CN118022308A - Game control method, game control device, storage medium and electronic device - Google Patents

Game control method, game control device, storage medium and electronic device Download PDF

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Publication number
CN118022308A
CN118022308A CN202410187051.3A CN202410187051A CN118022308A CN 118022308 A CN118022308 A CN 118022308A CN 202410187051 A CN202410187051 A CN 202410187051A CN 118022308 A CN118022308 A CN 118022308A
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game
objects
game objects
virtual
style
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CN202410187051.3A
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Chinese (zh)
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周志旺
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202410187051.3A priority Critical patent/CN118022308A/en
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Abstract

The application discloses a game control method, a game control device, a storage medium and an electronic device. The method comprises the following steps: displaying at most one game object through each checkerboard of the virtual checkerboard; responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment; responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude; determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions between the game objects and edges of the virtual checkerboard in the process of moving the target game objects; and eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns. The application solves the technical problems of low operation efficiency and poor game immersion sense when the game object is eliminated in the related technology.

Description

Game control method, game control device, storage medium and electronic device
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and apparatus for controlling a game, a storage medium, and an electronic device.
Background
The three-way game is an intelligent game, players need to achieve game targets by eliminating a certain number of identical patterns or objects, and players need to complete specified elimination tasks within a specified step number or time to obtain a high score or clearance game which has the characteristics of simplicity and easiness in starting, and the players need to flexibly apply strategies and skills to complete challenges. Some three-way games in the related art can reduce the number of steps of operation, increase barriers, change the layout of a chessboard, and the like to increase the game difficulty, or force a player to perform tension elimination and thinking by reducing time, so that the player is expected to perform consumption behaviors such as purchasing props, moon cards, gold coins, and the like, and the game experience of winning is brought to the player by using the game props. However, the related art approach of increasing game difficulty and thus encouraging players to purchase game props is not beneficial to the deep experience of the players, and when players need to carefully think about the clearance strategy to obtain the elimination experience, the game operation efficiency is low, and the sense of immersion in the game leisure decompression is weakened.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
At least some embodiments of the present application provide a method, an apparatus, a storage medium, and an electronic device for game control, so as to at least solve the technical problems of low operation efficiency and poor game immersion when a game object is eliminated in the related art.
According to one embodiment of the present application, there is provided a game control method, providing a graphical user interface through a terminal device, wherein content displayed on the graphical user interface includes a virtual board, the method including: displaying at most one game object through each of the checkerboards of the virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards; responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment; responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force; determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions between the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard; and eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
According to one embodiment of the present application, there is provided an apparatus for controlling a game, providing a graphical user interface through a terminal device, wherein contents displayed on the graphical user interface include a virtual board, the apparatus comprising: the display module is used for displaying at most one game object through each checkerboard of the virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards; a first determining module for determining a shaking amplitude and a shaking direction of the terminal device in response to a shaking operation performed by the terminal device; the control module is used for responding to the shaking amplitude to meet the preset amplitude condition, and respectively applying an acting force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the acting force; the second determining module is used for determining a target checkerboard displayed in the virtual checkerboard by each game object based on the collision condition between the game objects and the edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard; and the elimination module is used for eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern.
According to one embodiment of the present application, there is also provided a computer-readable storage medium having a computer program stored therein, wherein the computer program is configured to execute the method of game control in any one of the above-described claims when run.
According to one embodiment of the present application, there is also provided an electronic device including a memory having a computer program stored therein and a processor configured to run the computer program to perform the method of game control in any of the above.
According to one embodiment of the present application, there is also provided a computer program product comprising a computer program which, when executed by a processor, implements the method of game control in any of the above.
In at least some embodiments of the present application, at most one game object is displayed through each checkerboard of the virtual checkerboard, and further, in response to a shake operation performed by the terminal device, a shake amplitude and a shake direction of the terminal device are determined, and in response to the shake amplitude meeting a preset amplitude condition, a force in a shake direction is applied to at least some target game objects in the plurality of game objects based on the shake amplitude, so that the target game objects move in the shake direction under the action of the force; in the moving process of the target game objects, the target checkerboard displayed by each game object in the virtual checkerboard is determined based on the collision condition between the game objects and the edges of the virtual checkerboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard, and finally, the game objects meeting the preset conditions on the virtual checkerboard are eliminated based on the new arrangement pattern, so that the aim of efficiently eliminating the game objects meeting the preset conditions is fulfilled, the technical effects of improving the operation efficiency and the game immersion feeling when eliminating the game objects are fulfilled, and the technical problems of low operation efficiency and poor game immersion feeling when eliminating the game objects in the related art are solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
Fig. 1 is a block diagram of a hardware structure of a mobile terminal according to a method of game control according to one embodiment of the present application;
FIG. 2 is a flow chart of a method of game control according to one embodiment of the present application;
FIG. 3 is a schematic diagram of an interface of a virtual chessboard according to one embodiment of the present application;
FIG. 4 is a schematic diagram of yet another virtual chessboard according to one embodiment of the present application;
FIG. 5 is a schematic diagram of a wobble amplitude range according to one embodiment of the application;
FIG. 6 is a schematic illustration of a range of motion according to one embodiment of the application;
FIG. 7 is a schematic illustration of a collision process according to one embodiment of the application;
FIG. 8 is a schematic illustration of yet another collision process according to one embodiment of the application;
FIG. 9 is a schematic illustration of yet another crash procedure in accordance with an embodiment of the application;
FIG. 10 is a schematic illustration of yet another crash procedure in accordance with an embodiment of the application;
FIG. 11 is a schematic diagram of an interface for selecting a target identifier according to one embodiment of the application;
FIG. 12 is an interface diagram of a timeline according to one embodiment of the present application;
FIG. 13 is an interface diagram of a mobile state according to one embodiment of the present application;
FIG. 14 is an interface diagram of yet another mobile state according to one embodiment of the present application;
FIG. 15 is an interface schematic of a new arrangement pattern according to one embodiment of the application;
FIG. 16 is an interface schematic of an abatement process in accordance with one embodiment of the application;
FIG. 17 is a block diagram of an apparatus for game control according to one embodiment of the present application;
Fig. 18 is a schematic diagram of an electronic device according to an embodiment of the application.
