Game control method and apparatus, and electronic device

By configuring different types of mechanism components on different model surfaces of the virtual model and controlling the virtual model to rotate in three-dimensional space, the virtual characters randomly encounter different mechanism components, which solves the problem of players encountering fixed mechanisms in game levels, improves the fun and experience of the game, and reduces user loss and server resource waste.

WO2025152706A1PCT designated stage expired Publication Date: 2025-07-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/140709
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-19
Filing Date
2024-12-19
Publication Date
2025-07-24

AI Technical Summary

Technical Problem

Virtual characters in existing games encounter fixed mechanisms in game levels, resulting in a decrease in player interest and experience, and may even lead to user churn and waste of server resources.

Method used

By configuring different types of mechanism components on different model surfaces of the virtual model and controlling the virtual model to rotate in three-dimensional space, the virtual characters can randomly encounter different mechanism components, and avoid falling through movement and avoiding falling, enriching the game content.

Benefits of technology

It improves players' interest and experience in the game, reduces user loss, and avoids waste of server resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game control method and apparatus, and an electronic device. The method comprises: in response to a game session start instruction, moving a plurality of virtual characters to a first model surface of a virtual model, and controlling a mechanism component on the first model surface to execute a corresponding game behavior; controlling the virtual model to rotate in a three-dimensional space in a game scene so as to switch model surfaces parallel to a reference plane in the virtual model; and when the virtual model rotates, controlling a first virtual character to move between the plurality of model surfaces. In this mode, different types of mechanism components are configured on different model surfaces of a virtual model in a game scene, along with the rotation of the virtual model, virtual characters will randomly encounter different mechanism components, and continuous movements and mechanism avoidance ensure that the virtual characters do not fall off, thereby enriching game content, increasing the interest in game and the gameplay experience of players, further increasing the number of game users, and avoiding resource waste of game servers.
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Description

Game control method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410084474.2, filed on January 19, 2024, entitled “Game Control Method, Device and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a game control method, device, and electronic device. Background Art

[0004] In some games, players often need to control virtual characters to complete game levels equipped with various traps. In related art, these traps are typically set up in game levels, and the virtual characters must pass through them or avoid being shot down by them in order to advance. These traps are often fixed, resulting in players often encountering the same traps in the same areas. This monotonous level content can reduce player interest in the game, negatively impacting their gaming experience, and may even lead to user churn, resulting in a waste of game server resources. Summary of the Invention

[0005] In view of this, the purpose of the present disclosure is to provide a game control method, device and electronic device, in which different model surfaces of virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanism, the virtual character is ensured not to fall. This rotating model and randomly appearing mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0006] In a first aspect, an embodiment of the present disclosure provides a game control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, the game scene includes a virtual model and multiple virtual characters, the multiple virtual characters include at least a first virtual character controlled by the terminal device, the virtual model includes multiple model surfaces, and each model surface is configured with a corresponding mechanism component. The method includes: in response to a game start instruction, moving the multiple virtual characters to the first model surface of the virtual model, and controlling the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, controlling the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model that is parallel to the reference plane, and controlling the mechanism components configured on each model surface to perform corresponding game behaviors; during the rotation of the virtual model, in response to a movement control instruction for the first virtual character, controlling the first virtual character to move between the multiple model surfaces so that the first virtual character does not fall from the virtual model.

[0007] In a second aspect, embodiments of the present disclosure provide a game control device that provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene, the game scene including a virtual model and multiple virtual characters, the multiple virtual characters including at least a first virtual character controlled by the terminal device. The virtual model includes multiple model surfaces, each model surface being configured with a corresponding mechanism component. The device includes: a game start module configured to, in response to a game game start instruction, move the multiple virtual characters to a first model surface of the virtual model, and control the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; a game control module configured to, based on a pre-configured first rotation parameter, control the virtual model to rotate in three dimensions within the game scene to switch model surfaces of the virtual model that are parallel to the reference plane, and control the mechanism components configured on each model surface to perform corresponding game behaviors; and a character movement module configured to, during the rotation of the virtual model, control the first virtual character to move between the multiple model surfaces in response to a movement control instruction for the first virtual character, so that the first virtual character does not fall from the virtual model.

[0008] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any one of the game control methods of the first aspect.

[0009] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any game control method of the first aspect.

[0010] The embodiments of the present disclosure bring the following beneficial effects:

[0011] The present disclosure provides a game control method, device and electronic device, which, in response to a game match start instruction, move multiple virtual characters to a first model surface of a virtual model, and control the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, control the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model that is parallel to the reference plane, and control the mechanism components configured on each model surface to perform corresponding game behaviors; during the rotation of the virtual model, in response to a movement control instruction for the first virtual character, control the first virtual character to move between multiple model surfaces so that the first virtual character does not fall from the virtual model. In this method, different model surfaces of the virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanisms, the virtual character will not fall. This method of rotating the model and the random appearance of mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0012] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0015] FIG1 is a flow chart of a game control method provided by one embodiment of the present disclosure;

[0016] FIG2 is a schematic diagram of a virtual model provided by one embodiment of the present disclosure;

[0017] FIG3 is a schematic diagram of another virtual model provided by one embodiment of the present disclosure;

[0018] FIG4 is a schematic diagram of a configuration interface provided by one embodiment of the present disclosure;

[0019] FIG5 is a schematic structural diagram of a game control device provided by one embodiment of the present disclosure;

[0020] FIG6 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0022] Currently, in some games, players usually need to control virtual characters to complete game levels with various mechanisms. In related technologies, various mechanisms are usually set up in game levels, and virtual characters need to pass through various mechanisms or not be shot down by the mechanisms in order to pass the game level. The various mechanisms set up in the game levels are usually fixed, resulting in players usually encountering the same game mechanisms in the same scene area. The single level content will reduce players' interest in the game, affect players' gaming experience, and may even cause game users to lose, thereby leading to a waste of game server resources. Based on this, the embodiments of the present disclosure provide a game control method, device, and electronic device, which can be applied to mobile phones, computers, notebooks, tablets, computers and other devices.

[0023] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] In one possible implementation, an embodiment of the present invention provides a game control method that provides a graphical user interface (GUI) via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes at least a portion of a game scene, wherein the game scene includes a virtual model and multiple virtual characters, wherein the multiple virtual characters include at least a first virtual character controlled by the terminal device. The virtual model includes multiple model surfaces, each model surface being configured with a corresponding mechanism component.

