Task execution method, device and electronic equipment in game

CN122998730APending Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510549561.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

玩家的操作方式较为单一,使玩家体验较差,在一定程度上影响游戏留存率,导致游戏服务器空转,浪费系统资源

Benefits of technology

[0009]上述一种游戏中的任务执行方法、装置及电子设备,控制任务对象和玩家对象进入目标任务对应的任务场景,并在图形用户界面显示通过终端设备控制的任务对象和玩家对象;在图形用户界面中显示用于对任务对象进行控制的第一控件和对玩家对象进行控制的第二控件;响应针对第一控件和/或第二控件的触发指令,分别控制任务对象和玩家对象在任务场景中执行目标任务对应的任务行为;响应于任务行为的执行满足预设条件,控制完成目标任务。该方式提高了玩家体验,提高了游戏留存率,提高了系统资源的利用率。

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Abstract

The application provides a task execution method and device in a game and electronic equipment, controls a task object and a player object to enter a task scene corresponding to a target task, and displays the task object and the player object controlled by a terminal device on a graphical user interface; displays a first control for controlling the task object and a second control for controlling the player object on the graphical user interface; controls the task object and the player object to perform a task behavior corresponding to the target task in the task scene in response to a trigger instruction for the first control and / or the second control; and controls the target task to be completed in response to the task behavior meeting a preset condition. The method improves the player experience, improves the game retention rate, and improves the utilization rate of system resources.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and more specifically, to a method, apparatus, and electronic device for executing tasks in games. Background Technology

[0002] The game allows multiple players to control corresponding virtual characters to complete game tasks, or allows players to control both controlled virtual characters and system-controlled virtual characters to complete tasks. However, the player control methods are relatively simple, resulting in a poor player experience, which negatively impacts game retention rates, causes server idle time, and wastes system resources. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a task execution method, device and electronic device in a game, so as to improve the player experience, improve the game retention rate and improve the utilization rate of system resources.

[0004] In a first aspect, embodiments of the present invention provide a task execution method in a game, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a game scene, including a task object and a player object controlled by the terminal device. The method includes: controlling the task object and the player object to enter a task scene corresponding to a target task, and displaying the task object and the player object controlled by the terminal device in the GUI; displaying a first control for controlling the task object and a second control for controlling the player object in the GUI; responding to trigger instructions for the first control and / or the second control, controlling the task object and the player object to perform task behaviors corresponding to the target task in the task scene; and controlling the completion of the target task in response to the execution of the task behavior satisfying preset conditions.

[0005] Secondly, embodiments of the present invention provide a task execution device for a game, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, including a task object and a player object controlled by the terminal device. The device includes: a task scene entry control module, used to control the task object and the player object to enter the task scene corresponding to the target task, and to display the task object and the player object controlled by the terminal device in the GUI; a control display module, used to display a first control for controlling the task object and a second control for controlling the player object in the GUI; a task behavior control module, used to respond to trigger commands for the first control and / or the second control, and to control the task object and the player object to perform task behaviors corresponding to the target task in the task scene; and a task completion control module, used to control the completion of the target task in response to the execution of the task behavior meeting preset conditions.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned task execution method in the game.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the task execution method in the game described above.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned task execution method, device, and electronic device in a game control a task object and a player object to enter a task scene corresponding to the target task, and display the task object and player object controlled by a terminal device on a graphical user interface; the graphical user interface displays a first control for controlling the task object and a second control for controlling the player object; in response to trigger commands for the first control and / or the second control, the task object and player object are respectively controlled to perform task behaviors corresponding to the target task in the task scene; in response to the execution of task behaviors meeting preset conditions, the target task is completed. This method improves the player experience, increases game retention, and improves the utilization rate of system resources.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of a task execution method in a game provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;

[0017] Figure 5 This is a schematic diagram illustrating the position change of a virtual camera as provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;

[0019] Figure 7 This is a schematic diagram of the structure of a task execution device in a game, provided by an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0022] In one embodiment of this invention, the task execution method in a game can run on a local terminal device or a server. When the task execution method in a game runs on a server, it 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's execution and the game screen presentation are separated. The storage and execution of task execution methods in the game 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, 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] See Figure 1 First, we will introduce a task execution method in a game provided by an embodiment of the present invention. A graphical user interface is provided through a terminal device, which displays at least a portion of the game scene. The game scene includes task objects and player objects controlled by the terminal device.

[0026] The aforementioned task objects are typically pre-defined for game tasks. Multiple optional task objects can usually be set for a game task. Players can select one or more task objects from these options via a selection action, causing the selected task object to perform the game task alongside the player object.

[0027] A player object is typically a game character owned by a player-controlled game account. Each game account can have one or more player objects. Players can set parameters such as the player object's attributes and appearance, and can also level up the player object and update its skills by controlling it to perform game tasks.

[0028] The method includes the following steps:

[0029] Step S102: Control the task object and player object to enter the task scene corresponding to the target task, and display the task object and player object controlled by the terminal device in the graphical user interface.

[0030] Players can generate movement control commands through human-computer interaction devices to control the task object and player object to enter the task scene corresponding to the target task. Alternatively, the game system can automatically control the task object and player object to enter the task scene corresponding to the target task, and then, after the task object and player object are in the task scene, return control of the player object to the player's game account, and transfer control of the task object to the player's game account.