Detailed Description
In order that those skilled in the art will better understand the present application, a technical solution in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, shall fall within the scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Many basic chessmen of the three-eliminating game in the related art can be manufactured into patterns such as glass, candies, fruits and the like, and the purpose of the basic chessman is to show texture, eliminating effect and jolt experience of corresponding materials when elimination is performed. When the game props are synthesized and triggered by using the chessman elimination rule, the elimination range can be enlarged, and the elimination effect is enhanced, so that the game experience based on decompression of players is realized. The player needs to take strategic thinking and make elimination to form a play object, which requires the player to fully understand the rules of the game, and when the player cannot find pieces that are eliminated concurrently, or the remaining time/steps are small, the play object cannot be used even if it is synthesized. Meanwhile, when the game difficulty is high, the synthetic probability of the game props is low, so that the requirement that a player needs to play the game to decompress and experience at the moment cannot be met.
In addition to the player's autonomous composition of game play, the player can obtain game play through a game refill pay, but such a pay mechanism is not friendly to non-paying players. In addition, a single use pay-for-play game play object may not achieve the player's desired play effect, e.g., clicking on a play object may result in random position changes to the pieces in the board after the play object is used when the pay-for-play game play object is achieved, but the result after the change may not meet the player's expectations, thereby wasting the play object and failing to enable the player to achieve an immersive elimination experience.
The above-described method embodiments to which the present disclosure relates may be performed in a mobile terminal, a computer terminal or similar computing device. Taking the mobile terminal as an example, the mobile terminal can be a smart phone, a tablet computer, a palm computer, a mobile internet device, a PAD, a game machine and other terminal devices. Fig. 1 is a block diagram of a hardware configuration of a mobile terminal of a game control method according to an embodiment of the present application. As shown in fig. 1, the mobile terminal may include one or more (only one is shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a Central Processing Unit (CPU), a Graphics Processor (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data, and in one embodiment of the present application, may further include: input output device 108 and display device 110.
In some optional embodiments, which are based on game scenes, the device may further provide a human-machine interaction interface with a touch-sensitive surface, where the human-machine interaction interface may sense finger contacts and/or gestures to interact with a Graphical User Interface (GUI), where the human-machine interaction functions may include the following interactions: executable instructions for performing the above-described human-machine interaction functions, such as creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving electronic mail, talking interfaces, playing digital video, playing digital music, and/or web browsing, are configured/stored in a computer program product or readable storage medium executable by one or more processors.
It will be appreciated by those skilled in the art that the structure shown in fig. 1 is merely illustrative and not limiting of the structure of the mobile terminal described above. For example, the mobile terminal may also include more or fewer components than shown in fig. 1, or have a different configuration than shown in fig. 1.
According to one embodiment of the present application, there is provided an embodiment of a method of game control, it being noted that the steps shown in the flowcharts of the figures may be performed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowcharts, in some cases the steps shown or described may be performed in an order other than that shown or described herein.
FIG. 2 is a flow chart of a method of game control according to one embodiment of the present application, wherein a graphical user interface is provided by a terminal device, wherein the content displayed by the graphical user interface comprises a virtual board, as shown in FIG. 2, and the method comprises the following steps:
Step S21, displaying at most one game object through each checkerboard of the virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards;
Step S22, responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment;
step S23, responding to the shaking amplitude meeting the preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force;
Step S24, determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions between the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard;
step S25, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
The game objects may be squares, stones, pieces or other patterns of different colors or shapes. Players need to compose three or more identical game objects by exchanging positions to eliminate them and obtain points. As the game progresses, the shape and arrangement of the game objects may change, thereby increasing the challenges and enjoyment of the game.
FIG. 3 is a schematic view of an interface of a virtual board according to one embodiment of the present application, as shown in FIG. 3, comprising a virtual board in a recreational educational type game scenario, comprising a plurality of boards, each of which displays at most one game object, the plurality of game objects being displayed in a default arrangement at the beginning of a game. In addition, a plurality of types of game props can be displayed below the display area in a leisure and intelligence-improving type game scene, and a game elimination target and the number of remaining steps of operation can be displayed above the display area.
