Game item control method and apparatus, and electronic device
By controlling game props through terminal devices to create environmental terrain and adjust markers in the game scene, the problem of single-function skills and props is solved, resulting in more efficient game gameplay and resource conservation.
Patent Information
- Application Number
- PCT/CN2025/080829
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-12
- Filing Date
- 2025-03-05
- Publication Date
- 2025-10-16
AI Technical Summary
The existing skills and items have limited functions, resulting in longer game sessions and higher resource consumption.
The terminal device provides a graphical user interface to control game props to form environmental terrain in the game scene, block movement paths, and adjust the markers in real time to change the movement mode of objects. Props can switch forms to change the scene terrain or be picked up.
It enriches the uses of props, improves game efficiency, and saves game resources.
Smart Images

Figure CN2025080829_16102025_PF_FP_ABST
Abstract
Description
Game prop control method and device and electronic device
[0001] Cross-reference to Related Applications
[0002] The present application claims priority to Chinese Patent Application No. 202410439894.8, filed on April 12, 2024, and entitled "Game prop control method and device and electronic device", and Chinese Patent Application No. 202410438902.7, filed on April 12, 2024, and entitled "Game prop control method and device and electronic device", the contents of which are hereby incorporated by reference in their entirety in the present disclosure. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of games, and in particular to a game prop control method, device and electronic device. BACKGROUND
[0004] Skill props are common skill mechanisms in games. Among them, self-benefit props can provide protection and benefits for characters controlled by players themselves; team-benefit props can be placed in a scene to provide benefits to teammates when they approach, or to weaken enemy characters when they approach. The role of skill props is relatively single, which reduces the game skill play difficulty and leads to a longer game session time and more game resources occupied. SUMMARY
[0005] Therefore, the purpose of the present disclosure is to provide a game prop control method, device and electronic device to provide more diverse prop uses, improve the efficiency of the game session and save game resources.
[0006] In a first aspect, the embodiments of the present disclosure provide a game prop control method, which comprises: providing a graphical user interface by a first terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first game camp object controlled by the first terminal device; in response to a movement control instruction, controlling the first game camp object to move in the game scene in a first movement manner; in response to a first interaction behavior between the first game camp object and a first prop form game prop placed in the game scene, displaying a first identifier in the graphical user interface, wherein the first prop form game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop; in the first interaction behavior process, according to the movement and / or orientation adjustment of the first game camp object, the first identifier displayed in the graphical user interface is controlled to be adjusted, so that the first identifier indicates the displacement influence of the first prop form game prop on the first game camp object in real time; and in response to completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence.
[0007] In a second aspect, the embodiments of the present disclosure also provide a game prop control method, which comprises: in response to a game match start instruction, providing a game scene corresponding to a target game; wherein the game scene includes a first game camp object, and the first game camp object at least includes a first virtual object; in response to a prop placement instruction triggered by the first virtual object, controlling the first virtual object to place a first prop form game prop at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of a scene movement path at the target prop position; in response to a prop recycling instruction triggered by the first game camp object, controlling the game prop to be switched from the first prop form to a second prop form, so as to cancel the first environmental terrain formed at the target prop position; wherein the second prop form game prop is configured in a pickable state; and in response to a prop picking instruction triggered by the first virtual object, controlling the first virtual object to pick the second prop form game prop in the game scene.
[0008] In a third aspect, the embodiments of the present disclosure provide a game prop control device, which is characterized by providing a graphical user interface through a first terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first game camp object controlled through the first terminal device. The device includes: a movement control module configured to perform, in response to a movement control instruction, control of movement of the first game camp object in the game scene in a first movement manner; a first interaction module configured to perform, in response to a first interaction behavior of the first game camp object with a first prop form game prop placed in the game scene, display of a first identifier in the graphical user interface, wherein the first prop form game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop; an identifier control module configured to perform, during the first interaction behavior, adjustment of the first identifier displayed in the graphical user interface according to movement and / or orientation adjustment of the first game camp object, to control the first identifier to indicate, in real time, a displacement influence of the first prop form game prop on the first game camp object; and a movement manner adjustment module configured to perform, in response to completion of the first interaction behavior, adjustment of the movement manner of the first game camp object in the game scene according to the displacement influence.
[0009] In a fourth aspect, the embodiments of the present disclosure also provide a game prop control device, which includes: a scene providing module configured to perform, in response to a game match start instruction, provision of a game scene corresponding to a target game; wherein the game scene includes a first game camp object, and the first game camp object at least includes a first virtual object; a prop placing module configured to perform, in response to a prop placing instruction triggered by the first virtual object, control of placement of a first prop form game prop at a target prop position in the game scene by the first virtual object, to form a first environmental terrain for blocking at least part of a scene movement path at the target prop position; a prop recycling module configured to perform, in response to a prop recycling instruction triggered by the first game camp object, control of switching of the game prop from the first prop form to a second prop form, to cancel the first environmental terrain formed at the target prop position; wherein the second prop form game prop is configured in a pickable state; and a prop picking module configured to perform, in response to a prop picking instruction triggered by the first virtual object, control of picking of the second prop form game prop by the first virtual object in the game scene.
[0010] In a fifth aspect, the embodiments of the present disclosure provide an electronic device including a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game prop control method described above.
[0011] In a sixth aspect, the embodiments of the present disclosure provide a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the game prop control method.
[0012] The embodiments of the present disclosure bring the following beneficial effects:
[0013] In the game prop control process, a graphical user interface is provided by the first terminal device, at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first game camp object controlled by the first terminal device. In response to a movement control instruction, the first game camp object is controlled to move in the game scene in a first movement manner. In response to a first interaction behavior between the first game camp object and a game prop in a first prop form placed in the game scene, a first identifier is displayed in the graphical user interface. The game prop in the first prop form is configured to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop. During the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted according to movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates a displacement influence of the game prop in the first prop form on the first game camp object in real time. In response to completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence. After the game prop is placed in the game scene, the movement parameter of the object can be changed through the interaction behavior between the object and the game prop, more abundant prop usage is provided, the efficiency of the game is improved, and game resources are saved.
[0014] In the game prop control process, in response to a game match start instruction, a game scene corresponding to a target game is provided. The game scene includes a first game camp object, and the first game camp object includes at least a first virtual object. In response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in a first prop form at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of a scene movement path at the target prop position. In response to a prop recycling instruction triggered by the first game camp object, the game prop is controlled to be switched from the first prop form to a second prop form, so as to cancel the first environmental terrain formed at the target prop position. The game prop in the second prop form is configured to be in a pickable state. In response to a prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick the game prop in the second prop form in the game scene. After the game prop is placed in the game scene, the environmental terrain for blocking the scene movement path can be formed. The game prop can also be recycled and picked after the prop form is switched. This manner provides more abundant prop usage, improves the efficiency of the game, and saves game resources.
[0015] Other features and advantages of the present disclosure will be set forth in the description that follows, and in part will be apparent from the description, or can be learned by practice of the present disclosure. The purposes and other advantages of the present disclosure will be realized and attained by the structure particularly pointed out in the description, claims and drawings.
[0016] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described in detail. BRIEF DESCRIPTION OF DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the specific embodiments or related art of the present disclosure, the following will briefly introduce the drawings needed to be used in the specific embodiments or related art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and for those skilled in the art, other drawings can also be obtained without creative labor based on these drawings.
[0018] Fig. 1 is a flowchart of a game prop control method provided by one of the embodiments of the present disclosure;
[0019] Fig. 2 is a schematic diagram of a path indication mark provided by one of the embodiments of the present disclosure;
[0020] Fig. 3 is a schematic diagram of a game prop with an initial collision volume provided by one of the embodiments of the present disclosure;
[0021] Fig. 4 is a schematic diagram of a game prop with a first collision volume provided by one of the embodiments of the present disclosure;
[0022] Fig. 5 is a schematic diagram of a direction mark and a continuous progress provided by one of the embodiments of the present disclosure;
[0023] Fig. 6 is a schematic diagram of an adjustment operation mode of a character orientation provided by one of the embodiments of the present disclosure;
[0024] Fig. 7 is a schematic diagram of a determination mode of a moving direction provided by one of the embodiments of the present disclosure;
[0025] Fig. 8 is a display schematic diagram of a game prop in a second prop form provided by one of the embodiments of the present disclosure;
[0026] Fig. 9 is a structural schematic diagram of a game prop control device provided by one of the embodiments of the present disclosure;
[0027] Fig. 10 is a schematic diagram of an electronic device provided by one of the embodiments of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purposes, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be described clearly and completely below with reference to the drawings. Obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work fall within the scope of the present disclosure.
[0029] For example, in an asymmetric game, the number of players in the two camps is different, for example, the first game camp includes multiple players, and the second game camp includes one player. In a game, the virtual objects controlled by the players in the two camps are located in the same game scene. The second game camp is responsible for finding and chasing the first game camp, and the first camp avoids being chased and completes the relevant game tasks in the game scene.
[0030] After the first camp completes the game task, if more than the first specified number of players in the first camp successfully escape from the above game scene, the first camp wins the game, and the second camp loses; if the first specified number of players in the first camp successfully escape from the above game scene, the first camp and the second camp draw; if less than the first specified number of players in the first camp successfully escape from the above game scene, the first camp loses, and the second camp wins.
[0031] For the second camp, if more than the second specified number of players in the first camp are successfully captured, the second camp wins, and the first camp loses; if the second specified number of players in the first camp are successfully captured, the first camp and the second camp draw; if less than the second specified number of players in the first camp are successfully captured, the second camp loses, and the first camp wins.
[0032] In one example, the first camp includes four players, and the second camp includes one player. At this time, the aforementioned first specified number can be two, that is, more than two players in the first camp successfully escape, the first camp wins, two players in the first camp successfully escape, the first camp and the second camp draw, and only one or no players in the first camp successfully escape, the first camp loses.
[0033] The aforementioned second specified number can also be two, that is, if the second camp successfully captures more than two players in the first camp, the second camp wins, and the first camp loses; if the second camp successfully captures two players in the first camp, the first camp and the second camp draw; if the second camp successfully captures one or no players in the first camp, the second camp loses, and the first camp wins.
[0034] In the process of the first team competing with the second team, the player can use the self-benefit props, and after the player clicks the prop trigger control, the prop takes effect immediately, thereby providing the shield, the gain buff and the like for the character controlled by the player. Before the player uses the prop, the player needs to determine where or when to use the prop. The player can also use the team-benefit props, and when the teammate character approaches and clicks the trigger prop, the teammate character obtains the gain effect; when the enemy character approaches the prop, the enemy character produces the debuff effect. Before the player uses the prop, the player needs to determine the position of the prop, thereby maximizing the effect of the prop.
[0035] However, the above skill props have relatively single effects, reduce the game skill game difficulty, and cause the game match to consume more time and occupy more game resources.
[0036] Based on this, the game prop control method, device and electronic equipment provided by the embodiments of the present disclosure can be applied to multi-party team or multi-character competitive games, for example, asymmetric competitive games.
[0037] The game prop control method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game prop control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes the server and the client device.
[0038] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running body of the game program and the presentation body of the game picture are separated, the storage and running of the game prop control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like; but the information processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send the operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses the game picture and the like, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0039] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0040] In a possible embodiment, the present disclosure provides a game prop control method. A graphical user interface is provided through a first terminal device. The first terminal device can be a local terminal device or a client device in a cloud interaction system. The first terminal device is configured to trigger an instruction and control a corresponding object.
[0041] The graphical user interface displays at least part of a game scene. The game scene includes at least a first game team object controlled by the first terminal device. A scene picture of the game scene is obtained by a virtual camera in the game scene. The virtual camera moves following the first game team object controlled by the player. The graphical user interface further displays match information, skill controls, and the like.
[0042] The game scene corresponding to the target game can be provided in response to a game match start instruction. The game scene includes the first game team object. The first game team object includes at least a first virtual object.
[0043] After the game match starts, the game scene of the game match of the target game is determined, and the first game team object enters the game scene. A scene picture taken by a virtual camera following the first game team object is displayed in the game picture of the first terminal device. The scene picture can further include the first game team object.
[0044] In the game match, a second game team object also enters the game scene; the second game team object belongs to a different game team from the first game team object and has an antagonistic relationship. Different objects are controlled by different terminal devices. The aforementioned first virtual object is one of the first game team objects. In an asymmetric game, the first game team objects can include multiple objects, and the second game team objects include one object. The multiple first game team objects can have different object identities, for example, the first virtual object has a specified identity, for example, a firefighter. Different first game team objects are controlled by different players through terminal devices. Before starting the game match, the players can select the object identity of the virtual object to be controlled.