[0027] As shown in FIG1 , the method includes the following steps:

[0028] Step S102, in response to a game match start instruction, moving the multiple virtual characters to a first model surface of the virtual model, and controlling the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to the reference plane and is used to provide support for the multiple virtual characters to prevent the multiple virtual characters from falling from the virtual model;

[0029] The reference plane is perpendicular to gravity, so the first model surface parallel to the reference plane can provide surface support for the virtual character. As long as the virtual character is on the first model surface, it will not fall from the virtual model due to the support.

[0030] The virtual model can be of various shapes, such as a cylinder, cone, cube, cuboid, or hexahedron. The model surfaces generally refer to the individual surfaces of the virtual model, such as the six surfaces of a cube or cuboid. These different model surfaces typically have different corresponding mechanism components. For example, the mechanism component configured on the first model surface is the first mechanism component, and the mechanism component configured on the second model surface is the second mechanism component. These mechanism components generally include static obstacles and dynamic obstacles.

[0031] Taking the virtual model as a virtual Rubik's Cube as an example, for example, as shown in Figure 2, the virtual model includes six model surfaces, namely the six model surfaces of "upper, lower, left, right, and front". The "upper" model surface can be set as the first model surface, and each model surface is provided with different mechanism components. For example, the component type of the mechanism component set on the "upper" model surface is the first component type (such as the ice and snow type, the mechanism components of the ice and snow type include a rotating snow machine that freezes the player, snowballs that turn into ice and snow when touched, snowmen, trees, fences, igloos, etc.). For another example, the component type of the mechanism component set on the "front" model surface is the second component type (such as the toy type, the mechanism components of the toy type include an ice rotating hammer, a straight-line transmission belt, a counterclockwise rotating conveyor belt, etc.). For another example, the component type of the mechanism component set on the "lower" model surface is the third component type (such as the space type, the mechanism components of the space type include a flying saucer that can launch light ball bombs, a missile that can track players, etc.). For example, the component type of the mechanism component set on the surface of the "back" model is the fourth component type (for example, an animal-type mechanism component includes vines that entangle the player, fruit that grows larger, trees, pillars, etc.). For another example, the component type of the mechanism component set on the surface of the "left" model is the fifth component type (for example, a music-type mechanism component includes music bombs that lose control when touched, rotating fences, jellyfish, etc.). For another example, the component type of the mechanism component set on the surface of the "right" model is the sixth component type (for example, a food-type mechanism component includes a rotating fork, a whisk that moves in circles on the floor, fruit, cake, etc.).

[0032] Step S104: Controlling the virtual model to rotate in three dimensions within the game scene according to a pre-configured first rotation parameter to switch model surfaces of the virtual model parallel to the reference plane, and controlling the mechanism components configured on each model surface to perform corresponding game behaviors.

[0033] The first rotation parameters are typically determined based on first configuration information pre-configured during the development process. The first configuration information typically includes the number of rotation steps required, as well as the number of faces to be rotated for each step, the angle, duration, and time. In response to a game start instruction, the first rotation parameters for the current game are determined based on the first configuration information. Specifically, the model surface to be rotated for each rotation step can be randomly determined from various model surfaces.

[0034] The first rotation parameters typically include the number of rotation steps of the virtual model, the rotation angle of the model surface rotated during each rotation step, the rotation duration of each rotation step of the virtual model, and the rotation time. For example, at the start of the game, after 5 seconds, the virtual model rotates to the first designated model surface, controlling the first designated model surface to rotate 90 degrees clockwise for 5 seconds; after the rotation is completed, after another 4 seconds, the virtual model rotates to the second designated model surface, controlling the second designated model surface to rotate 90 degrees counterclockwise for 3 seconds; after the rotation is completed, after another 3 seconds, the virtual model rotates to the third designated model surface, controlling the third designated model surface to rotate 90 degrees counterclockwise for 2 seconds.

[0035] As the virtual model rotates, the mechanism components configured on the surface of each model perform corresponding game behaviors.

[0036] The above-mentioned control of the virtual model to rotate in three-dimensional space in the game scene, optionally, controls the entire virtual model to rotate in three-dimensional space in the game scene. For example, as shown in Figure 2, controls the "upper" model surface in the virtual model to rotate 90 degrees clockwise so that the "left" model surface parallel to the reference plane becomes the new first model surface.

[0037] Optionally, part of the model surface in the virtual model is controlled to rotate in three-dimensional space in the game scene. For example, as shown in Figure 2, the "front" model surface in the virtual model is controlled to rotate 90 degrees clockwise so that part of the land in the "left" model surface and the white land in the "upper" model surface form a model surface parallel to the reference plane, becoming the new first model surface. Taking the virtual model as a virtual Rubik's Cube as an example, as shown in Figure 3, six faces (such as the gray faces in the figure) in the virtual model can be controlled to rotate.

[0038] Step S106 : During the rotation of the virtual model, in response to a movement control instruction for the first virtual character, controlling the first virtual character to move between the plurality of model surfaces so that the first virtual character does not fall off the virtual model.

[0039] During the rotation of the virtual model, the player must control the first virtual character to always stay on the model surface parallel to the reference plane to prevent the first virtual character from falling off the virtual model. At the same time, the player must control the first virtual character to avoid the mechanical components, so as not to be blocked by the mechanical components or hit by the mechanical components and fall off the virtual model.

[0040] An embodiment of the present disclosure provides a game control device, which moves multiple virtual characters to a first model surface of a virtual model in response to a game start instruction, and controls the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, controls the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model that is parallel to the reference plane, and controls the mechanism components configured on each model surface to perform corresponding game behaviors; during the rotation of the virtual model, responds to the movement control instruction for the first virtual character, controls the first virtual character to move between multiple model surfaces so that the first virtual character does not fall from the virtual model. In this method, different model surfaces of the virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanisms, the virtual character will not fall. This method of rotating the model and the random appearance of mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0041] The above method also includes: in response to reaching a first preset time and the first virtual character not falling from the virtual model, or in response to the number of virtual characters falling from the virtual model within the first preset time meeting a preset number and the first virtual character not falling from the virtual model, controlling the first virtual character to complete the game match.

[0042] The above method also includes: in response to a game match end event, controlling the end of the game match.

[0043] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character fall from the virtual model within a first preset time, and the game match duration meets the first preset time.

[0044] The first preset time can be set in advance based on game requirements, such as 1 minute. The preset number can also be set in advance based on game requirements, such as 75% of the total number of characters. That is, after the game duration meets the first preset time, the virtual characters that have not fallen from the virtual models will be controlled to complete the game match. Alternatively, if the game duration does not meet the first preset time, but the number of virtual characters that have fallen is greater than the preset number, the virtual characters that have not fallen from the virtual models will be controlled to complete the game match.