The terminal device may be a device for a player to directly play a recreational and educational type game, such as a smart phone, or may be a control device associated with the terminal device, such as a gamepad. Illustratively, in determining the shake amplitude and the shake direction of the terminal device in response to a shake operation performed on the terminal device, the shake motion is detected using an acceleration sensor of the terminal device, and the shake amplitude and the shake direction of the terminal device can be determined by reading the acquired data of the acceleration sensor.
And when the shaking amplitude meets the preset amplitude condition, controlling the plurality of game objects to aggregate according to the shaking direction. Specifically, taking an example of performing a shake-up and shake operation on the terminal device, when the player shakes the terminal device through the small arm, the shake amplitude is not less than 20 °, and the maximum shake amplitude is not more than 180 ° because of the restriction of the human body joints. Fig. 4 is a schematic diagram of a virtual board according to another embodiment of the present application, as shown in fig. 4, when the wobble amplitude is greater than 20 °, it is confirmed that the wobble amplitude satisfies a preset amplitude condition, and based on the wobble amplitude, a force in a wobble direction is applied to at least some of the plurality of game objects, so that the target game objects move in the wobble direction under the action of the force. When the shaking amplitude is smaller than 20 degrees, the shaking amplitude is confirmed to not meet the preset amplitude condition, so that a plurality of game objects cannot be triggered to move according to the shaking direction, and the situation that a player touches the game by mistake is avoided.
When the player terminates the shaking operation on the terminal device, the plurality of game objects are controlled to stop moving, and a new arrangement pattern of the plurality of game objects on the virtual chessboard is obtained. In the new arrangement pattern, positions of the plurality of game objects are changed relative to positions in the initial arrangement pattern, and elimination is performed on a first part of game objects satisfying a preset elimination condition among the plurality of game objects based on the shake amplitude. For example, in the new arrangement pattern, identical game objects which are grouped together and have a number of 3 or more are eliminated.
Based on the steps S21 to S25, displaying at most one game object through each checkerboard of the virtual checkerboard, further responding to the shake operation executed by the terminal device, determining the shake amplitude and the shake direction of the terminal device, responding to the shake amplitude meeting the preset amplitude condition, and applying a force in the shake direction to at least part of the target game objects in the plurality of game objects based on the shake amplitude, so that the target game objects move in the shake direction under the action of the force; in the moving process of the target game objects, the target checkerboard displayed by each game object in the virtual checkerboard is determined based on the collision condition between the game objects and the edges of the virtual checkerboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard, and finally, the game objects meeting the preset conditions on the virtual checkerboard are eliminated based on the new arrangement pattern, so that the aim of efficiently eliminating the game objects meeting the preset conditions is fulfilled, the technical effects of improving the operation efficiency and the game immersion feeling when eliminating the game objects are fulfilled, and the technical problems of low operation efficiency and poor game immersion feeling when eliminating the game objects in the related art are solved.
The method of game control in the embodiments of the present application is further described below.
Optionally, in step S25, based on the new arrangement pattern, eliminating the game object on the virtual board that satisfies the preset condition includes:
Step S251, in response to the shaking amplitude being within the first shaking amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern;
step S252, in response to the shaking amplitude being in the second shaking amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern, and synthesizing game props;
The first shaking amplitude range and the second shaking amplitude range meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
Fig. 5 is a schematic view of a range of wobble amplitude according to an embodiment of the present application, and as shown in fig. 5, in response to wobble amplitude being in a first wobble amplitude range, that is, when wobble amplitude is greater than 20 ° and less than 100 °, game objects satisfying a preset condition on a virtual board are eliminated based on a new arrangement pattern, elimination of identical game objects grouped together and having a number of 3 or more is performed, and when wobble amplitude is less than 20 °, an invalid range is performed.
In response to the wobble amplitude being within the second wobble amplitude range, i.e., when the wobble amplitude is greater than 100 DEG and less than 180 DEG, game objects satisfying a preset condition on the virtual board are eliminated based on the new arrangement pattern, and game props are synthesized. The preset condition is a preset combination form, which can be, but not limited to, a straight form, a diamond form, a trapezoid form, and a right angle form. The composite prop is synthesized based on the game objects meeting the preset combination form in the plurality of game objects, so that the elimination range can be enlarged and the elimination effect can be enhanced.
Based on the above-mentioned alternative embodiment, through responding to the range of shaking range and being located in first shaking range, eliminate the game object that satisfies the preset condition on the virtual chess board based on new arrangement pattern, and then respond to the range of shaking range and be located in second shaking range, eliminate the game object that satisfies the preset condition on the virtual chess board based on new arrangement pattern, and synthesize the play stage property, further improve the efficiency and the smoothness of recreation, let the player accomplish the game goal more fast in the recreation, increase the challenge and the interest of recreation, simultaneously can also promote the interactivity of recreation, strengthen the sense of participation of player, thereby promote the appeal and the recreational of recreation.
Optionally, the method for game control in the embodiment of the present application further includes: determining a visual range of the virtual chessboard, wherein the visual range is smaller than the movement range of the game object; the plurality of game objects are presented in a new arrangement pattern within the visual range.