[0045] As shown in FIG. 1, a flowchart of a game prop control method is provided, which can include the following steps:
[0046] In step S102, in response to a movement control instruction, the first game team object is controlled to move in the game scene in a first movement manner.
[0047] A movement joystick control can be provided in the graphical user interface. By triggering the movement joystick control, the aforementioned movement control instruction can be generated, and the first game team object can be controlled to move in the game scene. The first movement manner can be understood as a movement manner corresponding to the movement control instruction triggered by the movement joystick control. The first movement manner can include movement direction, movement speed, and the like. The movement direction can be controlled by the movement joystick control, and the movement speed can also be controlled by the movement joystick control, or the movement speed is a preset speed.
[0048] In step S104, in response to a first interaction behavior of the first game team object and a first prop form game prop placed in the game scene, a first identifier is displayed in the graphical user interface. The first prop form game prop is used to form a first environmental terrain for blocking at least part of the scene movement path at the location of the game prop.
[0049] The first prop form can have multiple forms, for example, a ball with a large volume, or an object that spreads along the ground of the game scene, and the like. In this embodiment, the first prop form game prop has the function of changing the terrain of the game scene. Due to the large volume or area, the first prop form game prop can block the scene movement path at the prop location, thereby changing the default environmental terrain of the game scene to obtain the aforementioned first environmental terrain.
[0050] For example, the game prop can block the door of a building, and other objects cannot enter the building; the game prop can block a passageway in the game scene, and other objects cannot pass through the passageway and need to detour. For the second game camp object, when the second game camp object is chasing the first game camp object, the game prop can block the path of the second game camp object chasing the first game camp object, and the second game camp object needs to detour and move, prolonging the chasing route.
[0051] The foregoing first interaction behavior can be a collision behavior, a squeezing behavior, an ejection behavior, etc. The first terminal device can display a control of the first interaction behavior on a graphical user interface, and by triggering the control, the first game camp object can be controlled to move to the vicinity of the game prop and perform the first interaction behavior. The foregoing first identifier can be used to indicate that the first game camp object has performed the first interaction behavior with the game prop, and can also indicate the behavior progress, behavior duration, behavior intensity, etc. of the first interaction behavior.
[0052] In step S106, during the first interaction behavior, the first identifier displayed in the graphical user interface is adjusted according to the movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates the displacement influence of the game prop in the first prop form on the first game camp object in real time.
[0053] During the first interaction behavior, the behavior parameters of the first interaction behavior can be changed by moving control or adjustment of the first game camp object or simultaneously moving control or adjustment of the first game camp object.
[0054] The behavior parameters of the first interaction behavior can include position parameters, orientation parameters, force parameters, angle parameters, etc. of the behavior; these behavior parameters can affect the movement mode of the first game camp object, such as the movement direction, the movement path, the movement speed, etc.; and then control the first game camp object to move according to the updated movement mode. In this embodiment, when the first game camp object performs the first interaction behavior with the game prop, the movement mode of the first game camp object can be changed.
[0055] In one example, when the first game camp object is chased by the second game camp object, the movement path and the movement speed of the first game camp object are changed by performing the first interaction behavior with the game prop, thereby increasing the chasing difficulty of the second game camp object.
[0056] In step S108, in response to completion of the first interaction behavior, the movement mode of the first game camp object in the game scene is controlled and adjusted according to the foregoing displacement influence.
[0057] For example, the first interaction behavior can be performed under control of a specified control, and the first interaction behavior is completed when the specified control is released; in another manner, the first interaction behavior can automatically count the behavior time length or the behavior progress, and the first interaction behavior is completed when the behavior time length reaches a preset time length or the behavior progress reaches a preset progress.
[0058] The foregoing displacement influence can be understood as a behavior parameter of the foregoing first interaction behavior, and can include a position speed influence, a displacement direction influence, etc.; the displacement influence can change the moving manner on the basis of the foregoing first moving manner, for example, change the moving direction, change the moving speed, etc.
[0059] The game prop control method provides a graphical user interface through the first terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first game camp object controlled through the first terminal device; in response to a movement control instruction, the first game camp object is controlled to move in the game scene in a first moving manner; in response to a first interaction behavior between the first game camp object and a first prop form game prop placed in the game scene, a first identifier is displayed in the graphical user interface, wherein the first prop form game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop; during the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted according to movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates a displacement influence of the first prop form game prop on the first game camp object in real time; in response to completion of the first interaction behavior, the moving manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence.
[0060] In the foregoing manner, after the game prop is placed in the game scene, the moving parameter of the object can be changed through the interaction behavior with the object, more abundant prop usage is provided, the efficiency of the game is improved, and game resources are saved.
[0061] In a specific implementation manner, the first game camp object is controlled to generate a squeezing behavior with the game prop through the first terminal device, an object orientation of the first game camp object generating the squeezing behavior is acquired, and the first identifier displayed in the graphical user interface is controlled to be adjusted based on the object orientation.
[0062] The mobile joystick control provided by the first terminal device is operated to control the first game camp object to continuously move towards the game prop until the squeezing occurs. It can be understood that the game prop has a resilient property, and when the first game camp object squeezes the game prop, the game prop can bounce the target prop, thereby changing the moving direction of the first game camp object. Generally, the moving direction of the first game camp object is related to the object orientation of the first game camp object when the squeezing occurs, and is also related to the normal direction of the squeezing area of the game prop and the first game camp object, that is, the object orientation and the normal direction jointly determine the moving direction of the first game camp object.
[0063] In the above manner, when the first game camp object is squeezing, the first identifier is adjusted in real time based on the object orientation, which can indicate the object orientation or the subsequent moving direction of the first game camp object.
[0064] Further, the first game camp object is controlled to move by the first terminal device, and when the first game camp object contacts the game prop, the first game camp object is continuously controlled to move towards the game prop to determine that the first game camp object squeezes the game prop.
[0065] The game prop has a certain volume, and when the first game camp object contacts the surface of the game prop, the mobile joystick control is operated to continuously control the first game camp object to move towards the game prop, and at this time, the game prop and the first game camp object squeeze each other.
[0066] In an implementation manner, the game prop is an inflatable air bag, and when the first game camp object contacts the surface of the game prop, the first game camp object is continuously controlled to move towards the game prop, and at this time, the distance between the first game camp object and the center position of the game prop can be less than the radius of the game prop, the game prop and the first game camp object squeeze each other, and the area of the game prop squeezed by the target prop can have a concave effect.
[0067] Further, the object orientation of the first game camp object is adjusted by the first terminal device, the moving direction of the first game camp object is controlled to change with the object orientation, and a direction identifier of the moving direction is displayed.
[0068] As shown in FIG. 5, the first identifier includes a direction identifier indicating the moving direction, one end of the direction identifier is located at the first game camp object, and the other end points to the moving direction. During the process in which the player adjusts the object orientation by the first terminal device, the first identifier is displayed and changes in real time, thereby facilitating the player to adjust the object orientation to obtain the desired moving direction.
[0069] In a specific adjustment manner, in response to a first terminal device sending a movement direction adjustment instruction for the mobile joystick control, the object orientation of the first game camp object is adjusted to obtain a first object orientation, and the first identifier displayed in the graphical user interface is controlled and adjusted based on the first object orientation.
[0070] In another adjustment manner, in response to the first terminal device sending a field of view adjustment instruction for the specified scene picture region, the object orientation of the first game camp object is continuously adjusted based on the first object orientation to obtain a second object orientation, and the first identifier displayed in the graphical user interface is controlled and adjusted based on the second object orientation.
[0071] Referring to FIG. 6, when the game prop is located in front of the first game camp object, the player can adjust the object orientation by operating the mobile joystick control; for example, the angle between the direction of the connection line between the operation touch point and the center of the mobile joystick control and the Y direction is a, at this time, the first object orientation is deflected by a angle in the clockwise direction.
[0072] In addition, the player can slide left and right in the specified scene picture region to send a field of view adjustment instruction, and the object orientation can be continuously adjusted on the basis of the first object orientation; for example, sliding to the right, the object orientation is continuously deflected in the clockwise direction, and sliding to the left, the object orientation is deflected in the counterclockwise direction.
[0073] In one example, the object orientation can be coarsely adjusted by the mobile joystick control; for example, the adjustable orientation range is 180 degrees, and the orientation angle changes by 10 degrees each time, after obtaining the first object orientation, for example, 30 degrees, the object orientation can be continuously adjusted in a fine-grained manner on the basis of the first object orientation by the sliding operation of the specified scene picture region; for example, when sliding to the right on the basis of 30 degrees, the adjustable orientation range is 10 degrees, and the orientation angle changes by 1 degree each time, such as adjusting to 35 degrees, so that the finally obtained object orientation is more accurate. In the above adjustment process, the first identifier changes in real time with the adjustment operation, so as to indicate the adjusted object orientation or movement direction.
[0074] In a specific manner, the first identifier includes a direction identifier indicating the movement direction of the first game camp object; in response to the completion of the first interaction behavior, the first game camp object is controlled to move based on the movement direction indicated by the direction identifier.
[0075] During the first interaction behavior, the direction identifier changes in real time with the object orientation of the first game camp object, so as to indicate the movement direction corresponding to the current object orientation in real time, and after the completion of the first interaction behavior, the first game camp object is controlled to move in the movement direction finally indicated by the direction identifier.
[0076] The moving direction of the first game camp object is determined in the following manner: a normal direction is determined based on the object position of the first game camp object and the prop center position of the game prop; and the moving direction of the first game camp object is determined based on the normal direction and the object orientation of the first game camp object.
[0077] Referring to FIG. 7, the first game camp object and the game prop are in a squeezing state; the tangent direction is the tangent direction of the squeezing contact point, which is generally perpendicular to the normal direction; the angle between the object orientation and the normal direction is an angle b; and based on the reflection principle, the angle between the moving direction and the normal direction is also an angle b.
[0078] In addition, the aforementioned first identifier further includes: a behavior progress identifier indicating a first interaction behavior; in response to the first game camp object and the game prop generating a squeezing behavior, the continuous progress indicated by the behavior progress identifier is gradually increased; and in response to the continuous progress increasing to a preset progress threshold, it is determined that the squeezing behavior is completed, the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the moving direction.
[0079] In FIG. 6, a progress identifier of the continuous progress is displayed around the first game camp object; when the first game camp object and the game prop generate squeezing, the continuous progress can be gradually increased from 0%; before the continuous progress reaches the preset progress threshold of 100%, the player can adjust the object orientation and thus the moving direction by operating the moving joystick control and specifying the scene picture area; when the continuous progress reaches the preset progress threshold, the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is automatically controlled to move along the moving direction.
[0080] In addition, before the continuous progress reaches the preset progress threshold, if the aforementioned squeezing behavior disappears, the continuous progress will also be cleared. For example, when the game prop is located in front of the first game camp object, the first game camp object is controlled to move backward by the moving joystick control, and then the first game camp object and the game prop are separated, at which time the squeezing behavior disappears, and the aforementioned continuous progress is cleared and the display is canceled. When the first game camp object continues to move forward and generates a squeezing behavior, the continuous progress is displayed again and gradually increases from 0.
[0081] In the above manner, the continuous progress can be used to automatically control the first game camp object to move along the adjusted moving direction, thereby improving the convenience of object orientation adjustment and moving operation.
[0082] In addition, after the first virtual object places the game prop, it can also assist the teammate object to change the moving path, thereby improving the probability of victory of the game camp in the game.
[0083] Further, the moving speed of the first game camp object is increased, and the first game camp object is controlled to move along the moving direction at the increased moving speed.
[0084] In this way, the game prop can not only change the moving direction of the first game camp object, but also increase the moving speed of the first game camp object; for example, increase by 20% on the basis of the default moving speed of the first game camp object. When the first game camp object is moving, an acceleration mark such as a speed line can be displayed around the first game camp object, so as to indicate that the first game camp object is moving fast.
[0085] It can be understood that after the first game camp object is ejected by the game prop, the moving direction can be changed and fast moving can be realized. When the first game camp object is chased by an enemy object, the above-mentioned way can quickly escape from the chase of the enemy object.
[0086] During the moving of the first game camp object, the moving direction of the first game camp object is adjusted in response to the orientation adjustment instruction of the moving joystick control and / or the field of view adjustment instruction of the specified scene picture area of the first terminal device during the moving of the first game camp object along the moving direction.
[0087] When the first game camp object moves along the moving direction, the first game camp object automatically moves along the moving direction at the aforementioned moving speed, for example, moves for 3 seconds, without the need for additional operation of the player. If it is desired to further change the moving direction of the first game camp object on the basis of the aforementioned moving direction, the orientation adjustment instruction can be issued through the moving joystick control, so as to adjust the moving direction of the first game camp object in real time, or the aforementioned field of view adjustment instruction can be issued through the sliding operation of the specified scene picture area, so as to adjust the moving direction of the first game camp object.