[0045] After responding to the game start instruction, the method further includes: displaying prompt information, where the prompt information is used to indicate at least part of the rotation parameters of the first rotation parameter of the virtual model.

[0046] The above prompt information can be one or more of the following: the number of rotation steps of the virtual model, the number of faces rotated in each rotation step, the model surface rotated in each rotation step, the rotation angle in each rotation step, the rotation duration in each rotation step, etc.

[0047] The above-mentioned prompt information can also be all the first rotation parameters, or a specific rotation picture. In other words, the above-mentioned prompt information can be text information or animation information. By providing players with the upcoming rotation prompt before the game officially starts, players can use the prompt information to remember the rotation method of the virtual model in the game, thereby ensuring that the virtual character does not fall off the virtual model.

[0048] The first rotation parameter includes at least part of the following parameters: the number of rotation steps of the virtual model, the model surface rotated in each rotation step, the rotation angle of the model surface rotated in each rotation step, the rotation duration and rotation time of the virtual model in each rotation step.

[0049] The model surfaces rotated in each rotation step can be designated by corresponding identifiers of the model surfaces. Typically, each model surface has a corresponding identifier. For example, in the first rotation step, the model surfaces rotated are surface A and surface B. The rotation angle can be a direction or an angle. For example, in the first rotation step, the model surfaces rotated are rotated 90 degrees clockwise.

[0050] The above method also includes: when controlling the virtual model to rotate in three-dimensional space in the game scene, the model faces that are parallel to each other in the virtual model can be rotated simultaneously, and the model faces that are not parallel to each other cannot be rotated simultaneously.

[0051] Optionally, when controlling the virtual model to rotate in three-dimensional space in the game scene, the model surface of the virtual model that is perpendicular to the reference plane is controlled to rotate; among the model surfaces perpendicular to the reference plane, the model surfaces that are parallel to each other can rotate simultaneously, and the model surfaces that are not parallel to each other cannot rotate simultaneously.

[0052] For example, as shown in FIG3 , the model surface with serial number 123 can be rotated at the same time, and the model surface with serial number 456 can be rotated at the same time, but the model surface with serial number 123 cannot be rotated at the same time as the model surface with serial number 456.

[0053] In response to the game start instruction, a possible implementation method of moving multiple virtual characters to the first model surface of the virtual model is as follows:

[0054] In response to a game match start instruction, a pre-configured second rotation parameter is determined, and the virtual model is controlled to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model parallel to the reference plane; in response to the end of the virtual model rotation, multiple virtual characters are moved to the first model surface of the virtual model.

[0055] The second rotation parameter may be the same as or different from the first rotation parameter. Optionally, in response to a game match start instruction, the plurality of virtual characters are controlled to be positioned in a three-dimensional space above the first model surface, without contact with the first model surface. Then, based on the pre-configured second rotation parameter, the virtual model is controlled to rotate in three-dimensional space within the game scene to switch the model surface of the virtual model parallel to the reference plane. In response to the virtual model rotation being completed, the plurality of virtual characters are positioned on the first model surface of the virtual model.

[0056] The above-mentioned second rotation parameters usually include the number of rotation steps of the virtual model, the model surface that rotates in each step of rotation, the rotation angle of the model surface that rotates in each step of rotation, the rotation duration and rotation moment of the virtual model in each step of rotation; among them, the rotation duration of the virtual model in each step of rotation is a fixed duration, and the rotation moment is that if the rotation duration has not passed, the model surface of the next step will be controlled to rotate.

[0057] When the game begins, the player is first shown a rotation method for the virtual model. This rotation method can be the same as the rotation method after moving multiple virtual characters to the first model surface of the virtual model. In other words, after moving multiple virtual characters to the first model surface of the virtual model, the virtual model rotates again from its original state according to the above rotation method. However, during the re-rotation, the rotation duration and rotation time of each step may be different from the previous one. During the re-rotation, the rotation duration of each step is inversely proportional to the number of rotation steps, that is, the greater the number of rotation steps, the shorter the rotation duration. During the re-rotation, the rotation interval between each step also becomes smaller and smaller. The re-rotation process is generally divided into three stages: the first stage is slow, and players are rarely eliminated; the second stage is faster, and players begin to be eliminated; the third stage is the fastest, and players have a high survival difficulty.

[0058] This rotation method can also be a rotation method opposite to the rotation method of the virtual model after the multiple virtual characters are moved to the first model surface of the virtual model. In other words, after the multiple virtual characters are moved to the first model surface of the virtual model, the virtual model rotates in the opposite manner from the state after the current rotation is completed, which is equivalent to rotating in the opposite direction. However, during the reverse rotation, the rotation duration and rotation time of each step may be different from the previous one. When rotating again, the rotation duration of each step is inversely proportional to the number of rotation steps, that is, the greater the number of rotation steps, the shorter the rotation duration. When rotating in the reverse direction, the rotation interval between each step will also become smaller and smaller. Usually, the re-rotation is divided into three stages. The first stage has a slow rotation speed, which basically prevents players from being eliminated. The second stage has a faster rotation speed, which starts to eliminate players. The third stage has the fastest rotation speed, which makes it difficult for players to survive.

[0059] In the above method, a rotation animation of the virtual model is provided to the player before the game starts. The player can determine the rotation method of the virtual model during the actual game by memorizing it, thereby reducing the difficulty of passing the game.

[0060] Optionally, the first model surface is a model surface parallel to the reference plane when the virtual model finishes rotating, or the first model surface is a model surface parallel to the reference plane before the virtual model starts rotating.

[0061] The above method also includes: in response to the second rotation parameter being the same as the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane before the virtual model rotation starts; or, in response to the second rotation parameter being different from the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane when the virtual model rotation ends.

[0062] When it is determined that the first model surface is a model surface parallel to the reference plane before the virtual model starts rotating, the method further includes: controlling the virtual model to be restored to the state before the rotation starts; when it is determined that the first model surface is a model surface parallel to the reference plane at the end of the virtual model rotation, the method further includes: controlling the virtual model to be maintained in the state at the end of the rotation.

[0063] Optionally, in response to the second rotation parameter being the same as the first rotation parameter, the first model surface is determined to be the model surface parallel to the reference plane before the virtual model rotation starts, and the virtual model is controlled to be restored to the state before the rotation starts; or, in response to the second rotation parameter being different from the first rotation parameter, the first model surface is determined to be the model surface parallel to the reference plane at the end of the virtual model rotation, and the virtual model is controlled to be maintained in the state at the end of the rotation.

