Game control method, apparatus, and device, and storage medium
By introducing the distinction between main and secondary areas of the scene and the display of cumulative marks in racing games, the problem of players not being able to feel the number of falls is solved, and the gaming experience is improved.
Patent Information
- Application Number
- PCT/CN2025/077011
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-20
- Filing Date
- 2025-02-12
- Publication Date
- 2025-09-25
AI Technical Summary
In existing racing games, players have a single way to recover after falling during a game, which makes it impossible for players to feel the number of falls and affects the gaming experience.
The distinction between the main area and the sub-area of the scene is introduced. The controlled virtual objects are moved from the sub-area of the scene to the main area through control events, and the virtual objects are displayed in different ways according to the cumulative number of markings, and settlement is performed in combination with game data.
It improves the player's gaming experience, enables players to intuitively understand the effects of their operations, and enhances the interactivity and playability of the game.
Smart Images

Figure CN2025077011_25092025_PF_FP_ABST
Abstract
Description
Game control method, device, equipment and storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202410322926.6, filed on March 20, 2024, entitled “Game Control Method, Device, Equipment and Storage Medium”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a game control method, device, equipment, and storage medium. Background Art
[0004] With the development of the Internet, games are everywhere in people's lives and have become one of the most popular ways to entertain people during their leisure time. Among the many games, racing games with preset scenes are currently the most popular games.
[0005] In most current racing games, a match has a corresponding preset scene. Multiple players control their corresponding virtual objects and move from the starting point of the preset scene to the end point. The player who moves to the end point within the specified time wins the game. During the movement, the virtual object may fall from the preset scene. Related technologies generally default to restoring the display of the virtual object to the falling position within a preset time after the virtual object falls.
[0006] With this recovery method, whether a player falls during a game match, the corresponding display method after the game ends is the same, so that the player cannot feel the number of falls during the game after the game ends, resulting in a poor gaming experience for the player. Summary of the Invention
[0007] The purpose of the present disclosure is to provide a game control method, device, equipment and storage medium to address the deficiencies in the above-mentioned related technologies, so as to solve the problem of poor gaming experience for players in the related technologies.
[0008] To achieve the above objectives, the technical solutions adopted in the embodiments of the present disclosure are as follows:
[0009] In a first aspect, an embodiment of the present disclosure provides a game control method, wherein a terminal provides a graphical user interface, wherein the graphical user interface includes a virtual scene and controlled virtual objects in a current game phase, and the method includes:
[0010] In response to a movement operation on the controlled virtual object, controlling the controlled virtual object to move in a scene main area of the virtual scene;
[0011] In response to a control event, controlling the controlled virtual object to move from the scene main area to the scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and an effect applied to the controlled virtual object by the scene main area is different from an effect applied to the controlled virtual object by the scene sub-area;
[0012] triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, and marking the controlled virtual object for an Nth time in the current game phase, where N times is greater than or equal to 1;
[0013] In response to the controlled virtual object completing a target event of the current game phase, controlling the display of the controlled virtual object in a first display mode according to a cumulative number of marks corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least the first display mode and a second display mode different from the first display mode;
[0014] In response to a game settlement instruction, settlement is performed according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0015] In a second aspect, another embodiment of the present disclosure provides a game control device, the device comprising: a control module and a determination module, wherein:
[0016] The control module is configured to execute, in response to a movement operation on the controlled virtual object, control the controlled virtual object to move in a scene main area of the virtual scene; in response to a control event, control the controlled virtual object to move from the scene main area to a scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and the effect applied by the scene main area to the controlled virtual object is different from the effect applied by the scene sub-area to the controlled virtual object; trigger a movement control instruction through the scene sub-area to control the controlled virtual object to move from the scene sub-area to the scene main area, and mark the controlled virtual object for the Nth time in the current game phase, wherein N times is greater than or equal to 1; in response to the controlled virtual object completing a target event in the current game phase, control the display of the controlled virtual object in a first display mode according to the cumulative number of markings corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least a first display mode and a second display mode different from the first display mode;
[0017] The determination module is configured to execute a response game settlement instruction and perform settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0018] In a third aspect, another embodiment of the present disclosure provides a game control device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the game control device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect above.
[0019] In a fourth aspect, another embodiment of the present disclosure provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.
[0020] The beneficial effect of the present disclosure is that: using the game control method provided by the present disclosure, a player can control a controlled virtual object to move in the main scene area of a virtual scene in the current game stage. If the controlled virtual object moves from the main scene area to the sub-scene area due to the triggering of a control event, and the player triggers a movement control instruction in the sub-scene area, the controlled virtual object is controlled to move from the sub-scene area to the main scene area, and the cumulative marking number of the controlled virtual object is updated. After the controlled virtual object completes the target event of the current game stage, the controlled virtual object can be controlled in a first display mode according to the cumulative marking number of the controlled virtual object in the current game stage. When the game is settled, the game data of the controlled virtual object is settled to determine the game result of the controlled virtual object. This game mode allows different operations of the player in the game to affect the cumulative marking number, thereby affecting the first display mode of the current game stage. After completing the game, the player can understand his or her operations in the game based on the first display mode, and can understand his or her operations in the game in an intuitive manner, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0022] FIG1 is a flow chart of a game control method according to one embodiment of the present disclosure;
[0023] FIG2 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0024] FIG3 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0025] FIG4 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0026] FIG5 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0027] FIG6 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0028] FIG7 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0029] FIG8 is a flowchart of a game control method provided by one of the embodiments of the present disclosure;
[0030] FIG9 is a flowchart of a game control method provided by one of the embodiments of the present disclosure;
[0031] FIG10 is a schematic structural diagram of a game control device provided by one of the embodiments of the present disclosure;
[0032] FIG11 is a schematic structural diagram of a game control device provided by one of the embodiments of the present disclosure;
[0033] FIG12 is a schematic diagram of the structure of a game control device provided in one of the embodiments of the present disclosure. DETAILED DESCRIPTION
[0034] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in combination with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments.
[0035] The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the figures is not intended to limit the scope of the claimed disclosure, but rather merely represents selected embodiments of the present disclosure. All other embodiments derived by those skilled in the art based on the embodiments of the present disclosure without inventive effort are intended to fall within the scope of protection of the present disclosure.
[0036] 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.
[0037] 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 player 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.
[0038] 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.
[0039] In addition, the flowcharts used in this disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowcharts may not be implemented in order, and steps that have no logical contextual relationship may be reversed or performed simultaneously. Furthermore, those skilled in the art, guided by the content of this disclosure, may add one or more additional operations to the flowcharts, or may remove one or more operations from the flowcharts.
[0040] The following describes a game control method provided by an embodiment of the present disclosure in conjunction with a number of specific application examples. FIG1 is a flow chart of a game control method provided by an embodiment of the present disclosure. A graphical user interface is provided via a terminal. The graphical user interface includes a virtual scene and controlled virtual objects of the current game stage. As shown in FIG1 , the method includes:
[0041] S101: In response to a movement operation on a controlled virtual object, controlling the controlled virtual object to move in a scene main area of a virtual scene.
[0042] The method provided by the present disclosure is applied to a racing game scene, wherein a game stage includes multiple virtual objects, and the multiple virtual objects are controlled by multiple players. The initial positions of the multiple virtual objects are all the starting positions of the current game stage, and the current game stage also includes the end position. The virtual objects move in the platform area of the game (including the main area of the scene and some sub-areas of the scene, which are all preset platform areas). Each game stage has a preset time. Within the preset time, multiple virtual objects that move from the starting position of the current game to the end position will win the current game stage, and virtual objects that fail to pass the level within the preset time will be determined to have failed; or within the preset time, the virtual objects that fail to pass the level within the preset time will be determined to have failed. Multiple virtual objects that move from the starting position to the end position of the current game and whose clearance time (the time from the starting position to the end position of the current game) ranks before a preset number will win the current game stage; or, the victory of the current game is determined only by the clearance time. After a preset number of virtual objects have cleared the level, the current game is determined to be over, and the preset number of virtual objects that have cleared the level are determined to have won the current game stage, and the remaining virtual objects that have not cleared the level have failed. It should be understood that the above embodiment is only an exemplary description, and the specific rules for determining victory and failure in the current game stage can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiment.