[0088] In actual operation, the orientation adjustment instruction and the field of view adjustment instruction can be issued at the same time, or only the orientation adjustment instruction or the field of view adjustment instruction can be issued. In this way, during the moving of the first game camp object, the player can also change the moving orientation according to the environment of the game scene, so as to improve the strategy of the game match.
[0089] In another adjustment manner, during the moving of the first game camp object along the moving direction, the moving direction is kept unchanged in response to the field of view adjustment instruction of the specified scene picture area of the first terminal device, the camera orientation of the virtual camera is controlled to change, and the scene picture of the game scene shot by the virtual camera is updated.
[0090] The player operates a specified scene picture area of the first terminal device to issue a field of view adjustment instruction, and the moving direction of the first game camp object is not affected, but the scene picture is updated. It can be understood that the first game camp object performs a head turning action in the process of moving along the moving direction, thereby changing the field of view. In the graphical user interface, the virtual camera shoots the scene within the field of view of the first game camp object, and when the field of view of the first game camp object changes, the orientation of the virtual camera changes accordingly, so that the picture content of the scene picture shot by the virtual camera also changes.
[0091] In one example, the player slides to the right in the specified scene picture area, which can control the first game camp object to turn its head to the right. At this time, the orientation of the virtual camera is offset to the right, and the picture content is updated accordingly. This way can make the first game camp object observe the scene content in a larger range during the movement, which is beneficial for the player to make more reasonable movement decisions.
[0092] The following embodiments provide a way for placing, picking up and recycling game props.
[0093] In response to the prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in a first prop form at a target prop position in the game scene to form a first environmental terrain for blocking at least part of the scene moving path at the target prop position;
[0094] After the start of the game session, the first virtual object carries the game prop into the game scene. The graphical user interface provided by the first terminal device can display a prop placement control, and by triggering the prop placement control, the first virtual object can be controlled to perform a prop placement behavior. For example, clicking the prop placement control controls the first virtual object to place the game prop at the position of the first virtual object; for another example, after triggering the prop placement control, the target prop position of the game prop is adjusted by moving the touch point position, and after releasing the prop placement control, the game prop is controlled to move to the target prop position.
[0095] In actual implementation, the target prop position can be the object position of the first virtual object, or any position in a specified game scene area with the first virtual object as a reference, for example, any position in a scene area within 30 meters around the first virtual object. When performing the prop placement behavior, the first virtual object can control the moving direction, moving distance and other parameters of the game prop by controlling the prop placement control, thereby controlling the specific prop position.
[0096] The first prop form can have a form manner, for example, a sphere with a large volume, or an object spreading along the ground of the game scene, etc. In the embodiment, the game prop in the first prop form has the function of changing the terrain of the game scene. Due to the large volume or area, the game prop in the first prop form can block the scene moving path where the prop is located, thereby changing the default environment terrain of the game scene to obtain the aforementioned first environment terrain.
[0097] For example, the game prop can block the door of a building, so that other objects cannot enter the building; the game prop can block a passageway in the game scene, so that other objects cannot pass through the passageway and need to detour. For the second game camp object, when the second game camp object is chasing the first game camp object, the game prop can block the path of the second game camp object chasing the first game camp object, so that the second game camp object needs to detour and prolongs the chasing route.
[0098] The game prop in the first prop form is configured to be visible to the second game camp object. The second game camp object can see the game prop in the first prop form, and the game prop in the first prop form can block the advancing route of the second game camp object, so that the second game camp object changes the route.
[0099] In response to the prop recycling instruction triggered by the first game camp object, the game prop is switched from the first prop form to the second prop form to cancel the first environment terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state;
[0100] The prop recycling instruction can be triggered by the first virtual object or by other first game camp objects. In response to the second interaction behavior between the first game camp object and the game prop in the first prop form, the prop recycling instruction is triggered. In actual implementation, when the first game camp object moves to a specified range near the game prop in the first prop form, a prop recycling control is provided on the terminal device controlling the first game camp object. After the prop recycling control is triggered, the prop recycling instruction is generated.
[0101] The second prop form is usually different from the first prop form, for example, different in shape, different in volume, etc. The game prop in the second prop form usually does not have the function of forming the first environment terrain at the aforementioned target prop position to block at least part of the scene moving path. That is, when the game prop is switched from the first prop form to the second prop form, the first environment terrain in the game scene usually disappears, that is, the game prop in the second prop form does not have the function of blocking the moving path.
[0102] In one mode, the second prop form can be the default prop form before the game prop is switched to the first prop form, or a prop form different from the default prop form. The game prop in the second prop form can be picked up by the aforementioned first virtual object.
[0103] The game prop in the second prop form is configured not to trigger the first interaction behavior with the first game camp object. It can be understood that the game prop in the second prop form cannot change the moving mode of the first game camp object and can only be picked up by the first virtual object.
[0104] In response to the prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0105] After being picked up, the game prop is usually recycled into the backpack of the first virtual object, and the game prop is no longer displayed in the game scene. The first virtual object can also continue to use the game prop, for example, trigger the aforementioned prop placement instruction again, so as to control the game prop to switch from the second prop form to the first prop form.
[0106] The above game prop control method, in response to a game match start instruction, provides a game scene corresponding to a target game; wherein the first game camp object in the game scene, the first game camp object at least includes the first virtual object; in response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in the first prop form at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of the scene moving path at the target prop position; in response to a prop recycling instruction triggered by the first game camp object, the game prop is controlled to switch from the first prop form to the second prop form, so as to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state; in response to a prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0107] In the above mode, after the game prop is placed in the game scene, an environmental terrain can be formed to block the scene moving path, and the game prop can be recycled and picked up after switching the prop form. The above mode provides more abundant prop usage, improves the match efficiency, and saves game resources.
[0108] In an implementation of placing a game prop, in response to a prop placing instruction triggered by a first virtual object, a game prop in an initial prop form is placed by the first virtual object at a target prop position in a game scene; a prop volume corresponding to the game prop in the initial prop form is gradually increased, so that the game prop is switched from the initial prop form to a first prop form; wherein a first collision volume corresponding to the game prop in the first prop form is larger than an initial collision volume corresponding to the game prop in the initial prop form.
[0109] The initial prop form usually has a small volume, which is beneficial for the first virtual object to place the game prop. After the game prop is placed at the target prop position, the game prop automatically starts to change its form, and the prop volume of the game prop is gradually increased from the initial collision volume corresponding to the game prop in the initial prop form until the first collision volume corresponding to the game prop in the first prop form is reached.
[0110] As shown in FIG. 3, the target prop position of the game prop is located at a gate model in the game scene, and the game prop changes its form at the prop position and gradually increases its volume from an initial volume to the first collision volume corresponding to the game prop in the first prop form, as shown in FIG. 4, the game prop in the first prop form blocks the passage in the gate model, and other objects such as second game camp objects cannot enter the gate, thereby prolonging the distance of the second game camp objects chasing the objects of the first game camp.
[0111] In another manner, during the gradual increase of the prop volume, in response to the game prop being squeezed by a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0112] Referring to FIG. 4, during the increase of the prop volume, if the game prop continues to increase after filling the space of the gate model, the game prop will be squeezed by the gate model; in this case, if the prop volume of the game prop continues to increase, the prop shape of the game prop will be deformed at this time, for example, the surface of a part of the game prop changes from a spherical surface to a flat surface.
[0113] After the prop recycling instruction is triggered, the prop volume corresponding to the game prop in the first prop form is gradually reduced, so that the game prop is switched from the first prop form to a second prop form; wherein a second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0114] Specifically, after triggering the prop recovery instruction, the volume of the game prop is gradually reduced until the volume of the game prop in the second prop form corresponds to the second collision volume. The game prop in the second prop form generally no longer has the function of blocking the moving path. In actual implementation, the first game camp object can trigger the aforementioned prop recovery instruction.
[0115] After the prop recovery instruction is triggered, an animation of gradually reducing the volume of the game prop can be played. For example, the game prop is an air bag, and after the form recovery instruction is triggered, a picture of the air bag leaking and gradually shrinking is played.
[0116] In another implementation, the first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a first specified scene area of the game prop, a form switching control is displayed on the first terminal device; the form switching control is triggered through the first terminal device to control the volume corresponding to the game prop in the first prop form to be gradually reduced, so that the game prop is switched from the first prop form to the second prop form.
[0117] The first specified scene area here can be understood as a circular area with a certain radius centered on the game prop. When the first virtual object moves to the first specified scene area, the aforementioned form switching control is displayed on the graphical user interface of the first terminal device. After the form switching control is triggered, the volume of the game prop begins to gradually shrink. When the first virtual object leaves the aforementioned first specified scene area, or after the form switching control is triggered, the form switching control is removed from the graphical user interface of the first terminal device.
[0118] Further, the first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a second specified scene area of the game prop, the first virtual object is controlled to pick up the game prop.
[0119] As known from the foregoing embodiments, the game prop is placed in the game scene by the first virtual object, and then the game prop can also be picked up by the first virtual object. When the first virtual object moves to the second specified scene area of the game prop, the game prop can be automatically picked up. The second specified scene area can be understood as a circular area with a certain radius centered on the game prop, which can be the same as or different from the aforementioned first specified scene area.
[0120] The aforementioned game prop in the second prop form is configured to be visible to both the first game camp object and the second game camp object. That is, the game prop in the second prop form can be seen by all game objects in the game scene, but in this embodiment, only the aforementioned first virtual object can pick up the game prop in the second prop form.
[0121] In one mode, a prop identifier corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0122] In one example, the first virtual object is controlled to move by the first terminal device, and if the game prop enters the visual range of the first virtual object and is not blocked, the game prop can be displayed in the scene picture of the aforementioned first terminal device. In FIG. 8, the specified display format is a light-emitting display format, and can also be other display formats such as flickering, color changing, etc. The specified display format can prompt the player that the game prop can be picked up, so that the player controlling the first virtual object can notice the game prop and move to the vicinity of the game prop to pick up the game prop.
[0123] In another example, if the game prop is located in the orientation range of the first virtual object but is blocked by a scene model, a stroke identifier of the game prop can be displayed on the scene model to remind the first virtual object of the location of the game prop.
[0124] In another example, if the game prop is not located in the orientation range of the first virtual object, an identifier or text in the specified display format can be displayed in the graphical user interface to remind the first virtual object of the location of the game prop.
[0125] In addition, the terminal devices of the other first game team objects and the second game team objects other than the first virtual object generally display the game prop in a default display format, for example, not emitting light and displaying the game prop in a default color.
[0126] It should be noted that the first game team object can carry a specified number of the game prop when entering the game match. The game prop can continue to be used after being picked up.
[0127] Specifically, in response to a placement instruction for the game prop in the second prop form triggered by the first virtual object, the first virtual object is controlled to place the game prop in the second prop form in the game scene; and the game prop is controlled to be switched from the second prop form to the first prop form.
[0128] The placement instruction can be the same as the aforementioned prop placement instruction, and the second prop form can be a default prop form before the game prop is switched to the first prop form. The game prop can be used multiple times by the first virtual object, and when the game prop is placed again, the game prop is switched from the current second prop form to the first prop form, thereby changing the scene terrain.
[0129] In another mode, the game prop is set to a destroyed state in response to the second game camp object performing an attack action or releasing a designated skill on the first game prop in the first prop form; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0130] Since the first game prop in the first prop form can block the movement path of the second game camp object and delay the pursuit of the first game camp object, the second game camp object can perform an attack action or release a skill to destroy the game prop.
[0131] For example, the second game camp object can physically attack the first game prop in the first prop form, or release an explosion skill. After the game prop is destroyed, it starts to gradually shrink and starts to transform the prop form. When the game prop is an air bag, the game prop starts to leak air, the prop volume starts to shrink, and the game prop is switched to the second prop form described above. After the game prop is destroyed, the first virtual object cannot pick up and use the game prop again.
[0132] The following embodiments provide a placement mode for game props.
[0133] The first virtual object performs a first prop placement action controlled by the first terminal device, and the position of the first virtual object is determined as the prop position.
[0134] Different prop placement actions usually determine different prop positions. In the above mode, the player can perform different operations through the first terminal device to control the first virtual object to perform different prop placement actions. For example, clicking the prop placement control provided by the first terminal device controls the first virtual object to perform a first prop action of placing the game prop at the original position, and at this time, the position of the first virtual object is the prop position.
[0135] In another mode, the first virtual object performs a second prop placement action controlled by the first terminal device, obtains the behavior parameters of the second prop placement action, and determines the prop position in the game scene based on the behavior parameters of the second prop placement action.