[0064] In other words, there are actually two ways to play the game. One is that after the virtual model rotates for demonstration, it returns to its original state, and then when the game officially starts, it rotates according to the rotation method shown. The other is that after the virtual model rotates for demonstration, it maintains the rotated state, and then when the game officially starts, it rotates in the opposite direction of the rotation method shown.

[0065] The above-mentioned model surface includes multiple plots, and the component types of the mechanism components distributed on the plots on the same model surface are the same; according to the pre-configured first rotation parameter, the virtual model is controlled to rotate in three-dimensional space in the game scene to switch the model surface parallel to the reference plane in the virtual model. A possible implementation method is: according to the pre-configured first rotation parameter, the virtual model is controlled to rotate in three-dimensional space in the game scene to switch the multiple plots included in the model surface parallel to the reference plane in the virtual model.

[0066] Optionally, a model surface perpendicular to the reference plane in the virtual model is controlled and rotated in three dimensions in the game scene to switch between multiple plots included in the model surface parallel to the reference plane in the virtual model. The model surface perpendicular to the reference plane is also composed of multiple plots.

[0067] Optionally, multiple plots included in a specified model surface in the virtual model are controlled to rotate in three-dimensional space in the game scene to switch the model surface in the virtual model that is parallel to the reference plane; wherein the specified model surface is perpendicular to the first model surface; or, some plots included in multiple model surfaces in the virtual model are controlled to rotate in three-dimensional space in the game scene to switch the model surface in the virtual model that is parallel to the reference plane; wherein the model surface composed of some plots is perpendicular to the first model surface.

[0068] For example, as shown in FIG2 , the designated model surface is one or more of the "upper, lower, front, back, left, and right" model surfaces. Furthermore, as shown in FIG3 , the designated model surface is the model surface numbered "1436," and the model surface consisting of the partial land parcel included in the plurality of model surfaces is either of the two model surfaces numbered "25."

[0069] A possible implementation of the above-mentioned step of controlling the mechanism components configured on each model surface to perform corresponding game behaviors is as follows: controlling each type of mechanism components distributed on multiple plots included in each model surface in the virtual model to perform corresponding game behaviors.

[0070] If the component types of the mechanism components distributed on the same model surface are different, it will not affect the game behavior of the mechanism components distributed on each plot. In other words, the mechanism components distributed on each plot are independent of each other and can execute corresponding game behaviors separately.

[0071] Similarly, a possible implementation method of the above-mentioned step of responding to the completion of the rotation of the virtual model is as follows: in response to the completion of the rotation of the virtual model, a scrambled virtual model is obtained; based on the different component types of the mechanism components distributed on the plots included in the same model surface in the scrambled virtual model, each type of mechanism component distributed on the multiple plots included in each model surface in the virtual model is controlled to perform corresponding game behaviors.

[0072] It should be noted that the first rotation parameter and the second rotation parameter are usually determined by pre-configured first configuration information and second configuration information, wherein the configuration information is configured through the configuration interface shown in FIG4 , and is usually set by a developer.

[0073] "0.7 time per step in the scramble phase" refers to the rotation duration of each step of the virtual model in the second configuration information; "0-2 restoration motion list" refers to the number of rotation steps of the virtual model in the first configuration information and the second configuration information; "whether two surfaces move simultaneously" refers to the number of rotating surfaces rotated in each step of the first configuration information and the second configuration information; "restoration interval" refers to the rotation moment of each step of the virtual model in the first configuration information; "change interval and rotation time" refers to the rotation duration of each step of the virtual model in the first configuration information.

[0074] That is, the first rotation parameter and the second rotation parameter may be the same or different. The difference may be the rotation duration and rotation time of each rotation step, or the order of the model surfaces rotated in each rotation step.

[0075] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating a virtual model in the game editing scene; and configuring configuration information of the virtual model.

[0076] The configuration information includes first configuration information and second configuration information, wherein the first configuration information is used to indicate the first rotation parameter of the virtual model during the actual game, and the second configuration information is used to indicate the second rotation parameter of the virtual model before the game starts.

[0077] Optionally, the above-mentioned editing control includes: multiple model components, each model component has a corresponding component identifier; the step of creating a virtual model in the game editing scene, a possible implementation method: selecting multiple target components from multiple model components, and placing the target components in the game editing scene in a specified manner; responding to parameter editing operations for multiple target components, determining the binding relationship between the multiple target components, and multiple rotation methods of the target components.

[0078] For example, 27 target components are arranged into a 9*9 Rubik's Cube. The aforementioned binding relationship generally refers to the binding relationship between the target component at the center and the edge components. The aforementioned multiple rotation methods of the target components generally refer to the rotation methods of the target components with binding relationships.

[0079] A possible implementation of the above steps of responding to parameter editing operations on multiple target components, determining the binding relationships between the multiple target components, and multiple rotation modes of the target components is as follows:

[0080] In response to a first parameter editing operation on a first component located at the center of the component, the first component is determined to be a center component; in response to a second parameter editing operation on a second component located at the edge of the center component, the second component is determined to be an edge component; in response to a rotation parameter editing operation on the center component, multiple rotation modes of the center component are determined, and the rotation modes include rotation direction and rotation angle; for each rotation mode, multiple groups of different edge components are bound to the center component, so that when the center component rotates according to the target rotation mode, one or more groups of target edge components are randomly selected from the multiple groups of different edge components bound to the center component, and the target edge components are controlled to rotate according to the target rotation mode; the number of components included in each group of edge components is the same; wherein, the rotation of the center component and the edge components is controlled according to the rotation mode by a pre-edited motion device.

[0081] For example, double-click the first component to display whether it is confirmed as the center component. Click OK to confirm the first component as the center component. Similarly, double-click the second component to display whether it is confirmed as the center component. Click No to confirm the second component as the edge component.

[0082] The central component can be configured to rotate in various ways, such as 90 degrees clockwise, 90 degrees counterclockwise, 90 degrees from front to back, 90 degrees from back to front, etc. The rotation of the central component is achieved through a motion device.

[0083] For example, as shown in Figure 3, for a 90-degree clockwise rotation, the edge components of the model faces numbered "123" are bound to the center component. When the center component is rotated 90 degrees clockwise, the edge components of the model faces numbered "1, 2, or 3" are also rotated 90 degrees clockwise. The specific group of edge components that are bound is random.

[0084] A possible implementation method of the above-mentioned steps of configuring the rotation parameters of the virtual model is as follows: editing the number of rotation steps of the virtual model, the number of rotation faces corresponding to each rotation step, the rotation angle, the rotation duration and the rotation time; editing the rotation method of the center component at each step, so that when the center component rotates according to the edited rotation method, multiple groups of edge components bound to the center component under the edited rotation method are determined, and edge components that match the number of rotation faces corresponding to the rotation steps are randomly determined from the multiple groups of edge components, and the matched edge components are controlled to rotate according to the edited rotation method; wherein the number of groups of matched edge components is the same as the number of rotation faces corresponding to the rotation steps.