[0031] Since the task object and the player object need to work together to complete the target task, their task execution status needs to be displayed in the graphical user interface (GUI) to facilitate player monitoring. The GUI display is typically generated by a pre-set virtual camera capturing images of the game scene. To display the task object and player object in the GUI, the scene area containing them needs to be determined, and then the scene area is captured using the virtual camera, allowing the task object and player object to be displayed in the GUI.

[0032] Step S104: Display a first control for controlling the task object and a second control for controlling the player object in the graphical user interface.

[0033] The first control described above is used to control the task object. After the player triggers the first control, it will control the task object to perform the corresponding task behavior. The second control described above is used to control the player object. After the player triggers the second control, it will control the player object to perform the corresponding task behavior.

[0034] The first set of controls is typically displayed around the task object and at a greater distance from the player object to facilitate player control and reduce accidental control. The second set of controls is also typically displayed around the player object and at a greater distance from the task object to facilitate player control and reduce accidental control.

[0035] The first and second controls mentioned above can be touch controls, which typically occurs when the terminal device is equipped with a touchscreen. The triggering methods for the first and second controls can also be based on the control operations of preset human-computer interaction devices, such as keyboards, game controllers, etc. Specific settings can be configured according to requirements and are not limited here.

[0036] Step S106: Respond to the trigger command for the first control and / or the second control, respectively control the task object and the player object to perform the task behavior corresponding to the target task in the task scene.

[0037] The first control controls the task object. If a trigger command is generated for the first control, the task object needs to be controlled to execute the corresponding task behavior. The second control controls the player object. If a trigger command is generated for the second control, the player object needs to be controlled to execute the corresponding task behavior.

[0038] The target task can be multiple. For example, it could be to attack a scene object to reduce its health to 0, perform a task a preset number of times, or a combination of both; there are no restrictions here. The task actions performed by the task object and the task actions performed by the player object can be the same or different. For example, the task object and the player object can attack the scene object with different task actions.

[0039] Step S108: In response to the execution of the task behavior meeting the preset conditions, control the completion of the target task.

[0040] The aforementioned preset conditions may include the number of times a task action is executed reaching a preset threshold, the execution effect of a task action reaching a preset effect threshold, or the execution time of the target task reaching a specified duration, etc. No restrictions are imposed here. When the execution of a task action meets the preset conditions, the target task is completed, and game settlement can then be performed based on the completion status of the target task.

[0041] The aforementioned task execution method in a game involves controlling a task object and a player object to enter the task scene corresponding to the target task, and displaying the task object and player object controlled by the terminal device in a graphical user interface (GUI). The GUI displays a first control for controlling the task object and a second control for controlling the player object. In response to trigger commands to the first and / or second controls, the GUI controls the task object and player object to perform task behaviors corresponding to the target task within the task scene. Finally, in response to the execution of task behaviors meeting preset conditions, the GUI controls the completion of the target task. This method improves player experience, increases game retention, and enhances the utilization of system resources.

[0042] The following embodiments provide a way to control task objects and player objects to enter the task scene corresponding to the target task, and display the implementation of controlling task objects and player objects through a terminal device in a graphical user interface.

[0043] Before the task object and player object enter the task scene corresponding to the target task, a first scene view captured by a virtual camera from a first shooting angle is displayed in the graphical user interface. This first shooting angle is determined based on the player object within the game scene. The virtual camera is typically bound to the player object and moves with it.

[0044] During the process of controlling the task object and player object to enter the task scene corresponding to the target task, the player object and task object typically move in one direction to enter the task scene. The relative positional relationship between the player object and task object can be preset, for example, making the task object in front of the player object. In this case, the virtual camera bound to the player object can usually capture images of both the player object and the task object, meaning that the player object and task object can be displayed simultaneously in the graphical user interface.

[0045] After the task object and player object enter the task scene corresponding to the target task, a second shooting angle can be determined based on the player object and task object in the task scene. This allows the virtual camera to capture both the player object and task object simultaneously when shooting the task scene from the second shooting angle, resulting in a second scene image captured by the virtual camera from this angle. For example, the second shooting angle can be set perpendicular to the line connecting the player object and task object.

[0046] In practical applications, the task scenario can also include a task-oriented object. This object can simulate trees, buildings, barriers, and other elements in the game world. To make the game's plot more believable, other virtual objects can be introduced to elicit the task-oriented object. For example, a virtual object could steal a virtual item from the player and then climb the tree that serves as the task-oriented object; the player could then find the task-oriented object, invite it to the tree's location, and attempt to knock the tree down or shake the virtual object off the tree.

[0047] The target task allows both the task object and the player object to jointly perform task actions on the task target object. For example, the task object and the player object can attack the task target object, heal the task target object together, or build on the task target object together. The task target object can be fixed in the task scene or can move within the task scene; there is no restriction on this.

[0048] Typically, it's necessary to display the task target within the task scene. When the task target is fixed in the task scene, the task object and player object can be positioned on either side of the task target, allowing them to perform task actions on it. In this case, the task target is usually displayed in the center of the graphical user interface, or to the left and right of the task target, or above and below it.

[0049] The following embodiments provide an implementation of displaying a first control for controlling a task object and a second control for controlling a player object in a graphical user interface.

[0050] When displaying the first and second controls, the first control is displayed around the task object, and the second control is displayed around the player object. For example, if the task object is displayed to the left of the task object in the graphical user interface, the first control is displayed in the left area of ​​the task object; if the player object is displayed to the right of the task object in the graphical user interface, the first control is displayed in the right area of ​​the task object. Figure 2 As shown. If the task object in the graphical user interface is displayed above the task target object, a first control can be displayed in the area above the task target object. If the player object in the graphical user interface is displayed below the task target object, a second control can be displayed in the area below the task target object, such as... Figure 3 As shown.