[0136] In one example, after triggering the prop placement control provided by the first terminal device, the touch point position can be changed through a sliding operation to control the first virtual object to perform a second prop placement action, thereby adjusting the behavior parameters of the first virtual object performing the second prop placement action. For example, the second prop placement action is a prop throwing action, and by changing the touch point position of the prop placement control, the throwing angle, force, and other parameters of the throwing action can be changed, and the prop position is determined by the behavior parameters. In one mode, the throwing angle can determine the direction of the prop position relative to the first virtual object, and the throwing force can determine the distance between the prop position and the first virtual object.
[0137] In this way, the player can flexibly adjust the prop position of the game prop, which is conducive to the player to select a favorable prop position according to the scene environment of the game scene, and improve the effect of the game prop.
[0138] The following provides a specific interaction mode for determining the target prop position.
[0139] Specifically, in response to a trigger instruction of the first terminal device for the position adjustment control, a trigger position of the position adjustment control is obtained, and a path indication mark is displayed on the first terminal device based on the trigger position; wherein the starting end of the path indication mark is located at the first virtual object, and the ending end of the path indication mark is the target prop position.
[0140] After the position adjustment control is triggered, the game prop can be displayed at the first virtual object, for example, the game prop is displayed at the hand of the first virtual object to represent that the first virtual object is ready to throw the game prop. After the position adjustment control is triggered, the trigger position can be adjusted, for example, in FIG. 2, the trigger position of the position adjustment control can move along with the finger touch point of the player, and in the moving process, the path indicated by the path indication mark is also changing, for example, the ending end of the path indication mark changes with the change of the trigger position.
[0141] Wherein, in response to the trigger position of the position adjustment control of the first terminal device changing along the first direction, the extension direction of the path indication mark is adjusted; and / or, in response to the trigger position of the position adjustment control of the first terminal device changing along the second direction, the extension distance of the path indication mark is adjusted.
[0142] The aforementioned first direction and second direction are usually different directions, for example, the first direction is the horizontal direction of the graphical user interface, and the second direction is the vertical direction of the graphical user interface. When the trigger position of the position adjustment control changes along the first direction, the ending end of the path indication mark also moves left and right horizontally in front of the first virtual object in the game scene, thereby adjusting the extension direction of the path indication mark. When the trigger position of the position adjustment control changes along the second direction, the ending end of the path indication mark also moves far and near vertically in front of the first virtual object in the game scene, thereby adjusting the extension distance of the path indication mark.
[0143] In actual implementation, only the extension direction of the path indication mark can be adjusted, only the extension distance can be adjusted, or the extension direction and the extension distance can be adjusted at the same time.
[0144] Then, in response to a release instruction of the position adjustment control by the first terminal device, the game prop is controlled to move along the path indicated by the path indication mark. For example, the player's finger leaves the display screen, and the position adjustment control is released. At this time, the end of the path indication mark, i.e., the target prop position, is acquired when the position adjustment control is released, the first virtual object performs a throwing action, and the game prop is controlled to move along the path indication mark until the target prop position is reached. In this way, the player can flexibly adjust the target prop position of the game prop through operation.
[0145] The disclosure also provides a game prop control method, which can include the following steps:
[0146] In response to a game match start instruction, a game scene corresponding to a target game is provided; the first game camp object in the game scene includes at least the first virtual object; in response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in a first prop form at a target prop position in the game scene to form a first environmental terrain for blocking at least part of a scene movement path at the target prop position; in response to a prop recovery instruction triggered by the first game camp object, the game prop is controlled to be switched from the first prop form to a second prop form to cancel the first environmental terrain formed at the target prop position; the game prop in the second prop form is configured in a pickable state; and in response to a prop pickup instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0147] In response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in an initial prop form at a target prop position in the game scene; the corresponding prop volume of the game prop in the initial prop form is gradually increased to switch the game prop from the initial prop form to a first prop form; the first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
[0148] During the gradual increase of the prop volume, in response to the game prop being squeezed by a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0149] In response to a second interaction behavior between the first game camp object and the game prop in the first prop form, a prop recovery instruction is triggered.
[0150] The corresponding prop volume of the game prop in the first prop form is gradually reduced to switch the game prop from the first prop form to a second prop form; the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0151] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the first specified scene area of the game prop, a shape switching control is displayed on the first terminal device; the shape switching control is triggered through the first terminal device, and the corresponding prop attribute of the game prop in the first prop shape is gradually reduced to switch the game prop from the first prop shape to the second prop shape.
[0152] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the second specified scene area of the game prop, the first virtual object is controlled to pick up the game prop.
[0153] The game prop in the second prop shape is configured to be visible to both the first game camp object and the second game camp object.
[0154] The prop identifier corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0155] In response to a placement instruction triggered by the first virtual object for the game prop in the second prop shape, the first virtual object is controlled to place the game prop in the second prop shape in the game scene; and the game prop is controlled to be switched from the second prop shape to the first prop shape.
[0156] The game prop in the first prop shape is configured to be visible to the second game camp object.
[0157] In response to the second game camp object performing an attack behavior or releasing a specified skill on the game prop in the first prop shape, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0158] In response to a movement control instruction, the first game camp object is controlled to move in the game scene in a first movement manner; in response to a first interaction behavior between the first game camp object and the game prop in the first prop shape placed in the game scene, a first identifier is displayed in the graphical user interface, wherein the game prop in the first prop shape is used to form a first environmental terrain for blocking at least part of the scene movement path at the position of the game prop; during the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted according to the movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates in real time the displacement influence of the game prop in the first prop shape on the first game camp object; in response to completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence.
[0159] The first terminal device controls the first game camp object to generate a squeezing behavior with the game prop, obtains an object orientation of the first game camp object generating the squeezing behavior, and controls adjustment of the first identifier displayed in the graphical user interface based on the object orientation.
[0160] The first terminal device controls the first game camp object to move, continues to control the first game camp object to move towards the game prop after the first game camp object contacts the game prop, and determines that the first game camp object generates a squeezing behavior with the game prop.
[0161] The first terminal device adjusts the object orientation of the first game camp object in response to a movement direction adjustment instruction of the movement joystick control, obtains a first object orientation, and controls adjustment of the first identifier displayed in the graphical user interface based on the first object orientation.
[0162] The first terminal device continues to adjust the object orientation of the first game camp object in response to a field of view adjustment instruction of the specified scene picture area based on the first object orientation, obtains a second object orientation, and controls adjustment of the first identifier displayed in the graphical user interface based on the second object orientation.
[0163] The first identifier includes a direction identifier indicating a movement direction of the first game camp object, and the first game camp object moves in the movement direction indicated by the direction identifier in response to completion of the first interaction behavior.
[0164] The first terminal device determines a normal direction based on the object position of the first game camp object and a prop center position of the game prop, and determines a movement direction of the first game camp object based on the normal direction and the object orientation of the first game camp object.
[0165] The first identifier includes a behavior progress identifier indicating the first interaction behavior, and the behavior progress identifier indicates a continuous progress that gradually increases in response to the first game camp object generating the squeezing behavior with the game prop, and the squeezing behavior is determined to be completed in response to the continuous progress increasing to a preset progress threshold, the movement direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object moves along the movement direction.
[0166] The first terminal device increases the movement speed of the first game camp object, and controls the first game camp object to move along the movement direction at the increased movement speed.
[0167] The first terminal device adjusts the movement direction of the first game camp object in response to an orientation adjustment instruction of the movement joystick control and / or a field of view adjustment instruction of the specified scene picture area during movement of the first game camp object along the movement direction.
[0168] During the movement of the first game team object along the movement direction, in response to a view adjustment instruction of a terminal device for a specified scene picture area, the movement direction is kept unchanged, a change in camera orientation of the virtual camera is controlled, and a scene picture of the game scene photographed by the virtual camera is updated.
[0169] The second prop form of the game prop is configured to not trigger the first interaction behavior with the first game team object.
[0170] In the above manner, after the game prop is placed in the game scene, an environmental terrain blocking the scene movement path can be formed, the game prop can be recycled and picked up after switching the prop form, the manner provides more abundant prop usage, improves the efficiency of the game, and saves game resources.
[0171] Referring to a structural schematic diagram of a game prop control device shown in FIG. 9, a graphical user interface is provided through a first terminal device, at least part of a game scene is displayed in the graphical user interface, and the game scene at least includes a first game team object controlled through the first terminal device, and the device includes:
[0172] The movement control module 90 is configured to execute, in response to a movement control instruction, control of movement of the first game team object in the game scene in a first movement manner;
[0173] The first interaction module 92 is configured to execute, in response to a first interaction behavior of the first game team object with a first prop form of a game prop placed in the game scene, display of a first identifier in the graphical user interface, wherein the first prop form of the game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop;
[0174] The identifier control module 94 is configured to execute, during the first interaction behavior, control of adjustment of the first identifier displayed in the graphical user interface according to movement and / or orientation adjustment of the first game team object, so that the first identifier indicates a displacement influence of the first prop form of the game prop on the first game team object in real time;
[0175] The movement manner adjustment module 96 is configured to execute, in response to completion of the first interaction behavior, control of adjustment of a movement manner of the first game team object in the game scene according to the displacement influence.
[0176] The game prop control device provides a graphical user interface through the first terminal device, at least part of a game scene is displayed in the graphical user interface, the game scene at least includes a first game camp object controlled by the first terminal device, the first game camp object moves in the game scene in a first moving manner in response to a moving control instruction; a first identifier is displayed in the graphical user interface in response to a first interaction behavior of the first game camp object and a first prop form game prop placed in the game scene, wherein the first prop form game prop is used to form a first environmental terrain for blocking at least part of a scene moving path at a position where the game prop is located; during the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted according to the movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates the displacement influence of the first prop form game prop on the first game camp object in real time; the moving manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence in response to completion of the first interaction behavior. After the game prop is placed in the game scene, the moving parameters of the object can be changed through the interaction behavior with the object, more abundant prop uses are provided, the efficiency of the game is improved, and game resources are saved.
[0177] The first interaction module is configured to perform: controlling the first game camp object to generate a squeezing behavior with the game prop through the first terminal device, obtaining an object orientation of the first game camp object generating the squeezing behavior, and controlling the first identifier displayed in the graphical user interface to be adjusted based on the object orientation.
[0178] The first interaction module is configured to perform: controlling the first game camp object to move through the first terminal device, and when the first game camp object contacts the game prop, continuing to control the first game camp object to move towards the game prop, and determining that the first game camp object generates a squeezing behavior with the game prop.
[0179] The first interaction module is configured to perform: adjusting the object orientation of the first game camp object to obtain a first object orientation in response to a moving direction adjustment instruction of the first terminal device for the moving joystick control, and controlling the first identifier displayed in the graphical user interface to be adjusted based on the first object orientation.
[0180] The first interaction module is configured to perform: continuing to adjust the object orientation of the first game camp object to obtain a second object orientation based on the first object orientation in response to a field of view adjustment instruction of the first terminal device for a specified scene picture area, and controlling the first identifier displayed in the graphical user interface to be adjusted based on the second object orientation.
[0181] The first identifier includes a direction identifier indicating a moving direction of the first game camp object; the moving manner adjustment module is configured to: in response to completion of the first interaction behavior, control the first game camp object to move based on the moving direction indicated by the direction identifier.
[0182] The device further includes a direction determination module configured to: determine a normal direction based on the object position of the first game camp object and the prop center position of the game prop; and determine the moving direction of the first game camp object based on the normal direction and the object orientation of the first game camp object.
[0183] The first identifier includes a behavior progress identifier indicating the first interaction behavior; the moving manner adjustment module is configured to: in response to the first game camp object generating a squeezing behavior with the game prop, gradually increase a continuous progress indicated by the behavior progress identifier; in response to the continuous progress increasing to a preset progress threshold, determine that the squeezing behavior is completed, obtain the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold, and control the first game camp object to move along the moving direction.
[0184] The moving manner adjustment module is configured to: increase the moving speed of the first game camp object, and control the first game camp object to move along the moving direction at the increased moving speed.
[0185] The device further includes a direction adjustment module configured to: in the process of the first game camp object moving along the moving direction, in response to an orientation adjustment instruction of the first terminal device for the moving joystick control and / or a field of view adjustment instruction of the first terminal device for a specified scene picture area, adjust the moving direction of the first game camp object.
[0186] The device further includes a field of view adjustment module configured to: in the process of the first game camp object moving along the moving direction, in response to a field of view adjustment instruction of the first terminal device for a specified scene picture area, keep the moving direction unchanged, control a camera orientation of the virtual camera to change, and update a scene picture of the game scene shot by the virtual camera.
[0187] The device further includes a prop placement module configured to: in response to a prop placement instruction triggered by a first virtual object in the first game camp object, control the first virtual object to place a game prop in a first prop form at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of a scene moving path at the target prop position.