[0043] S102: In response to a control event, the controlled virtual object is controlled to move from the main scene area to the secondary scene area.
[0044] In the current game stage, it includes a main area and a sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and the effect applied by the scene main area to the controlled virtual object is different from the effect applied by the scene sub-area to the controlled virtual object.
[0045] The scene sub-area includes at least one of the following: an area in the virtual scene that is not configured with a virtual plot for carrying a controlled virtual object for game play, and / or an area in the virtual scene that is configured with a virtual plot that has a negative impact on the game data of the controlled virtual object. When the controlled virtual object is in the scene sub-area, the operating difficulty of the controlled virtual object is higher than the operating difficulty when the controlled virtual object is in the scene main area.
[0046] For example, a scene sub-area may be included below the platform area. If a player falls from the platform area, he will fall into the scene sub-area. At this time, the scene sub-area is an area that is not configured to carry controlled virtual objects for game play. Among them, a more difficult situation may be, for example, a speed bump is set in the scene sub-area, so that the speed at which the player controls the movement of the controlled virtual object in the scene sub-area is slower than the normal movement speed of the controlled virtual object; or more virtual obstacles may be set in the scene sub-area, so that the player cannot pass through the scene sub-area smoothly. The specific configuration of the scene sub-area can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0047] In some possible embodiments, the scene sub-area may include, for example, a portion of a platform area, wherein the effect exerted by this portion of the scene sub-area on the controlled virtual object is different from the effect exerted by the scene main area on the controlled virtual object. For example, an acceleration belt may be provided in the scene main area (the movement speed of the virtual object on the acceleration belt is greater than the normal movement speed of the virtual object), and a deceleration belt may be provided in the scene sub-area (the movement speed of the virtual object on the deceleration belt is less than the normal movement speed of the virtual object); the scene main area may include, for example, multiple preset props or multiple preset mechanisms, etc. If the player controls the controlled virtual object to move in the main area, for example, the controlled virtual object touches a preset mechanism, such as a preset spring or a preset teleportation prop, etc., a control event will be triggered to control the controlled virtual object to be moved from the scene main area to the scene sub-area.
[0048] Alternatively, in some other possible embodiments, the scene sub-area may further include areas outside of part of the platform area. For example, a preset scene sub-area may be included below the entire platform area. If the player makes an operational error or triggers some trap props or spring props while controlling the movement of the controlled virtual object, a control event will be triggered to control the controlled virtual object to fall from the platform area to the sub-scene area outside the platform area. It should be understood that the scene types included in the scene sub-area and the situation of the controlled virtual object moving from the scene main area to the scene sub-area can be flexibly adjusted according to user needs and are not limited to those given in the above embodiments. It is sufficient that the scene main area and the scene sub-area have different effects on the controlled virtual object, which can be flexibly adjusted according to user needs.
[0049] S103: triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, and marking the controlled virtual object for the Nth time in the current game stage.
[0050] Among them, N times is greater than or equal to 1 time. At the beginning of each current game round, the initial value of the marking number corresponding to each controlled virtual object is 0. Each time a movement control instruction is triggered in the scene sub-area, the marking number of the controlled virtual object in the current game stage will be controlled to be updated. That is, in the current game stage, the marking number is used to mark / record the number of times the movement control instruction is triggered in the current game stage, and the marking number is consistent with the number of times the movement control instruction is triggered in the current game stage.
[0051] In some possible embodiments, for example, a virtual gripping prop / trigger may be provided at a preset location on a scene sub-area. In response to a controlled virtual object's contact with the virtual gripping prop / trigger on the scene sub-area, a movement control instruction is triggered. That is, the movement control operation is triggered only after the controlled virtual object is not only currently on the scene sub-area but also successfully contacts the preset gripping prop / trigger on the scene sub-area. Alternatively, for example, the entire platform area may be provided with a scene sub-area with triggers. In response to a controlled virtual object falling from the platform area and contacting the trigger, a movement control instruction is triggered. That is, as long as the controlled virtual object falls from the platform area, the movement control instruction is triggered. It should be understood that the above embodiments are merely illustrative, and the specific method for triggering the movement control instruction is related to the configuration of the scene sub-areas, and this disclosure does not impose any limitations thereon.
[0052] Compared with the current situation in some games where a controlled virtual object will directly redisplay at the save point corresponding to the falling position after falling, which makes the player feel more disconnected, the method provided by the present invention allows the controlled virtual object to move directly from the position in the current scene sub-area to the scene main area when it moves to the scene sub-area and triggers the movement control command, that is, the controlled virtual object is "resurrected on the spot". The player can intuitively observe how the controlled virtual object moves from the position in the scene sub-area to the scene main area, which greatly improves the player's gaming experience and avoids the player's sense of disconnection from falling to resurrection. The player can smoothly and intuitively observe how the controlled virtual object moves from the scene sub-area to the scene main area.
[0053] S104: In response to the controlled virtual object completing the target event of the current game phase, the controlled virtual object is controlled to be displayed in a first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase.
[0054] Among them, the display mode of the controlled virtual object includes at least a first display mode and a second display mode different from the first display mode; the first display mode can be, for example, a first animation, for example, an animation in which the virtual object appears relatively depressed, and the second display mode can be, for example, a second animation, for example, an animation in which the virtual object dances. The specific animation settings can be flexibly adjusted according to user needs, and it is only necessary that the first animation and the second animation are different animations from each other.
[0055] Alternatively, in other possible embodiments, the first display mode may be, for example, a first decoration, and the second display mode may be, for example, a second decoration adjacent to the first decoration. For example, for a first virtual object whose cumulative number of markings in the current duel stage is greater than or equal to a preset number threshold, the first decoration (medal / trophy / stamp, etc.) may be worn; for a second virtual object whose cumulative number of markings is less than a preset number threshold, the second decoration (medal / trophy / stamp, etc. that is different from the first decoration) may be worn. It should be understood that the above embodiments are merely illustrative, and the display content of the specific first display mode and the second display mode can be flexibly adjusted according to user needs, and is not limited to the above embodiments. It is sufficient that the first display mode and the second display mode can be distinguished from each other.
[0056] Figure 2 is an interface schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 2(a) and Figure 2(b), Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 2, a virtual scene corresponding to the current game is displayed in the graphical user interface, and the virtual scene includes a controlled virtual object controlled by the current player. The name of the controlled virtual object is displayed in the upper left corner of the graphical user interface. As shown in Figure 2, the graphical user interface is a game interface on the controlled virtual object side, and the name of the controlled virtual object controlled by the current player is "Pipizi".
[0057] Players can control the movement of the controlled virtual object in the virtual scene through the movement control in the lower left corner of the graphical user interface. A preset number of skill controls are included on the right side of the graphical user interface. For example, in an embodiment of the present disclosure, the preset number of skill controls may include: a lie-down control, a roll control, a jump control, and a prop control / lift control, etc. The prop control is used to release the virtual prop currently held by the controlled virtual object. If the controlled virtual object currently does not hold a virtual prop, the prop control is displayed on the graphical user interface in a preset display mode (for example, with a preset grayscale value) and the prop control is disabled; or, the prop control will not be displayed; or, the lift control is displayed at the position corresponding to the prop control; it should be understood that the above embodiments are only exemplary descriptions, and the display mode and display quantity of the specific multiple skill controls can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0058] 2 , a preset trigger area is also preset in the scene main area 131. The preset trigger area may be, for example, the area corresponding to the word “victory” in FIG. 2( a) and FIG. 2( b). As shown in FIG. 2( b), in response to the contact operation between the controlled virtual object and the preset trigger area in the scene main area 131, that is, in response to the controlled virtual object moving into the preset trigger area, the controlled virtual object is triggered to complete the target event of the current game stage. Of course, the preset trigger area may also be, for example, the finish line of the scene main area. After the controlled virtual object contacts the finish line of the scene main area, the controlled virtual object is triggered to complete the target event of the current game stage. The specific method of triggering and completing the target event is not limited to that given in the above embodiment and can be flexibly adjusted according to user needs.