[0051] The following embodiments provide an implementation method for responding to trigger commands for a first control and / or a second control, respectively controlling the task object and the player object to perform task behaviors corresponding to the target task in a task scene.

[0052] In practical applications, the first and second controls can be controlled to be in a triggerable state according to a preset pattern. For example, the first and second controls can be controlled to alternately be in a triggerable state according to a preset pattern. This preset pattern can be determined based on a preset audio beat or a preset time interval. For example, after a preset time interval, the first control can be made triggerable for a first duration, then made non-triggerable, and after the same time interval, the second control can be made triggerable for a second duration, and so on.

[0053] When the first control is in a triggerable state, the task object can be controlled to perform the first task behavior corresponding to the target task in the task scene after the player generates a trigger command for the first control. If no trigger command is generated for the first control, the task object will not be controlled to perform the task behavior. Alternatively, when the first control is in a triggerable state, the task object can be directly controlled to perform the first task behavior corresponding to the target task in the task scene, and then the effect of the first task behavior can be determined based on the trigger status of the first control. The effect is usually related to the task behavior; for example, when the task behavior is an attack behavior, the effect can be the damage value generated by the attack behavior on the target.

[0054] In practical implementation, when the first control is in a triggerable state, a trigger command is generated for the first control, confirming that the first task behavior produces the first behavioral effect; if no trigger command is generated when the first control is in a triggerable state, it is confirmed that the first task behavior has not produced a behavioral effect. The duration of the first control being in a triggerable state can also be divided into multiple stages. For example, if the duration is 3 seconds, the trigger command generated in the first second results in the best first behavioral effect, the trigger command generated in the second second results in the second best first behavioral effect, and the trigger command generated in the third second results in the worst first behavioral effect, but not zero.

[0055] The graphical user interface (GUI) can display indicators reflecting the effectiveness of the first action. For example, if the best first action is achieved, the GUI can display "Great!"; if the second-best first action is achieved, the GUI can display "Excellent!"; and if the worst first action is achieved, the GUI can display "Okay!". If no first action is achieved, the GUI can display "Missed it!".

[0056] Similarly, when the second control is in a triggerable state, after the player generates a trigger command for the second control, the player object can be controlled to execute the second task behavior corresponding to the target task in the task scene; if no trigger command is generated for the second control, the player object will not be controlled to execute the task behavior. When the second control is in a triggerable state, in response to the trigger command for the second control, the player object is controlled to execute the second task behavior corresponding to the target task in the task scene, and the effect of the second task behavior is determined based on the trigger status of the second control.

[0057] Specifically, in response to the second control being in a triggerable state, a trigger command is generated for the second control, confirming that the second task behavior produces a second behavioral effect. If no trigger command is generated for the second control when it is in a triggerable state, it is confirmed that the second task behavior does not produce a behavioral effect. Similar to the first behavioral effect described above, multiple second behavioral effects can also be set, which will not be elaborated upon here.

[0058] When the task scene also includes a task-acting object, in response to either the task object or the player object performing a task action on the task-acting object, a third scene view captured by a virtual camera from a third shooting angle is displayed in the graphical user interface. This third shooting angle is determined based on the forces acting on the task-acting object. The task actions performed by the task object and the player object will exert forces on the task-acting object. For example, the task object might rush towards and collide with the task-acting object; in this case, the force acting on the task-acting object is in the same direction as the task object's movement. The task object can also move around the task-acting object and pull it; the task-acting object will move in the opposite direction to the task object's movement. Specific configurations can be tailored to requirements and are not limited here.

[0059] When the task object is subjected to a force generated by the task action, control the task object to move in the direction of the force generated by the task action. The task object can move as a whole or partially; for example, the lower part of the task object may be fixed in the game scene, while the upper part is shaken by a force. Figure 4 As shown. Simultaneously, the virtual camera is controlled to move from the second shooting angle to the third shooting angle along the direction of the force. During the movement of the virtual camera, the third scene captured by the virtual camera is displayed on the graphical user interface. For example... Figure 4 As shown, the camera moves in the direction of the force exerted on the subject. The second shooting angle can also be changed to a third shooting angle by tilting the camera. For example... Figure 5 As shown, the virtual camera corresponds to the second shooting angle when it is in the first position. When the target object moves to the right, the virtual camera corresponds to the third shooting angle when it is in the second position. When the target object moves to the left, the virtual camera corresponds to the third shooting angle when it is in the third position. The dotted line between the first and second positions and the virtual line between the first and third positions represent the movement trajectory of the virtual camera.

[0060] With the task object partially fixed in the game scene, after the task object moves in the direction of the force, it is necessary to mimic inertia and control the task object to move in the opposite direction of the force back to the initial position. At the same time, the virtual camera is controlled to move in the opposite direction of the force to the second shooting angle.

[0061] The aforementioned third shooting angle can be determined based on the forces acting on the task's target and the behavioral effects of the task. The angle difference between the third and second shooting angles is positively correlated with the behavioral effects. As mentioned above, the behavioral effects are determined based on the triggerable state of the first and / or second controls and the timing of the trigger command. When the behavioral effects are good, the angle difference between the third and second shooting angles is larger; when the behavioral effects are poor, the angle difference is smaller. If the task behavior does not produce any behavioral effects, the virtual camera can remain at the second shooting angle without moving.