[0188] The prop placement module is configured to perform: in response to a prop placement instruction triggered by a first virtual object in the first game camp object, controlling the first virtual object to place a game prop in an initial prop form at a target prop position in the game scene; and controlling the volume of the game prop in the initial prop form to gradually increase, so that the game prop is switched from the initial prop form to a first prop form; wherein the first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
[0189] The device further includes a shape adjustment module configured to perform: in response to the game prop being squeezed by a scene model in the game scene during the gradual increase of the volume of the game prop, adjusting the prop shape of the game prop based on the model shape of the scene model.
[0190] The device further includes a recycling and picking module configured to perform: in response to a prop recycling instruction triggered by the first game camp object, controlling the game prop to be switched from the first prop form to a second prop form to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state; and in response to a prop picking instruction triggered by the first virtual object, controlling the first virtual object to pick the game prop in the second prop form in the game scene.
[0191] The recycling and picking module is configured to perform: in response to a second interaction behavior between the first game camp object and the game prop in the first prop form, triggering the generation of the prop recycling instruction.
[0192] The recycling and picking module is configured to perform: controlling the volume of the game prop in the first prop form to gradually decrease, so that the game prop is switched from the first prop form to the second prop form; wherein the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0193] The recycling and picking module is configured to perform: controlling the first virtual object to move through the first terminal device, displaying a form switching control in the first terminal device in response to the first virtual object moving to a first designated scene area of the game prop; and triggering the form switching control through the first terminal device, controlling the volume of the game prop in the first prop form to gradually decrease, so that the game prop is switched from the first prop form to the second prop form.
[0194] The recycling and picking module is configured to perform: controlling the first virtual object to move through the first terminal device, and controlling the first virtual object to pick the game prop in response to the first virtual object moving to a second designated scene area of the game prop.
[0195] The device further includes a prop visibility control module configured to configure the game prop in the first prop form to be visible to both the first game camp object and the second game camp object.
[0196] The device further includes a prop display control module configured to display the prop identifier corresponding to the game prop in a specified display format in the first terminal device; wherein the specified display format is configured to provide the first virtual object with prompt information that the game prop can be picked up.
[0197] The device further includes a form switching module configured to: in response to a placement instruction for the game prop in the second prop form triggered by the first virtual object, control the first virtual object to place the game prop in the second prop form in the game scene; and control the game prop to be switched from the second prop form to the first prop form.
[0198] The device further includes a prop visibility control module configured to configure the game prop in the first prop form to be visible to the second game camp object.
[0199] The device further includes a prop destruction control module configured to: in response to the second game camp object performing an attack action or releasing a specified skill on the game prop in the first prop form, set the game prop to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0200] The device further includes a prop interaction control module configured to: configure the game prop in the second prop form to not trigger a first interaction action with the first game camp object.
[0201] The embodiment also provides a game prop control device, which includes:
[0202] A scene providing module configured to provide a game scene corresponding to a target game in response to a game match start instruction; wherein the game scene includes a first game camp object, and the first game camp object includes at least a first virtual object.
[0203] A prop placement module configured to: in response to a prop placement instruction triggered by the first virtual object, control the first virtual object to place a game prop in the first prop form at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of a scene movement path at the target prop position.
[0204] A prop recycling module configured to: in response to a prop recycling instruction triggered by the first game camp object, control the game prop to be switched from the first prop form to a second prop form, so as to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured to be in a pickable state.
[0205] The prop picking module is configured to execute a prop picking instruction triggered by the first virtual object, and control the first virtual object to pick up the game prop in the second prop form in the game scene.
[0206] The above-mentioned game prop control device, in response to a game match start instruction, provides a game scene corresponding to the target game; wherein the first game team object in the game scene, the first game team object at least includes the first virtual object; in response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place the game prop in the first prop form at the target prop position in the game scene, so as to form the first environmental terrain for blocking at least part of the scene moving path at the target prop position; in response to a prop recycling instruction triggered by the first game team object, the game prop is controlled to be switched from the first prop form to the second prop form, so as to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state; in response to a prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene. After the game prop is placed in the game scene, the environmental terrain for blocking the scene moving path can be formed, and the game prop can also be recycled and picked up after switching the prop form, which provides more rich prop usage, improves the match efficiency, and saves game resources.
[0207] The above-mentioned prop placement module is configured to execute: in response to a prop placement instruction triggered by the first virtual object in the first game team object, the first virtual object is controlled to place the game prop in the initial prop form at the target prop position in the game scene; control gradually increasing the corresponding prop volume of the game prop in the initial prop form, so as to switch the game prop from the initial prop form to the first prop form; wherein the first collision volume corresponding to the game prop in the first prop form is greater than the initial collision volume corresponding to the game prop in the initial prop form.
[0208] The above-mentioned device further includes a shape adjusting module configured to execute: in the process of gradually increasing the prop volume, in response to the game prop being squeezed with a scene model in the game scene, based on the model shape of the scene model, the prop shape of the game prop is adjusted.
[0209] The above-mentioned prop recycling module is configured to execute: in response to the second interaction behavior between the first game team object and the game prop in the first prop form, a prop recycling instruction is triggered.
[0210] The prop recycling module is configured to perform: controlling the gradually reducing of the prop volume corresponding to the game prop in the first prop form, so as to switch the game prop from the first prop form to the second prop form; wherein the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0211] The prop recycling module is configured to perform: controlling the first virtual object to move through the first terminal device, and in response to the first virtual object moving to the first specified scene area of the game prop, displaying the form switching control in the first terminal device; triggering the form switching control through the first terminal device, and controlling the gradually reducing of the prop volume corresponding to the game prop in the first prop form, so as to switch the game prop from the first prop form to the second prop form.
[0212] The prop picking-up module is configured to perform: controlling the first virtual object to move through the first terminal device, and in response to the first virtual object moving to the second specified scene area of the game prop, controlling the first virtual object to pick up the game prop.
[0213] The device further comprises a prop visibility control module, configured to configure the game prop in the second prop form to be visible to both the first game camp object and the second game camp object.
[0214] The device further comprises a prop display control module, configured to perform: displaying the prop identifier corresponding to the game prop in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0215] The device further comprises a form switching module, configured to perform: in response to the placement instruction for the game prop in the second prop form triggered by the first virtual object, controlling the first virtual object to place the game prop in the second prop form in the game scene; and controlling the game prop to be switched from the second prop form to the first prop form.
[0216] The device further comprises a prop visibility control module, configured to configure the game prop in the first prop form to be visible to the second game camp object.
[0217] The device further comprises a prop destruction control module, configured to perform: in response to the second game camp object performing an attack behavior or releasing a specified skill on the game prop in the first prop form, setting the game prop to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0218] The device further comprises a movement control module, configured to perform: in response to a movement control instruction, controlling the first game camp object to move in the game scene in a first movement manner.
[0219] The first interaction module is configured to perform a first interaction behavior of the first game camp object with a first prop form of the game prop placed in the game scene, and display a first mark in the graphical user interface, wherein the first prop form of the game prop is used to form a first environmental terrain for blocking at least part of the scene movement path at the position of the game prop;
[0220] The mark control module is configured to perform, during the first interaction behavior, adjusting and controlling the first mark displayed in the graphical user interface according to the movement and / or orientation adjustment of the first game camp object, so that the first mark indicates the displacement influence of the first prop form of the game prop on the first game camp object in real time.
[0221] The movement mode adjustment module is configured to perform, in response to completion of the first interaction behavior, adjusting the movement mode of the first game camp object in the game scene according to the displacement influence control adjustment.
[0222] The first interaction module is configured to perform: controlling the first game camp object to generate a squeezing behavior with the game prop through the first terminal device, obtaining an object orientation of the first game camp object generating the squeezing behavior, and adjusting and controlling the first mark displayed in the graphical user interface based on the object orientation.
[0223] The first interaction module is configured to perform: controlling the first game camp object to move through the first terminal device, and when the first game camp object contacts the game prop, continuing to control the first game camp object to move towards the game prop, and determining that the first game camp object generates a squeezing behavior with the game prop.
[0224] The first interaction module is configured to perform: in response to a movement direction adjustment instruction of the first terminal device for the movement joystick control, adjusting the object orientation of the first game camp object to obtain a first object orientation, and adjusting and controlling the first mark displayed in the graphical user interface based on the first object orientation.
[0225] The first interaction module is configured to perform: in response to a field of view adjustment instruction of the first terminal device for a specified scene picture area, continuing to adjust the object orientation of the first game camp object based on the first object orientation to obtain a second object orientation, and adjusting and controlling the first mark displayed in the graphical user interface based on the second object orientation.
[0226] The first mark includes a direction mark indicating the movement direction of the first game camp object, and the movement mode adjustment module is configured to perform: in response to completion of the first interaction behavior, controlling the first game camp object to move based on the movement direction indicated by the direction mark.
[0227] The device further includes a direction determination module configured to determine a normal direction based on the object position of the first game camp object and the prop center position of the game prop; and determine a moving direction of the first game camp object based on the normal direction and the object orientation of the first game camp object.
[0228] The first identifier includes a behavior progress identifier indicating the first interaction behavior. The moving manner adjustment module is configured to: in response to the first game camp object generating a squeezing behavior with the game prop, gradually increase a continuous progress indicated by the behavior progress identifier; and in response to the continuous progress increasing to a preset progress threshold, determine that the squeezing behavior is completed, and obtain a moving direction of the first game camp object when the continuous progress increases to the preset progress threshold, and control the first game camp object to move along the moving direction.
[0229] The moving manner adjustment module is configured to: increase a moving speed of the first game camp object, and control the first game camp object to move along the moving direction at the increased moving speed.
[0230] The device further includes a direction adjustment module configured to, in a process in which the first game camp object moves along the moving direction, adjust the moving direction of the first game camp object in response to an orientation adjustment instruction of the first terminal device for the moving joystick control and / or a field of view adjustment instruction of the first terminal device for the specified scene picture area.
[0231] The device further includes a field of view adjustment module configured to, in a process in which the first game camp object moves along the moving direction, keep the moving direction unchanged, control a camera orientation of the virtual camera to change, and update a scene picture of the game scene shot by the virtual camera in response to a field of view adjustment instruction of the first terminal device for the specified scene picture area.
[0232] The device further includes a prop interaction control module configured to: configure the game prop in the second prop form to not trigger the first interaction behavior with the first game camp object.
[0233] The embodiment also provides an electronic device including a processor and a memory. The memory stores computer executable instructions capable of being executed by the processor. The processor executes the computer executable instructions to implement the game prop control method.
[0234] Referring to FIG. 10, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer executable instructions capable of being executed by the processor 100. The processor 100 executes the computer executable instructions to implement the game prop control method.
[0235] Further, the electronic device shown in FIG. 10 further comprises a bus 102 and a communication interface 103, the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0236] The memory 101 can include a high-speed random access memory (RAM, Random Access Memory) and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the convenience of representation, only one bidirectional arrow is used in FIG. 10, but it does not mean that there is only one bus or one type of bus.
[0237] The processor 100 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 100 or the instruction in the form of software. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block disclosed in the embodiment of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiment of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, etc. The storage medium in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101, and combines the hardware to complete the steps of the method of the above embodiment.
[0238] The processor in the electronic device can implement the following operations in the game prop control method by executing computer executable instructions.
[0239] The first terminal device provides a graphical user interface, and at least part of a game scene is displayed in the graphical user interface. The game scene at least includes a first game camp object controlled by the first terminal device. In response to a movement control instruction, the first game camp object is controlled to move in the game scene in a first movement manner. In response to a first interaction behavior of the first game camp object and a first prop form game prop placed in the game scene, a first identifier is displayed in the graphical user interface. The first prop form game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop. During the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted in real time according to movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates a displacement influence of the first prop form game prop on the first game camp object in real time. In response to completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence.
[0240] The first terminal device controls the first game camp object to generate a squeezing behavior with the game prop, obtains an object orientation of the first game camp object generating the squeezing behavior, and controls the first identifier displayed in the graphical user interface to be adjusted based on the object orientation.
[0241] The first terminal device controls the first game camp object to move. When the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object generates a squeezing behavior with the game prop.
[0242] In response to a movement direction adjustment instruction of the first terminal device for a movement joystick control, the object orientation of the first game camp object is adjusted to obtain a first object orientation. The first identifier displayed in the graphical user interface is controlled to be adjusted based on the first object orientation.
[0243] In response to a field of view adjustment instruction of the first terminal device for a specified scene picture area, the object orientation of the first game camp object is continuously adjusted based on the first object orientation to obtain a second object orientation. The first identifier displayed in the graphical user interface is controlled to be adjusted based on the second object orientation.
[0244] The first identifier includes a direction identifier indicating a movement direction of the first game camp object. In response to completion of the first interaction behavior, the first game camp object is controlled to move based on the movement direction indicated by the direction identifier.