[0059] In some possible embodiments, for example, in response to a target event of a controlled virtual object completing the current game phase, the controlled virtual object can be controlled to move to a first display area corresponding to the cumulative number of marks corresponding to the controlled virtual object in the current game phase, and the controlled virtual object can be displayed in a first display mode within the first display area; wherein the display area of the controlled virtual object includes at least a first display area and a second display area different from the first display area.
[0060] Figure 3 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in Figures 3(a) and 3(b), before controlling the controlled virtual object to move according to the cumulative number of markings, the "quality inspection" result corresponding to the controlled virtual object can be displayed on the graphical user interface according to the cumulative number of markings of the controlled virtual object. For example, as shown in Figure 3(a), if the cumulative number of markings of the current controlled virtual object is 5 times, which is greater than the first preset threshold value (3 times, of course, it can also be set to any integer number such as 4 times, 5 times, etc., which is only an example description and is not limited to the above embodiment), then "You have failed the quality inspection 5 times, and the quality inspection is unqualified!" will be displayed at the preset position on the current graphical user interface; as shown in Figure 3(b), if the cumulative number of markings of the current controlled virtual object is 2 times, which is less than the first preset threshold value, then "You have failed the quality inspection 2 times, and the quality inspection is qualified!" will be displayed at the preset position on the graphical user interface.
[0061] Figure 4 is an interface diagram of a graphical user interface provided by another embodiment of the present disclosure. For example, if the cumulative number of markings corresponding to the controlled virtual object in the current game stage is greater than or equal to the first preset threshold, then as shown in Figure 4(a), the controlled virtual object is controlled to move to the first display area 141, and the controlled virtual object is displayed in the first display area in the first display area; if the cumulative number of markings corresponding to the controlled virtual object in the current game stage is less than the first preset threshold, then as shown in Figure 4(b), the controlled virtual object is controlled to move to the second display area 142, and the controlled virtual object is displayed in the second display area in the second display area.
[0062] That is to say, a preset number threshold (first preset threshold) may be preset in a current game. If the cumulative number of markings in the current game stage is greater than or equal to the first preset threshold, it means that the player is touching the scene sub-area more times in the current game, which means that the player has not controlled the controlled virtual object well to move in the scene main area, which means that the player has made more mistakes in the current game and the player's control over the controlled virtual object is poor. At this time, the controlled virtual object can be controlled to move to the first display area to display the first animation in the first display area.
[0063] If the cumulative number of marks in the current game phase is less than or equal to the first preset threshold, it means that the player has touched the scene sub-area fewer times in the current game, which means that the player can better control the controlled virtual object to continue to move in the scene main area, which means that the player has made fewer mistakes in the current game phase and has better control over the controlled virtual object. At this time, the controlled virtual object can be controlled to move to the second display area to display the second animation in the second display area.
[0064] For example, the first target area may be a trash can area in a factory, and the second target area may be a factory delivery area in a virtual factory. That is, if the cumulative number of markings in the current game phase is greater than or equal to a preset threshold, it indicates that the player is in a scene sub-area that has been touched more times in the current game, indicating that the player has not properly controlled the movement of the controlled virtual object in the scene main area and has made more operational errors. In this case, the virtual object can be controlled to move to the trash can area in the virtual factory. If the cumulative number of markings in the current game phase is less than or equal to the preset threshold, it indicates that the player has touched a scene sub-area less times in the current game, indicating that the player has properly controlled the controlled virtual object to continuously move in the scene main area and has made fewer operational errors. In this case, the virtual object can be controlled to move to the factory delivery area in the virtual factory so that the virtual object is displayed with a preset packaging result, thereby simulating factory delivery quality inspection in a real scene. Unqualified virtual objects will be thrown into the trash can, and qualified virtual objects will be successfully packaged, thereby enhancing the player's perception of their in-game performance and improving the player's gaming experience.
[0065] Among them, in addition to judging the player's level based on a preset number of thresholds, it can also be determined based on a preset ranking ratio. For example, for multiple virtual objects that have successfully passed the level within a preset time, it is determined that the levels of the virtual objects ranked in the top 70% (of course, it can also be any ratio such as 65%, 60% or 80%) are better, and the levels of the virtual objects ranked in the bottom 30% are worse. It should be understood that the above embodiment is only an exemplary description. How to determine the level of each player, how to mark each virtual object, or how to determine the animation to be played after the current game ends can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0066] S105: Responding to the game settlement instruction, performing settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0067] Among them, the game data may include, for example: the time it takes for the controlled virtual object controlled by the player to pass the current game stage, the cumulative number of markings in the current game stage, the cumulative number of times other controlled virtual objects are shot down in the current game stage, etc. It should be understood that the above embodiments are only exemplary descriptions, and the data content corresponding to the specific game data can be flexibly adjusted according to user needs and is not limited to the above embodiments; based on the player's game data in multiple dimensions in the game, the game result of the controlled virtual object controlled by the player is finally determined. Different game results may correspond to different rewards, or different rankings, etc., which can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0068] In one embodiment of the present disclosure, the game data does not include the cumulative number of marks, that is, the cumulative number of marks is not included in the player's game data, does not involve the specific player's gaming experience, and will only affect the corresponding performance mechanism after the end of the current game stage, and will not affect the player's scoring results or game results; that is, the cumulative number of marks disclosed in the present disclosure only involves the performance / display effects corresponding to each virtual object after the game is completed, or the corresponding partition placement effects (factory area / trash can area), and is not used to solve the duel results. This method of not counting the cumulative number of marks in the player's game data avoids the tension caused by operational errors in players, allowing players to play the game in a relaxed manner. The player's operational performance in the game will only affect the performance information after the game is completed, and will not have any impact on the game results.
[0069] It should be noted that in the embodiments of the present disclosure, only virtual objects that have successfully passed the level will have different display methods for in-game performance. For virtual objects that have not successfully passed the level, their performance will only be the performance method corresponding to the failure to pass the level, and will not involve different display methods for in-game performance. The triggering method of the different display methods of the specific player's in-game performance can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0070] Using the game control method provided by the present disclosure, a player can control a controlled virtual object to move within the main scene area of a virtual scene during the current game phase. If the controlled virtual object moves from the main scene area to the secondary scene area due to the triggering of a control event, and the player triggers a movement control instruction within the secondary scene area, the controlled virtual object is moved from the secondary scene area to the main scene area, and the cumulative marking number of the controlled virtual object is updated. After the controlled virtual object completes the target event of the current game phase, the controlled virtual object can be controlled in a first display mode based on the cumulative marking number of the controlled virtual object in the current game phase. When the game is settled, the game data of the controlled virtual object is settled to determine the game result of the controlled virtual object. This game mode allows different operations of the player in the game to affect the cumulative marking number, thereby affecting the first display mode of the current game phase. After completing the game, the player can understand his or her operations in the game based on the first display mode, and can understand his or her operations in the game in an intuitive manner, thereby improving the player's gaming experience.
[0071] In some possible embodiments, the movement triggering area may, for example, include: a first area, a second area, and a third area; in response to the contact operation between the controlled virtual object and the first area, a movement control instruction is triggered; the virtual gripper is controlled to carry the controlled virtual object to move in a first preset direction to move the controlled virtual object to the second area, wherein the first preset direction may be, for example, upward movement, that is, movement in a direction away from the first area; within the second area, the virtual gripper is controlled to carry the controlled virtual object to move to the third area; in response to the controlled virtual object moving to the third area, the display of the virtual gripper is canceled, and the controlled virtual object is controlled to move from the current position to the main area of the scene; that is, after the virtual gripper is triggered to be displayed in the game scene, it will carry the controlled virtual object to move a certain distance, and during the movement of the virtual gripper carrying the controlled virtual object, the movement speed of the controlled virtual object is consistent with the movement speed of the virtual gripper, and the movement speed of the controlled virtual object and the movement speed of the virtual gripper are both greater than the speed of the controlled virtual object during normal movement.