[0085] Players only need to specify the number of rotation steps in the game editing scene, the number of rotated faces, rotation angle, rotation duration, and rotation time corresponding to each rotation step, as well as the rotation method of the central component in each step, to obtain the configuration information. In the actual game, the model faces that need to be rotated at each step will be determined based on this configuration information.

[0086] Corresponding to the above method embodiment, an embodiment of the present disclosure provides a game control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, the game scene includes a virtual model and multiple virtual characters, the multiple virtual characters include at least a first virtual character controlled by the terminal device, the virtual model includes multiple model surfaces, each model surface is configured with a corresponding mechanism component, as shown in FIG5 . The device includes:

[0087] A game start module 51 is configured to, in response to a game game start instruction, move the multiple virtual characters to a first model surface of the virtual model and control the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to the reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model;

[0088] The game control module 52 is configured to control the virtual model to rotate in three dimensions in the game scene according to a pre-configured first rotation parameter to switch the model surface of the virtual model parallel to the reference plane, and control the mechanism components configured on each model surface to perform corresponding game behaviors;

[0089] The character movement module 53 is configured to control the first virtual character to move between the plurality of model surfaces in response to a movement control instruction for the first virtual character during the rotation of the virtual model, so as to prevent the first virtual character from falling off the virtual model.

[0090] An embodiment of the present disclosure provides a game control device, which moves multiple virtual characters to a first model surface of a virtual model in response to a game start instruction, and controls the mechanism components on the first model surface to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, controls the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model that is parallel to the reference plane, and controls the mechanism components configured on each model surface to perform corresponding game behaviors; during the rotation of the virtual model, responds to the movement control instruction for the first virtual character, controls the first virtual character to move between multiple model surfaces so that the first virtual character does not fall from the virtual model. In this method, different model surfaces of the virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanisms, the virtual character will not fall. This method of rotating the model and the random appearance of mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0091] The above-mentioned device also includes: a game completion module, which is configured to control the first virtual character to complete the game game in response to the arrival of a first preset time and the first virtual character not falling from the virtual model, or in response to the number of virtual characters falling from the virtual model within the first preset time meeting a preset number and the first virtual character not falling from the virtual model.

[0092] The game start module is further configured to: display prompt information, where the prompt information is used to indicate at least part of the rotation parameters of the first rotation parameters of the virtual model.

[0093] The first rotation parameter includes at least part of the following parameters: the number of rotation steps of the virtual model, the model surface rotated in each rotation step, the rotation angle of the model surface rotated in each rotation step, the rotation duration and rotation time of the virtual model in each rotation step.

[0094] The above-mentioned device also includes: a rotation control module, which is configured to: when controlling the virtual model to rotate in three-dimensional space in the game scene, the model surfaces parallel to each other in the virtual model can rotate simultaneously, and the model surfaces non-parallel to each other cannot rotate simultaneously.

[0095] The above-mentioned game start module is also configured to: in response to a game game start instruction, determine a pre-configured second rotation parameter, control the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model parallel to the reference plane; in response to the end of the virtual model rotation, move multiple virtual characters to the first model surface of the virtual model.

[0096] The first model surface is the model surface parallel to the reference plane when the virtual model finishes rotating, or the first model surface is the model surface parallel to the reference plane before the virtual model starts rotating.

[0097] The above-mentioned device also includes: a first model surface determination module, which is configured to determine that the first model surface is a model surface parallel to the reference plane before the virtual model rotation starts in response to the second rotation parameter being the same as the first rotation parameter; or, in response to the second rotation parameter being different from the first rotation parameter, determine that the first model surface is a model surface parallel to the reference plane when the virtual model rotation ends.

[0098] The first model surface determination module further includes: a model restoration unit configured to control the virtual model to be restored to the state before the rotation begins; the first model surface determination module further includes: a state maintaining unit configured to control the virtual model to be maintained in the state at the end of the rotation.

[0099] The above-mentioned model surface includes multiple plots, and the component types of the mechanism components distributed on the plots on the same model surface are the same; the above-mentioned game control module is also configured to: according to a pre-configured first rotation parameter, control the virtual model to rotate in three-dimensional space in the game scene to switch the multiple plots included in the model surface of the virtual model parallel to the reference plane.

[0100] The game control module is further configured to control various types of mechanism components distributed on a plurality of land blocks included in the surface of each model in the virtual model to execute corresponding game behaviors.

[0101] The above-mentioned device also includes: a game ending module, which is configured to control the end of the game game in response to a game game ending event.

[0102] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character fall from the virtual model within a first preset time, and the game match duration meets the first preset time.

[0103] The above-mentioned device also includes a game editing module, which is configured to: display the game editing scene and editing controls during the game editing stage; create a virtual model in the game editing scene; and configure the rotation parameters of the virtual model.

[0104] The above-mentioned editing control includes: multiple model components, each model component has a corresponding component identifier; the above-mentioned game editing module is also configured to: select multiple target components from the multiple model components, and place the target components in the game editing scene in a specified manner; respond to parameter editing operations for multiple target components, determine the binding relationship between the multiple target components, and multiple rotation methods of the target components.

[0105] The above-mentioned game editing module is also configured to: respond to a first parameter editing operation on a first component located at the center of the component, determine the first component as a center component; respond to a second parameter editing operation on a second component located at the edge of the center component, determine the second component as an edge component; respond to a rotation parameter editing operation on the center component, determine multiple rotation modes of the center component, the rotation mode includes a rotation direction and a rotation angle; for each rotation mode, bind multiple groups of different edge components to the center component, so that when the center component rotates according to the target rotation mode, randomly select one or more groups of target edge components from the multiple groups of different edge components bound to the center component, and control the target edge components to rotate according to the target rotation mode; the number of components included in each group of edge components is the same; wherein, the rotation of the center component and the edge component is controlled according to the rotation mode by a pre-edited motion device.

[0106] The above-mentioned game editing module is also configured to: edit the number of rotation steps of the virtual model, the number of rotation faces corresponding to each rotation step, the rotation angle, the rotation duration and the rotation time; edit the rotation method of the central component at each step, so that when the central component rotates according to the edited rotation method, determine the multiple groups of edge components bound to the central component under the edited rotation method, randomly determine the edge components that match the number of rotation faces corresponding to the rotation steps from the multiple groups of edge components, and control the matching edge components to rotate according to the edited rotation method; wherein, the number of groups of matching edge components is the same as the number of rotation faces corresponding to the rotation steps.

