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

By configuring different character states for game characters and dynamically changing skill effects, the problems of code redundancy and high resource consumption in game skill interactions are solved, improving game smoothness and network efficiency.

CN122441099APending Publication Date: 2026-07-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-22
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

The use of static encapsulation for game skill interaction effects leads to code redundancy, high memory consumption, high processor load and graphics rendering overhead, and heavy network transmission pressure and data processing burden.

Method used

By configuring different character states for game characters and dynamically changing skill effects, frequent skill switching is avoided, memory resource usage and processor load are reduced, and network transmission pressure is decreased.

Benefits of technology

It reduces the memory usage and processor load of the game client, reduces network transmission pressure and data processing burden, and improves game smoothness.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game character control method and device, electronic equipment and computer readable storage medium, the present disclosure determines the current character state of the controlled game character in response to the first game instruction for the controlled game character, the controlled game character is at least configured with the first character state and the second character state; if the current character state is the first character state, the controlled game character is controlled to displace on the ground in the game scene; if the current character state is the second character state, a virtual area is generated in the game scene, and a specified game influence is applied to a target virtual character located in the virtual area, and the specified game influence is determined based on the game relationship between the target virtual character and the controlled game character, which can avoid code redundancy, reduce memory resource occupation, reduce the operation load of the processor and the graphic rendering overhead, and reduce the network transmission pressure and data processing burden.
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Description

Technical Field

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

[0002] In related technologies, the interactive effects of game skills are typically encapsulated statically. Each skill corresponds to a fixed trigger condition and a single effect logic, requiring the game client to maintain independent state machines and resource branches for a large number of skills, resulting in code redundancy and high memory consumption. During gameplay, players often need to frequently switch between different skills to cope with complex battle situations. Consequently, the terminal needs to process skill switching signals, skill release requests, and corresponding state synchronization calculations at high frequency, significantly increasing the processor's computational load and graphics rendering overhead. Furthermore, the interactive response provided by a single skill under the same trigger condition is relatively simple. Frequent interaction between the game server and the client is required to switch the state data of different skills, further increasing network transmission pressure and data processing burden. Summary of the Invention

[0003] This disclosure provides a game character control method, device, electronic device, and storage medium, which can avoid code redundancy, reduce memory resource consumption, reduce processor computing load and graphics rendering overhead, and reduce network transmission pressure and data processing burden.

[0004] In a first aspect, embodiments of this disclosure provide a game character control method, the method comprising: In response to a first game command for a controlled game character, the current character state of the controlled game character is determined, wherein the controlled game character is configured with at least a first character state and a second character state; If the current character state is the first character state, then control the controlled game character to move on the ground in the game scene; If the current character state is the second character state, then the control generates a virtual area in the game scene and applies a specified game influence to the target virtual character located in the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0005] Secondly, embodiments of this disclosure provide a game character control device, the device comprising: The state determination module is used to determine the current character state of the controlled game character in response to a first game command for the controlled game character, wherein the controlled game character is configured with at least a first character state and a second character state; The displacement control module is used to control the displacement of the controlled game character on the ground in the game scene if the current character state is the first character state; The region generation module is used to generate a virtual region in the game scene if the current character state is the second character state, and to apply a specified game influence to the target virtual character located in the virtual region. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0006] Thirdly, embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game character control methods provided in embodiments of this disclosure.

[0007] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps of any of the game character control methods provided in embodiments of this disclosure.

[0008] Fifthly, embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game character control methods provided in embodiments of this disclosure.

[0009] The solution using this embodiment can determine the current character state of the controlled game character in response to a first game command for the controlled game character. The controlled game character is configured with at least a first character state and a second character state. If the current character state is the first character state, the controlled game character is controlled to move on the ground in the game scene. If the current character state is the second character state, a virtual area is generated in the game scene, and a specified game influence is applied to a target virtual character located within the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character. By configuring different character states for the game character, different interactive effects can be controlled, avoiding code redundancy caused by the game client needing to maintain each skill independently, reducing memory resource consumption. Furthermore, the triggered skill effects can dynamically change with the character state of the game character, eliminating the need for frequent skill switching by the player, thereby reducing processor computational load and graphics rendering overhead. Frequent interaction between the game server and the client is also eliminated, reducing network transmission pressure and data processing burden. Attached Figure Description To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0010] Figure 1 This is a schematic flowchart of one embodiment of the game character control method provided in this disclosure; Figure 2 This is a schematic diagram of a scene terrain object provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram of another scene terrain object provided in this embodiment of the disclosure; Figure 4 This is a schematic diagram of the endpoint of the displacement trajectory provided in the embodiments of this disclosure; Figure 5 This is a schematic diagram of a virtual region provided in an embodiment of this disclosure; Figure 6 This is another schematic diagram of a virtual region provided in the embodiments of this disclosure; Figure 7 This is another schematic diagram of a virtual region provided in the embodiments of this disclosure; Figure 8 This is a schematic diagram of a target virtual character provided in an embodiment of this disclosure; Figure 9 This is a schematic diagram of another target virtual character provided in the embodiments of this disclosure; Figure 10 This is a schematic diagram of the graphical user interface provided in the embodiments of this disclosure; Figure 11 This is a schematic diagram of the resource progress corresponding to the role status provided in this embodiment of the disclosure; Figure 12 This is a schematic diagram of resource progress updates provided in the embodiments of this disclosure; Figure 13 This is a schematic diagram of the condition fulfillment identifier provided in the embodiments of this disclosure; Figure 14 This is a schematic diagram of the skill unlocking prompt information provided in the embodiments of this disclosure; Figure 15 This is a schematic diagram of the structure of the game character control device provided in the embodiments of this disclosure; Figure 16 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this disclosure. Detailed Implementation

[0011] The technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure. Furthermore, in the description of the embodiments of this disclosure, the terms "first," "second," etc., are used only for distinguishing descriptions and should not be construed as indicating or implying relative importance. Therefore, features defined with "first" or "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this disclosure, "multiple" means two or more, unless otherwise explicitly specified.

[0012] Before providing a detailed explanation of the embodiments of this disclosure, some terms involved in the embodiments of this disclosure will be explained.

[0013] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface and game screen for player interaction. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.

[0014] The game scene refers to the virtual scene displayed (or provided) by the application while it is running on a terminal or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this embodiment does not limit the dimension of the game scene. For example, the game scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the game character to move within the game scene.

[0015] In an optional implementation, the game screen is the display screen corresponding to the game scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game scene.

[0016] In this context, a game character refers to a controllable, dynamic object within a game scene. Optionally, the game character can be a virtual persona, virtual animal, anime character, etc. The game character can be a virtual avatar representing the user within the game scene. A game scene may include at least one game character, each with its own shape and volume, occupying a portion of the game scene's space. In one possible implementation, the user can control the game character's movement within the game scene, such as running, jumping, crawling, etc., and can also control the game character to use skills and virtual items provided by the application to fight other game characters.

[0017] In this embodiment, the game character can be a virtual character controlled by the user through operations on the client. In some implementations, the game character can be a virtual character competing in a game scene. In some implementations, the number of game characters participating in the interaction in the game scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0018] This disclosure provides a game character control method, apparatus, electronic device, and computer-readable storage medium.

[0019] Specifically, this embodiment will be described from the perspective of a game character control device, which can be integrated into an electronic device. That is, the game character control method of this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0020] The game character control method provided in this disclosure can be applied to game character control systems, such as player terminal devices and servers. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0021] 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.

[0022] In one embodiment of this disclosure, the game character control method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0023] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0024] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0025] The following detailed description, in conjunction with the accompanying drawings, illustrates the process. This embodiment uses a terminal device 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.

[0026] The game character control method in this embodiment can avoid code redundancy, reduce memory resource consumption, reduce processor computing load and graphics rendering overhead, and reduce network transmission pressure and data processing burden.