[0062] The third and second camera angles mentioned above can also be preset. Animations of the task target being attacked by both the task object and the player object can be generated in advance based on the third and second camera angles, producing movement or shaking motions. During the attack by the task object and the player object on the task target, the animation can be played directly.

[0063] The target task may include multiple stages. Taking a target task comprising a first stage and a second stage as an example: In response to the fulfillment of a first preset condition, the first stage is determined to end, and the first and second controls are canceled. The first preset condition can be one of the following: the behavioral effect produced by the task behavior meets a preset result threshold, or the duration of the first stage reaches a first duration. It can also include two conditions simultaneously, without restriction. The aforementioned result threshold is pre-set and related to the behavioral effect produced by the task behavior. For example, if the behavioral effect is the damage value to the target object, then the result threshold can be a damage threshold or a health value threshold for the target object. The maximum duration of the first stage can also be pre-set, i.e., the aforementioned first duration. When the duration of the first stage reaches the first duration, the first stage can be determined to end.

[0064] After the first phase concludes, the second phase begins. Before starting the second phase, a transition animation can be displayed, for example, showing the current state of the target object. When the second phase begins, a third control can be displayed in the graphical user interface. Players can trigger this second control to control both the target object and the player object to perform the tasks in the second phase. Specifically, responding to trigger commands to the third control allows the target object and the player object to jointly perform the tasks corresponding to the target task within the task scene.

[0065] There are several ways to generate trigger commands for third-party controls. For example, it could be left or right mouse movement; a trigger command is considered generated when the movement time is less than or equal to a preset time threshold and the movement distance is greater than or equal to a preset distance threshold. It could also be left or right joystick movement; a trigger command is considered generated when the joystick movement time is less than or equal to a preset time threshold and the movement angle is greater than or equal to a preset distance threshold. Simultaneously, an operation indicator corresponding to the third-party control can be displayed. The display state of this operation indicator is usually related to the current operation state of the mouse or joystick, for example, reflecting the mouse's movement direction and distance, or the joystick's movement direction and angle, etc. Figure 6 As shown.

[0066] The following embodiments provide a way to control the completion of a target task in response to the execution of a task behavior meeting preset conditions.

[0067] When the target task includes a first stage and a second stage, a second preset condition can be set for the second stage. In response to the fulfillment of the second preset condition, the target task is completed, and game settlement occurs. Similar to the first preset condition, the second preset condition may include the number of times the trigger command of the third control is generated reaches a specified number, or the duration of the second stage reaches a second duration, or both. That is, if any of the above conditions is met, the second stage is considered to have ended, and the target task is completed. After completing the target task, it is necessary to revoke the terminal device's control over the task object and return control to the game system.

[0068] During settlement, game rewards can be based on the effects of the task actions and the number of times the third-party control triggers commands. Generally, the better the effect and the more times the second-party control triggers commands, the greater the game reward for the player's account. Alternatively, game rewards can be based on the total number of task actions throughout the process. Or, game rewards can be based on the duration of the first and second phases; generally, shorter durations result in greater rewards. Specific settings can be configured according to needs and are not limited here.

[0069] For the above method embodiments, see Figure 7 The illustrated embodiment of the present invention provides a task execution device for a game. A graphical user interface is provided via a terminal device, displaying at least a portion of the game scene, including task objects and player objects controlled by the terminal device; the device includes:

[0070] The task scene entry control module 702 is used to control the task object and player object to enter the task scene corresponding to the target task, and to display the task object and player object controlled by the terminal device in the graphical user interface;

[0071] The control display module 704 is used to display a first control for controlling a task object and a second control for controlling a player object in a graphical user interface.

[0072] The task behavior control module 706 is used to respond to trigger commands for the first control and / or the second control, and to control the task object and the player object to perform the task behavior corresponding to the target task in the task scene respectively;

[0073] The task completion control module 708 is used to control the completion of the target task in response to the execution of the task behavior meeting preset conditions.

[0074] The aforementioned task execution device in a game controls a task object and a player object to enter a task scene corresponding to the target task, and displays the task object and player object controlled by a terminal device in a graphical user interface; the graphical user interface displays a first control for controlling the task object and a second control for controlling the player object; in response to trigger commands for the first control and / or the second control, it controls the task object and player object to perform task behaviors corresponding to the target task in the task scene; in response to the execution of task behaviors meeting preset conditions, it controls the completion of the target task. This method improves the player experience, increases game retention, and improves the utilization rate of system resources.

[0075] The aforementioned device includes: a first scene display module, used to display a first scene image captured by a virtual camera from a first shooting angle in a graphical user interface, wherein the first shooting angle is determined based on a player object in the game scene; the aforementioned device further includes: a second scene display module, used to display a second scene image captured by a virtual camera from a second shooting angle in a graphical user interface, wherein the second shooting angle is jointly determined based on a player object and a task object in the task scene.

[0076] The aforementioned task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object. The aforementioned device also includes: an object display module for displaying the task object in the task scenario; and an object position control module for controlling the task object and the player object to be positioned on either side of the task object, so that the task object and the player object can respectively perform task actions on the task object.

[0077] The aforementioned control display module is also used to: display a first control around the task object, and display a second control around the player object.