[0072] FIG5 is a schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in FIG5 , the current graphical user interface includes a scene main area 131 (the area marked as 131 in FIG5 ); a first area 132 (the area marked as 132 in FIG5 ); a second area 133 (the area marked as 133 in FIG5 ); and a third area 134 (the area marked as 134 in FIG5 ). In some possible embodiments, different areas may have different display colors, and areas of different colors may correspond to different functions. For example, the first area may be a blue area, and the function corresponding to the blue area may be movement in a first preset direction. If a controlled virtual object contacts the blue area, a movement control instruction is triggered, triggering the creation of a virtual gripper above the head of the controlled virtual object, and controlling the virtual gripper to grab the controlled virtual object, carrying the controlled virtual object in the first preset direction, and moving the controlled virtual object into the second area. It should be understood that the positional relationship between the various areas is not limited to that shown in FIG5 , and is determined specifically according to the settings of the game developer, and the present disclosure does not impose any limitations thereto.
[0073] The second area may be, for example, a pink area, and the function corresponding to the pink area may be, for example, movement in the direction of increasing game progress, that is, when the controlled virtual object is in the second area, the virtual gripper is controlled to carry the controlled virtual object in the direction of increasing game progress, that is, the controlled virtual object is carried away from the starting position and closer to the end position to move into the third area; the third area may be, for example, a red area, and the function corresponding to the red area may be, for example, destruction of the virtual gripper and stopping the movement of the controlled virtual object, that is, when the controlled virtual object moves into the third area, the display of the virtual gripper is canceled, and the controlled virtual object is controlled to move from the current position to the main area of the scene.
[0074] In some possible embodiments, when the controlled virtual object moves toward the main area of the scene, the controlled virtual object will be controlled to move from the current position to the main area of the scene according to a preset speed; wherein the preset speed can, for example, be consistent with the speed of free fall motion in reality, or can be a speed preset by a game developer. The specific preset speed setting can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0075] If the controlled virtual object falls laterally outside the platform area, it will first contact the first area, and the virtual gripper will be controlled to move in the first preset direction with the controlled virtual object in the first area to move to the fourth area; as shown in FIG5 , the current graphical user interface also includes a fourth area 135: an area marked as 135, wherein the fourth area can be, for example, a green area, and the function corresponding to the green area can be, for example, a lateral movement function. In the fourth area, the virtual gripper is controlled to move with the controlled virtual object toward the second area, that is, within the green area, the control of the virtual gripper with the controlled virtual object will be triggered to move to the middle position of the platform area. By touching the pink area, if the pink area is touched, the virtual gripper is triggered to carry the controlled virtual object in the direction of increasing the game progress, until the red area is touched, the display of the virtual gripper is cancelled, and the controlled virtual object is controlled to move to the platform area; it should be understood that the area colors corresponding to the above-mentioned areas are only exemplary descriptions, and only need to be distinguished from each other, and are not limited to those given in the above embodiments. The specific display colors of each area and the coordination method between each other can be flexibly adjusted according to user needs. It is only necessary to coordinate the settings between the areas so that the controlled virtual object can move from the scene sub-area to the scene main area.
[0076] In some possible embodiments, the method of controlling the controlled virtual object to move from the scene sub-area to the scene main area can be, for example: displaying a virtual gripper on top of the controlled virtual object; and controlling the virtual gripper to carry the controlled virtual object from the scene sub-area to the scene main area.
[0077] FIG6 is a schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, and FIG7 is a schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in FIG6 , during the movement of the controlled virtual object in the scene main area 131, if it moves from the scene main area to the scene sub-area 132 and a movement control instruction is triggered, as shown in FIG7( a ), a virtual clamp will be displayed above the head of the controlled virtual object that triggered the movement control instruction. The circular object clamped under the virtual clamp in FIG7( a ) and FIG7( b ) is the controlled virtual object. As shown in FIG7( b ), the virtual clamp will carry the controlled virtual object to move, so as to carry the controlled virtual object from the scene sub-area 132 to the scene main area 131. It should be understood that the display form of the controlled virtual object and the virtual clamp is not limited to that given in the above embodiment, and can be flexibly adjusted according to user needs. In the embodiment, if the controlled virtual object triggers a movement control instruction during its movement in the scene sub-area 132, a virtual clamp will be displayed above the head of the controlled virtual object to control the controlled virtual object to be grabbed from the scene sub-area 132 to the scene main area 131 by the virtual clamp, thereby realizing the resurrection of the controlled virtual object (that is, restoring the display of the controlled virtual object in the scene main area). The controlled virtual object that is grabbed back to the scene main area by the virtual clamp can continue to move in the scene main area to complete the current game stage. If, during the movement process, the controlled virtual object still moves from the scene main area to the scene sub-area and a movement control instruction is triggered in the scene sub-area, the controlled virtual object will still be carried from the scene sub-area to the scene main area by the virtual clamp. The controlled virtual object carried to the scene main area can still continue to move in the scene main area until the end of the current game stage.
[0078] Among them, after the display of the virtual gripper is triggered above the head of the controlled virtual object, the virtual gripper is controlled to carry the controlled virtual object and move from the scene sub-area to the scene main area at a first speed; wherein the first speed is greater than the normal movement speed of the controlled virtual object; wherein the normal movement speed of the controlled virtual object is the speed corresponding to the normal movement speed when the controlled virtual object is controlled to move in response to the player's operation on the movement control. In the game scene, the controlled virtual object can also be moved by rolling or jumping, etc., and rolling or jumping, etc. are the movement speeds corresponding to the skill controls. The normal movement speed in the present disclosure is intended to correspond to the movement speed corresponding to the movement controls. This setting method is to ensure the player's game progress and avoid wasting the player's game time. The speed at which the virtual gripper carries the controlled virtual object needs to be greater than the normal movement speed of the controlled virtual object to avoid the virtual gripper carrying the controlled virtual object for too long, which affects the player's clearance speed.
[0079] In some other possible embodiments, the first speed may also be less than or equal to the normal movement speed of the controlled virtual object. Such a setting method may cause a player who moves the controlled virtual object from the main area of the scene to the secondary area of the scene due to an operational error to be subject to some time penalties, that is, the player's corresponding controlled virtual object will move slower within a certain period of time, thereby ensuring the gaming experience of other players with better operations, ensuring the fairness of the game, and thus improving the player's gaming experience. It should be understood that the specific setting of the first speed can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0080] In an embodiment of the present disclosure, a movement trigger area or a movement trigger prop is provided in the scene sub-area. In response to the contact operation between the controlled virtual object and the movement trigger area / prop, a movement control instruction is triggered. For example, below the platform area are all scene sub-areas. In this type of scene sub-area, all scene sub-areas are movement trigger areas. That is, if the controlled virtual object falls from the platform area, it will fall into the movement trigger area. After the controlled virtual object falls into the movement trigger area, the movement control instruction will be triggered; or, for a scene sub-area of the speed bump type, or for a scene sub-area below the platform area, for example, at least one movement trigger prop can be provided in this type of scene sub-area. If the controlled virtual object touches the movement trigger prop during the movement in this type of scene sub-area, the movement control instruction will be triggered. It should be understood that the specific triggering method of the movement control instruction can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0081] In an embodiment of the present disclosure, when a controlled virtual object triggers a movement control instruction, it will trigger an update of the cumulative marking times of the controlled virtual object, so as to determine the number of times the controlled virtual object is grabbed by the virtual clamp and returned to the main area of the scene based on the cumulative marking times of the controlled virtual object. That is, the number of times the player moves from the main area of the scene to the sub-area of the scene and is grabbed by the virtual clamp and returned to the main area of the scene can be counted based on the cumulative marking times; through the cumulative marking times, it can be determined whether the player can better control the controlled virtual object to continuously control the movement of the controlled virtual object in the main area of the scene; that is, under the condition of similar clearance time, the lower the cumulative marking times of the controlled virtual object, the better the player's control over it; the higher the cumulative marking times of the controlled virtual object, the worse the player's control over it. The cumulative marking times can reflect the player's gaming level to a certain extent.
