102 is further configured to: after the second action is completed, control the second virtual object to return to the control range of the first virtual object and enter the next round of operation cycle.
[0145] In some embodiments, the second action includes at least one of the following: rotation, extension, flipping, and inversion.
[0146] In some embodiments, the first action and the second action are configured through an action configuration table, which contains playback time parameters for the first action and the second action. The playback time parameters are used to achieve a visually coordinated performance between the first action and the second action.
[0147] In some embodiments, the first control operation and the second control operation are fast time event operations, which include operations performed on a specified operation area within a specified time window.
[0148] In practice, each of the above modules can be implemented as an independent entity or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation methods and corresponding beneficial effects of each of the above modules, please refer to the previous method embodiments, which will not be repeated here.
[0149] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other electronic device. Alternatively, the electronic device can be a server.
[0150] like Figure 12 As shown, Figure 12This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 1200 includes a processor 1201 with one or more processing cores, a memory 1202 with one or more computer-readable storage media, and a computer program stored in the memory 1202 and executable on the processor. The processor 1201 and the memory 1202 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0151] The processor 1201 is the control center of the electronic device 1200. It connects various parts of the electronic device 1200 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 1202, and by calling data stored in the memory 1202, it executes various functions and processes data of the electronic device 1200, thereby providing overall monitoring of the electronic device 1200. The processor 1201 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.
[0152] In this embodiment, the processor 1201 in the electronic device 1200 loads the instructions corresponding to the processes of one or more applications into the memory 1202 according to the following steps, and the processor 1201 runs the applications stored in the memory 1202 to realize various functions, such as: In response to a first control operation targeting a first virtual object, control the first virtual object to perform a first action on the second virtual object; If the first action meets the preset triggering conditions, respond to the second control operation for the second virtual object and control the second virtual object to perform the second action. The collaboration result is determined based on the first and second control operations.
[0153] The specific implementation of each of the above operations and their corresponding beneficial effects can be found in the previous embodiments, and will not be repeated here.
[0154] Optionally, such as Figure 12 As shown, the electronic device 1200 also includes: a touch display screen 1203, a radio frequency circuit 1204, an audio circuit 1205, an input unit 1206, and a power supply 1207. The processor 1201 is electrically connected to the touch display screen 1203, the radio frequency circuit 1204, the audio circuit 1205, the input unit 1206, and the power supply 1207. Those skilled in the art will understand that... Figure 12The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0155] The touch display screen 1203 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 1203 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1201. It can also receive and execute commands from the processor 1201. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 1201 to determine the type of touch event. Subsequently, the processor 1201 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 1203 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 1203 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1203 can also be used as part of the input unit 1206 to achieve input functions.
[0156] The radio frequency circuit 1204 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0157] Audio circuit 1205 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 1205 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 1205, converted back into audio data, and then processed by processor 1201 before being transmitted via radio frequency circuit 1204 to, for example, another electronic device, or output to memory 1202 for further processing. Audio circuit 1205 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.
[0158] The input unit 1206 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0159] Power supply 1207 is used to supply power to various components of electronic device 1200. Optionally, power supply 1207 can be logically connected to processor 1201 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 1207 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0160] although Figure 12 As not shown in the diagram, the electronic device 1200 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0161] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0162] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0163] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game control methods provided in this application. The computer program can execute the following steps of the game control method: In response to a first control operation targeting a first virtual object, control the first virtual object to perform a first action on the second virtual object; If the first action meets the preset triggering conditions, respond to the second control operation for the second virtual object and control the second virtual object to perform the second action. The collaboration result is determined based on the first and second control operations.
[0164] The specific implementation of each of the above operations and their corresponding beneficial effects can be found in the previous embodiments, and will not be repeated here.
[0165] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0166] Since the computer program stored in the computer-readable storage medium can execute any of the game control methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game control methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.
[0167] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0168] It should be noted that, in the data processing stage, the technical solution of this application has strictly limited the scope of data collection to the minimum necessary to achieve the technical objectives, preventing the acquisition of irrelevant information. For any user information to be collected, the data subject will be clearly informed and their consent obtained. Furthermore, technologies such as encrypted storage and access control are employed to strengthen data security and ensure the security and compliance of the entire data processing process. The technical model and decision-making mechanism are based on objective technical parameters and do not introduce unnecessary parameters such as gender or age that may lead to discrimination, resolutely eliminating algorithmic discrimination and upholding public order and good morals. In addition, the specification fully describes the technical implementation methods, application scenarios, and compliance protection details. The claims are consistent with the content of the specification, key compliance designs are clear and verifiable, and the overall technical design is guided by the protection of public interests and adherence to social ethics, without any circumstances that harm public interests or violate public order and good morals.
[0169] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0170] In the above embodiments of the game control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game control method in the above embodiments, and will not be repeated here.