[0078] The aforementioned control display module is also used to: display a first control in the left area of ​​the task object if the task object is displayed to the left of the task object in the graphical user interface; and display a first control in the right area of ​​the task object if the player object is displayed to the right of the task object in the graphical user interface.

[0079] The aforementioned task behavior control module is also used to: control the first control and the second control to be in a triggerable state according to a preset rule; when the first control is in a triggerable state, control the task object to execute the first task behavior corresponding to the target task in the task scene, and determine the behavior effect of the first task behavior based on the triggering situation of the first control; when the second control is in a triggerable state, respond to the triggering command for the second control, control the player object to execute the second task behavior corresponding to the target task in the task scene, and determine the behavior effect of the second task behavior based on the triggering situation of the second control.

[0080] The aforementioned task behavior control module is also used to: control the first control and the second control to alternately be in a triggerable state according to a preset rule.

[0081] The aforementioned task behavior control module is further configured to: generate a trigger instruction for the first control when the first control is in a triggerable state, and determine that the first task behavior produces a first behavior effect; determine that the first task behavior does not produce a behavior effect when the first control is in a triggerable state but no trigger instruction is generated for the first control; generate a trigger instruction for the second control when the second control is in a triggerable state, and determine that the second task behavior produces a second behavior effect; determine that the second task behavior does not produce a behavior effect when the second control is in a triggerable state but no trigger instruction is generated for the second control.

[0082] The aforementioned task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object; the aforementioned device also includes: a third scene display module, used to display a third scene image captured by a virtual camera from a third shooting angle on a graphical user interface in response to the task object and / or the player object performing task actions on the task object, wherein the third shooting angle is determined based on the force acting on the task object.

[0083] The aforementioned third scene display module is also used to: respond to the task object and / or player object performing task behavior on the task action object, control the task action object to move in the direction of the force generated by the task behavior, and control the virtual camera to move from the second shooting angle along the direction of the force to the third shooting angle; during the movement of the virtual camera, display the third scene captured by the virtual camera on the graphical user interface.

[0084] The aforementioned device further includes: a motion control module, used to control the object of the task to move in the opposite direction of the force to the initial position, and to control the virtual camera to move in the opposite direction of the force to the second shooting angle.

[0085] The aforementioned third shooting angle is determined based on the force exerted on the object of the task and the behavioral effect of the task behavior; the angle difference between the third shooting angle and the second shooting angle is positively correlated with the behavioral effect; the behavioral effect is determined based on the triggerable state of the first control and / or the second control and the generation time of the trigger command.

[0086] The aforementioned device further includes: a phase end determination module, used to determine the end of the first phase and cancel the first control and the second control in response to the fulfillment of a first preset condition; a phase start determination module, used to determine the start of the second phase and display the third control in the graphical user interface; and a joint execution module, used to control the task object and the player object to jointly execute the task behavior corresponding to the target task in the task scene in response to the trigger command for the third control.

[0087] The aforementioned first preset condition includes: the behavioral effect produced by the task behavior meets the preset result threshold, and / or, the duration of the first stage reaches the first duration.

[0088] The aforementioned task completion control module is also used to: control the completion of the target task and perform game settlement in response to the fulfillment of the second preset condition; the second preset condition includes the number of times the trigger command of the third control is generated reaches a specified number, and / or, the duration of the second stage reaches the second duration.

[0089] The aforementioned task completion control module is also used to: perform game settlement based on the behavioral effects generated by the task behavior and the number of times the trigger commands of the third control are generated.

[0090] The aforementioned device also includes a control cancellation module, used to cancel the terminal device's control over the task object.

[0091] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the task execution method in the aforementioned game. Specifically:

[0092] The system controls the task object and player object to enter the task scene corresponding to the target task, and displays the task object and player object controlled by the terminal device in the graphical user interface; displays a first control for controlling the task object and a second control for controlling the player object in the graphical user interface; responds to the trigger command for the first control and / or the second control, and controls the task object and player object to perform the task behavior corresponding to the target task in the task scene respectively; and controls the completion of the target task in response to the execution of the task behavior meeting the preset conditions.

[0093] The above methods improve player experience, increase game retention, and improve the utilization of system resources.

[0094] Optionally, before the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a first scene image captured by a first shooting angle of a virtual camera in a graphical user interface, wherein the first shooting angle is determined based on the player object in the game scene; after the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a second scene image captured by a second shooting angle of a virtual camera in a graphical user interface, wherein the second shooting angle is jointly determined based on the player object and the task object in the task scene.

[0095] Optionally, the above task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object. After the step of controlling the task object and the player object to enter the task scenario corresponding to the target task, the above method further includes: displaying the task object in the task scenario; controlling the task object and the player object to be located on opposite sides of the task object, so that the task object and the player object can respectively perform task actions on the task object.

[0096] Optionally, the steps described above for displaying a first control for controlling a task object and a second control for controlling a player object in a graphical user interface include: displaying the first control around the task object and displaying the second control around the player object.

[0097] Optionally, the steps of displaying the first control around the task object and the second control around the player object include: if the task object is displayed to the left of the task object in the graphical user interface, the first control is displayed in the left area of ​​the task object; if the player object is displayed to the right of the task object in the graphical user interface, the first control is displayed in the right area of ​​the task object.