Fig. 6 is a schematic diagram of a movement range according to an embodiment of the present application, as shown in fig. 6, a movement range of dark color is larger than a visual range of light color, for example, the visual range can accommodate at most 9×11 game objects, and the movement range can accommodate at most 11×13 game objects. In the process of controlling the plurality of game objects to move according to the shaking direction, triggering the plurality of game objects to collide with each other in the movement range, and under the reaction force generated by the mutual collision, the plurality of game objects move in the visible range to be in a visible state, and the plurality of game objects move out of the visible range to be in an invisible state.
In addition, the dynamic visual effect can be generated by moving in the shaking direction, so that the interestingness and the challenge of the game are increased. When a plurality of game objects collide with each other in a range of motion, a chain reaction or a special effect such as explosion, color change, etc. may be triggered, further increasing playability and excitement of the game.
Based on the above-mentioned alternative embodiment, by determining the visual range of the virtual chessboard, and further displaying a plurality of game objects in a new arrangement style within the visual range, more fun and challenges are added to the game.
Optionally, the method for game control in the embodiment of the present application further includes:
Step S31, determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects;
Step S32, determining rebound displacement based on the collision range;
Step S33, controlling two game objects which collide with each other to move according to rebound displacement under the reaction force generated by the collision.
Fig. 7 is a schematic view of a collision process according to an embodiment of the present application, as shown in fig. 7, in which a collision range is determined using profile information of at least two game objects that collide with each other simultaneously among a plurality of game objects, a rebound displacement corresponding to a shaking amplitude is determined based on the collision range, and at least two game objects are controlled to move according to the rebound displacement under a reaction force generated by the collision.
The above-described collision range may be an external geometric range determined according to contour information of at least two game objects, for example, the collision range may be a circular range, a rectangular range, and an irregular geometric range. The rebound displacement is a displacement generated by a reaction force, and when a player shakes the terminal device once, at least two game objects collide only once and move once according to the rebound displacement. When at least two game objects meet again after collision bounce, collision bounce does not occur any more, and when a player shakes the terminal device for many times, a plurality of game objects can collide more fully, so that more elimination opportunities are obtained, and elimination efficiency is improved.
Based on the above-mentioned alternative embodiment, the collision range is determined by using the contour information of two game objects that collide with each other in the game objects, and then the rebound displacement is determined based on the collision range, and finally, under the reaction force generated by the mutual collision, the two game objects that collide with each other are controlled to move according to the rebound displacement, so that the game objects exhibit a more real rebound effect when colliding, and the visual and interactive experience of the game are enhanced.
Optionally, the two game objects include: a first game object and a second game object, controlling the two game objects to move according to the rebound displacement in step S33 includes:
Step S331, obtaining a first moving direction and a first moving distance of a first game object under rebound displacement, and obtaining a second moving direction and a second moving distance of a second game object under rebound displacement;
Step S332, in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first moving direction and the first moving distance, determining a third moving direction based on the first moving direction and the edge of the virtual chessboard;
in step S333, the second game object is controlled to move according to the second moving direction and the second moving distance, and the first game object is controlled to move according to the first moving direction before hitting the edge of the virtual board, and to move according to the third moving direction after hitting the edge of the virtual board.
Fig. 8 is a schematic view of a collision process according to still another embodiment of the present application, as shown in fig. 8, in response to the shake amplitude being located in a first shake amplitude range, that is, when the shake amplitude is greater than 20 ° and less than 100 °, a first rebound displacement is determined based on a first area corresponding to the collision range, wherein the collision range is a circumscribed circular area determined according to profile information of two game objects, and the first area is a circular area occupying half of the area within the collision range. The first moving direction and the first moving distance of the first game object and the second moving direction and the second moving distance of the second game object can be obtained under the first rebound displacement, and the first moving direction is opposite to the second moving direction.
Fig. 9 is a schematic view of yet another collision procedure according to an embodiment of the present application, as shown in fig. 9, in response to the swing amplitude being in a second swing amplitude range, i.e., when the swing amplitude is greater than 100 ° and less than 180 °, a second rebound displacement is determined based on a second area corresponding to the collision range, wherein the second area is greater than the first area and the second rebound displacement is greater than the first rebound displacement. For example, the second area may be a circular area that is the same as the collision range area. The first moving direction and the first moving distance of the first game object and the second moving direction and the second moving distance of the second game object can be obtained under the second rebound displacement.
Fig. 10 is a schematic view of a collision process according to still another embodiment of the present application, as shown in fig. 10, in which a collision bounce occurs between an object 1 and an object 2 during a shaking process, a first moving direction and a first moving distance corresponding to the object 1 are obtained, and a second moving direction and a second moving displacement corresponding to the object 2 are obtained, wherein, since the object 1 collides against an edge of a virtual board during a movement according to the first moving direction and the first moving distance, a third moving direction, i.e., a bounce direction, is determined based on the first moving direction and the edge of the virtual board. The control object 2 moves in the second movement direction and the second movement distance, and the control object 1 moves in the first movement direction before hitting the edge of the virtual board and moves in the third movement direction after hitting the edge of the virtual board.
Based on the above-mentioned alternative embodiment, by obtaining the first moving direction and the first moving distance of the first game object under the rebound displacement, and obtaining the second moving direction and the second moving distance of the second game object under the rebound displacement, further, in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first moving direction and the first moving distance, determining the third moving direction based on the first moving direction and the edge of the virtual chessboard, finally, controlling the second game object to move according to the second moving direction and the second moving distance, and controlling the first game object to move according to the first moving direction before colliding with the edge of the virtual chessboard, and to move according to the third moving direction after colliding with the edge of the virtual chessboard, the game object presents a more real rebound effect in the collision, and enhances the visual and interactive experience of the game.