[0027] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides a game character control method. The specific process of this game character control method can be described in the following steps 101 to 103, wherein: Step 101: In response to the first game instruction for the controlled game character, determine the current character state of the controlled game character, wherein the controlled game character is configured with at least a first character state and a second character state.

[0028] The first game instruction mentioned above is an instruction used to trigger the controlled game character to release a corresponding game skill, such as releasing a corresponding item skill through a game item held by the controlled game character.

[0029] Among them, the controlled game character is the game character controlled by the player through the terminal, and the character state of the controlled game character is used to represent the comprehensive state of the controlled game character in the game scene. For example, the survival state reflecting the basic life characteristics of the character, the emotional state reflecting the emotional characteristics of the character, the behavioral state reflecting the behavior of the character, and the attribute state reflecting the external form of the character and its corresponding abilities, etc. The specific settings can be set according to the needs and are not limited here.

[0030] Specifically, the character state of the controlled game character can be determined based on the character's behavior data in the game scene, and / or the player's character settings for the controlled game character.

[0031] For example, players can set a joyful state as the current state for a controlled game character. Or, if a controlled game character is in a sad state, the player can switch the sad state to a joyful state as the current state based on the character's behavior data in the game scene (such as performing attribute recovery actions) or in response to the player's state switching operation.

[0032] In this embodiment, the controlled game character is configured with at least a first character state and a second character state. In different character states of the controlled game character, the game skills triggered and effective by the controlled game character after the first game command is issued are different. Therefore, in response to the first game command, the terminal needs to determine the current character state of the controlled game character so as to determine the game skill that needs to be effective based on the current character state and to execute the game operation that matches the game skill.

[0033] Among them, the game items currently triggered by the first game command may include, but are not limited to, game items currently held by the controlled game character (such as the umbrella held by the controlled game character), game items in the controlled game character's backpack, etc.

[0034] Understandably, by designing different item skills for the same game item held by the controlled game character based on different character states, completely different skill effects can be achieved, thus avoiding the limitation of single-effect game items on the player's tactical combinations.

[0035] In some embodiments, the triggering method of the aforementioned first game instruction may include, but is not limited to, triggering a skill control (such as) provided on a graphical user interface. Figure 2 The system can trigger the first game command by performing a trigger operation on the control 201 in the graphical user interface; perform control operations on the external input device (such as mouse or keyboard) associated with the terminal to which the graphical user interface belongs to trigger the first game command; and perform shortcut gesture operations on the graphical user interface to trigger the first game command.

[0036] In some embodiments, determining the current character state of the controlled game character in response to a first game instruction for the controlled game character may include: displaying the skill effective range of the controlled game character's game skills in the game scene in response to a preview event for the controlled game character; and determining the current character state of the controlled game character in response to a confirmation event for the skill effective range.

[0037] The skill effective range is used to indicate the scope of the controlled game character's game skills in the game scene, so that, based on this effective range, players can preview the effect of the controlled game character's game skills when they are implemented, such as the area, trajectory, and location where the skill is implemented.

[0038] Specifically, when the graphical user interface also includes skill controls, in response to a preview event for the controlled game character, displaying the skill effective range of the controlled game character's game skills in the game scene includes: in response to a press operation on the skill controls, displaying the skill effective range of the controlled game character's game skills in the game match scene.

[0039] Accordingly, in response to a confirmation event of the skill's effective range, the current character state of the controlled game character is determined, including: in response to the end of the press operation, i.e., releasing the press on the skill control, the current character state of the controlled game character is determined.

[0040] Optionally, if the player wants to end the operation midway through the operation, an operation cancellation area is displayed on the graphical user interface during the continuous pressing operation. In response to ending the pressing operation in the operation cancellation area, the above-mentioned step of determining the current character state of the controlled game character is not executed.

[0041] Understandably, during the continuous pressing operation, in response to the movement of the skill control, the effective range of the game skill is adjusted in the game scene based on the movement position of the skill control. That is, players can adjust the range in which their game skill wants to be used by moving the skill control, such as changing the position of the trajectory or the position of the area.

[0042] In some embodiments, to avoid situations where players trigger the first game command multiple times consecutively due to misoperation or other abnormal circumstances, after the terminal responds to the release of the first game command once, it can set a cooldown countdown (e.g., 5 seconds) for the first game command, that is, it will not respond to the first game command again during the cooldown countdown.

[0043] In some embodiments, game skills may also be set with a number of uses (e.g., 3 times). After the controlled game character releases the corresponding skill for the last time, since the number of uses of the game skill has been used up, the skill control can be hidden from display on the graphical user interface to reduce visual interference from invalid information to the player.

[0044] Step 102: If the current character state is the first character state, then control the controlled game character to move on the ground in the game scene.

[0045] In this embodiment, when the terminal determines that the current character state is the first character state, it can control the game character to release the game skill corresponding to the first character state at the current position, so as to control the controlled game character to move a certain distance on the ground, thereby achieving the purpose of controlling the controlled game character to move away from the hostile game character, or to quickly reach the target position.

[0046] For example, the first character state could be a joyful state that represents the joyful emotions of the controlled game character. In this joyful state, the player can control the controlled game character to perform mobility skills, such as controlling the controlled game character to move on the ground.

[0047] Specifically, controlling the movement of the controlled game character on the ground in the game scene can include: controlling the movement of the controlled game character on the ground in the game scene along the character's facing direction.

[0048] Optionally, during the process of controlling the controlled game character to move on the ground in the game scene, the control used to adjust the character's orientation is unavailable. That is, during the movement of the controlled game character, the player cannot adjust the character's orientation, and the terminal needs to control the controlled game character to move along its orientation at the initial moment of movement. Optionally, during the process of controlling the controlled game character to move on the ground in the game scene, a game character hostile to the controlled game character can attack the controlled game character. After being attacked, the controlled game character can stop moving and suffer damage, such as reduced health.

[0049] In some embodiments, after controlling the controlled game character to move on the ground in the game scene, the method further includes: controlling the controlled game character to stop moving when the movement of the controlled game character meets a preset movement stopping condition, wherein the preset movement stopping condition includes any one of the following: the movement of the controlled game character reaches the maximum movement distance, or the movement of the controlled game character is interrupted by an obstacle.

[0050] The maximum displacement distance can be set according to requirements and is not limited here.

[0051] It is understandable that the controlled game character may collide with obstacles while moving in its direction. Therefore, if a collision between the controlled game character and an obstacle in the game scene is detected, the movement of the controlled game character will be interrupted, causing the controlled game character to stay near the obstacle.

[0052] In some embodiments, in order to better assist the player, after the controlled game character stops moving, the scene terrain can be changed according to the trajectory of the controlled game character during the movement process, so as to interfere with the characters chasing the controlled game character or the game characters hostile to the controlled game character and hinder their passage.

[0053] Specifically, the terminal can determine the displacement distance of the controlled game character, and then judge whether the displacement distance is greater than a preset displacement threshold. Based on the judgment result, it decides whether to generate corresponding scene terrain objects in the game scene to change the terrain of the game scene. If the displacement distance is greater than a preset displacement threshold, a scene terrain object is generated in the game scene based on the displacement trajectory of the controlled game character; or, if the displacement distance is less than or equal to the preset displacement threshold, a scene terrain object is not generated in the game scene.

[0054] Understandably, if the displacement distance is small (i.e., the displacement distance is less than or equal to the preset displacement threshold), it means that the controlled game character has only moved a short distance. Therefore, there is no need to change the terrain of a small area in the game scene.

[0055] Optionally, the aforementioned scene terrain objects can be permanently set in the game scene, or they can remain in the game scene for a preset duration (such as 20 seconds). The specific settings can be made according to the requirements and are not limited here.