[0082] Optionally, based on the above embodiment, the present disclosure may further provide a game control method. The following illustrates the implementation process of determining the game result in the above method with reference to the accompanying drawings. FIG8 is a flowchart of a game control method provided by another embodiment of the present disclosure. As shown in FIG8 , S105 may include:
[0083] S111: Responding to a game settlement instruction, determining the ranking information of the controlled virtual object among all virtual objects in the current game, and determining the game result of the controlled virtual object based on the ranking information.
[0084] Among them, the ranking is the time ranking of each virtual object through the current game stage; that is, in the embodiment of the present disclosure, the final game result of the current duel is only related to the time ranking of the player through the current game stage, and has nothing to do with the cumulative number of marks in the current game stage. The player only needs to focus on passing the level as soon as possible. Moving from the main area of the scene to the secondary area of the scene will not lead to the failure of the current game, or will not cause the player to rank low. Only the time ranking through the current game stage will affect the game result of the current game. It should be understood that the above embodiment is only an exemplary description, and the data content included in the game data considered in the specific game results can be flexibly adjusted according to user needs, and is not limited to the above embodiment.
[0085] Optionally, based on the above embodiment, the present disclosure may also provide a game control method. The following illustrates the implementation process of controlling the movement of a controlled virtual object in the above method with reference to the accompanying drawings. FIG9 is a flowchart of a game control method provided by another embodiment of the present disclosure. As shown in FIG9 , S103 may include:
[0086] S121: Triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the current position in the scene sub-area to the target position in the scene main area.
[0087] Among them: the target position is other positions except the end position and the starting position of the scene main area; that is, the player moving from the scene main area to the scene sub-area will not lead to the end of the current game stage, will not lead to the failure of the player in the current game stage, and will not cause the player's progress in the current game stage to regress. The determination of the target position can be, for example, based on the falling position of the controlled virtual object (determined from the position moved from the scene main area to the scene sub-area). For example, the target position can be the falling position, or the target position can be, for example, a preset distance from the falling position, and a position closer to the preset end point relative to the falling position. The specific method of determining the target position can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0088] Using the game control method provided by the present disclosure, if a controlled virtual object moves from the main scene area to the secondary scene area during the current game phase and a movement control command is triggered, a virtual grabber is triggered to control the virtual grabber to move the controlled virtual object to the main scene area, and the accumulated mark count of the controlled virtual object is updated. Finally, after the current game phase ends, the corresponding performance effect / placement area is determined based on the accumulated mark count of the controlled virtual object, thereby determining the post-game display content based on the player's in-game operations. However, the accumulated mark count does not affect the final game outcome of the current game phase. In other words, the accumulated mark count only affects the different performance effects / placement areas and has no impact on the final game outcome. Furthermore, only controlled virtual objects that pass the current game phase are subject to different performance effects / placement areas based on the accumulated mark count. For controlled virtual objects that fail the current game phase, only the preset display content corresponding to a failed game phase is displayed on the graphical user interface. This configuration allows players who pass the current game phase to understand their performance in the current game phase based on the content displayed on the graphical user interface, thereby improving the player's gaming experience and enriching their visual experience.
[0089] The following explains the game control device provided by the present disclosure with reference to the accompanying drawings. The game control device can execute any of the game control methods in Figures 1 to 9 above. Its specific implementation and beneficial effects are referred to above and will not be repeated below.
[0090] FIG10 is a schematic diagram of the structure of a game control device provided by an embodiment of the present disclosure. As shown in FIG10 , the device includes: a control module 201 and a determination module 202, wherein:
[0091] The control module 201 is configured to execute, in response to a movement operation on the controlled virtual object, control the controlled virtual object to move in a scene main area of the virtual scene; in response to a control event, control the controlled virtual object to move from the scene main area to the scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and the effect applied to the controlled virtual object by the scene main area is different from the effect applied to the controlled virtual object by the scene sub-area; trigger a movement control instruction through the scene sub-area to control the controlled virtual object to move from the scene sub-area to the scene main area, and mark the controlled virtual object for the Nth time in the current game phase, where N times is greater than or equal to 1; in response to the controlled virtual object completing a target event in the current game phase, control the display of the controlled virtual object in a first display mode according to the cumulative number of markings corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least the first display mode and a second display mode different from the first display mode;
[0092] The determination module 202 is configured to execute a response game settlement instruction and perform settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0093] Optionally, the control module 201 is specifically configured to execute a target event in response to the controlled virtual object completing the current game stage, and according to the cumulative number of marks corresponding to the controlled virtual object in the current game stage, control the controlled virtual object to move to a first display area corresponding to the cumulative number of marks, and display the controlled virtual object in a first display mode within the first display area; wherein the display area of the controlled virtual object includes at least a first display area and a second display area different from the first display area.
[0094] Optionally, the control module 201 is specifically configured to control the controlled virtual object to move to the first display area and display the controlled virtual object in the first display area in a first display mode if the cumulative number of markings corresponding to the controlled virtual object in the current game stage is greater than or equal to a first preset threshold; if the cumulative number of markings corresponding to the controlled virtual object in the current game stage is less than the first preset threshold, control the controlled virtual object to move to the second display area and display the controlled virtual object in the second display area in the second display mode.
[0095] Optionally, the control module 201 is specifically configured to execute a contact operation in response to the controlled virtual object and a preset trigger area in the main area of the scene, triggering the controlled virtual object to complete the target event of the current game stage.
[0096] Optionally, the control module 201 is specifically configured to execute a first display mode to control the display of the controlled virtual object to move the controlled virtual object to a first target area corresponding to the accumulated marking times, wherein the virtual scene includes at least the first target area and a second target area different from the first target area.
[0097] Optionally, the game data does not include a cumulative number of markings.
[0098] Optionally, the scene sub-area includes at least one of the following:
[0099] An area in the virtual scene that is not configured with a virtual plot for carrying a controlled virtual object for game play; and / or an area in the virtual scene that is configured with a negative impact on the game data of the controlled virtual object, when the controlled virtual object is in the secondary area of the scene, the difficulty of operating the controlled virtual object is higher than the difficulty of operating the controlled virtual object when the controlled virtual object is in the main area of the scene.
[0100] Optionally, based on the above embodiment, an embodiment of the present disclosure may further provide a game control device. The following describes an example implementation process of the device shown in FIG10 with reference to the accompanying drawings. FIG11 is a schematic structural diagram of a game control device provided by another embodiment of the present disclosure. As shown in FIG11 , the device further includes: a display module 203 configured to display a virtual grabbing clip on top of a controlled virtual object;
[0101] The control module 201 is specifically configured to control the virtual gripper to carry the controlled virtual object and move from the scene secondary area to the scene primary area.
[0102] Optionally, the control module 201 is specifically configured to control the virtual gripper to carry the controlled virtual object and move from the scene secondary area to the scene main area at a first speed; wherein the first speed is greater than the normal movement speed of the controlled virtual object.
[0103] Optionally, a movement triggering area / prop is provided in the scene sub-area; the control module 201 is specifically configured to execute a movement control instruction in response to a contact operation between the controlled virtual object and the movement triggering area / prop.
[0104] Optionally, the determination module 202 is specifically configured to execute a response to a game settlement instruction, determine the ranking information of the controlled virtual object among all virtual objects in the current game, and determine the game result of the controlled virtual object based on the ranking information; wherein the ranking is the time ranking of each virtual object through the current game stage.
[0105] Optionally, the control module 201 is specifically configured to execute a movement control instruction triggered by the scene sub-area, and control the movement of the controlled virtual object from the current position in the scene sub-area to the target position in the scene main area, wherein: the target position is other positions except the end position and the starting position of the scene main area.