Optionally, the method for game control in the embodiment of the present application further includes: classifying and counting the plurality of game objects to obtain a counting result, wherein the counting result is used for determining the number of objects corresponding to the game objects with different types in the plurality of game objects respectively; in response to the replacement condition being satisfied, style replacement is performed on a portion of the plurality of game objects based on the statistics, wherein the style includes at least one of: game object color, game object shape.
Specifically, the game objects are classified and counted to obtain a counting result, so that the number of objects corresponding to the game objects in different modes in the game objects is determined, wherein the game objects in different modes can be distinguished by adopting different colors, different shapes and different transparencies. For example, among the plurality of game objects, the number of green objects is 8, the number of blue objects is 16, the number of red objects is 24, the number of yellow objects is 25, the number of yellow objects is the game object with the largest number of the game objects and the number of green objects is the game object with the smallest number of the game objects. Further, when the preset replacement condition is satisfied, a part of game object patterns in the plurality of game objects are replaced based on the statistical result, for example, a green object with the least number of the game objects is replaced with other game objects with a relatively large number of the game objects, for example, the number of the game object patterns changed in the pattern corresponding to the single shaking operation is not more than 2.
Based on the above-mentioned optional embodiment, through carrying out classification statistics to a plurality of game objects, obtain the statistics result, and then respond to and satisfy the replacement condition, carry out the style to the partial game object in a plurality of game objects based on the statistics result and replace to improve the playability and the interest of recreation, let the recreation richer diversified more, increase player's experience and interactive. The game objects are replaced by the technical means, so that the update and upgrade of the game content can be realized, the novelty of the game is maintained, and more players are attracted to participate.
Optionally, the replacement condition includes at least one of: the current game level is a repeated game level; the shaking amplitude is in a second shaking amplitude range; the current game level difficulty level exceeds a preset level of difficulty.
Optionally, in response to the replacement condition being met, style replacing a portion of the plurality of game objects based on the statistics includes: selecting a game object of a first style and a game object of a second style from the plurality of game objects based on the statistics in response to the current game level being a repeated game level, wherein the number of objects of the game object of the first style is the highest in the total number of objects of the plurality of game objects, and the number of objects of the second style is the lowest in the total number of objects of the plurality of game objects; and replacing part of game objects in the second style with game objects in the first style according to the repetition times of the current game level.
For example, if the current game level is a repeated game level, game objects of a first type having a highest ranking and game objects of a second type having a lowest ranking are selected from the plurality of game objects based on the statistics, such as selecting yellow objects having a highest ranking and green objects having a lowest ranking. As the number of repetitions of the current game level increases, the number of substitutions also increases. And determining the second number of the green objects according to the repetition times of the current game level, and replacing part of the green objects with yellow objects. The number of game objects in which 2 green objects are replaced can be increased at each repetition of the game level, and the number of game objects in which a pattern change corresponding to a plurality of wobble operations is continuously performed in a single game is 8 at maximum.
Based on the above-mentioned alternative embodiment, by responding to the current game level and repeating the game level, selecting the game object of the first style and the game object of the second style from the plurality of game objects based on the statistics result, and then replacing part of the game objects of the second style with the game objects of the first style according to the repetition number of the current game level, thereby improving the playability and the interestingness of the game, making the game more diversified and increasing the experience and the interactivity of the player.
Optionally, in response to the replacement condition being met, style replacing a portion of the plurality of game objects based on the statistics includes: selecting a first style of game object from the plurality of game objects based on the statistics in response to the shake magnitude being within the second shake magnitude range, wherein the number of objects of the first style of game object is highest among the total number of objects of the plurality of game objects; style substitution is performed on a part of game objects in the other styles of game objects except the game object of the first style among the plurality of game objects.
Illustratively, if the wobble amplitude is within the first wobble amplitude range, the game object itself is not changed; if the shake amplitude is in the second shake amplitude range, game objects with the largest number of ratios are selected from the plurality of game objects based on the statistics result as game objects of the first style, for example, yellow objects with the largest number of ratios are selected from the plurality of game objects based on the statistics result as game objects of the first style, and parts of blue objects, red objects and green objects except the yellow objects are randomly adjusted, during the random adjustment, the game objects of the remaining three colors can be mutually converted, and the convertible number of the game objects of each color can be set to 3.
Based on the above-mentioned alternative embodiment, by responding to the shaking amplitude being located in the second shaking amplitude range, the game object of the first style is selected from the plurality of game objects based on the statistics result, and then style replacement is performed on part of the game objects of the other styles except for the game object of the first style in the plurality of game objects, thereby improving the playability and the interestingness of the game, enabling the game to be richer and diversified, and increasing the experience and the interactivity of the player.
Optionally, in response to the replacement condition being met, style replacing a portion of the plurality of game objects based on the statistics includes: selecting a game object of a second style from the plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the number of objects of the game object of the second style is the lowest in the total number of objects of the plurality of game objects; and carrying out style replacement on part of game objects in the second style according to the level of difficulty of the current game level.