[0056] For example, the first character state can be a joyful state that represents the joyful emotions of the controlled game character. In this joyful state, the player can control the controlled game character to perform mobility skills, such as controlling the controlled game character to move on the ground, and creating terrain along the way after the movement ends, thereby changing the terrain in the game scene, thus enabling the controlled game character to have both escape movement and dynamic terrain creation capabilities.

[0057] In some embodiments, since the controlled game character may encounter no obstacles during its movement, or may encounter obstacles and stop moving, or there may be obstacles at the end of the stopped movement, different styles of scene terrain objects can be generated specifically based on whether there are obstacles at the end of the controlled game character's current movement trajectory. This is to adapt to changes in the original terrain of the game scene and generate suitable scene terrain objects to better assist the player in controlling the controlled game character. For example, controlling the controlled game character to move away from the enemy character currently chasing it, or controlling the controlled game character to use the terrain advantage to climb over obstacles, etc.

[0058] Specifically, based on the displacement trajectory of the controlled game character, scene terrain objects are generated in the game scene, including: If there is no obstacle at the end of the controlled game character's displacement trajectory, it means that there is no obstacle during the movement of the controlled game character. In this case, a first scene terrain object with physical collision properties is generated in the game scene along the displacement trajectory of the controlled game character. Among them, the physical collision attribute is the attribute that can collide with physical game objects in the game scene (such as controlled game characters and hostile characters).

[0059] If there is an obstacle at the end of the controlled game character's displacement trajectory, then a first scene terrain object and a second scene terrain object are generated in the game scene along the displacement trajectory of the controlled game character. The second scene terrain object is used for the controlled game character and / or teammates of the same faction as the controlled game character to perform preset interactive actions.

[0060] The preset interactive actions include, but are not limited to, vaulting, jumping, and stomping actions. The specific actions can be set according to the needs and are not limited here.

[0061] For example, such as Figure 2 As shown, if there is no obstacle at the endpoint of the controlled game character's movement trajectory, then Figure 2 The first image shows a wall with physical collision properties generated behind the controlled game character after the character stops moving. This wall, represented by image 202, serves as the first scene terrain object. Figure 2 The second image shows the controlled game character turning around and viewing the wall 202 generated in the game scene from another perspective.

[0062] For example, such as Figure 3 As shown, if there is an obstacle at the end of the controlled game character's movement trajectory, that is... Figure 3 If object 301 is an obstacle, then... Figure 3 The first image shows a wall 302 with physical collision properties generated behind the controlled game character after the character stops moving, serving as the first scene terrain object. A wooden plank 303 is also generated as the second scene terrain object, used by the controlled game character and / or teammates of the same faction to perform preset interactive actions. Figure 3 The second image shows a controlled game where a plank 303 is placed between a generated wall 302 and an object 301 during a vaulting action, allowing the character to vault over it.

[0063] It is understandable that the two terrain generation methods mentioned above are mutually exclusive. The type of scene terrain object generated is determined by the collision detection result of the endpoint of the displacement trajectory of the controlled game character. That is, it decides whether to generate only the first terrain object or generate the first and second terrain objects.

[0064] In some embodiments, before controlling the controlled game character to move on the ground in the game scene, the method further includes: in response to a preview event, displaying displacement preview indication information, the displacement preview indication information including at least one of the displacement trajectory, the position of the controlled game character when it stops moving, and the object type of the scene terrain object.

[0065] The displacement trajectory refers to the effective range of the aforementioned skills, used to indicate the trajectory that the controlled game character will move along.

[0066] The position where the controlled game character stops moving is the endpoint of the movement trajectory, such as... Figure 4 The identifier 401 indicates the endpoint of the displacement trajectory.

[0067] The object type of the scene terrain object is used to indicate the type of scene terrain object generated, that is, to decide whether to generate only the first terrain object or to generate both the first and second terrain objects.

[0068] For example, such as Figure 4 As shown, players can long press Figure 4 The skill control, represented by a hand gesture, allows players to drag and display the endpoint of the controlled game character's movement trajectory depending on the control's position, thus assisting them in determining the movement outcome. Figure 4 The circular dotted line area on the right side indicates the initial position of the skill control pressed by the palm. Then, when the player releases the palm, the skill control is activated. Figure 4 The controlled game character is moved to Figure 4 The location indicated by identifier 401 will generate a wall with physical collision behind the character.

[0069] Step 103: If the current character state is the second character state, then control the generation of a virtual area in the game scene and apply a specified game influence to the target virtual character located in the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0070] In this embodiment, when the terminal determines that the current character state is the second character state, it can control the game character to release the game skill corresponding to the second character state at the current position, thereby controlling the generation of a virtual area in the game scene, and thus exerting the skill effect in the virtual area. That is, it applies a specified game influence to the target virtual character located in the virtual area, thereby enabling the assistance (such as healing effect, assisting to stay away from enemy characters) to game characters that have a beneficial relationship with the controlled game character or the controlled game character itself, and to interfere with game characters that have a harmful relationship with the controlled game character (such as attack effect, displacement restriction effect, etc.).

[0071] For example, the second character state could be a sad state that represents the sadness of the controlled game character, in which the player can control the controlled game character to perform auxiliary / disruptive skills.

[0072] For example, such as Figure 5 As shown, Figure 5 The circular area that the character faces, i.e. the area with the umbrella icon above it, is a virtual area generated in the game scene.

[0073] Specifically, controlling the generation of virtual areas in the game scene can include: controlling the generation of virtual areas in the game scene centered on the position of the controlled game character, such as... Figure 6 As shown, Figure 6 The characters in the game are controlled game characters. Figure 6 A virtual area 601 is generated centered on the controlled game character; or, based on the skill's effective range under a preview event, a virtual area is generated within the game scene, such as... Figure 7 As shown, by dragging Figure 7 The skill control 701 is used to adjust the display position of the area 702. After the dragging of the skill control 701 ends, a virtual area is generated at the area 702.

[0074] Optionally, after the virtual area is generated, a specific influence can be applied to the target virtual character entering the virtual area. For example, one second after the target virtual character enters the virtual area, an item icon for the controlled game character's game item appears in the virtual area. One second after the item icon is displayed, a specified game influence is triggered on the target virtual character.

[0075] Optionally, the aforementioned virtual area can exist continuously in the game scene, or it can exist continuously during the use of game items, or it can exist for a preset duration (such as 20 seconds) in the game scene. The specific settings can be made according to the needs and are not limited here.

[0076] Optionally, the number of target virtual characters that can exert a specified game influence within the virtual area can be limited. That is, if the number of characters does not exceed the limit, a specified game influence can be exerted on the target virtual characters entering the virtual area. If the number of characters is met or exceeded, a specified game influence can not be exerted on the target virtual characters entering the virtual area, or the virtual area can be canceled.

[0077] For example, if there is only one character, you can control the virtual area to be canceled immediately after applying a specified game effect to the target virtual character.

[0078] In some embodiments, determining a specified game influence based on the game relationship between the target virtual character and the controlled game character includes: determining the influence type of the specified game influence based on the faction affiliation relationship between the target virtual character and the controlled game character; Among them, when the target virtual character and the controlled game character belong to the same faction, the type of influence is a positive auxiliary effect; When the target virtual character and the controlled character belong to opposing factions, the type of impact is a negative restrictive effect.

[0079] It is understandable that in scenarios where the target virtual character and the controlled game character belong to the same faction, the target virtual character can be the controlled game character.

[0080] Positive auxiliary effects are used to apply beneficial effects to the target virtual character; negative restrictive effects are used to apply harmful effects to the target virtual character, such as reducing the character's health or restricting the character's movement.

[0081] Specifically, positive auxiliary effects include: configuring the game flight ability for the target virtual character, that is, controlling the target virtual character to fly in the game scene, that is, controlling the target virtual character to fly away from the ground in the game scene and fly in the air, such as controlling the target virtual character to fly to the second floor of a building, or controlling the target virtual character to fly out of a window of a building, etc.