[0245] Determine a normal direction based on the object position of the first game camp object and the prop center position of the game prop; and determine a moving direction of the first game camp object based on the normal direction and the object orientation of the first game camp object.
[0246] The first identifier includes a behavior progress identifier indicating the first interaction behavior; in response to the first game camp object generating a squeezing behavior with the game prop, the continuous progress indicated by the behavior progress identifier is gradually increased; in response to the continuous progress increasing to a preset progress threshold, it is determined that the squeezing behavior is completed, and the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the moving direction.
[0247] Increase the moving speed of the first game camp object, and control the first game camp object to move along the moving direction at the increased moving speed.
[0248] During the movement of the first game camp object along the moving direction, in response to the orientation adjustment instruction of the first terminal device for the movement joystick control and / or the field of view adjustment instruction for the specified scene picture area, the moving direction of the first game camp object is adjusted.
[0249] During the movement of the first game camp object along the moving direction, in response to the field of view adjustment instruction of the first terminal device for the specified scene picture area, the moving direction is kept unchanged, the camera orientation of the virtual camera is changed, and the scene picture of the game scene shot by the virtual camera is updated.
[0250] In response to a prop placement instruction triggered by a first virtual object in the first game camp object, a game prop in a first prop form is placed by the first virtual object at a target prop position in the game scene to form a first environmental terrain for blocking at least part of the scene moving path at the target prop position.
[0251] In response to a prop placement instruction triggered by a first virtual object in the first game camp object, a game prop in an initial prop form is placed by the first virtual object at a target prop position in the game scene; the corresponding prop volume of the game prop in the initial prop form is gradually increased to switch the game prop from the initial prop form to the first prop form; wherein the first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
[0252] During the gradual increase of the prop volume, in response to the game prop generating a squeezing behavior with a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0253] In response to the prop recovery instruction triggered by the first game camp object, the game prop is controlled to be switched from the first prop form to the second prop form to cancel the first environmental terrain formed at the target prop position; wherein, the game prop in the second prop form is configured in a pickable state; in response to the prop pickup instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0254] In response to the second interaction behavior between the first game camp object and the game prop in the first prop form, a prop recovery instruction is triggered.
[0255] The collision volume corresponding to the game prop in the first prop form is gradually reduced to switch the game prop from the first prop form to the second prop form; wherein, the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0256] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the first designated scene area of the game prop, a form switching control is displayed on the first terminal device; the form switching control is triggered through the first terminal device to gradually reduce the collision volume corresponding to the game prop in the first prop form to switch the game prop from the first prop form to the second prop form.
[0257] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the second designated scene area of the game prop, the first virtual object is controlled to pick up the game prop.
[0258] The game prop in the second prop form is configured to be visible to both the first game camp object and the second game camp object.
[0259] The prop identifier corresponding to the game prop is displayed in a designated display format in the first terminal device; wherein, the designated display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0260] In response to the placement instruction for the game prop in the second prop form triggered by the first virtual object, the first virtual object is controlled to place the game prop in the second prop form in the game scene; the game prop is controlled to be switched from the second prop form to the first prop form.
[0261] The game prop in the first prop form is configured to be visible to the second game camp object.
[0262] In response to the attack behavior performed by the second game camp object on the game prop in the first prop form or the release of a designated skill, the game prop is set to a destroyed state; wherein, the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0263] The second prop form of the game prop is configured not to trigger the first interaction behavior with the first game camp object.
[0264] In the above manner, after the game prop is placed in the game scene, the movement parameter of the object can be changed through the interaction behavior with the object, which provides more abundant prop usage, improves the game efficiency, and saves game resources.
[0265] The processor in the above electronic device, by executing computer executable instructions, can also implement the following operations in the game prop control method:
[0266] In response to a game session start instruction, a game scene corresponding to a target game is provided; wherein the first game camp object in the game scene, the first game camp object at least includes a first virtual object; in response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in a first prop form at a target prop position in the game scene, so as to form a first environmental terrain for blocking at least part of the scene movement path at the target prop position; in response to a prop recycling instruction triggered by the first game camp object, the game prop is controlled to be switched from the first prop form to a second prop form, so as to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state; in response to a prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick the game prop in the second prop form in the game scene.
[0267] In response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in an initial prop form at a target prop position in the game scene; the corresponding prop volume of the game prop in the initial prop form is gradually increased, so that the game prop is switched from the initial prop form to the first prop form; wherein the first collision volume corresponding to the game prop in the first prop form is greater than the initial collision volume corresponding to the game prop in the initial prop form.
[0268] In the process of gradually increasing the prop volume, in response to the game prop being squeezed with a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0269] In response to the second interaction behavior between the first game camp object and the game prop in the first prop form, a prop recycling instruction is triggered.
[0270] The corresponding prop volume of the game prop in the first prop form is gradually reduced, so that the game prop is switched from the first prop form to the second prop form; wherein the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0271] The first terminal device controls the movement of the first virtual object, and in response to the first virtual object moving to the first specified scene area of the game prop, a shape switching control is displayed on the first terminal device; the first terminal device triggers the shape switching control to control the gradual reduction of the prop attribute of the game prop in the first prop shape, so that the game prop is switched from the first prop shape to the second prop shape.
[0272] The first terminal device controls the movement of the first virtual object, and in response to the first virtual object moving to the second specified scene area of the game prop, controls the first virtual object to pick up the game prop.
[0273] The game prop in the second prop shape is configured to be visible to both the first game camp object and the second game camp object.
[0274] The game prop corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0275] In response to the placement instruction triggered by the first virtual object for the game prop in the second prop shape, the first virtual object is controlled to place the game prop in the game scene. The game prop is switched from the second prop shape to the first prop shape.
[0276] The game prop in the first prop shape is configured to be visible to the second game camp object.
[0277] In response to the second game camp object performing an attack behavior or releasing a specified skill on the game prop in the first prop shape, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0278] In response to the movement control instruction, the first game camp object is controlled to move in the game scene in a first movement manner; in response to a first interaction behavior between the first game camp object and the game prop in the first prop shape placed in the game scene, a first identifier is displayed in the graphical user interface, wherein the game prop in the first prop shape is used to form a first environmental terrain for blocking at least part of the scene movement path at the position of the game prop; during the first interaction behavior, the first identifier displayed in the graphical user interface is adjusted according to the movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates in real time the displacement influence of the game prop in the first prop shape on the first game camp object; in response to the completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is adjusted according to the displacement influence.
[0279] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0280] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0281] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0282] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0283] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0284] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0285] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0286] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0287] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop, and it is determined that the first game camp object and the game prop generate the squeezing behavior.
[0288] During the movement of the first game team object along the movement direction, in response to a view adjustment instruction of a terminal device for a specified scene picture area, the movement direction is kept unchanged, a change in camera orientation of the virtual camera is controlled, and a scene picture of the game scene photographed by the virtual camera is updated.
[0289] The second prop form of the game prop is configured to not trigger the first interaction behavior with the first game team object.
[0290] In the above manner, after the game prop is placed in the game scene, an environmental terrain that blocks the scene movement path can be formed, the game prop can be recycled or picked up after switching the prop form, the above manner provides more abundant prop uses, improves the efficiency of the game, and saves game resources.
[0291] The embodiment also provides a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions cause the processor to implement the game prop control method when the computer executable instructions are called and executed by the processor.
[0292] The computer executable instructions stored in the above computer readable storage medium can implement the following operation in the game prop control method by executing the computer executable instructions:
[0293] A game prop control method, a graphical user interface is provided through a first terminal device, at least part of a game scene is displayed in the graphical user interface, the game scene at least includes a first game team object controlled through the first terminal device, in response to a movement control instruction, the first game team object is controlled to move in the game scene in a first movement manner; in response to a first interaction behavior of the first game team object and a first prop form of a game prop placed in the game scene, a first identifier is displayed in the graphical user interface, wherein the first prop form of the game prop is used to form a first environmental terrain for blocking at least part of a scene movement path at a position of the game prop; during the first interaction behavior, according to movement and / or orientation adjustment of the first game team object, the first identifier displayed in the graphical user interface is controlled to be adjusted, so that the first identifier indicates a displacement influence of the first prop form of the game prop on the first game team object in real time; in response to completion of the first interaction behavior, according to the displacement influence, the movement manner of the first game team object in the game scene is controlled to be adjusted.
[0294] The first terminal device controls the first game team object to generate a squeezing behavior with the game prop, an object orientation of the first game team object generating the squeezing behavior is acquired, and the first identifier displayed in the graphical user interface is controlled to be adjusted based on the object orientation.
[0295] The first terminal device controls the first game camp object to move, and when the first game camp object contacts the game prop, the first game camp object continues to move towards the game prop to determine that the first game camp object and the game prop generate a squeezing behavior.
[0296] In response to a movement direction adjustment instruction of the first terminal device for the movement joystick, the object orientation of the first game camp object is adjusted to obtain a first object orientation, and the first indicator displayed in the graphical user interface is controlled and adjusted based on the first object orientation.
[0297] In response to a field of view adjustment instruction of the first terminal device for the specified scene picture area, the object orientation of the first game camp object is continuously adjusted based on the first object orientation to obtain a second object orientation, and the first indicator displayed in the graphical user interface is controlled and adjusted based on the second object orientation.
[0298] The first indicator includes a direction indicator indicating the movement direction of the first game camp object; and in response to completion of the first interaction behavior, the first game camp object is controlled to move based on the movement direction indicated by the direction indicator.
[0299] Based on the object position of the first game camp object and the prop center position of the game prop, a normal direction is determined; and based on the normal direction and the object orientation of the first game camp object, the movement direction of the first game camp object is determined.
[0300] The first indicator includes a behavior progress indicator indicating the first interaction behavior; in response to the squeezing behavior of the first game camp object and the game prop, the continuous progress indicated by the behavior progress indicator is gradually increased; and in response to the continuous progress increasing to a preset progress threshold, it is determined that the squeezing behavior is completed, the movement direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the movement direction.
[0301] The movement speed of the first game camp object is increased, and the first game camp object is controlled to move along the movement direction at the increased movement speed.
[0302] During the movement of the first game camp object along the movement direction, in response to the orientation adjustment instruction of the first terminal device for the movement joystick and / or the field of view adjustment instruction for the specified scene picture area, the movement direction of the first game camp object is adjusted.
[0303] During the movement of the first game camp object along the movement direction, in response to the field of view adjustment instruction of the first terminal device for the specified scene picture area, the movement direction is kept unchanged, the camera orientation of the virtual camera is controlled to change, and the scene picture of the game scene shot by the virtual camera is updated.
[0304] In response to the prop placement instruction triggered by the first virtual object in the first game camp object, a first game prop in a first prop form is placed by the first virtual object at a target prop position in the game scene to form a first environmental terrain for blocking at least part of the scene movement path at the target prop position.
[0305] In response to the prop placement instruction triggered by the first virtual object in the first game camp object, a game prop in an initial prop form is placed by the first virtual object at a target prop position in the game scene; the corresponding prop volume of the game prop in the initial prop form is gradually increased to switch the game prop from the initial prop form to the first prop form; wherein the first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
[0306] In the process of gradually increasing the prop volume, in response to the game prop being squeezed with a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0307] In response to the prop recovery instruction triggered by the first game camp object, the game prop is switched from the first prop form to a second prop form to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured in a pickable state; in response to the prop pickup instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0308] In response to the second interaction behavior between the first game camp object and the game prop in the first prop form, a prop recovery instruction is triggered.
[0309] The corresponding prop volume of the game prop in the first prop form is gradually reduced to switch the game prop from the first prop form to the second prop form; wherein the second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
[0310] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a first designated scene area of the game prop, a form switching control is displayed on the first terminal device; the form switching control is triggered through the first terminal device to gradually reduce the corresponding prop volume of the game prop in the first prop form to switch the game prop from the first prop form to the second prop form.
[0311] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a second designated scene area of the game prop, the first virtual object is controlled to pick up the game prop.
[0312] The second prop form of the game prop is configured to be visible to both the first game camp object and the second game camp object.
[0313] The game prop corresponding to the prop identifier is displayed in the first terminal device in a specified display format; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0314] In response to a placement instruction triggered by the first virtual object for the game prop in the second prop form, the first virtual object is controlled to place the game prop in the second prop form in the game scene; and the game prop is controlled to be switched from the second prop form to the first prop form.
[0315] The first prop form of the game prop is configured to be visible to the second game camp object.
[0316] In response to an attack behavior or a specified skill being executed by the second game camp object on the game prop in the first prop form, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
[0317] The game prop in the second prop form is configured to not trigger the first interaction behavior with the first game camp object.