[0106] Optionally, the movement triggering area includes: a first area, a second area and a third area, and the control module 201 is specifically configured to execute a movement control instruction in response to a contact operation between the controlled virtual object and the first area; control the virtual gripper to carry the controlled virtual object to move in a first preset direction to move the controlled virtual object to the second area; within the second area, control the virtual gripper to carry the controlled virtual object to move to the third area; in response to the controlled virtual object moving to the third area, cancel the display of the virtual gripper, and control the controlled virtual object to move from the current position to the main area of the scene.
[0107] Optionally, the control module 201 is specifically configured to execute, within the second area, controlling the virtual gripper to carry the controlled virtual object and move in a direction that increases the game progress, so as to move into the third area.
[0108] Optionally, the control module 201 is specifically configured to control the virtual gripper to carry the controlled virtual object to move in a first preset direction to a fourth area; and in the fourth area, control the virtual gripper to carry the controlled virtual object to move to the second area.
[0109] Optionally, the control module 201 is specifically configured to control the controlled virtual object to move from a current position to a main area of the scene according to a preset speed.
[0110] Using the game control device provided by the present disclosure, a player can control a controlled virtual object to move in the main scene area of a virtual scene during the current game phase. If the controlled virtual object moves from the main scene area to the sub-scene area due to the triggering of a control event, and the player triggers a movement control instruction in the sub-scene area, the controlled virtual object is moved from the sub-scene area to the main scene area, and the cumulative marking number of the controlled virtual object is updated. After the controlled virtual object completes the target event of the current game phase, the controlled virtual object can be controlled in a first display mode according to the cumulative marking number of the controlled virtual object in the current game phase. When the game is settled, the game data of the controlled virtual object is settled to determine the game result of the controlled virtual object. This game mode allows different operations of the player in the game to affect the cumulative marking number, thereby affecting the first display mode of the current game phase. After completing the game, the player can understand his or her operations in the game based on the first display mode, and can understand his or her operations in the game in an intuitive manner, thereby improving the player's gaming experience.
[0111] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0112] FIG12 is a schematic structural diagram of a game control device provided in an embodiment of the present disclosure. The game control device may be integrated into a terminal device or a chip of the terminal device.
[0113] As shown in FIG. 12 , the game control device includes a processor 501 , a bus 502 , and a storage medium 503 .
[0114] The processor 501 is used to store programs. The processor 501 calls the programs stored in the storage medium 503 to execute the method embodiments corresponding to the above Figures 1 to 9.
[0115] Specifically, the steps of the processor 501 executing the above-mentioned game control method include:
[0116] In response to a movement operation on the controlled virtual object, controlling the controlled virtual object to move in a scene main area of the virtual scene;
[0117] In response to a control event, controlling the controlled virtual object to move from the scene main area to the scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and an effect applied to the controlled virtual object by the scene main area is different from an effect applied to the controlled virtual object by the scene sub-area;
[0118] triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, and marking the controlled virtual object for an Nth time in the current game phase, where N times is greater than or equal to 1;
[0119] In response to the controlled virtual object completing a target event of the current game phase, controlling the display of the controlled virtual object in a first display mode according to a cumulative number of marks corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least the first display mode and a second display mode different from the first display mode;
[0120] In response to a game settlement instruction, settlement is performed according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0121] In some embodiments, when executing the response to the controlled virtual object completing the target event of the current game phase and controlling the display of the controlled virtual object in the first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase, the processor 501 is further configured to execute:
[0122] In response to the controlled virtual object completing the target event of the current game stage, according to the cumulative number of marks corresponding to the controlled virtual object in the current game stage, the controlled virtual object is controlled to move to a first display area corresponding to the cumulative number of marks, and the controlled virtual object is displayed in a first display mode within the first display area; wherein the display area of the controlled virtual object includes at least a first display area and a second display area different from the first display area.
[0123] In some embodiments, when the processor 501 controls the controlled virtual object to move to the first display area corresponding to the accumulated number of marks corresponding to the controlled virtual object in the current game phase according to the accumulated number of marks, it is further configured to:
[0124] If the cumulative number of marks corresponding to the controlled virtual object in the current game phase is greater than or equal to a first preset threshold, controlling the controlled virtual object to move to the first display area and displaying the controlled virtual object in the first display area in a first display mode;
[0125] If the cumulative number of markings corresponding to the controlled virtual object in the current game stage is less than a first preset threshold, the controlled virtual object is controlled to move to a second display area and displayed in the second display mode in the second display area.
[0126] In some embodiments, before executing the target event in response to the controlled virtual object completing the current game phase and controlling the display of the controlled virtual object in the first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase, the processor 501 is further configured to execute:
[0127] In response to a contact operation between the controlled virtual object and a preset trigger area in the scene main area, the controlled virtual object is triggered to complete a target event of the current game stage.
[0128] In some embodiments, the first display mode controls the display of the controlled virtual object by moving the controlled virtual object to a first target area corresponding to the accumulated marking times, wherein the virtual scene includes at least a first target area and a second target area different from the first target area.
[0129] In some embodiments, the game data does not include the cumulative marking times.
[0130] In some embodiments, the scene sub-area includes at least one of the following:
[0131] The virtual scene does not have an area of virtual land configured to carry the controlled virtual object for game play; and / or the virtual scene is configured with an area that has a negative impact on the game data of the controlled virtual object. When the controlled virtual object is in the scene sub-area, the operating difficulty of the controlled virtual object is higher than the operating difficulty of the controlled virtual object in the scene main area.
[0132] In some embodiments, when executing the control to move the controlled virtual object from the scene secondary area to the scene main area, the processor 501 is further configured to execute:
[0133] Displaying a virtual gripper on top of the controlled virtual object;
[0134] The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene main area.
[0135] In some embodiments, when executing the control of the virtual gripper to carry the controlled virtual object and move from the scene secondary area to the scene primary area, the processor 501 is further configured to execute:
[0136] The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene primary area at a first speed; wherein the first speed is greater than a normal movement speed of the controlled virtual object.
[0137] In some embodiments, a movement triggering area / prop is provided in the scene sub-area; before executing the movement control instruction triggered by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, the processor 501 is further configured to execute:
[0138] In response to the contact operation between the controlled virtual object and the movement triggering area / prop, a movement control instruction is triggered.
[0139] In some embodiments, when the processor 501 executes the response game settlement instruction and performs settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object, it is further configured to execute:
[0140] In response to the game settlement instruction, the ranking information of the controlled virtual object among all virtual objects in the current game is determined, and the game result of the controlled virtual object is determined based on the ranking information; wherein, the ranking is the time ranking of each virtual object through the current game stage.
[0141] In some embodiments, when the processor 501 executes the triggering of the movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, it is further configured to execute:
[0142] The movement control instruction is triggered by the scene sub-area to control the movement of the controlled virtual object from the current position in the scene sub-area to the target position in the scene main area, wherein: the target position is other positions except the end position and the starting position of the scene main area.
[0143] In some embodiments, the movement triggering area includes: a first area, a second area, and a third area. When the processor 501 executes the movement control instruction in response to the contact operation between the controlled virtual object and the movement triggering area, it is further configured to execute:
[0144] triggering a movement control instruction in response to a contact operation between the controlled virtual object and the first area;
[0145] When the movement control instruction is triggered by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, it is also used to execute:
[0146] controlling the virtual gripper to carry the controlled virtual object and move it in a first preset direction, so as to move the controlled virtual object to a second area;
[0147] In the second area, controlling the virtual gripper to carry the controlled virtual object to move toward a third area;
[0148] In response to the controlled virtual object moving to the third area, the display of the virtual gripper is canceled, and the controlled virtual object is controlled to move from the current position to the main area of the scene.
[0149] In some embodiments, when the processor 501 controls the virtual gripper to carry the controlled virtual object to move to the third area within the second area, it is further configured to:
[0150] In the second area, the virtual gripper is controlled to carry the controlled virtual object and move in a direction that increases game progress, so as to move into the third area.