If the current game level of the game level exceeds the preset level of difficulty, selecting a green object with the least number of proportion from the plurality of game objects based on the statistical result, and randomly adjusting part of the green objects according to the level of difficulty of the current game level. The higher the difficulty of the game level, the more the number of random adjustments, and the maximum number of game objects in a single game that continuously perform a style change corresponding to a plurality of wobble operations is 6.
Based on the above-mentioned alternative embodiment, by responding to the difficulty level of the current game level exceeding the preset difficulty level, selecting a game object of a second style from a plurality of game objects based on the statistics result, and further performing style replacement on part of the game objects of the second style according to the difficulty level of the current game level, thereby improving the playability and the interestingness of the game, enabling the game to be richer and diversified, and increasing the experience and the interactivity of the player.
Optionally, the method for game control in the embodiment of the present application further includes: based on the statistical result, displaying a plurality of identifiers in the graphical user interface, wherein the identifiers are respectively used for indicating a plurality of game objects in different modes, and the game objects in different modes are game objects in the other modes except for the game object in the first mode in the plurality of game objects, and the object number of the game object in the first mode is the highest in the total number of the game objects in the plurality of game objects; and in response to selecting the target identifier from the plurality of identifiers, adjusting the probability of replacing the game object of the third style with the game object of the fourth style, wherein the game object of the third style is the game object corresponding to the other identifiers except the target identifier in the plurality of identifiers, and the game object of the fourth style is the game object corresponding to the target identifier.
FIG. 11 is a schematic view of an interface for selecting a target identifier according to an embodiment of the present application, as shown in FIG. 11, wherein a plurality of identifiers are displayed in a graphical user interface based on statistics, the plurality of identifiers are respectively used for indicating a plurality of game objects of different styles, wherein the plurality of game objects are game objects of the remaining styles except for yellow objects, and the number of objects of the yellow objects is the highest in the total number of objects of the plurality of game objects. For example, the multiple identifiers are used to indicate a green object, a blue object and a red object, respectively, and if the player selects the identifier of the red object from the multiple identifiers as the target identifier, the probability of converting from the blue object and the green object to the red object is further adjusted, so that the blue object and the green object have a greater probability (such as 70%) of being changed to the red object. If the player does not select the target mark from the interface shown in fig. 11, the green object, the blue object, and the red object are randomly adjusted.
Based on the above-mentioned optional embodiment, a plurality of identifiers are displayed in the graphical user interface based on the statistics result, and then the probability of replacing the game object of the third style with the game object of the fourth style is adjusted in response to selecting the target identifier from the plurality of identifiers, so that the playability and the interestingness of the game are improved, the game is richer and diversified, and the experience and the interactivity of the player are increased.
Optionally, the method for game control in the embodiment of the present application further includes: and responding to the shaking operation performed on the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time length for performing the shaking operation in the single game.
Fig. 12 is an interface schematic diagram of a timeline according to an embodiment of the present application, where, as shown in fig. 12, in response to a shake operation performed on a terminal device, the timeline is displayed in a graphical user interface, and the timeline is used for recording a maximum response time for performing at least one shake operation in a single game, and if a player is not satisfied with a current shake adjustment result, the shake operation may be repeated until the timeline is depleted, where the maximum response time corresponding to the timeline may be set to 6s.
Based on the above-mentioned alternative embodiment, through responding to the shake operation executed by the terminal device, the time progress bar is displayed in the graphical user interface, so that the player can more intuitively feel the influence of personal operation on the game progress, the interactivity of the game is increased, and meanwhile, the player is helped to better master the game rhythm, and the game challenge and the game fun are improved.
Optionally, in step S24, determining a target checkerboard displayed in the virtual checkerboard for each game object based on a collision situation between the game objects and edges of the virtual checkerboard to obtain a new arrangement pattern of the plurality of game objects on the virtual checkerboard includes:
step S241, determining a distribution area formed by a plurality of game objects in the virtual chessboard based on the collision situation between the game objects and the edges of the virtual chessboard;
in step S242, each vertex of the distribution area is controlled to move toward a corresponding vertex of each vertex of the virtual board until the distribution area coincides with the virtual board, and the target checkerboard displayed by each game object in the virtual board is determined, so as to obtain a new arrangement pattern of the plurality of game objects on the virtual board.
Fig. 13 is an interface diagram of a moving state according to an embodiment of the present application, as shown in fig. 13, in response to a shake magnitude satisfying a preset magnitude condition, a force in a shake direction is applied to at least some of a plurality of game objects based on the shake magnitude, so that the target game objects move in the shake direction under the action of the force, and a moving area in the moving state is a trapezoid area. Fig. 14 is an interface diagram of still another moving state according to an embodiment of the present application, and as shown in fig. 14, when a shake operation on a terminal device is terminated, a moving area of a plurality of game objects in a current moving state, which is a rectangular area obtained after correction processing of the trapezoid area shown in fig. 13, is determined. FIG. 15 is an interface diagram of a new layout pattern according to an embodiment of the present application, wherein the interface diagram of FIG. 15 controls the diffusion of a plurality of game objects in the movement area of FIG. 13 toward the initial boundary of the virtual board until the movement area is expanded to coincide with the virtual board as shown in FIG. 14, resulting in the new layout pattern shown in FIG. 15. Fig. 16 is an interface diagram of a elimination process according to an embodiment of the present application, in which, as shown in fig. 16, in a new arrangement pattern, elimination is performed on a game object satisfying a preset condition among a plurality of game objects based on a shake amplitude.