[0318] In the above manner, after the game prop is placed in the game scene, the movement parameters of the object can be changed through the interaction behavior with the object, which provides more abundant uses of the prop, improves the efficiency of the game, and saves game resources.
[0319] The processor in the above electronic device, by executing computer executable instructions, can also implement the following operations in the control method of the game prop:
[0320] A control method of a game prop, in response to a game match start instruction, a game scene corresponding to a target game is provided; wherein the first game camp object in the game scene, the first game camp object at least includes a first virtual object; in response to a prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in the first prop form at a target prop position in the game scene, to form a first environmental terrain for blocking at least part of the scene movement path at the target prop position; in response to a prop recycling instruction triggered by the first game camp object, the game prop is controlled to be switched from the first prop form to the second prop form, to cancel the first environmental terrain formed at the target prop position; wherein the game prop in the second prop form is configured to be in a pickable state; in response to a prop pickup instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the second prop form in the game scene.
[0321] In response to the prop placement instruction triggered by the first virtual object, the first virtual object is controlled to place a game prop in an initial prop shape at a target prop position in the game scene; the game prop in the initial prop shape is controlled to gradually increase a prop volume corresponding to the game prop, so that the game prop is switched from the initial prop shape to a first prop shape; wherein the first collision volume corresponding to the game prop in the first prop shape is larger than the initial collision volume corresponding to the game prop in the initial prop shape.
[0322] In the process of gradually increasing the prop volume, in response to the game prop being squeezed with a scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
[0323] In response to the second interaction behavior between the first game camp object and the game prop in the first prop shape, a prop recycling instruction is triggered.
[0324] The prop volume corresponding to the game prop in the first prop shape is gradually reduced, so that the game prop is switched from the first prop shape to a second prop shape; wherein the second collision volume corresponding to the game prop in the second prop shape is smaller than the first collision volume corresponding to the game prop in the first prop shape.
[0325] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a first designated scene area of the game prop, a shape switching control is displayed on the first terminal device; the shape switching control is triggered through the first terminal device, and the prop volume corresponding to the game prop in the first prop shape is gradually reduced, so that the game prop is switched from the first prop shape to the second prop shape.
[0326] The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to a second designated scene area of the game prop, the first virtual object is controlled to pick up the game prop.
[0327] The game prop in the second prop shape is configured to be visible to both the first game camp object and the second game camp object.
[0328] The prop identifier corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
[0329] In response to the placement instruction for the game prop in the second prop shape triggered by the first virtual object, the first virtual object is controlled to place the game prop in the second prop shape in the game scene; the game prop is controlled to be switched from the second prop shape to the first prop shape.
[0330] The game prop in the first prop shape is configured to be visible to the second game camp object.
[0331] In response to the second game camp object performing an attack behavior or releasing a specified skill on the first prop form game prop, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to be not picked up by the first virtual object.
[0332] In response to a movement control instruction, the first game camp object is controlled to move in the game scene in a first movement manner; in response to a first interaction behavior of the first game camp object with a first prop form game prop placed in the game scene, a first identifier is displayed in the graphical user interface, wherein the first prop form game prop is configured to form a first environmental terrain for blocking at least part of the scene movement path at the location of the game prop; during the first interaction behavior, the first identifier displayed in the graphical user interface is controlled to be adjusted according to the movement and / or orientation adjustment of the first game camp object, so that the first identifier indicates in real time the displacement influence of the first prop form game prop on the first game camp object; in response to completion of the first interaction behavior, the movement manner of the first game camp object in the game scene is controlled to be adjusted according to the displacement influence.
[0333] The first game camp object is controlled to generate a squeezing behavior with the game prop through the first terminal device, the object orientation of the first game camp object generating the squeezing behavior is obtained, and the first identifier displayed in the graphical user interface is controlled to be adjusted based on the object orientation.
[0334] The first game camp object is controlled to move through the first terminal device, and when the first game camp object contacts the game prop, the first game camp object is controlled to move towards the game prop, and it is determined that the first game camp object generates a squeezing behavior with the game prop.
[0335] In response to a movement direction adjustment instruction of the first terminal device for the movement joystick control, the object orientation of the first game camp object is adjusted to obtain a first object orientation, and the first identifier displayed in the graphical user interface is controlled to be adjusted based on the first object orientation.
[0336] In response to a field of view adjustment instruction of the first terminal device for a specified scene picture area, the object orientation of the first game camp object is continuously adjusted based on the first object orientation to obtain a second object orientation, and the first identifier displayed in the graphical user interface is controlled to be adjusted based on the second object orientation.
[0337] The first identifier includes a direction identifier indicating the movement direction of the first game camp object; in response to completion of the first interaction behavior, the first game camp object is controlled to move based on the movement direction indicated by the direction identifier.
[0338] Determine a normal direction based on the object position of the first game camp object and the prop center position of the game prop; and determine a moving direction of the first game camp object based on the normal direction and the object orientation of the first game camp object.
[0339] The first identifier includes a behavior progress identifier indicating the first interaction behavior; in response to the first game camp object generating a squeezing behavior with the game prop, the continuous progress indicated by the behavior progress identifier is gradually increased; in response to the continuous progress increasing to a preset progress threshold, it is determined that the squeezing behavior is completed, and the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the moving direction.
[0340] The moving speed of the first game camp object is increased, and the first game camp object is controlled to move along the moving direction at the increased moving speed.
[0341] In the process of the first game camp object moving along the moving direction, in response to the orientation adjustment instruction of the moving joystick control and / or the field of view adjustment instruction of the specified scene picture area of the first terminal device, the moving direction of the first game camp object is adjusted.
[0342] In the process of the first game camp object moving along the moving direction, in response to the field of view adjustment instruction of the specified scene picture area of the terminal device, the moving direction is kept unchanged, the camera orientation of the virtual camera is changed, and the scene picture of the game scene shot by the virtual camera is updated.
[0343] The game prop in the second prop form is configured not to trigger the first interaction behavior with the first game camp object.
[0344] In the above manner, after the game prop is placed in the game scene, an environmental terrain blocking the scene moving path can be formed, the game prop can be recycled or picked up after switching the prop form, the above manner provides more abundant prop usage, improves the efficiency of the game, and saves game resources.
[0345] The game prop control method and device and the computer program product of the electronic device provided in the embodiments of the present disclosure include a computer readable storage medium storing program codes, the program codes include instructions for executing the method described in the foregoing method embodiments, and specific implementations can be referred to the method embodiments, which will not be described herein.
[0346] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the above-described system and device can refer to the corresponding process in the foregoing method embodiments, which will not be described herein.
[0347] In addition, in the description of the embodiments of the present disclosure, unless explicitly defined and limited otherwise, the terms "mount", "connect", "connection" should be understood in a broad sense, for example, can be fixed connection, can also be detachable connection, or integrally connected; can be mechanical connection, can also be electrical connection; can be directly connected, can also be indirectly connected through an intermediate medium, can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the present disclosure can be understood according to the specific circumstances.
[0348] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present disclosure or the part that contributes to the related art or part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various program code storage media.
[0349] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0350] Finally, it should be noted that: the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not limitations thereof, and the protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present disclosure, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for controlling a game item, comprising: providing a graphical user interface (GUI) via a first terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including at least a first game faction object controlled by the first terminal device; the method comprising: In response to a movement control instruction, controlling the first game camp object to move in the game scene in a first movement manner; In response to a first interaction between the first game camp object and a game prop in the form of a first prop placed in the game scene, displaying a first indicator in the graphical user interface, wherein the game prop in the form of the first prop is used to: form a first environmental terrain at a location of the game prop for blocking at least a portion of a scene movement path; During the first interactive behavior, controlling and adjusting the first marker displayed in the graphical user interface based on the movement and / or orientation adjustment of the first game camp object, so that the first marker indicates in real time the displacement effect exerted by the game prop in the form of the first prop on the first game camp object; In response to the completion of the first interactive behavior, the movement mode of the first game camp object in the game scene is adjusted according to the displacement impact control.
2. The method according to claim 1, wherein In response to a first interaction between the first game camp object and a game prop in the form of a first prop placed in the game scene, the step of displaying a first identifier in the graphical user interface includes: The first terminal device is used to control the first game camp object and the game prop to produce an extrusion behavior, obtain the object orientation of the first game camp object that produces the extrusion behavior, and adjust the first identifier displayed in the graphical user interface based on the object orientation control.
3. The method according to claim 2, wherein: The step of controlling the first game camp object and the game prop to generate a squeezing behavior through the first terminal device includes: The movement of the first game camp object is controlled by the first terminal device. When the first game camp object contacts the game prop, the first game camp object is continued to be controlled to move toward the game prop to determine that the first game camp object and the game prop produce a squeezing behavior.
4. The method according to claim 1, wherein The step of controlling and adjusting the first identifier displayed in the graphical user interface according to the movement adjustment of the first game camp object includes: In response to the movement direction adjustment instruction of the first terminal device for the mobile joystick control, the object orientation of the first game camp object is adjusted to obtain a first object orientation, and the first identifier displayed in the graphical user interface is adjusted based on the first object orientation control.
5. The method according to claim 4, wherein The step of controlling and adjusting the first identifier displayed in the graphical user interface according to the orientation adjustment of the first game camp object includes: In response to the field of view adjustment instruction of the first terminal device for the specified scene screen area, the object orientation of the first game camp object is continued to be adjusted based on the first object orientation to obtain a second object orientation, and the first identifier displayed in the graphical user interface is adjusted based on the second object orientation.
6. The method according to claim 1, wherein The first identifier includes: a direction identifier indicating the moving direction of the first game camp object; The step of controlling and adjusting the movement of the first game camp object in the game scene according to the displacement impact in response to the completion of the first interactive behavior includes: In response to the completion of the first interactive behavior, the first game camp object is controlled to move based on the moving direction indicated by the direction identifier.
7. The method according to claim 6, wherein: The method further comprises: Determining a normal direction based on an object position of the first game camp object and a prop center position of the game prop; A moving direction of the first game camp object is determined based on the normal direction and the object orientation of the first game camp object.
8. The method according to claim 1, wherein The first identifier includes: a behavior progress identifier indicating the first interactive behavior; In response to the completion of the first interactive behavior, the step of controlling and adjusting the movement of the first game camp object in the game scene according to the displacement impact includes: In response to the first game camp object and the game prop generating a squeezing behavior, controlling the continuous progress indicated by the behavior progress indicator to gradually increase; In response to the continuous progress increasing to a preset progress threshold, it is determined that the extrusion behavior is completed, the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the moving direction.
9. The method according to claim 8, wherein The step of controlling the first game camp object to move along the moving direction includes: Increase the moving speed of the first game camp object, and control the first game camp object to move along the moving direction at the increased moving speed.
10. The method according to claim 8, wherein After the step of controlling the first game camp object to move along the moving direction, the method further includes: During the process of the first game camp object moving along the moving direction, the moving direction of the first game camp object is adjusted in response to the first terminal device's direction adjustment instruction for the moving joystick control and / or the field of view adjustment instruction for the specified scene screen area.
11. The method according to claim 8, wherein After the step of controlling the first game camp object to move along the moving direction, the method further includes: During the movement of the first game camp object along the movement direction, in response to the field of view adjustment instruction of the first terminal device for the specified scene screen area, the movement direction is kept unchanged, the camera orientation of the virtual camera is controlled to change, and the scene screen of the game scene captured by the virtual camera is updated.
12. The method according to claim 1, wherein Before the step of responding to a first interaction between the first game camp object and a game prop in the form of a first prop placed in the game scene, the method further includes: In response to a prop placement instruction triggered by a first virtual object in the first game camp object, the first virtual object is controlled to place a game prop in the form of a first prop at a target prop position in the game scene, so as to form a first environmental terrain at the target prop position for blocking at least part of the scene movement path.
13. The method according to claim 12, wherein: In response to a prop placement instruction triggered by a first virtual object in the first game camp object, the step of controlling the first virtual object to place a game prop in the first prop form at a target prop position in the game scene includes: In response to a prop placement instruction triggered by a first virtual object in the first game camp object, controlling the first virtual object to place a game prop in an initial prop form at a target prop position in the game scene; Controlling to gradually increase the volume of the game prop corresponding to the initial prop form, so that the game prop switches from the initial prop form to the first prop form; The first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
14. The method according to claim 13, wherein The method further comprises: In the process of gradually increasing the volume of the prop, in response to the game prop being squeezed against the scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
15. The method according to claim 12, wherein: The method further comprises: In response to a prop recycling instruction triggered by the first game camp object, controlling the game prop to switch from the first prop form to a second prop form to cancel the first environmental terrain formed at the target prop location; wherein the game prop in the second prop form is configured to be in a pickup state; In response to the prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the form of the second prop in the game scene.