[0107] The game control device provided in the embodiment of the present disclosure has the same technical features as the game control method provided in the above embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.

[0108] This embodiment further provides 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 game control method. The electronic device can be a server or a terminal device.

[0109] As shown in FIG6 , 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 above-mentioned game control method.

[0110] Furthermore, the electronic device shown in FIG6 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0111] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 6, but it does not mean that there is only one bus or one type of bus.

[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0113] The processor in the electronic device can implement the following operations in the game control method by executing machine-executable instructions:

[0114] In response to a game match start instruction, multiple virtual characters are moved to a first model surface of the virtual model, and the mechanism components on the first model surface are controlled to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, the virtual model is controlled to rotate in three-dimensional space in the game scene to switch the model surface in the virtual model that is parallel to the reference plane, and the mechanism components configured on each model surface are controlled to perform corresponding game behaviors; during the rotation of the virtual model, in response to a movement control instruction for the first virtual character, the first virtual character is controlled to move between multiple model surfaces so that the first virtual character does not fall from the virtual model.

[0115] In this method, different model surfaces of the virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanisms, the virtual character will not fall. This method of rotating the model and the random appearance of mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0116] The above method also includes: in response to reaching a first preset time and the first virtual character not falling from the virtual model, or in response to the number of virtual characters falling from the virtual model within the first preset time meeting a preset number and the first virtual character not falling from the virtual model, controlling the first virtual character to complete the game match.

[0117] After responding to the game start instruction, the method further includes: displaying prompt information, where the prompt information is used to indicate at least part of the rotation parameters of the first rotation parameter of the virtual model.

[0118] The first rotation parameter includes at least part of the following parameters: the number of rotation steps of the virtual model, the model surface rotated in each rotation step, the rotation angle of the model surface rotated in each rotation step, the rotation duration and rotation time of the virtual model in each rotation step.

[0119] The above method also includes: when controlling the virtual model to rotate in three-dimensional space in the game scene, the model faces that are parallel to each other in the virtual model can be rotated simultaneously, and the model faces that are not parallel to each other cannot be rotated simultaneously.

[0120] The above-mentioned moving multiple virtual characters to the first model surface of the virtual model in response to the game start instruction includes: determining a pre-configured second rotation parameter in response to the game start instruction, controlling the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model parallel to the reference plane; in response to the end of the virtual model rotation, moving the multiple virtual characters to the first model surface of the virtual model.

[0121] The first model surface is the model surface parallel to the reference plane when the virtual model finishes rotating, or the first model surface is the model surface parallel to the reference plane before the virtual model starts rotating.

[0122] The above method also includes: in response to the second rotation parameter being the same as the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane before the virtual model rotation starts; or, in response to the second rotation parameter being different from the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane when the virtual model rotation ends.

[0123] When it is determined that the first model surface is a model surface parallel to the reference plane before the virtual model starts rotating, the method further includes: controlling the virtual model to be restored to the state before the rotation starts; when it is determined that the first model surface is a model surface parallel to the reference plane at the end of the virtual model rotation, the method further includes: controlling the virtual model to be maintained in the state at the end of the rotation.

[0124] The above-mentioned model surface includes multiple plots, and the component types of the mechanism components distributed on the plots on the same model surface are the same; according to the pre-configured first rotation parameter, the step of controlling the virtual model to rotate in three-dimensional space in the game scene to switch the model surface parallel to the reference plane in the virtual model includes: according to the pre-configured first rotation parameter, controlling the virtual model to rotate in three-dimensional space in the game scene to switch the multiple plots included in the model surface parallel to the reference plane in the virtual model.

[0125] The above-mentioned control of the mechanism components configured on each model surface to execute corresponding game behaviors includes: controlling each type of mechanism components distributed on multiple plots included in the surface of each model in the virtual model to execute corresponding game behaviors.

[0126] The above method also includes: in response to a game match end event, controlling the end of the game match.

[0127] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character fall from the virtual model within a first preset time, and the game match duration meets the first preset time.

[0128] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating a virtual model in the game editing scene; and configuring the rotation parameters of the virtual model.

[0129] The above-mentioned editing control includes: multiple model components, each model component has a corresponding component identifier; the steps of creating a virtual model in the game editing scene include: selecting multiple target components from the multiple model components, and placing the target components in the game editing scene according to a specified method; responding to parameter editing operations for multiple target components, determining the binding relationship between the multiple target components, and multiple rotation methods of the target components.

[0130] The above-mentioned steps of responding to parameter editing operations on multiple target components, determining the binding relationship between the multiple target components, and multiple rotation modes of the target components include: responding to a first parameter editing operation on a first component located at the center of the component, determining the first component as the central component; responding to a second parameter editing operation on a second component located at the edge of the central component, determining the second component as the edge component; responding to a rotation parameter editing operation on the central component, determining multiple rotation modes of the central component, the rotation mode including the rotation direction and the rotation angle; for each rotation mode, binding multiple groups of different edge components to the central component, so that when the central component rotates according to the target rotation mode, randomly selecting one or more groups of target edge components from the multiple groups of different edge components bound to the central component, and controlling the target edge components to rotate according to the target rotation mode; the number of components included in each group of edge components is the same; wherein, the rotation of the central component and the edge components is controlled according to the rotation mode by a pre-edited motion device.

[0131] The above-mentioned steps of configuring the rotation parameters of the virtual model include: editing the number of rotation steps of the virtual model, the number of rotation faces corresponding to each rotation step, the rotation angle, the rotation duration and the rotation time; editing the rotation method of the center component at each step, so that when the center component rotates according to the edited rotation method, multiple groups of edge components bound to the center component under the edited rotation method are determined, and edge components that match the number of rotation faces corresponding to the rotation steps are randomly determined from the multiple groups of edge components, and the matched edge components are controlled to rotate according to the edited rotation method; wherein the number of groups of matched edge components is the same as the number of rotation faces corresponding to the rotation steps.

[0132] This embodiment further provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game control method.

[0133] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the game control method by executing the machine-executable instructions:

[0134] In response to a game match start instruction, multiple virtual characters are moved to a first model surface of the virtual model, and the mechanism components on the first model surface are controlled to perform corresponding game behaviors, wherein the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; according to a pre-configured first rotation parameter, the virtual model is controlled to rotate in three-dimensional space in the game scene to switch the model surface in the virtual model that is parallel to the reference plane, and the mechanism components configured on each model surface are controlled to perform corresponding game behaviors; during the rotation of the virtual model, in response to a movement control instruction for the first virtual character, the first virtual character is controlled to move between multiple model surfaces so that the first virtual character does not fall from the virtual model.