Based on the above-mentioned alternative embodiment, by determining the distribution area formed by the plurality of game objects in the virtual board based on the collision situation between the game objects and the edges of the virtual board, and further controlling each vertex of the distribution area to move toward the corresponding vertex of each vertex of the virtual board, until the distribution area coincides with the virtual board, determining the target checkerboard displayed by each game object in the virtual board, so as to obtain a new arrangement pattern of the plurality of game objects on the virtual board, thereby improving the elimination efficiency of the game objects and the fluency of the game experience, and increasing the interestingness and the challenge of the game, and attracting more players to participate in the game.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method according to the embodiments of the present application.
In this embodiment, a game control device is further provided, and the device is used to implement the foregoing embodiments and preferred embodiments, and will not be described in detail. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 17 is a block diagram showing a game control apparatus according to an embodiment of the present application, in which a graphic user interface is provided through a terminal device, the contents displayed on the graphic user interface including a virtual board, as shown in fig. 17, the apparatus comprising:
A display module 1701 for displaying at most one game object through each of the virtual chessboards, wherein the virtual chessboards comprise a plurality of chessboards;
a first determining module 1702 configured to determine a shake amplitude and a shake direction of the terminal device in response to a shake operation performed on the terminal device;
a control module 1703, configured to apply a force to the plurality of game objects in a shake direction based on the shake amplitude, in response to the shake amplitude satisfying a preset amplitude condition, so that the target game objects move in the shake direction under the force of the force;
A second determining module 1704, configured to determine, during movement of the target game object, a target checkerboard displayed in the virtual checkerboard by each game object based on a collision condition between the game objects and an edge of the virtual checkerboard, so as to obtain a new arrangement pattern of the plurality of game objects on the virtual checkerboard;
And a elimination module 1705, configured to eliminate game objects on the virtual chessboard that satisfy the preset conditions based on the new arrangement pattern.
Optionally, the cancellation module 1705 is further configured to: in response to the wobble amplitude being within the first wobble amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern; in response to the swing amplitude being in the second swing amplitude range, eliminating game objects on the virtual chessboard meeting preset conditions based on the new arrangement pattern, and synthesizing game props; the first shaking amplitude range and the second shaking amplitude range meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
Optionally, the game control device further comprises: a third determining module 1706 configured to determine a visual range of the virtual chessboard, wherein the visual range is smaller than a movement range of the game object; a display module 1707 for displaying a plurality of game objects in a new arrangement pattern within a visual range.
Optionally, the third determining module 1706 is further configured to: determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects; determining a rebound displacement based on the collision range; the control module 1703 is further configured to control the two game objects that collide with each other to move according to the rebound displacement under the reaction force generated by the collision.
Optionally, the control module 1703 is further configured to: acquiring a first moving direction and a first moving distance of a first game object under rebound displacement, and acquiring a second moving direction and a second moving distance of a second game object under rebound displacement; determining a third movement direction based on the first movement direction and the edge of the virtual chessboard in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first movement direction and the first movement distance; the second game object is controlled to move according to the second moving direction and the second moving distance, and the first game object is controlled to move according to the first moving direction before colliding with the edge of the virtual chessboard and move according to the third moving direction after colliding with the edge of the virtual chessboard.
Optionally, the game control device further comprises: a statistics module 1708, configured to perform classification statistics on a plurality of game objects to obtain a statistics result, where the statistics result is used to determine the number of objects corresponding to different types of game objects in the plurality of game objects; a replacing module 1709, configured to replace a style of a part of the plurality of game objects based on the statistics in response to the replacement condition being satisfied, where the style includes at least one of: game object color, game object shape.
Optionally, the replacement condition includes at least one of: the current game level is a repeated game level; the shaking amplitude is in a second shaking amplitude range; the current game level difficulty level exceeds a preset level of difficulty.
Optionally, the replacement module 1709 is further configured to: selecting a game object of a first style and a game object of a second style from the plurality of game objects based on the statistics in response to the current game level being a repeated game level, wherein the number of objects of the game object of the first style is the highest in the total number of objects of the plurality of game objects, and the number of objects of the second style is the lowest in the total number of objects of the plurality of game objects; and replacing part of game objects in the second style with game objects in the first style according to the repetition times of the current game level.
Optionally, the replacement module 1709 is further configured to: selecting a first style of game object from the plurality of game objects based on the statistics in response to the shake magnitude being within the second shake magnitude range, wherein the number of objects of the first style of game object is highest among the total number of objects of the plurality of game objects; style substitution is performed on a part of game objects in the other styles of game objects except the game object of the first style among the plurality of game objects.
Optionally, the replacement module 1709 is further configured to: selecting a game object of a second style from the plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the number of objects of the game object of the second style is the lowest in the total number of objects of the plurality of game objects; and carrying out style replacement on part of game objects in the second style according to the level of difficulty of the current game level.