[0082] Among them, the game flight ability includes an effective duration, which is configured to be actively triggered within the effective duration or automatically triggered when the effective duration ends; The game's flight ability is used to control the target virtual character to fly in the direction the target virtual character is facing when triggered.

[0083] Specifically, after the target virtual character enters the virtual area, a countdown timer indicating the effective duration can be displayed. While the countdown is in progress, the player can control and adjust the target virtual character's orientation. By confirming the target virtual character's orientation, such as triggering the countdown timer, the player can actively trigger the target virtual character's flight ability. Based on the target virtual character's orientation after the trigger, the player can control the target virtual character to fly. When the countdown ends, the player should automatically control the target virtual character to fly based on the target virtual character's orientation after the countdown ends.

[0084] Optionally, such as Figure 8 As shown, when the target virtual character is flying, Figure 8 In the first image, the target virtual character can take off using corresponding game items (such as a parachute) and... Figure 8 In the second image, the transparency of the target virtual character is gradually reduced, and finally, in Figure 8 The third image directly controls the target virtual character to become transparent, thereby enabling the target virtual character to fly, which makes it impossible for the enemy characters chasing the target virtual character to find the target virtual character, and helps the target virtual character get away from the enemy characters.

[0085] Optionally, the method further includes: if the target virtual character's health is less than a preset health threshold, then controlling the target virtual character to restore its health before controlling the target virtual character to fly.

[0086] For example, if a game character of the same faction who is not at full health is targeted as a virtual character, the target virtual character can be controlled to perform a performance before taking flight. After the performance, the target virtual character can be healed, thereby restoring the target virtual character's health. For example, the performance lasts for 5 seconds, and after 5 seconds, the target virtual character's health is restored by 250 points (healing effect). After the healing is completed, the target virtual character is propelled into flight.

[0087] Optionally, during the performance of the target virtual character, a countdown indicator appears in the lower right corner of its avatar. The indicator disappears when the performance ends or when it is interrupted by an enemy character. There can also be a performance progress bar to indicate the performance progress of the target virtual character.

[0088] Specifically, negative restrictive effects include: offensive actions and / or actions that restrict the movement of the target virtual character. For example, such as... Figure 9 As shown, the target virtual character can be attacked using the umbrella. After the attack, the target virtual character can be controlled for 1 second, and then the judgment continues. If the target virtual character remains in the virtual area after a certain period of time (such as 3 seconds), the negative restriction effect will be triggered again, and the corresponding attack can be triggered again.

[0089] Optionally, if the target virtual character enters the corresponding location before the virtual area or the item icon of the virtual area appears, the specified game influence can be waived on the target virtual character, and the virtual area will continue to exist to prevent the enemy character from eliminating the skill by entering the spell field in advance, thus increasing the timing and strategic nature of the game.

[0090] In some embodiments, before determining the current character state of the controlled game character in response to a first game instruction for the controlled game character, steps 1 to 4 are further included: Step 1: Display the first resource progress and the second resource progress corresponding to the current character status of the controlled game character. The first resource progress corresponds to the first progress limit, and the second resource progress corresponds to the second progress limit.

[0091] Among them, the resource progress is used to indicate the resource progress accumulated in the current character state for controlling the controlled game character to release a specific game skill. Accordingly, when the resource progress reaches the progress limit, the condition for the controlled game character to release the specific skill can be met, and then the terminal can control the removal of the restriction on the controlled game character's use of the specific skill.

[0092] In this embodiment, since the controlled game character is configured with different character states, in order to make it easier for players to intuitively understand the current character state of the controlled game character, a first resource progress and a second resource progress can be configured for the resource progress. Based on the first resource progress and the second resource progress, players can not only understand their current progress to use a specific skill through the resource progress, but also understand their current character state through the ratio of the progress limit of the first resource progress and the second resource progress.

[0093] Among them, the first progress limit corresponding to the first resource progress is the maximum value that the first resource progress can accumulate to, and the second progress limit corresponding to the second resource progress is the maximum value that the second resource progress can accumulate to.

[0094] In some embodiments, the progress of the first resource and the progress of the second resource can be displayed in the form of a progress bar. For example, the progress of the first resource corresponds to the first progress bar, and the progress of the second resource corresponds to the second progress bar. The progress value on the progress bar is used to indicate the progress of the resource, and the length of the progress bar is used to indicate the upper limit of the progress of the resource.

[0095] Optionally, the first progress bar and the second progress bar can be displayed in different styles to distinguish them. For example, the first progress bar can be orange and the second progress bar can be blue.

[0096] In some embodiments, in order to improve the prompting effect when the resource progress accumulates on the progress bar, the display style of the progress bar can be adjusted when the resource progress accumulates on the corresponding progress bar. For example, the transparency of the progress bar changes with the resource progress, such as the higher the resource progress, the higher the transparency of the progress bar.

[0097] Optionally, when the resource progress on the progress bar reaches the progress limit, the progress bar can be highlighted using a preset display style to reduce visual interference for players during combat by comparing the different visual effects of the resource progress accumulation process and the resource progress reaching the progress limit.

[0098] In some embodiments, the first resource progress and the second resource progress can be associated with two character states of the controlled game character, respectively. For example, the first resource progress is associated with the first character state, and the second resource progress is associated with the second character state.

[0099] Accordingly, if the progress of the first resource is associated with the state of the first role, then in the state of the first role, the upper limit of the progress of the first resource is higher than the upper limit of the progress of other resources; if the progress of the second resource is associated with the state of the second role, then in the state of the second role, the upper limit of the progress of the second resource is higher than the upper limit of the progress of other resources.

[0100] In some embodiments, a status icon for the current character status may also be displayed on the graphical user interface to indicate the character status of the controlled game character.

[0101] Optionally, in order to further establish a close connection between the different character states of the controlled game character and the corresponding resource progress, the display styles of the character state status icon and the corresponding resource progress bar are the same in at least one dimension. For example, the status icon of the first character state and the corresponding resource progress bar are both orange.

[0102] For example, such as Figure 10 As shown, Figure 10The displayed graphical user interface shows a progress bar corresponding to the resource progress of the controlled game character, and a status indicator corresponding to the character status of the controlled game character. The progress bar includes a first progress bar 1001 corresponding to the first resource progress and a second progress bar 1002 corresponding to the second resource progress. The status indicator is indicator 1003.

[0103] The black-filled area on the first progress bar 1001 indicates the progress of the first resource. The position of the diagonal line from one end of the black-filled area (i.e. the dividing line between the pattern-filled area and the black-filled area) to the icon formed by the first progress bar 1001 and the second progress bar 1002 is the upper limit of the progress of the first progress bar 1001, i.e. the upper limit of the progress of the first resource.

[0104] The pattern-filled area on the second progress bar 1002 indicates the progress of the second resource. The position of the diagonal line from one end of the pattern-filled area (i.e., the boundary between the pattern-filled area and the black-filled area) to the icon formed by the first progress bar 1001 and the second progress bar 1002 is the upper limit of the progress of the second progress bar 1002, which is the upper limit of the progress of the first resource.

[0105] exist Figure 10 In the process, the upper limit of the progress of the first progress bar 1001 is higher than that of the second progress bar 1002, and the first progress bar 1001 is associated with the identifier 1003.

[0106] Step 2: In response to the state switching operation of the controlled game character, the control updates the character state of the controlled game character so that the updated character state is used as the current character state.

[0107] The aforementioned state switching operation is used to switch the current state of the controlled game character, that is, to switch the controlled game character from one state to another.

[0108] In some embodiments, the graphical user interface further includes a state switching control, which, in response to a state switching operation on the controlled game character, controls the update of the character state of the controlled game character so as to use the updated character state as the current character state, including: in response to a trigger operation on the state switching control, controls the update of the character state of the controlled game character so as to use the updated character state as the current character state.