16. The method according to claim 15, wherein The method further comprises: In response to a second interaction between the first game camp object and the game prop in the first prop form, the prop recycling instruction is triggered.
17. The method according to claim 15, wherein: The step of controlling the game prop to switch from the first prop form to the second prop form includes: Controlling to gradually reduce the volume of the game prop corresponding to the first prop form, so that the game prop switches from the first prop form to the second prop form; The second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
18. The method according to claim 17, wherein The step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form includes: Controlling the movement of the first virtual object through the first terminal device, and displaying a form switching control on the first terminal device in response to the first virtual object moving to the first designated scene area of the game prop; The form switching control is triggered through the first terminal device to control the gradual reduction of the volume of the game prop corresponding to the first prop form, so that the game prop switches from the first prop form to the second prop form.
19. The method according to claim 17, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the second designated scene area of the game prop, the first virtual object is controlled to pick up the game prop.
20. The method according to claim 17, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: The game prop in the second prop form is configured to be visible to both the first game camp object and the second game camp object.
21. The method according to claim 15, wherein The method further comprises: The prop identifier corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
22. The method according to claim 17, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: In response to a placement instruction for the game prop in the second prop form triggered by the first virtual object, controlling the first virtual object to place the game prop in the second prop form in the game scene; Controlling the switching of the game prop from the second prop form to the first prop form.
23. The method according to claim 12, wherein After the step of controlling the first virtual object to place a game prop in a first prop form at a target prop position in the game scene in response to a prop placement instruction triggered by the first virtual object, the method further includes: The game prop in the first prop form is configured to be visible to the second game camp object.
24. The method according to claim 23, wherein The method further comprises: In response to the second game camp object performing an attack action or releasing a designated skill on the game prop in the first prop form, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
25. The method according to claim 15, wherein The method further comprises: The game prop in the second prop form is configured to not trigger the first interactive behavior with the first game camp object.
26. A method for controlling a game prop, the method comprising: In response to a game match start instruction, providing a game scene corresponding to a target game; wherein the game scene includes a first game camp object, and the first game camp object includes at least a first virtual object; In response to a prop placement instruction triggered by the first virtual object, controlling the first virtual object to place a game prop in a first prop form at a target prop position in the game scene, so as to form a first environmental terrain at the target prop position for blocking at least a portion of a scene movement path; In response to a prop recycling instruction triggered by the first game camp object, controlling the game prop to switch from the first prop form to a second prop form to cancel the first environmental terrain formed at the target prop location; wherein the game prop in the second prop form is configured to be in a pickup state; In response to the prop picking instruction triggered by the first virtual object, the first virtual object is controlled to pick up the game prop in the form of the second prop in the game scene.
27. The method according to claim 26, characterized in that In response to a prop placement instruction triggered by the first virtual object, the step of controlling the first virtual object to place a game prop in a first prop form at a target prop position in the game scene includes: In response to a prop placement instruction triggered by the first virtual object, controlling the first virtual object to place a game prop in an initial prop form at a target prop position in the game scene; Controlling to gradually increase the volume of the game prop corresponding to the initial prop form, so that the game prop switches from the initial prop form to the first prop form; The first collision volume corresponding to the game prop in the first prop form is larger than the initial collision volume corresponding to the game prop in the initial prop form.
28. The method according to claim 27, characterized in that The method further comprises: In the process of gradually increasing the volume of the prop, in response to the game prop being squeezed against the scene model in the game scene, the prop shape of the game prop is adjusted based on the model shape of the scene model.
29. The method according to claim 26, wherein The method further comprises: In response to a second interaction between the first game camp object and the game prop in the first prop form, the prop recycling instruction is triggered.
30. The method according to claim 26, wherein The step of controlling the game prop to switch from the first prop form to the second prop form includes: Controlling to gradually reduce the volume of the game prop corresponding to the first prop form, so that the game prop switches from the first prop form to the second prop form; The second collision volume corresponding to the game prop in the second prop form is smaller than the first collision volume corresponding to the game prop in the first prop form.
31. The method according to claim 30, wherein The step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form includes: Controlling the movement of the first virtual object through the first terminal device, and displaying a form switching control on the first terminal device in response to the first virtual object moving to the first designated scene area of the game prop; The form switching control is triggered through the first terminal device to control the gradual reduction of the volume of the game prop corresponding to the first prop form, so that the game prop switches from the first prop form to the second prop form.
32. The method according to claim 30, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: The first virtual object is controlled to move through the first terminal device, and in response to the first virtual object moving to the second designated scene area of the game prop, the first virtual object is controlled to pick up the game prop.
33. The method according to claim 30, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: The game prop in the second prop form is configured to be visible to both the first game camp object and the second game camp object.
34. The method according to claim 33, wherein The method further comprises: The prop identifier corresponding to the game prop is displayed in a specified display format in the first terminal device; wherein the specified display format is used to provide the first virtual object with prompt information that the game prop can be picked up.
35. The method according to claim 30, wherein After the step of controlling the gradual reduction of the volume of the game prop corresponding to the first prop form so as to switch the game prop from the first prop form to the second prop form, the method further includes: In response to a placement instruction for the game prop in the second prop form triggered by the first virtual object, controlling the first virtual object to place the game prop in the second prop form in the game scene; Controlling the switching of the game prop from the second prop form to the first prop form.
36. The method according to claim 26, wherein After the step of controlling the first virtual object to place a game prop in a first prop form at a target prop position in the game scene in response to a prop placement instruction triggered by the first virtual object, the method further includes: The game prop in the first prop form is configured to be visible to the second game camp object.
37. The method according to claim 36, wherein The method further comprises: In response to the second game camp object performing an attack action or releasing a designated skill on the game prop in the first prop form, the game prop is set to a destroyed state; wherein the game prop in the destroyed state is configured to not be picked up by the first virtual object.
38. The method according to claim 26, wherein After the step of controlling the first virtual object to place a game prop in a first prop form at a target prop position in the game scene in response to a prop placement instruction triggered by the first virtual object, the method further includes: In response to a movement control instruction, controlling the first game camp object to move in the game scene in a first movement manner; In response to a first interaction between the first game faction object and a game prop in the form of a first prop placed in the game scene, displaying a first indicator in the graphical user interface, wherein the game prop in the form of the first prop is used to: form a first environmental terrain at a location of the game prop for blocking at least a portion of a scene movement path; During the first interactive behavior, controlling and adjusting the first marker displayed in the graphical user interface based on the movement and / or orientation adjustment of the first game camp object, so that the first marker indicates in real time the displacement effect exerted by the game prop in the form of the first prop on the first game camp object; In response to the completion of the first interactive behavior, the movement mode of the first game camp object in the game scene is adjusted according to the displacement impact control.
39. The method according to claim 38, characterized in that In response to a first interaction between the first game camp object and a game prop in the form of a first prop placed in the game scene, the step of displaying a first identifier in a graphical user interface includes: The first terminal device is used to control the first game camp object and the game prop to produce an extrusion behavior, obtain the object orientation of the first game camp object that produces the extrusion behavior, and adjust the first identifier displayed in the graphical user interface based on the object orientation control.
40. The method according to claim 39, wherein The step of controlling the first game camp object and the game prop to generate a squeezing behavior through the first terminal device includes: The movement of the first game camp object is controlled by the first terminal device. When the first game camp object contacts the game prop, the first game camp object is continued to be controlled to move toward the game prop to determine that the first game camp object and the game prop produce a squeezing behavior.
41. The method according to claim 38, wherein The step of controlling and adjusting the first identifier displayed in the graphical user interface according to the movement adjustment of the first game camp object includes: In response to the movement direction adjustment instruction of the first terminal device for the mobile joystick control, the object orientation of the first game camp object is adjusted to obtain a first object orientation, and the first identifier displayed in the graphical user interface is adjusted based on the first object orientation control.
42. The method according to claim 41, wherein The step of controlling and adjusting the first identifier displayed in the graphical user interface according to the orientation adjustment of the first game camp object includes: In response to the field of view adjustment instruction of the first terminal device for the specified scene screen area, the object orientation of the first game camp object is continued to be adjusted based on the first object orientation to obtain a second object orientation, and the first identifier displayed in the graphical user interface is adjusted based on the second object orientation.
43. The method according to claim 38, wherein The first identifier includes: a direction identifier indicating the moving direction of the first game camp object; The step of controlling and adjusting the movement of the first game camp object in the game scene according to the displacement impact in response to the completion of the first interactive behavior includes: In response to the completion of the first interactive behavior, the first game camp object is controlled to move based on the moving direction indicated by the direction identifier.
44. The method according to claim 43, wherein The method further comprises: Determining a normal direction based on an object position of the first game camp object and a prop center position of the game prop; A moving direction of the first game camp object is determined based on the normal direction and the object orientation of the first game camp object.
45. The method according to claim 38, wherein The first identifier includes: a behavior progress identifier indicating the first interactive behavior; In response to the completion of the first interactive behavior, the step of controlling and adjusting the movement of the first game camp object in the game scene according to the displacement impact includes: In response to the first game camp object and the game prop generating a squeezing behavior, controlling the continuous progress indicated by the behavior progress indicator to gradually increase; In response to the continuous progress increasing to a preset progress threshold, it is determined that the extrusion behavior is completed, the moving direction of the first game camp object when the continuous progress increases to the preset progress threshold is obtained, and the first game camp object is controlled to move along the moving direction.
46. The method according to claim 45, characterized in that The step of controlling the first game camp object to move along the moving direction includes: Increase the moving speed of the first game camp object, and control the first game camp object to move along the moving direction at the increased moving speed.
47. The method according to claim 45, wherein After the step of controlling the first game camp object to move along the moving direction, the method further includes: During the process of the first game camp object moving along the moving direction, the moving direction of the first game camp object is adjusted in response to the first terminal device's direction adjustment instruction for the moving joystick control and / or the field of view adjustment instruction for the specified scene screen area.
48. The method according to claim 45, characterized in that After the step of controlling the first game camp object to move along the moving direction, the method further includes: During the movement of the first game camp object along the movement direction, in response to a field of view adjustment instruction of a terminal device for a specified scene screen area, the movement direction is kept unchanged, the camera orientation of the virtual camera is controlled to change, and the scene screen of the game scene captured by the virtual camera is updated.
49. The method according to claim 38, wherein The method further comprises: The game prop in the second prop form is configured to not trigger the first interactive behavior with the first game camp object.
50. A device for manipulating game props, providing a graphical user interface via a first terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including at least a first game faction object controlled by the first terminal device, the device comprising: a movement control module configured to execute, in response to a movement control instruction, control the first game camp object to move in the game scene in a first movement manner; A first interaction module is configured to execute a first interaction behavior in response to the first game camp object and a game prop in the form of a first prop placed in the game scene, and display a first indicator in the graphical user interface, wherein the game prop in the form of the first prop is used to: form a first environmental terrain at a location where the game prop is located, for blocking at least a portion of a scene movement path; an identifier control module configured to control and adjust the first identifier displayed in the graphical user interface according to the movement and / or orientation adjustment of the first game camp object during the first interactive behavior, so that the first identifier indicates in real time the displacement effect exerted by the game prop in the form of the first prop on the first game camp object; The movement mode adjustment module is configured to execute, in response to completion of the first interactive behavior, adjusting the movement mode of the first game camp object in the game scene according to the displacement impact control.
51. A device for controlling a game prop, comprising: A scene providing module is configured to execute, in response to a game match start instruction, a game scene corresponding to a target game; wherein the game scene includes a first game camp object, and the first game camp object includes at least a first virtual object; a prop placement module configured to execute a prop placement instruction triggered by the first virtual object, and control the first virtual object to place a game prop in a first prop form at a target prop position in the game scene, so as to form a first environmental terrain at the target prop position for blocking at least a portion of a scene movement path; an item recovery module configured to execute an item recovery instruction triggered by the first game faction object, and control the switching of the game item from the first item form to a second item form to cancel the first environmental terrain formed at the target item position; wherein the game item in the second item form is configured to be pickable; The prop picking module is configured to execute a prop picking instruction in response to the triggering of the first virtual object, and control the first virtual object to pick up the game prop in the second prop form in the game scene.
52. An electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for controlling a game prop described in any one of claims 1-25 or the method for controlling a game prop described in any one of claims 26-49.
53. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method for controlling a game prop described in any one of claims 1-25 or the method for controlling a game prop described in any one of claims 26-49.
Citation Information
Patent Citations
Prop control method in game, terminal, electronic equipment and readable storage medium
CN111803933A
Virtual item control method and device, electronic equipment and storage medium
CN113885731A
Virtual item interaction method and device, storage medium and computer equipment
CN114470760A
Game data processing method and device, equipment and storage medium
CN116585704A
Game operation control method and device and electronic equipment
CN117482502A