[0171] The foregoing has provided a detailed description of a game control method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game control method, characterized in that, The virtual scene corresponding to the game includes a first virtual object and a second virtual object. The first virtual object is controlled by a first terminal, and the second virtual object is controlled by a second terminal. The method includes: In response to a first control operation targeting the first virtual object, the first virtual object is controlled to perform a first action on the second virtual object; If the first action meets the preset triggering conditions, a second control operation is performed on the second virtual object to control the second virtual object to perform the second action. The collaboration result is determined based on the first control operation and the second control operation.
2. The method according to claim 1, characterized in that, The first action is used to cause the second virtual object to be displaced in the virtual scene, and the second action is used to change the posture of the second virtual object during the displacement process.
3. The method according to claim 1, characterized in that, The game's graphical user interface includes a first display area and a second display area. The first display area is used to display the game screen with the first virtual object as the visual center, and the second display area is used to display the game screen with the second virtual object as the visual center.
4. The method according to claim 3, characterized in that, The graphical user interface of the game is the first game interface, which is the operation interface corresponding to the first terminal. The method further includes: A first prompt icon is displayed in the first display area of the first game interface. The first prompt icon is used to indicate the timing of the first control operation. The response is a first control operation on the first virtual object, controlling the first virtual object to perform a first action on the second virtual object, including: In response to a first control operation for the first prompt icon, determine whether the first control operation meets a first preset condition; In response to the first control operation meeting the first preset condition, the first virtual object is controlled to perform a first action on the second virtual object.
5. The method according to claim 4, characterized in that, The method further includes: In response to the first control operation not meeting the first preset condition, the first virtual object is controlled to perform a failure action.
6. The method according to claim 3, characterized in that, The graphical user interface of the game is the second game interface, which is the operation interface corresponding to the second terminal. The method further includes: A second prompt icon is displayed in the second display area of the second game interface. The second prompt icon is used to indicate the timing of the triggering of the second control operation. The response is a second control operation for the second virtual object, controlling the second virtual object to perform a second action, including: In response to a second control operation for the second prompt identifier, determine whether the second control operation meets a second preset condition; In response to the second control operation meeting the second preset conditions, the second virtual object is controlled to perform the second action.
7. The method according to claim 6, characterized in that, The method further includes: In response to the second control operation not meeting the second preset condition, the second virtual object is controlled to perform a failure action.
8. The method according to claim 1, characterized in that, Before controlling the first virtual object to perform the first action on the second virtual object, the method further includes: Control the second virtual object to enter the target deformed state; The control of the first virtual object to perform a first action on the second virtual object includes: The first virtual object is controlled to perform a first action on the second virtual object, which is in the target deformed state.
9. The method according to claim 1, characterized in that, The second virtual object is attached to a preset skeletal node of the first virtual object; The control of the first virtual object to perform a first action on the second virtual object includes: Play the motion animation of the first virtual object, and drive the second virtual object to move through the movement of the preset skeletal nodes, so as to present the interaction effect between the first virtual object and the second virtual object.
10. The method according to claim 1, characterized in that, The determination of the cooperation result based on the first control operation and the second control operation includes: The score of the first terminal is determined based on the first control operation; The second terminal score is determined based on the second control operation; The collaboration results of the first terminal and the second terminal are displayed, and the collaboration results are determined based on the scores of the first terminal and the second terminal.
11. The method according to claim 1, characterized in that, The first action satisfies preset triggering conditions, including: The playback progress of the first action reaches a preset frame; and / or The contact state between the second virtual object and the first virtual object changes.
12. The method according to claim 1, characterized in that, The method further includes: After the second action is completed, the second virtual object is controlled to return to the control range of the first virtual object, and the next operation cycle begins.
13. The method according to claim 2, characterized in that, The second action includes at least one of the following: rotation, extension, flipping, or inversion.
14. The method according to claim 1, characterized in that, The first action and the second action are configured through an action configuration table, which contains playback time parameters for the first action and the second action. The playback time parameters are used to achieve a visually coordinated performance between the first action and the second action.
15. The method according to any one of claims 1-14, characterized in that, The first control operation and the second control operation are fast time event operations, which include operations performed on a specified operation area within a specified time window.
16. A game control device, characterized in that, The virtual scene corresponding to the game includes a first virtual object and a second virtual object. The first virtual object is controlled by a first terminal, and the second virtual object is controlled by a second terminal. The device includes: The first control module is configured to respond to a first control operation on the first virtual object and control the first virtual object to perform a first action on the second virtual object. The second control module is used to respond to a second control operation on the second virtual object when the first action meets the preset triggering conditions, and control the second virtual object to perform the second action; The result determination module is used to determine the collaboration result based on the first control operation and the second control operation.
17. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game control method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game control method as described in any one of claims 1 to 15.