[0109] For example, you can switch back and forth between the first role state and the second role state by triggering the state switching control.

[0110] Optionally, the aforementioned state switching control can be Figure 10 The identifier 1003 in the text is both a status identifier used to indicate the character's status and a status switching control used to switch the character's status.

[0111] Optionally, the aforementioned state switching control may not have a trigger cooldown time, meaning that players can trigger the state switching control at any time to switch the character state of the controlled game character.

[0112] Optionally, if the character state of the controlled game character is associated with the game item held by the controlled game character, and the game item has a limited number of uses, then after the controlled game character uses the game item for the last time to release the corresponding skill, since the game item's usage count has been exhausted, the state switching control is not displayed on the graphical user interface to indicate that the state switching function for the controlled game character is currently canceled.

[0113] In some embodiments, in response to a state switching operation on a controlled game character, controlling the update of the character state of the controlled game character so as to use the updated character state as the current character state may include: in response to performing a shortcut gesture operation on the controlled game character, controlling the update of the character state of the controlled game character based on the character state corresponding to the shortcut gesture performed on the controlled game character so as to use the updated character state as the current character state.

[0114] Step 3: Based on the current character status, control the update of the first progress limit and the second progress limit, and based on the updated first progress limit and the second progress limit, control the update of the first resource progress and the second resource progress respectively; wherein, under different character statuses, the sum of the first progress limit and the second progress limit is the same, but the ratio between the first progress limit and the second progress limit is different.

[0115] In this embodiment, although the total progress limit of different resource progresses is the same under different role states, the proportions between different progress limits are not the same. For example, the proportion of the progress limit of resource progress associated with a role state is greater than the progress limit of other resource progresses. Therefore, the terminal introduces a dynamic progress limit update module. For two resource progresses with a fixed total amount, the first progress limit and the second progress limit corresponding to the target role state need to be updated based on the target role state.

[0116] Accordingly, after the first and second progress limits are updated, the current accumulated progress value of the first or second resource progress may exceed the first or second progress limit. Therefore, the first and second resource progress should be updated according to the updated first and second progress limits respectively.

[0117] For example, such as Figure 11 As shown, if the total limit for sharing two resource progresses is set to 10 copies, then: Figure 11The left icon in the image represents the first progress cap in the first character state: the second progress cap = 6:4; Figure 11 The icon on the right shows the first progress limit in the second character state: the second progress limit = 4:6.

[0118] Among them, Figure 11 The area to the left of the diagonal line for each icon is the progress bar corresponding to the first resource progress, and the area to the right of the diagonal line is the progress bar corresponding to the second resource progress.

[0119] In some embodiments, a mapping relationship between a first character state and a second character state of the controlled game character and a first resource progress limit and a second resource progress limit can be established in advance. After the current character state of the controlled game character is updated, the first progress limit and the second progress limit corresponding to the new current character state can be determined from the mapping relationship, so as to control the update of the first progress limit and the second progress limit based on the first standard limit and the second progress limit corresponding to the new current character state.

[0120] In some embodiments, controlling the updating of the first resource progress and the second resource progress according to the updated first progress limit and the second progress limit respectively may include: resetting the first resource progress and the second resource progress according to the updated first progress limit and the second progress limit respectively, so as to re-accumulate the first resource progress and the second resource progress, thereby saving the algorithm resources consumed by the progress update.

[0121] In some embodiments, controlling the updating of the first resource progress and the second resource progress according to the updated first progress limit and the second progress limit respectively may include: determining whether the first resource progress exceeds the updated first progress limit and whether the second resource progress exceeds the updated second progress limit according to the updated first progress limit and the second progress limit, so as to control the updating of the first resource progress and the second resource progress respectively based on the determination result.

[0122] It should be noted that if the judgment result is that the progress exceeds the current updated limit, the excess part can be cleared in time, so that the excess resource progress can maintain the updated resource limit, thereby avoiding the formation of built-in risks and preventing players from accumulating excess progress by frequently switching. This balances the freedom of switching and the control of income.

[0123] Specifically, based on the updated first progress cap, the progress of updating the first resource is controlled, including: If the current progress value of the first resource is greater than the updated upper limit of the first progress, adjust the current progress value of the first resource to the updated upper limit of the first progress; or If the current progress value of the first resource is not greater than the updated upper limit of the first progress, the current progress value of the first resource remains unchanged.

[0124] For example, such as Figure 12 As shown, in Figure 12 middle, Figure 12 The first resource progress icon on the left has reached its maximum. If you switch the controlled game character to the new current character state at this point, the current progress value of the first resource will be updated, resulting in... Figure 12 The icon on the right shows the situation where the current progress value of the first resource is adjusted to the updated upper limit of the first progress.

[0125] Specifically, based on the updated second progress cap, the progress of updating the second resource is controlled, including: If the current progress value of the second resource is greater than the updated upper limit of the second progress, adjust the current progress value of the second resource to the updated upper limit of the second progress; or If the current progress value of the second resource progress is not greater than the updated upper limit of the second progress, the current progress value of the second resource progress remains unchanged.

[0126] In some embodiments, the method further includes: When the controlled game character is in the first character state, the first progress limit is greater than the second progress limit; When the controlled game character is in the second character state, the first progress limit is less than the second progress limit.

[0127] In this embodiment, the first role status can be associated with the first resource progress, so that the progress limit of the first resource progress is higher than the progress limit of other resource progress. In addition, the second role status can be associated with the second resource progress, so that the progress limit of the second resource progress is higher than the progress of other resource progress.

[0128] For example, if the controlled game character controlled by the player is set to the first character state, the first progress limit corresponding to this state is set to 6, the second progress limit is set to 4, and the accumulated first resource progress is 5, and the second resource progress is 3.

[0129] Then, after switching from the first character state to the second character state, the upper limit of the first progress needs to be updated to 4. Since the accumulated first resource progress is 5, which has exceeded the upper limit, the excess part of the first resource progress is immediately cleared to adjust the first resource progress to 4. Since the upper limit of the second resource progress has changed to 6, and the current second resource progress is 3, which has not exceeded the limit, the second resource progress will continue to remain unchanged. Players need to continue to accumulate the second resource progress to 6 before the restriction on game skills can be lifted.

[0130] In some embodiments, the method further includes: When the controlled game character is in the first character state, provide the controlled game character with a first skill that has usage restrictions, namely, control the controlled game character to move on the ground in the game scene; When the controlled game character is in a second character state, the controlled game character is provided with a second skill with usage restrictions, namely, controlling the generation of virtual areas in the game scene and applying specified game effects to target virtual characters located in the virtual areas.

[0131] In this embodiment, the terminal configures corresponding game skills for different character states of the controlled game character. When the skill release condition is met in a certain character state, that is, when the two resource progress reaches the corresponding progress limit, the restriction on the skill can be released, so that the controlled game character can use the corresponding skill and release game skills with different effects to restrain enemies or assist teammates, thereby improving the player's game experience.

[0132] Step 4: In response to the updated first resource progress reaching the updated first progress limit and the updated second resource progress reaching the updated second progress limit, the control removes the restriction on the use of the target skill corresponding to the current character state of the controlled game character, and the target skill is triggered by the first game command.

[0133] In this embodiment, when the updated first resource progress reaches the updated first progress limit and the updated second resource progress reaches the updated second progress limit, it indicates that the conditions for the controlled game character to release a specific skill have been met, and the terminal can control the removal of the restriction on the controlled game character's use of the specific skill.

[0134] It should be noted that the terminal deeply links the switching of the controlled game character's state with the corresponding skill release permissions. Furthermore, the criteria for determining whether both resource progress has reached the target are updated in real time as the state switches. This directly links the progress of both resources with the unlocking permissions of specific skills, enabling players to accurately control the unlocking permissions of different skills, thereby enhancing the game's fun and user experience.