[0151] In some embodiments, when the processor 501 controls the virtual gripper to carry the controlled virtual object and move it in the first preset direction to the second area, the processor 501 is further configured to execute:
[0152] Controlling the virtual gripper to carry the controlled virtual object to move in a first preset direction to a fourth area;
[0153] In the fourth area, the virtual gripper is controlled to carry the controlled virtual object and move toward the second area.
[0154] In some embodiments, when executing the control of moving the controlled virtual object from the current position to the main area of the scene, the processor 501 is further configured to execute:
[0155] Control the controlled virtual object to move from the current position to the main area of the scene according to a preset speed.
[0156] By using the game control device provided by the present disclosure, a player can control a controlled virtual object to move in the main scene area of a virtual scene during the current game phase. If the controlled virtual object moves from the main scene area to the sub-scene area due to the triggering of a control event, and the player triggers a movement control instruction in the sub-scene area, the controlled virtual object is moved from the sub-scene area to the main scene area, and the cumulative marking number of the controlled virtual object is updated. After the controlled virtual object completes the target event of the current game phase, the controlled virtual object can be controlled in a first display mode according to the cumulative marking number of the controlled virtual object in the current game phase. When the game is settled, the game data of the controlled virtual object is settled to determine the game result of the controlled virtual object. This game mode allows different operations of the player in the game to affect the cumulative marking number, thereby affecting the first display mode of the current game phase. After completing the game, the player can understand his or her operations in the game based on the first display mode, and can understand his or her operations in the game in an intuitive manner, thereby improving the player's gaming experience.
[0157] Optionally, the present disclosure further provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method, specifically performing the following steps:
[0158] In response to a movement operation on the controlled virtual object, controlling the controlled virtual object to move in a scene main area of the virtual scene;
[0159] In response to a control event, controlling the controlled virtual object to move from the scene main area to the scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and an effect applied to the controlled virtual object by the scene main area is different from an effect applied to the controlled virtual object by the scene sub-area;
[0160] triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, and marking the controlled virtual object for an Nth time in the current game phase, where N times is greater than or equal to 1;
[0161] In response to the controlled virtual object completing a target event of the current game phase, controlling the display of the controlled virtual object in a first display mode according to a cumulative number of marks corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least the first display mode and a second display mode different from the first display mode;
[0162] In response to a game settlement instruction, settlement is performed according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
[0163] In some embodiments, when executing the response to the controlled virtual object completing the target event of the current game phase and controlling the display of the controlled virtual object in the first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase, the processor 501 is further configured to execute:
[0164] In response to the controlled virtual object completing the target event of the current game stage, according to the cumulative number of marks corresponding to the controlled virtual object in the current game stage, the controlled virtual object is controlled to move to a first display area corresponding to the cumulative number of marks, and the controlled virtual object is displayed in a first display mode within the first display area; wherein the display area of the controlled virtual object includes at least a first display area and a second display area different from the first display area.
[0165] In some embodiments, when the processor 501 controls the controlled virtual object to move to the first display area corresponding to the accumulated number of marks corresponding to the controlled virtual object in the current game phase according to the accumulated number of marks, it is further configured to:
[0166] If the cumulative number of marks corresponding to the controlled virtual object in the current game phase is greater than or equal to a first preset threshold, controlling the controlled virtual object to move to the first display area and displaying the controlled virtual object in the first display area in a first display mode;
[0167] If the cumulative number of markings corresponding to the controlled virtual object in the current game stage is less than a first preset threshold, the controlled virtual object is controlled to move to a second display area and displayed in the second display mode in the second display area.
[0168] In some embodiments, before executing the target event in response to the controlled virtual object completing the current game phase and controlling the display of the controlled virtual object in the first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase, the processor 501 is further configured to execute:
[0169] In response to a contact operation between the controlled virtual object and a preset trigger area in the scene main area, the controlled virtual object is triggered to complete a target event of the current game stage.
[0170] In some embodiments, the first display mode controls the display of the controlled virtual object by moving the controlled virtual object to a first target area corresponding to the accumulated marking times, wherein the virtual scene includes at least a first target area and a second target area different from the first target area.
[0171] In some embodiments, the game data does not include the cumulative marking times.
[0172] In some embodiments, the scene sub-area includes at least one of the following:
[0173] The virtual scene does not have an area of virtual land configured to carry the controlled virtual object for game play; and / or the virtual scene is configured with an area that has a negative impact on the game data of the controlled virtual object. When the controlled virtual object is in the scene sub-area, the operating difficulty of the controlled virtual object is higher than the operating difficulty of the controlled virtual object in the scene main area.
[0174] In some embodiments, when executing the control to move the controlled virtual object from the scene secondary area to the scene main area, the processor is further configured to execute:
[0175] Displaying a virtual gripper on top of the controlled virtual object;
[0176] The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene main area.
[0177] In some embodiments, when the processor controls the virtual gripper to carry the controlled virtual object and move from the scene secondary area to the scene primary area, the processor is further configured to:
[0178] The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene primary area at a first speed; wherein the first speed is greater than a normal movement speed of the controlled virtual object.
[0179] In some embodiments, a movement triggering area / prop is provided in the scene sub-area; before the processor executes the movement control instruction triggered by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, it is further configured to execute:
[0180] In response to the contact operation between the controlled virtual object and the movement triggering area / prop, a movement control instruction is triggered.
[0181] In some embodiments, when the processor executes the response game settlement instruction and performs settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object, it is further configured to execute:
[0182] In response to the game settlement instruction, the ranking information of the controlled virtual object among all virtual objects in the current game is determined, and the game result of the controlled virtual object is determined based on the ranking information; wherein, the ranking is the time ranking of each virtual object through the current game stage.
[0183] In some embodiments, when the processor executes the triggering of the movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, it is further configured to execute:
[0184] The movement control instruction is triggered by the scene sub-area to control the movement of the controlled virtual object from the current position in the scene sub-area to the target position in the scene main area, wherein: the target position is other positions except the end position and the starting position of the scene main area.
[0185] In some embodiments, the movement triggering area includes: a first area, a second area, and a third area. When the processor executes the triggering of the movement control instruction in response to the contact operation between the controlled virtual object and the movement triggering area, the processor is further configured to execute:
[0186] triggering a movement control instruction in response to a contact operation between the controlled virtual object and the first area;
[0187] When the movement control instruction is triggered by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, it is also used to execute:
[0188] Controlling the virtual gripper to carry the controlled virtual object to move in a first preset direction, so as to move the controlled virtual object to a second area;
[0189] In the second area, controlling the virtual gripper to carry the controlled virtual object to move toward a third area;
[0190] In response to the controlled virtual object moving to the third area, the display of the virtual gripper is canceled, and the controlled virtual object is controlled to move from the current position to the main area of the scene.
[0191] In some embodiments, when the processor executes the step of controlling the virtual gripper to carry the controlled virtual object to move to the third area within the second area, the processor is further configured to execute:
[0192] In the second area, the virtual gripper is controlled to carry the controlled virtual object and move in a direction that increases game progress, so as to move into the third area.
[0193] In some embodiments, when the processor controls the virtual gripper to carry the controlled virtual object and move it in the first preset direction to the second area, the processor is further configured to execute:
[0194] Controlling the virtual gripper to carry the controlled virtual object to move in a first preset direction to a fourth area;
[0195] In the fourth area, the virtual gripper is controlled to carry the controlled virtual object and move toward the second area.
[0196] In some embodiments, when the processor controls the controlled virtual object to move from the current position to the main area of the scene, the processor is further configured to execute:
[0197] Control the controlled virtual object to move from the current position to the main area of the scene according to a preset speed.