[0098] Optionally, the steps described above, which respond to trigger commands for the first control and / or the second control to control the task object and the player object to perform the task behavior corresponding to the target task in the task scene, include: controlling the first control and the second control to be in a triggerable state according to a preset rule; when the first control is in a triggerable state, controlling the task object to perform the first task behavior corresponding to the target task in the task scene, and determining the behavioral effect of the first task behavior based on the triggering situation of the first control; when the second control is in a triggerable state, responding to trigger commands for the second control to control the player object to perform the second task behavior corresponding to the target task in the task scene, and determining the behavioral effect of the second task behavior based on the triggering situation of the second control.

[0099] Optionally, the above steps of controlling the first control and the second control to be in a triggerable state according to a preset rule include: controlling the first control and the second control to be in a triggerable state alternately according to a preset rule.

[0100] Optionally, the step of determining the behavioral effect of the first task behavior based on the triggering status of the first control includes: generating a triggering instruction for the first control when the first control is in a triggerable state, and determining that the first task behavior produces a first behavioral effect; and determining that the first task behavior does not produce a behavioral effect when the first control is in a triggerable state and no triggering instruction for the first control is generated. The step of determining the behavioral effect of the second task behavior based on the triggering status of the second control includes: generating a triggering instruction for the second control when the second control is in a triggerable state, and determining that the second task behavior produces a second behavioral effect; and determining that the second task behavior does not produce a behavioral effect when the second control is in a triggerable state and no triggering instruction for the second control is generated.

[0101] Optionally, the above task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object; the above method further includes: in response to the task object and / or the player object performing task actions on the task object, displaying a third scene image captured by a third shooting angle of a virtual camera in the graphical user interface, wherein the third shooting angle is determined based on the force acting on the task object.

[0102] Optionally, the step of displaying a third scene captured by a virtual camera from a third shooting angle in the graphical user interface in response to the task object and / or player object performing a task action on the task object includes: controlling the task object to move in the direction of the force generated by the task action in response to the task object and / or player object performing a task action on the task object, and controlling the virtual camera to move from the second shooting angle along the direction of the force to the third shooting angle; and displaying the third scene captured by the virtual camera in the graphical user interface during the movement of the virtual camera.

[0103] Optionally, after the control task object moves in the direction of the force generated by the task behavior, the method further includes: controlling the task object to move in the opposite direction of the force to the initial position, and controlling the virtual camera to move in the opposite direction of the force to the second shooting angle.

[0104] Optionally, the aforementioned third shooting angle is determined based on the force exerted on the object of the task and the behavioral effect of the task behavior; the angle difference between the third shooting angle and the second shooting angle is positively correlated with the behavioral effect; the behavioral effect is determined based on the triggerable state of the first control and / or the second control and the generation time of the trigger command.

[0105] Optionally, the above method further includes: in response to the fulfillment of a first preset condition, determining that the first stage has ended, canceling the first control and the second control; determining that the second stage has started, displaying the third control in the graphical user interface; and in response to a trigger command for the third control, controlling the task object and the player object to jointly perform the task behavior corresponding to the target task in the task scene.

[0106] Optionally, the first preset condition mentioned above includes: the behavioral effect produced by the task behavior meets the preset result threshold, and / or, the duration of the first stage reaches the first duration.

[0107] Optionally, the steps of controlling the completion of the target task in response to the execution of the task behavior meeting preset conditions include: controlling the completion of the target task and performing game settlement in response to the satisfaction of a second preset condition; the second preset condition includes the number of times the trigger command of the third control is generated reaches a specified number, and / or the duration of the second stage reaches a second duration.

[0108] Optionally, the above-mentioned game settlement steps include: performing game settlement based on the behavioral effects generated by the task behavior and the number of times the trigger commands of the third control are generated.

[0109] Optionally, after the above control completes the target task, the above method further includes: canceling the terminal device's control over the task object.

[0110] See Figure 8As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the task execution method in the game described above.

[0111] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0112] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0113] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0114] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the task execution method in the above game.

[0115] The present invention provides a method, apparatus, and electronic device for executing tasks in a game, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. Specifically:

[0116] The system controls the task object and player object to enter the task scene corresponding to the target task, and displays the task object and player object controlled by the terminal device in the graphical user interface; displays a first control for controlling the task object and a second control for controlling the player object in the graphical user interface; responds to the trigger command for the first control and / or the second control, and controls the task object and player object to perform the task behavior corresponding to the target task in the task scene respectively; and controls the completion of the target task in response to the execution of the task behavior meeting the preset conditions.

[0117] The above methods improve player experience, increase game retention, and improve the utilization of system resources.

[0118] Optionally, before the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a first scene image captured by a first shooting angle of a virtual camera in a graphical user interface, wherein the first shooting angle is determined based on the player object in the game scene; after the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a second scene image captured by a second shooting angle of a virtual camera in a graphical user interface, wherein the second shooting angle is jointly determined based on the player object and the task object in the task scene.

[0119] Optionally, the above task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object. After the step of controlling the task object and the player object to enter the task scenario corresponding to the target task, the above method further includes: displaying the task object in the task scenario; controlling the task object and the player object to be located on opposite sides of the task object, so that the task object and the player object can respectively perform task actions on the task object.

[0120] Optionally, the steps described above for displaying a first control for controlling a task object and a second control for controlling a player object in a graphical user interface include: displaying the first control around the task object and displaying the second control around the player object.

[0121] Optionally, the steps of displaying the first control around the task object and the second control around the player object include: if the task object is displayed to the left of the task object in the graphical user interface, the first control is displayed in the left area of ​​the task object; if the player object is displayed to the right of the task object in the graphical user interface, the first control is displayed in the right area of ​​the task object.