[0135] Understandably, after the restrictions on the controlled game character's use of the target's skill are lifted, players can control the controlled game character to release the target's skill.

[0136] For example, the graphical user interface also provides skill controls, such as... Figure 2 Control 201 in Figure 10Control 1004 in the middle is a skill control used to trigger the release of game skills (such as target skills). When the permission to use the game skill is not revoked, the game skill is in an unavailable state, and when the permission to use the game skill is revoked, the game skill (such as target skill) is in an available state.

[0137] In some embodiments, the updated first resource progress reaching the updated first progress limit or the updated second resource progress reaching the updated second progress limit can be specially displayed to indicate that the player's current resource progress has accumulated enough to fully unlock skill permissions, and that the player should pay attention to the accumulation progress of the other resource progress in order to meet the conditions for unlocking skill permissions as soon as possible.

[0138] Among these, special display methods include, but are not limited to: adding a condition fulfillment indicator to the progress bar when the resource progress has reached the progress limit, such as... Figure 13 As shown; change the display properties of the progress bar when the resource progress has reached the progress limit, such as color.

[0139] In some embodiments, in response to the updated first resource progress reaching the updated first progress cap and the updated second resource progress reaching the updated second progress cap, a skill unlock prompt is displayed to indicate to the player that the corresponding skill can be unlocked at this time.

[0140] The skill unlocking prompt information may include, but is not limited to, a combination of at least one display style such as a special display of the first progress bar showing the progress of the first resource and the second progress bar showing the progress of the second resource; a special display of the skill switching control; or a special display of the skill control used to release the skill.

[0141] For example, when the progress of the first resource reaches the updated first progress cap and the progress of the second resource reaches the updated second progress cap, the color state of the first and second progress bars is changed, and a bottom halo effect is added, such as... Figure 14 As shown.

[0142] For example, when the first resource progress reaches the updated first progress limit and the updated second resource progress reaches the updated second progress limit, the color state of the skill switching control can be changed, and a bottom halo effect can be added.

[0143] For example, when the progress of the first resource reaches the updated first progress limit and the progress of the second resource reaches the updated second progress limit, the transparency of the skill control can be adjusted, or the display state of the skill control can be adjusted (such as switching from a grayed-out state to an available state).

[0144] In some embodiments, the method further includes: accumulating the progress of different resources, wherein the accumulation method of different resource progress can be the same or different, and can be set according to the requirements, without limitation here.

[0145] Specifically, in response to a progress accumulation event for the first resource progress, the progress value of the first resource progress is increased; the progress accumulation event for the first resource progress includes at least one of the following: Controlled game characters have preset interactive behaviors; The controlled game character hits the first game character, who is an enemy of the controlled game character. The attributes of the controlled game character are restored.

[0146] The preset interactive behaviors may include, but are not limited to, movement behaviors and interactions with other characters.

[0147] For example, when there are preset interactive behaviors, the progress of the first resource can be accumulated based on the duration of the interaction.

[0148] For example, when a controlled game character hits the first game character, the progress of the first resource can be directly increased to the first progress limit.

[0149] For example, when a controlled game character restores attributes (such as restoring health), the progress of the first resource can be directly increased to the first progress limit.

[0150] Specifically, in response to a progress accumulation event for the second resource progress, the progress value of the second resource progress is increased; the progress accumulation event for the second resource progress includes at least one of the following: Controlled game characters perform objective game tasks; Within the preset range of the controlled game character, there exists a second game character in a damaged state. The second game character is the controlled game character and / or a character belonging to the same faction as the controlled game character. The controlled game character is attacked.

[0151] The target game task may include, but is not limited to, completing tasks such as opening or unlocking a certain game item, reaching a certain task point, or picking up a certain game achievement.

[0152] For example, when a controlled game character performs a target game task, the progress of a second resource can be accumulated based on the task's execution time.

[0153] For example, if there is a second game character in a damaged state within the preset range of the controlled game character, the progress of the second resource can be accumulated based on the duration of the second game character's stay within the preset range.

[0154] For example, when a controlled game character is attacked, the second resource progress can be directly increased to the second progress limit.

[0155] In some embodiments, after the control lifts the restriction on the controlled game character's use of the target skill, the control further includes: in response to the skill triggering operation of the target skill, controlling the controlled game character to release the target skill (i.e., the first skill or the second skill mentioned above) in the game scene, and controlling the first resource progress and the second resource progress to reset to the initial value and re-accumulate the progress value.

[0156] The initial value can be set according to requirements and is not limited here. For example, the initial value can be set to 0.

[0157] In some embodiments, in a scenario where the updated first progress limit is higher than the second progress limit in the new current character state, i.e., the new current character state is associated with the first resource progress, after the control removes the restriction on the controlled game character's use of the target skill, the control further includes: in response to the skill triggering operation of the target skill, controlling the controlled game character to release the target skill in the game scene, and controlling the resource progress associated with the character state to which the target skill belongs to be reset to the initial value and re-accumulate the progress value, while the other resource progress still maintains the updated progress limit.

[0158] In some embodiments, if the character state of the controlled game character is associated with the game items held by the controlled game character, and the game items are set with a number of uses, then after the controlled game character uses the game items for the last time to release the corresponding skill, since the number of uses of the game items has been used up, the first resource progress (i.e., the first progress bar) and the second resource progress (i.e., the second progress bar) are canceled on the graphical user interface to reduce visual interference from invalid information to the player.

[0159] As can be seen from the above, by responding to the first game command for the controlled game character, the current character state of the controlled game character is determined. The controlled game character is configured with at least a first character state and a second character state. If the current character state is the first character state, the controlled game character is controlled to move on the ground in the game scene. If the current character state is the second character state, a virtual area is generated in the game scene, and a specified game influence is applied to the target virtual character located within the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character. By configuring different character states for the game character, different interactive effects can be controlled, avoiding code redundancy caused by the game client needing to maintain each skill independently, reducing memory resource consumption. Furthermore, the triggered skill effects can dynamically change with the game character's character state, eliminating the need for frequent skill switching by the player, thereby reducing processor load and graphics rendering overhead. Frequent interaction between the game server and client is also unnecessary, reducing network transmission pressure and data processing burden.

[0160] This embodiment also provides a game character control device, which can be integrated into a terminal device. For example, such as... Figure 15 As shown, the game character control device may include: The state determination module 1501 is used to determine the current character state of the controlled game character in response to a first game instruction for the controlled game character, wherein the controlled game character is configured with at least a first character state and a second character state. The displacement control module 1502 is used to control the controlled game character to move on the ground in the game scene if the current character state is the first character state; The region generation module 1503 is used to generate a virtual region in the game scene if the current character state is the second character state, and to apply a specified game influence to the target virtual character located in the virtual region, wherein the specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0161] In some embodiments, the game character control device further includes a displacement stopping module, which is specifically used for: When the displacement of the controlled game character meets the preset displacement stopping conditions, the controlled game character is controlled to stop the displacement. The preset displacement stopping conditions include any one of the following: the displacement of the controlled game character reaches the maximum displacement distance, or the displacement of the controlled game character is interrupted by an obstacle.

[0162] In some embodiments, the game character control device further includes a judgment module, which is specifically used for: Determine the displacement distance of the controlled game character; If the displacement distance exceeds a preset displacement threshold, a scene terrain object is generated in the game scene based on the displacement trajectory of the controlled game character; or If the displacement distance is less than or equal to the preset displacement threshold, a scene terrain object will not be generated in the game scene.

[0163] In some embodiments, the determination module is specifically used for: If there is no obstacle at the end of the controlled game character's displacement trajectory, then a first scene terrain object with physical collision properties will be generated in the game scene along the displacement trajectory of the controlled game character. If there is an obstacle at the end of the controlled game character's displacement trajectory, then a first scene terrain object and a second scene terrain object are generated in the game scene along the displacement trajectory of the controlled game character. The second scene terrain object is used for the controlled game character and / or teammates of the same faction as the controlled game character to perform preset interactive actions.