[0135] In this method, different model surfaces of the virtual models in the game scene are configured with different types of mechanism components. When the game is running, as the virtual model rotates, the virtual character will randomly encounter different mechanism components. By constantly moving and avoiding the mechanisms, the virtual character will not fall. This method of rotating the model and the random appearance of mechanism components enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0136] The above method also includes: in response to reaching a first preset time and the first virtual character not falling from the virtual model, or in response to the number of virtual characters falling from the virtual model within the first preset time meeting a preset number and the first virtual character not falling from the virtual model, controlling the first virtual character to complete the game match.

[0137] After responding to the game start instruction, the method further includes: displaying prompt information, where the prompt information is used to indicate at least part of the rotation parameters of the first rotation parameter of the virtual model.

[0138] The first rotation parameter includes at least part of the following parameters: the number of rotation steps of the virtual model, the model surface rotated in each rotation step, the rotation angle of the model surface rotated in each rotation step, the rotation duration and rotation time of the virtual model in each rotation step.

[0139] The above method also includes: when controlling the virtual model to rotate in three-dimensional space in the game scene, the model faces that are parallel to each other in the virtual model can be rotated simultaneously, and the model faces that are not parallel to each other cannot be rotated simultaneously.

[0140] The above-mentioned moving multiple virtual characters to the first model surface of the virtual model in response to the game start instruction includes: determining a pre-configured second rotation parameter in response to the game start instruction, controlling the virtual model to rotate in three-dimensional space in the game scene to switch the model surface of the virtual model parallel to the reference plane; in response to the end of the virtual model rotation, moving the multiple virtual characters to the first model surface of the virtual model.

[0141] The first model surface is the model surface parallel to the reference plane when the virtual model finishes rotating, or the first model surface is the model surface parallel to the reference plane before the virtual model starts rotating.

[0142] The above method also includes: in response to the second rotation parameter being the same as the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane before the virtual model rotation starts; or, in response to the second rotation parameter being different from the first rotation parameter, determining that the first model surface is a model surface parallel to the reference plane when the virtual model rotation ends.

[0143] When it is determined that the first model surface is a model surface parallel to the reference plane before the virtual model starts rotating, the method further includes: controlling the virtual model to be restored to the state before the rotation starts; when it is determined that the first model surface is a model surface parallel to the reference plane at the end of the virtual model rotation, the method further includes: controlling the virtual model to be maintained in the state at the end of the rotation.

[0144] The above-mentioned model surface includes multiple plots, and the component types of the mechanism components distributed on the plots on the same model surface are the same; according to the pre-configured first rotation parameter, the step of controlling the virtual model to rotate in three-dimensional space in the game scene to switch the model surface parallel to the reference plane in the virtual model includes: according to the pre-configured first rotation parameter, controlling the virtual model to rotate in three-dimensional space in the game scene to switch the multiple plots included in the model surface parallel to the reference plane in the virtual model.

[0145] The above-mentioned control of the mechanism components configured on each model surface to execute corresponding game behaviors includes: controlling each type of mechanism components distributed on multiple plots included in the surface of each model in the virtual model to execute corresponding game behaviors.

[0146] The above method also includes: in response to a game match end event, controlling the end of the game match.

[0147] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character fall from the virtual model within a first preset time, and the game match duration meets the first preset time.

[0148] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating a virtual model in the game editing scene; and configuring the rotation parameters of the virtual model.

[0149] The above-mentioned editing control includes: multiple model components, each model component has a corresponding component identifier; the steps of creating a virtual model in the game editing scene include: selecting multiple target components from the multiple model components, and placing the target components in the game editing scene according to a specified method; responding to parameter editing operations for multiple target components, determining the binding relationship between the multiple target components, and multiple rotation methods of the target components.

[0150] The above-mentioned steps of responding to parameter editing operations on multiple target components, determining the binding relationship between the multiple target components, and multiple rotation modes of the target components include: responding to a first parameter editing operation on a first component located at the center of the component, determining the first component as the central component; responding to a second parameter editing operation on a second component located at the edge of the central component, determining the second component as the edge component; responding to a rotation parameter editing operation on the central component, determining multiple rotation modes of the central component, the rotation mode including the rotation direction and the rotation angle; for each rotation mode, binding multiple groups of different edge components to the central component, so that when the central component rotates according to the target rotation mode, randomly selecting one or more groups of target edge components from the multiple groups of different edge components bound to the central component, and controlling the target edge components to rotate according to the target rotation mode; the number of components included in each group of edge components is the same; wherein, the rotation of the central component and the edge components is controlled according to the rotation mode by a pre-edited motion device.

[0151] The above-mentioned steps of configuring the rotation parameters of the virtual model include: editing the number of rotation steps of the virtual model, the number of rotation faces corresponding to each rotation step, the rotation angle, the rotation duration and the rotation time; editing the rotation method of the center component at each step, so that when the center component rotates according to the edited rotation method, multiple groups of edge components bound to the center component under the edited rotation method are determined, and edge components that match the number of rotation faces corresponding to the rotation steps are randomly determined from the multiple groups of edge components, and the matched edge components are controlled to rotate according to the edited rotation method; wherein the number of groups of matched edge components is the same as the number of rotation faces corresponding to the rotation steps.

[0152] The computer program products of the game control methods, devices, and systems provided in the embodiments of the present disclosure include 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 previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0153] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0154] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0155] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0156] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0157] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A game control method, which provides a graphical user interface through a terminal device. The graphical user interface includes at least part of a game scene. The game scene includes a virtual model and multiple virtual characters. The multiple virtual characters at least include a first virtual character controlled by the terminal device. The virtual model includes multiple model surfaces, and each model surface is configured with a corresponding mechanism component. The method includes: In response to a game round start instruction, move the multiple virtual characters to a first model surface of the virtual model, and control the mechanism component on the first model surface to perform a corresponding game behavior. Wherein, the first model surface is parallel to a reference plane and is used to support the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; According to a pre-configured first rotation parameter, control the virtual model to rotate in three-dimensional space in the game scene to switch the model surface parallel to the reference plane in the virtual model, and control the mechanism components configured on each model surface to perform corresponding game behaviors respectively; During the rotation of the virtual model, in response to a movement control instruction for the first virtual character, control the first virtual character to move between the multiple model surfaces so that the first virtual character does not fall from the virtual model.