[0198] By using the storage medium provided by the present disclosure, a player can control a controlled virtual object to move in the main scene area of a virtual scene during the current game phase. If the controlled virtual object moves from the main scene area to the sub-scene area due to the triggering of a control event, and the player triggers a movement control instruction in the sub-scene area, the controlled virtual object is moved from the sub-scene area to the main scene area, and the cumulative marking number of the controlled virtual object is updated. After the controlled virtual object completes the target event of the current game phase, the controlled virtual object can be controlled in a first display mode according to the cumulative marking number of the controlled virtual object in the current game phase. When the game is settled, the game data of the controlled virtual object is settled to determine the game result of the controlled virtual object. This game mode allows different operations of the player in the game to affect the cumulative marking number, thereby affecting the first display mode of the current game phase. After completing the game, the player can understand his or her operations in the game based on the first display mode, and can understand his or her operations in the game in an intuitive way, thereby improving the player's gaming experience.
[0199] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0200] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0201] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0202] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute some steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.
Claims
1. A game control method, comprising providing a graphical user interface (GUI) via a terminal, wherein the GUI includes a virtual scene and controlled virtual objects of a current game phase, the method comprising: In response to a movement operation on the controlled virtual object, controlling the controlled virtual object to move in a scene main area of the virtual scene; In response to a control event, controlling the controlled virtual object to move from the scene main area to the scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and an effect applied to the controlled virtual object by the scene main area is different from an effect applied to the controlled virtual object by the scene sub-area; triggering a movement control instruction through the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area, and marking the controlled virtual object for an Nth time in the current game phase, where N times is greater than or equal to 1; In response to the controlled virtual object completing a target event of the current game phase, controlling the display of the controlled virtual object in a first display mode according to a cumulative number of marks corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least the first display mode and a second display mode different from the first display mode; In response to a game settlement instruction, settlement is performed according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
2. The method according to claim 1, wherein In response to the controlled virtual object completing the target event of the current game phase, controlling the display of the controlled virtual object in a first display mode according to the cumulative number of marks corresponding to the controlled virtual object in the current game phase includes: In response to the controlled virtual object completing the target event of the current game stage, according to the cumulative number of marks corresponding to the controlled virtual object in the current game stage, the controlled virtual object is controlled to move to a first display area corresponding to the cumulative number of marks, and the controlled virtual object is displayed in a first display mode within the first display area; wherein the display area of the controlled virtual object includes at least a first display area and a second display area different from the first display area.
3. The method according to claim 2, wherein: The controlling the controlled virtual object to move to a first display area corresponding to the accumulated number of marks corresponding to the controlled virtual object in the current game phase according to the accumulated number of marks includes: If the cumulative number of marks corresponding to the controlled virtual object in the current game phase is greater than or equal to a first preset threshold, controlling the controlled virtual object to move to the first display area and displaying the controlled virtual object in the first display area in a first display mode; If the cumulative number of markings corresponding to the controlled virtual object in the current game stage is less than a first preset threshold, the controlled virtual object is controlled to move to a second display area and displayed in the second display mode in the second display area.
4. The method according to claim 2, wherein: In response to the controlled virtual object completing the target event of the current game phase, before controlling the display of the controlled virtual object in a first display mode according to the accumulated number of marks corresponding to the controlled virtual object in the current game phase, the method further includes: In response to a contact operation between the controlled virtual object and a preset trigger area in the scene main area, the controlled virtual object is triggered to complete a target event of the current game stage.
5. The method according to claim 1, wherein Controlling the display of the controlled virtual object in the first display mode is moving the controlled virtual object to a first target area corresponding to the accumulated marking times, wherein the virtual scene includes at least a first target area and a second target area different from the first target area.
6. The method according to claim 1, wherein The game data does not include the accumulated marking times.
7. The method according to claim 1, wherein The scene sub-area includes at least one of the following: The virtual scene includes an area where no virtual land for carrying the controlled virtual object for game play is configured; and the virtual scene includes an area that has a negative impact on the game data of the controlled virtual object. When the controlled virtual object is in the sub-area of the scene, the operating difficulty of the controlled virtual object is higher than the operating difficulty of the controlled virtual object in the main area of the scene.
8. The method according to claim 1, wherein The controlling the virtual object to be controlled moves from the scene secondary area to the scene primary area, comprising: Displaying a virtual gripper on top of the controlled virtual object; The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene main area.
9. The method according to claim 8, wherein The controlling the virtual gripper to carry the controlled virtual object and move from the scene secondary area to the scene primary area includes: The virtual gripper is controlled to carry the controlled virtual object and move from the scene secondary area to the scene main area at a first speed.
10. The method according to claim 8, wherein The scene sub-area is provided with a movement trigger area / props; The step of triggering a movement control instruction through the scene sub-area includes: In response to the controlled virtual object and the movement triggering area / prop satisfying a preset position relationship, a movement control instruction is triggered.
11. The method according to claim 1, wherein The responding to the game settlement instruction and performing settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object also includes: In response to the game settlement instruction, the ranking information of the controlled virtual object among all virtual objects in the current game is determined, and the game result of the controlled virtual object is determined based on the ranking information; wherein, the ranking is the time ranking of each virtual object through the current game stage.
12. The method according to claim 1, wherein The triggering of the movement control instruction by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area includes: The movement control instruction is triggered by the scene sub-area to control the movement of the controlled virtual object from the current position in the scene sub-area to the target position in the scene main area, wherein: the target position is other positions except the end position and the starting position of the scene main area.
13. The method according to claim 10, wherein: The movement triggering area includes: a first area, a second area, and a third area, and triggering a movement control instruction in response to a contact operation between the controlled virtual object and the movement triggering area includes: triggering a movement control instruction in response to a contact operation between the controlled virtual object and the first area; The triggering of the movement control instruction by the scene sub-area to control the movement of the controlled virtual object from the scene sub-area to the scene main area includes: controlling the virtual gripper to carry the controlled virtual object and move it in a first preset direction, so as to move the controlled virtual object to a second area; In the second area, controlling the virtual gripper to carry the controlled virtual object to move toward a third area; In response to the controlled virtual object moving to the third area, the display of the virtual gripper is canceled, and the controlled virtual object is controlled to move from the current position to the main area of the scene.
14. The method according to claim 13, wherein The step of controlling the virtual gripper to carry the controlled virtual object and move to the third area within the second area includes: In the second area, the virtual gripper is controlled to carry the controlled virtual object and move in a direction that increases game progress, so as to move into the third area.
15. The method according to claim 13, wherein The controlling the virtual gripper to carry the controlled virtual object to move in a first preset direction to a second area includes: controlling the virtual gripper to carry the controlled virtual object and move in the first preset direction to a fourth area; In the fourth area, the virtual gripper is controlled to carry the controlled virtual object and move toward the second area.
16. The method of claim 13, wherein: The controlling the controlled virtual object to move from a current position to the main area of the scene includes: Control the controlled virtual object to move from the current position to the main area of the scene according to a preset speed.
17. A game control device, comprising: A control module and a determination module, wherein: The control module is configured to execute, in response to a movement operation on a controlled virtual object, control the controlled virtual object to move in a scene main area of a virtual scene; in response to a control event, control the controlled virtual object to move from the scene main area to a scene sub-area, wherein the scene main area and the scene sub-area are different areas in the virtual scene, and the effect applied to the controlled virtual object by the scene main area is different from the effect applied to the controlled virtual object by the scene sub-area; trigger a movement control instruction through the scene sub-area to control the controlled virtual object to move from the scene sub-area to the scene main area, and mark the controlled virtual object for the Nth time in the current game phase, wherein N times is greater than or equal to 1; in response to the controlled virtual object completing a target event of the current game phase, control the display of the controlled virtual object in a first display mode according to the cumulative number of markings corresponding to the controlled virtual object in the current game phase, wherein the display mode of the controlled virtual object includes at least a first display mode and a second display mode different from the first display mode; The determination module is configured to execute a response game settlement instruction and perform settlement according to the game data of the controlled virtual object to determine the game result of the controlled virtual object.
18. A game control device, comprising: A processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the game control device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1 to 16.
19. A storage medium storing a computer program, wherein the computer program is operable to execute the method according to any one of claims 1 to 16 when executed by a processor.
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