[0122] Optionally, the steps described above, which respond to trigger commands for the first control and / or the second control to control the task object and the player object to perform the task behavior corresponding to the target task in the task scene, include: controlling the first control and the second control to be in a triggerable state according to a preset rule; when the first control is in a triggerable state, controlling the task object to perform the first task behavior corresponding to the target task in the task scene, and determining the behavioral effect of the first task behavior based on the triggering situation of the first control; when the second control is in a triggerable state, responding to trigger commands for the second control to control the player object to perform the second task behavior corresponding to the target task in the task scene, and determining the behavioral effect of the second task behavior based on the triggering situation of the second control.

[0123] Optionally, the above steps of controlling the first control and the second control to be in a triggerable state according to a preset rule include: controlling the first control and the second control to be in a triggerable state alternately according to a preset rule.

[0124] Optionally, the step of determining the behavioral effect of the first task behavior based on the triggering status of the first control includes: generating a triggering instruction for the first control when the first control is in a triggerable state, and determining that the first task behavior produces a first behavioral effect; and determining that the first task behavior does not produce a behavioral effect when the first control is in a triggerable state and no triggering instruction for the first control is generated. The step of determining the behavioral effect of the second task behavior based on the triggering status of the second control includes: generating a triggering instruction for the second control when the second control is in a triggerable state, and determining that the second task behavior produces a second behavioral effect; and determining that the second task behavior does not produce a behavioral effect when the second control is in a triggerable state and no triggering instruction for the second control is generated.

[0125] Optionally, the above task scenario also includes a task object, whereby the target task instructs the task object and the player object to jointly perform task actions on the task object; the above method further includes: in response to the task object and / or the player object performing task actions on the task object, displaying a third scene image captured by a third shooting angle of a virtual camera in the graphical user interface, wherein the third shooting angle is determined based on the force acting on the task object.

[0126] Optionally, the step of displaying a third scene captured by a virtual camera from a third shooting angle in the graphical user interface in response to the task object and / or player object performing a task action on the task object includes: controlling the task object to move in the direction of the force generated by the task action in response to the task object and / or player object performing a task action on the task object, and controlling the virtual camera to move from the second shooting angle along the direction of the force to the third shooting angle; and displaying the third scene captured by the virtual camera in the graphical user interface during the movement of the virtual camera.

[0127] Optionally, after the control task object moves in the direction of the force generated by the task behavior, the method further includes: controlling the task object to move in the opposite direction of the force to the initial position, and controlling the virtual camera to move in the opposite direction of the force to the second shooting angle.

[0128] Optionally, the aforementioned third shooting angle is determined based on the force exerted on the object of the task and the behavioral effect of the task behavior; the angle difference between the third shooting angle and the second shooting angle is positively correlated with the behavioral effect; the behavioral effect is determined based on the triggerable state of the first control and / or the second control and the generation time of the trigger command.

[0129] Optionally, the above method further includes: in response to the fulfillment of a first preset condition, determining that the first stage has ended, canceling the first control and the second control; determining that the second stage has started, displaying the third control in the graphical user interface; and in response to a trigger command for the third control, controlling the task object and the player object to jointly perform the task behavior corresponding to the target task in the task scene.

[0130] Optionally, the first preset condition mentioned above includes: the behavioral effect produced by the task behavior meets the preset result threshold, and / or, the duration of the first stage reaches the first duration.

[0131] Optionally, the steps of controlling the completion of the target task in response to the execution of the task behavior meeting preset conditions include: controlling the completion of the target task and performing game settlement in response to the satisfaction of a second preset condition; the second preset condition includes the number of times the trigger command of the third control is generated reaches a specified number, and / or the duration of the second stage reaches a second duration.

[0132] Optionally, the above-mentioned game settlement steps include: performing game settlement based on the behavioral effects generated by the task behavior and the number of times the trigger commands of the third control are generated.

[0133] Optionally, after the above control completes the target task, the above method further includes: canceling the terminal device's control over the task object.

[0134] See Figure 8As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the task execution method in the game described above.

[0135] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0136] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0137] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0138] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0139] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for executing tasks in a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of the game scene, the game scene including quest objects and player objects controlled by the terminal device; the method includes: The task object and the player object are controlled to enter the task scene corresponding to the target task, and the task object and the player object controlled by the terminal device are displayed in the graphical user interface; The graphical user interface displays a first control for controlling the task object and a second control for controlling the player object; In response to trigger commands for the first control and / or the second control, the task object and the player object are respectively controlled to perform the task behavior corresponding to the target task in the task scene; In response to the execution of the task behavior meeting preset conditions, the target task is controlled to be completed.

2. The method according to claim 1, characterized in that, Before the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a first scene image captured by a first shooting angle of a virtual camera in the graphical user interface, wherein the first shooting angle is determined based on the player object in the game scene; After the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: displaying a second scene image captured by a second shooting angle of the virtual camera in the graphical user interface, wherein the second shooting angle is determined jointly based on the player object and the task object in the task scene.

3. The method according to claim 2, characterized in that, The task scenario also includes a task object, and the target task is used to instruct the task object and the player object to jointly perform the task behavior on the task object. After the step of controlling the task object and the player object to enter the task scene corresponding to the target task, the method further includes: The task target is displayed in the task scenario; The task object and the player object are positioned on opposite sides of the task action object, so that the task object and the player object can respectively perform the task behavior on the task action object.