2. The method according to claim 1, wherein, The method further includes: In response to reaching a first preset time and the first virtual character not falling from the virtual model, or in response to the number of virtual characters falling from the virtual model within the first preset time meeting a preset number and the first virtual character not falling from the virtual model, control the first virtual character to complete the game round.

3. The method according to claim 1, wherein, After responding to the game round start instruction, the method further includes: Display a prompt message, where the prompt message is used to indicate at least part of the rotation parameters in the first rotation parameter of the virtual model.

4. The method according to claim 1, wherein The first rotation parameter includes at least part of the following parameters: the number of rotation steps of the virtual model, the model surface to be rotated at each rotation step, the rotation angle of the model surface to be rotated at each rotation step, the rotation duration and rotation moment of the virtual model at each rotation step.

5. The method according to claim 1, wherein The method further includes: When controlling the virtual model to rotate in three-dimensional space in the game scene, the model surfaces parallel to each other in the virtual model can rotate simultaneously, and the model surfaces not parallel to each other cannot rotate simultaneously.

6. The method according to claim 1, wherein In response to the game round start instruction, moving the multiple virtual characters to the first model surface of the virtual model includes: In response to the game round start instruction, determine a pre-configured second rotation parameter, and control the virtual model to rotate in three-dimensional space in the game scene to switch the model surface parallel to the reference plane in the virtual model; In response to the end of the rotation of the virtual model, move the multiple virtual characters to the first model surface of the virtual model.

7. The method according to claim 6, wherein Wherein, The first model surface is the model surface parallel to the reference plane when the rotation of the virtual model ends, or the first model surface is the model surface parallel to the reference plane before the rotation of the virtual model starts.

8. The method according to claim 7, wherein, The method further includes: In response to the second rotation parameter being the same as the first rotation parameter, determining that the first model surface is the model surface parallel to the reference plane before the rotation of the virtual model starts; or In response to the second rotation parameter being different from the first rotation parameter, determining that the first model surface is the model surface parallel to the reference plane when the rotation of the virtual model ends.

9. The method according to claim 8, wherein, When it is determined that the first model surface is the model surface parallel to the reference plane before the rotation of the virtual model starts, the method further includes: Controlling to restore the virtual model to the state before the rotation starts; When it is determined that the first model surface is the model surface parallel to the reference plane when the rotation of the virtual model ends, the method further includes: Controlling to maintain the virtual model in the state when the rotation ends.

10. The method according to claim 9, wherein, The model surface includes multiple plots, and the component types of the mechanism components distributed on each plot on the same model surface are the same; The step of controlling the virtual model to perform a three-dimensional rotation in the game scene according to a pre-configured first rotation parameter to switch the model surface parallel to the reference plane in the virtual model includes: According to the pre-configured first rotation parameter, controlling the virtual model to perform a three-dimensional rotation in the game scene to switch the multiple plots included in the model surface parallel to the reference plane in the virtual model.

11. The method according to claim 10, wherein, The controlling each mechanism component configured on the model surface to perform a corresponding game behavior includes: Controlling each type of mechanism component distributed on the multiple plots included in each model surface in the virtual model to perform a corresponding game behavior.

12. The method according to claim 1, wherein The method further includes: In response to the game round end event, controlling to end the game round.

13. The method according to claim 12, wherein, The game round end event includes the following events: a preset number of virtual characters in the at least one virtual character fall from the virtual model within a first preset time, and the duration of the game round meets the first preset time.

14. The method according to claim 1, wherein, The method further includes: In the game editing stage, displaying a game editing scene and editing controls; Creating a virtual model in the game editing scene; Configuring the configuration information of the virtual model.

15. The method according to claim 14, wherein, The editing controls include: multiple model components, and each model component has a corresponding component identifier; The step of creating a virtual model in the game editing scene includes: Selecting multiple target components from the multiple model components and arranging the target components in the game editing scene in a specified manner; In response to a parameter editing operation for the multiple target components, determining the binding relationship between the multiple target components and various rotation modes of the target components.

16. The method according to claim 15, wherein, The step of, in response to a parameter editing operation for the multiple target components, determining the binding relationship between the multiple target components and various rotation modes of the target components includes: In response to a first parameter editing operation for a first component located at the center of a component, determine that the first component is the central component; In response to a second parameter editing operation for a second component located at the edge of the central component, determine that the second component is the edge component; In response to a rotation parameter editing operation for the central component, determine multiple rotation modes of the central component, where the rotation modes include a rotation direction and a rotation angle; For each rotation mode, bind multiple different sets of edge components to the central component, so that when the central component rotates in a target rotation mode, randomly select one or more sets of target edge components from the multiple different sets of edge components bound to the central component, and control the target edge components to rotate in the target rotation mode as well; the number of components included in each set of edge components is the same; wherein, control the central component and the edge components to rotate according to the rotation mode by a pre-edited mover.

17. The method according to claim 15, wherein, The steps of configuring the configuration information of the virtual model include: Edit the rotation steps of the virtual model, the number of rotation surfaces corresponding to each rotation step, the rotation angle, the rotation duration, and the rotation time; Edit the rotation mode of the central component for each step, so that when the central component rotates in the edited rotation mode, determine the multiple sets of edge components bound to the central component in the edited rotation mode, randomly determine the edge components that match the number of rotation surfaces corresponding to the rotation step from the multiple sets of edge components, and control the matching edge components to rotate in the edited rotation mode as well; wherein, the number of sets of the matching edge components is the same as the number of rotation surfaces corresponding to the rotation step.

18. A game control device provides a graphical user interface through a terminal device. The graphical user interface includes at least part of a game scene. The game scene includes a virtual model and multiple virtual characters. The multiple virtual characters at least include a first virtual character controlled by the terminal device. The virtual model includes multiple model surfaces, and each model surface is configured with a corresponding mechanism component. The device includes: A game start module, configured to, in response to a game start instruction, move the multiple virtual characters to a first model surface of the virtual model, and control the mechanism components on the first model surface to perform corresponding game behaviors, where the first model surface is parallel to a reference plane and is used to provide support for the multiple virtual characters so that the multiple virtual characters do not fall from the virtual model; A game control module, configured to control the virtual model to rotate in three-dimensional space in the game scene according to a pre-configured first rotation parameter to switch the model surface parallel to the reference plane in the virtual model, and control the mechanism components configured on each model surface to perform corresponding game behaviors respectively; A character movement module, configured to, during the rotation of the virtual model, in response to a movement control instruction for the first virtual character, control the first virtual character to move between the multiple model surfaces so that the first virtual character does not fall from the virtual model.

19. An electronic device, comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game control method according to any one of claims 1-17.

20. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game control method according to any one of claims 1-17.

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