[0164] In some embodiments, the game character control device further includes a preview module, which is specifically used for: In response to a preview event, display displacement preview information, which includes at least one of the following: displacement trajectory, the position of the controlled game character when it stops moving, and the object type of the scene terrain object.

[0165] In some embodiments, the game character control device further includes an influence determination module, which is specifically used for: The type of impact of the specified game influence is determined based on the faction affiliation between the target virtual character and the controlled game character; Among them, when the target virtual character and the controlled game character belong to the same faction, the type of influence is a positive auxiliary effect; When the target virtual character and the controlled character belong to opposing factions, the type of impact is a negative restrictive effect.

[0166] In some embodiments, the positive assist effect is specifically used for: configuring game flight capabilities to a target virtual character.

[0167] In some embodiments, the game flight capability includes an effective duration, and the game flight capability is configured to be actively triggered within the effective duration or automatically triggered when the effective duration ends. The game's flight ability is used to control the target virtual character to fly in the direction the target virtual character is facing when triggered.

[0168] In some embodiments, the game character control device described above further includes a recovery module, which is specifically used for: If the target virtual character's health is less than the preset health threshold, then control the target virtual character to restore health before controlling the target virtual character to fly.

[0169] In some embodiments, negative restriction effects are specifically used for: attack behaviors and / or behavior restriction behaviors imposed on the target virtual character.

[0170] In some embodiments, the game character control device further includes a release module, which is specifically used for: Displays the first resource progress and the second resource progress corresponding to the current character status of the controlled game character, wherein the first resource progress corresponds to the first progress limit and the second resource progress corresponds to the second progress limit; In response to a state switching operation for a controlled game character, the control updates the state of the controlled game character so that the updated state becomes the current state. Based on the current character status, control the updating of the first and second progress limits, and based on the updated first and second progress limits, control the updating of the first and second resource progress respectively; wherein, under different character statuses, the sum of the first and second progress limits is the same, but the ratio between the first and second progress limits is different; In response to the updated first resource progress reaching the updated first progress limit and the updated second resource progress reaching the updated second progress limit, the control removes the restriction on the use of the target skill corresponding to the current character state of the controlled game character, and the target skill is triggered by the first game command.

[0171] As can be seen from the above, by responding to the first game command for the controlled game character, the current character state of the controlled game character is determined. The controlled game character is configured with at least a first character state and a second character state. If the current character state is the first character state, the controlled game character is controlled to move on the ground in the game scene. If the current character state is the second character state, a virtual area is generated in the game scene, and a specified game influence is applied to the target virtual character located within the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character. By configuring different character states for the game character, different interactive effects can be controlled, avoiding code redundancy caused by the game client needing to maintain each skill independently, reducing memory resource consumption. Furthermore, the triggered skill effects can dynamically change with the game character's character state, eliminating the need for frequent skill switching by the player, thereby reducing processor load and graphics rendering overhead. Frequent interaction between the game server and client is also unnecessary, reducing network transmission pressure and data processing burden.

[0172] Accordingly, this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0173] like Figure 16 As shown, Figure 16 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. The electronic device 1600 includes a processor 1601 with one or more processing cores, a memory 1602 with one or more computer-readable storage media, and a computer program stored on the memory 1602 and executable on the processor. The processor 1601 and the memory 1602 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.

[0174] The processor 1601 is the control center of the electronic device 1600. It connects various parts of the electronic device 1600 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 1602, and by calling data stored in the memory 1602, it executes various functions and processes data of the electronic device 1600, thereby providing overall monitoring of the electronic device 1600. The processor 1601 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 disclosure.

[0175] In this embodiment of the disclosure, the processor 1601 in the electronic device 1600 loads the instructions corresponding to the processes of one or more applications into the memory 1602 according to the following steps, and the processor 1601 runs the applications stored in the memory 1602 to realize various functions, such as: In response to a first game command for a controlled game character, the current character state of the controlled game character is determined, wherein the controlled game character is configured with at least a first character state and a second character state; If the current character state is the first character state, then control the controlled game character to move on the ground in the game scene; If the current character state is the second character state, then the control generates a virtual area in the game scene and applies a specified game influence to the target virtual character located in the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0176] In some embodiments, after controlling the controlled game character to move on the ground in the game scene, the method further includes: When the displacement of the controlled game character meets the preset displacement stopping conditions, the controlled game character is controlled to stop the displacement. The preset displacement stopping conditions include any one of the following: the displacement of the controlled game character reaches the maximum displacement distance, or the displacement of the controlled game character is interrupted by an obstacle.

[0177] In some embodiments, after controlling the controlled game character to stop moving, the method further includes: Determine the displacement distance of the controlled game character; If the displacement distance exceeds a preset displacement threshold, a scene terrain object is generated in the game scene based on the displacement trajectory of the controlled game character; or If the displacement distance is less than or equal to the preset displacement threshold, a scene terrain object will not be generated in the game scene.

[0178] In some embodiments, a scene terrain object is generated in the game scene based on the displacement trajectory of the controlled game character, including: If there is no obstacle at the end of the controlled game character's displacement trajectory, then a first scene terrain object with physical collision properties will be generated in the game scene along the displacement trajectory of the controlled game character. If there is an obstacle at the end of the controlled game character's displacement trajectory, then a first scene terrain object and a second scene terrain object are generated in the game scene along the displacement trajectory of the controlled game character. The second scene terrain object is used for the controlled game character and / or teammates of the same faction as the controlled game character to perform preset interactive actions.

[0179] In some embodiments, before controlling the controlled game character to move on the ground in the game scene, the method further includes: In response to a preview event, display displacement preview information, which includes at least one of the following: displacement trajectory, the position of the controlled game character when it stops moving, and the object type of the scene terrain object.

[0180] In some embodiments, determining a specified game influence based on the game relationship between the target virtual character and the controlled game character includes: The type of impact of the specified game influence is determined based on the faction affiliation between the target virtual character and the controlled game character; Among them, when the target virtual character and the controlled game character belong to the same faction, the type of influence is a positive auxiliary effect; When the target virtual character and the controlled character belong to opposing factions, the type of impact is a negative restrictive effect.

[0181] In some embodiments, positive assistive effects include: configuring game flight capabilities for the target virtual character.

[0182] In some embodiments, the game flight capability includes an effective duration, and the game flight capability is configured to be actively triggered within the effective duration or automatically triggered when the effective duration ends. The game's flight ability is used to control the target virtual character to fly in the direction the target virtual character is facing when triggered.

[0183] In some embodiments, the method further includes: If the target virtual character's health is less than the preset health threshold, then control the target virtual character to restore health before controlling the target virtual character to fly.

[0184] In some embodiments, negative limiting effects include: attack behaviors and / or actions that restrict the target virtual character.

[0185] In some embodiments, before determining the current character state of the controlled game character in response to a first game instruction for the controlled game character, the method further includes: Displays the first resource progress and the second resource progress corresponding to the current character status of the controlled game character, wherein the first resource progress corresponds to the first progress limit and the second resource progress corresponds to the second progress limit; In response to a state switching operation for a controlled game character, the control updates the state of the controlled game character so that the updated state becomes the current state. Based on the current character status, control the updating of the first and second progress limits, and based on the updated first and second progress limits, control the updating of the first and second resource progress respectively; wherein, under different character statuses, the sum of the first and second progress limits is the same, but the ratio between the first and second progress limits is different; In response to the updated first resource progress reaching the updated first progress limit and the updated second resource progress reaching the updated second progress limit, the control removes the restriction on the use of the target skill corresponding to the current character state of the controlled game character, and the target skill is triggered by the first game command.

[0186] Therefore, the electronic device 1600 provided in this embodiment can bring the following technical effects: avoid code redundancy, reduce memory resource consumption, reduce processor computing load and graphics rendering overhead, and reduce network transmission pressure and data processing burden.