4. The method according to claim 3, characterized in that, The step of displaying a first control for controlling the task object and a second control for controlling the player object in the graphical user interface includes: The first control is displayed around the task object, and the second control is displayed around the player object.

5. The method according to claim 4, characterized in that, The steps of displaying the first control around the task object and displaying the second control around the player object include: If the task object is displayed to the left of the task action object in the graphical user interface, the first control is displayed in the left area of ​​the task action object; If the player object is displayed to the right of the task action object in the graphical user interface, the first control is displayed in the right-hand area of ​​the task action object.

6. The method according to claim 1, characterized in that, The steps of responding to trigger commands for the first control and / or the second control, and respectively controlling the task object and the player object to perform task behaviors corresponding to the target task in the task scene, include: The first control and the second control are controlled to be in a triggerable state according to a preset rule; When the first control is in a triggerable state, the task object is controlled to perform the first task behavior corresponding to the target task in the task scenario, and the behavior effect of the first task behavior is determined based on the triggering situation of the first control. When the second control is in a triggerable state, respond to the trigger command for the second control, control the player object to perform the second task behavior corresponding to the target task in the task scene, and determine the behavior effect of the second task behavior based on the triggering status of the second control.

7. The method according to claim 6, characterized in that, The steps of controlling the first control and the second control to be in a triggerable state according to a preset rule include: The first control and the second control are controlled to alternately be in a triggerable state according to a preset pattern.

8. The method according to claim 7, characterized in that, The step of determining the behavioral effect of the first task behavior based on the triggering of the first control includes: In response to the first control being in a triggerable state, a trigger command is generated for the first control, and it is determined that the first task behavior produces a first behavior effect; In response to the first control being in a triggerable state, if no trigger command is generated for the first control, it is determined that the first task behavior has not produced any behavioral effect; The steps for determining the behavioral effect of the second task behavior based on the triggering of the second control include: In response to the second control being in a triggerable state, a trigger command is generated for the second control, and it is determined that the second task behavior produces a second behavior effect; If no trigger command is generated for the second control when the second control is in a triggerable state, it is determined that the second task behavior has no effect.

9. The method according to claim 2, characterized in that, The task scenario also includes a task object, and the target task is used to instruct the task object and the player object to jointly perform the task behavior on the task object. The method further includes: In response to the task object and / or the player object performing the task action on the task action object, a third scene image captured by the virtual camera from a third shooting angle is displayed in the graphical user interface, wherein the third shooting angle is determined based on the force acting on the task action object.

10. The method according to claim 9, characterized in that, The step of displaying a third scene view captured from a third shooting angle of the virtual camera in the graphical user interface in response to the task object and / or the player object performing the task action on the task action object includes: In response to the task object and / or the player object performing the task action on the task action object, the task action object is controlled to move in the direction of the force generated by the task action, and the virtual camera is controlled to move from the second shooting angle along the direction of the force to the third shooting angle; During the movement of the virtual camera, a third scene captured by the virtual camera is displayed on the graphical user interface.

11. The method according to claim 9, characterized in that, After controlling the object of the task to move in the direction of the force generated by the task behavior, the method further includes: Control the object of the task to move in the opposite direction of the force to the initial position, and control the virtual camera to move in the opposite direction of the force to the second shooting angle.

12. The method according to claim 9, characterized in that, The third shooting angle is determined based on the force acting on the object of the task and the behavioral effect of the task behavior; the angle difference between the third shooting angle and the second shooting angle is positively correlated with the behavioral effect; the behavioral effect is determined based on the triggerable state of the first control and / or the second control and the generation time of the trigger command.

13. The method according to claim 1, characterized in that, The method further includes: In response to the fulfillment of the first preset condition, the first stage is determined to be over, and the first control and the second control are cancelled. Confirm that the second stage is initiated, and display the third control in the graphical user interface; In response to the trigger command for the third control, the task object and the player object are controlled to jointly perform the task behavior corresponding to the target task in the task scene.

14. The method according to claim 13, characterized in that, The first preset condition includes: the behavioral effect produced by the task behavior meets the preset result threshold, and / or, the duration of the first stage reaches a first duration.

15. The method according to claim 13, characterized in that, In response to the execution of the task behavior satisfying preset conditions, the steps for controlling the completion of the target task include: In response to the fulfillment of the second preset condition, the target task is completed and the game is settled; the second preset condition includes the number of times the trigger command of the third control is generated reaches a specified number, and / or the duration of the second stage reaches a second duration.

16. The method according to claim 15, characterized in that, The steps for game settlement include: The game is settled based on the behavioral effects produced by the task behavior and the number of times the trigger command of the third control is generated.

17. The method according to claim 1, characterized in that, After the target task is completed, the method further includes: Cancel the terminal device's control over the task object.

18. A task execution device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of the game scene, the game scene including quest objects and player objects controlled by the terminal device; the device includes: The task scene entry control module is used to control the task object and the player object to enter the task scene corresponding to the target task, and to display the task object and the player object controlled by the terminal device in the graphical user interface; A control display module is used to display, in the graphical user interface, a first control for controlling the task object and a second control for controlling the player object; The task behavior control module is used to respond to trigger instructions for the first control and / or the second control, and control the task object and the player object to perform the task behavior corresponding to the target task in the task scene respectively; The task completion control module is used to control the completion of the target task in response to the execution of the task behavior meeting preset conditions.

19. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the task execution method in the game according to any one of claims 1-17.

20. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the task execution method in the game as described in any one of claims 1-17.