[0187] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0188] Optional, such as Figure 16 As shown, the electronic device 1600 also includes: a touch display screen 1603, a radio frequency circuit 1604, an audio circuit 1605, an input unit 1606, and a power supply 1607. The processor 1601 is electrically connected to the touch display screen 1603, the radio frequency circuit 1604, the audio circuit 1605, the input unit 1606, and the power supply 1607. Those skilled in the art will understand that... Figure 16 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0189] The touch display screen 1603 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 1603 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1601. It can also receive and execute commands from the processor 1601. 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 1601 to determine the type of touch event. Subsequently, the processor 1601 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 1603 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 1603 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1603 can also be used as part of the input unit 1606 to achieve input functions.

[0190] The radio frequency circuit 1604 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.

[0191] Audio circuitry 1605 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 1605 converts received audio data into electrical signals, transmits them to the speaker, and 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 circuitry 1605, converted back into audio data, and processed by processor 1601. The audio data is then transmitted via radio frequency circuitry 1604 to, for example, another electronic device, or output to memory 1602 for further processing. Audio circuitry 1605 may also include an earphone jack to facilitate communication between external headphones and electronic devices.

[0192] The input unit 1606 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.

[0193] Power supply 1607 is used to power various components of electronic device 1600. Optionally, power supply 1607 can be logically connected to processor 1601 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 1607 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.

[0194] although Figure 16 As not shown in the diagram, the electronic device 1600 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0195] 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.

[0196] 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.

[0197] Therefore, embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game character control methods provided in embodiments of this disclosure. The computer program can execute the following steps of the game character control method: In response to a first game command for a controlled game character, the current character state of the controlled game character is determined, wherein the controlled game character is configured with at least a first character state and a second character state; If the current character state is the first character state, then control the controlled game character to move on the ground in the game scene; If the current character state is the second character state, then the control generates a virtual area in the game scene and applies a specified game influence to the target virtual character located in the virtual area. The specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

[0198] As can be seen, the computer program can be loaded by the processor to execute any of the game character control methods provided in the embodiments of this disclosure, thereby bringing the following technical effects: avoiding code redundancy, reducing memory resource consumption, reducing processor computing load and graphics rendering overhead, and reducing network transmission pressure and data processing burden.

[0199] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0200] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0201] Since the computer program stored in the computer-readable storage medium can execute any of the game character control methods provided in the embodiments of this disclosure, the beneficial effects that any of the game character control methods provided in the embodiments of this disclosure can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0202] According to one aspect of this disclosure, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0203] In the above embodiments of the game character 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 character 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 character control method in the above embodiments, and will not be repeated here.

[0204] The foregoing has provided a detailed description of a game character control method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of this disclosure. Specific examples have been used to illustrate the principles and implementation methods of this disclosure. The descriptions of the above embodiments are only for the purpose of helping to understand the methods and core ideas of this disclosure. 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 disclosure. Therefore, the content of this specification should not be construed as a limitation of this disclosure.

Claims

1. A method for controlling a game character, characterized in that, The method includes: In response to a first game command for a controlled game character, the current character state of the controlled game character is determined, wherein the controlled game character is configured with at least a first character state and a second character state; If the current character state is the first character state, then control the controlled game character to move on the ground in the game scene; If the current character state is the second character state, then a virtual area is generated in the game scene, and a specified game influence is applied to the target virtual character located in the virtual area, wherein the specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

2. The game character control method as described in claim 1, characterized in that, After controlling the controlled game character to move on the ground in the game scene, the method further includes: When the displacement of the controlled game character meets a preset displacement stopping condition, the controlled game character is controlled to stop its displacement. The preset displacement stopping condition includes any one of the following: the displacement of the controlled game character reaches the maximum displacement distance, or the displacement of the controlled game character is interrupted by an obstacle.

3. The game character control method as described in claim 2, characterized in that, After controlling the controlled game character to stop its displacement, the process also includes: Determine the displacement distance of the controlled game character; If the displacement distance is greater than a preset displacement threshold, then a scene terrain object is generated in the game scene based on the displacement trajectory of the controlled game character; or If the displacement distance is less than or equal to a preset displacement threshold, then no scene terrain object will be generated in the game scene.

4. The game character control method as described in claim 3, characterized in that, The step of generating a scene terrain object in the game scene based on the displacement trajectory of the controlled game character includes: If there is no obstacle at the end of the displacement trajectory of the controlled game character, then in the game scene, a first scene terrain object with physical collision attributes is generated along the displacement trajectory of the controlled game character. If there is an obstacle at the end of the displacement trajectory of the controlled game character, then in the game scene, along the displacement trajectory of the controlled game character, a first scene terrain object and a second scene terrain object are generated, wherein the second scene terrain object is used for the controlled game character and / or teammates of the same faction as the controlled game character to perform preset interactive actions.

5. The game character control method as described in claim 3, characterized in that, Before controlling the controlled game character to move on the ground in the game scene, the method further includes: In response to a preview event, displacement preview indication information is displayed, which includes at least one of the following: the displacement trajectory, the position of the controlled game character when it stops moving, and the object type of the scene terrain object.

6. The game character control method according to claim 1, characterized in that, Determining the specified game influence based on the game relationship between the target virtual character and the controlled game character includes: The type of influence of the specified game is determined based on the faction affiliation between the target virtual character and the controlled game character; Where the target virtual character and the controlled game character belong to the same faction, the type of influence is a positive auxiliary effect; When the target virtual character and the controlled game character belong to opposing factions, the type of influence is a negative restrictive effect.

7. The game character control method as described in claim 6, characterized in that, The positive auxiliary effect includes: configuring the game flight ability for the target virtual character.

8. The game character control method as described in claim 7, characterized in that, The game flight capability includes an effective duration, and the game flight capability is configured to be actively triggered within the effective duration or automatically triggered when the effective duration ends. The game's flight capability is used to control the target virtual character to fly in the direction the target virtual character is facing when triggered.

9. The game character control method as described in claim 8, characterized in that, The method further includes: If the target virtual character's health is less than a preset health threshold, then the target virtual character will be controlled to restore its health before it can fly.

10. The game character control method as described in claim 6, characterized in that, The negative restrictive effects include: attack behaviors and / or actions that restrict the target virtual character.

11. The game character control method according to any one of claims 1 to 10, characterized in that, Before determining the current character state of the controlled game character in response to a first game instruction for the controlled game character, the method further includes: The first resource progress and the second resource progress are displayed in relation to the current character state of the controlled game character, wherein the first resource progress corresponds to the first progress limit and the second resource progress corresponds to the second progress limit. In response to the state switching operation of the controlled game character, the control updates the character state of the controlled game character so that the updated character state is used as the current character state; Based on the current role status, the system controls the updating of the first progress limit and the second progress limit, and based on the updated first progress limit and the second progress limit, controls the updating of the first resource progress and the second resource progress respectively; wherein, under different role statuses, the sum of the first progress limit and the second progress limit is the same, but the ratio between the first progress limit and the second progress limit is different; In response to the updated first resource progress reaching the updated first progress limit and the updated second resource progress reaching the updated second progress limit, the control removes the restriction on the use of the target skill corresponding to the current character state of the controlled game character, the target skill being triggered by the first game command.

12. A game character control device, characterized in that, The device includes: A state determination module is used to determine the current character state of the controlled game character in response to a first game instruction for the controlled game character, wherein the controlled game character is configured with at least a first character state and a second character state; The displacement control module is used to control the controlled game character to move on the ground in the game scene if the current character state is the first character state; The region generation module is used to generate a virtual region in the game scene if the current character state is the second character state, and to apply a specified game influence to a target virtual character located in the virtual region, wherein the specified game influence is determined based on the game relationship between the target virtual character and the controlled game character.

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

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