Optionally, the game control device further comprises: a display module 1710, configured to display a plurality of identifiers in the graphical user interface based on the statistics result, where the plurality of identifiers are respectively used to indicate game objects of a plurality of different styles, the game objects of the plurality of different styles being game objects of the plurality of game objects of the remaining styles except for the game object of the first style, the number of objects of the game object of the first style being the highest in the total number of objects of the plurality of game objects; and an adjustment module 1711, configured to adjust, in response to selecting a target identifier from the plurality of identifiers, a probability of replacing a game object of a third style with a game object of a fourth style, where the game object of the third style is a game object corresponding to the other identifiers in the plurality of identifiers except the target identifier, and the game object of the fourth style is a game object corresponding to the target identifier.
Optionally, the display module 1710 is further configured to: and responding to the shaking operation performed on the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time length for performing the shaking operation in the single game.
Optionally, the second determination module 1704 is further configured to: determining a distribution area formed by a plurality of game objects in the virtual chessboard based on collision conditions between the game objects and edges of the virtual chessboard; and controlling each vertex of the distribution area to move towards the corresponding vertex in each vertex of the virtual chessboard until the distribution area coincides with the virtual chessboard, and determining a target chessboard pattern displayed by each game object in the virtual chessboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual chessboard.
It should be noted that each of the above modules may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the modules are all located in the same processor; or the above modules may be located in different processors in any combination.
Embodiments of the present application also provide a computer readable storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may include, but is not limited to: a usb disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory RAM), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing a computer program.
Alternatively, in this embodiment, the above-mentioned computer-readable storage medium may be located in any one of the computer terminals in the computer terminal group in the computer network, or in any one of the mobile terminals in the mobile terminal group.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may be configured to store a computer program for performing the steps of:
s1, displaying at most one game object through each checkerboard of a virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards;
S2, responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment;
S3, responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force;
S4, determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions among the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard;
s5, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: in response to the wobble amplitude being within the first wobble amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern; in response to the swing amplitude being in the second swing amplitude range, eliminating game objects on the virtual chessboard meeting preset conditions based on the new arrangement pattern, and synthesizing game props; the first shaking amplitude range and the second shaking amplitude range meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: determining a visual range of the virtual chessboard, wherein the visual range is smaller than the movement range of the game object; the plurality of game objects are presented in a new arrangement pattern within the visual range.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects; determining a rebound displacement based on the collision range; and controlling the two game objects which collide with each other to move according to the rebound displacement under the reaction force generated by the collision.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: acquiring a first moving direction and a first moving distance of a first game object under rebound displacement, and acquiring a second moving direction and a second moving distance of a second game object under rebound displacement; determining a third movement direction based on the first movement direction and the edge of the virtual chessboard in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first movement direction and the first movement distance; the second game object is controlled to move according to the second moving direction and the second moving distance, and the first game object is controlled to move according to the first moving direction before colliding with the edge of the virtual chessboard and move according to the third moving direction after colliding with the edge of the virtual chessboard.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: classifying and counting the plurality of game objects to obtain a counting result, wherein the counting result is used for determining the number of objects corresponding to the game objects with different types in the plurality of game objects respectively; in response to the replacement condition being satisfied, style replacement is performed on a portion of the plurality of game objects based on the statistics, wherein the style includes at least one of: game object color, game object shape.
Optionally, the replacement condition includes at least one of: the current game level is a repeated game level; the shaking amplitude is in a second shaking amplitude range; the current game level difficulty level exceeds a preset level of difficulty.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: selecting a game object of a first style and a game object of a second style from the plurality of game objects based on the statistics in response to the current game level being a repeated game level, wherein the number of objects of the game object of the first style is the highest in the total number of objects of the plurality of game objects, and the number of objects of the second style is the lowest in the total number of objects of the plurality of game objects; and replacing part of game objects in the second style with game objects in the first style according to the repetition times of the current game level.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: selecting a first style of game object from the plurality of game objects based on the statistics in response to the shake magnitude being within the second shake magnitude range, wherein the number of objects of the first style of game object is highest among the total number of objects of the plurality of game objects; style substitution is performed on a part of game objects in the other styles of game objects except the game object of the first style among the plurality of game objects.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: selecting a game object of a second style from the plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the number of objects of the game object of the second style is the lowest in the total number of objects of the plurality of game objects; and carrying out style replacement on part of game objects in the second style according to the level of difficulty of the current game level.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: based on the statistical result, displaying a plurality of identifiers in the graphical user interface, wherein the identifiers are respectively used for indicating a plurality of game objects in different modes, and the game objects in different modes are game objects in the other modes except for the game object in the first mode in the plurality of game objects, and the object number of the game object in the first mode is the highest in the total number of the game objects in the plurality of game objects; and in response to selecting the target identifier from the plurality of identifiers, adjusting the probability of replacing the game object of the third style with the game object of the fourth style, wherein the game object of the third style is the game object corresponding to the other identifiers except the target identifier in the plurality of identifiers, and the game object of the fourth style is the game object corresponding to the target identifier.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: and responding to the shaking operation performed on the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time length for performing the shaking operation in the single game.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: determining a distribution area formed by a plurality of game objects in the virtual chessboard based on collision conditions between the game objects and edges of the virtual chessboard; and controlling each vertex of the distribution area to move towards the corresponding vertex in each vertex of the virtual chessboard until the distribution area coincides with the virtual chessboard, and determining a target chessboard pattern displayed by each game object in the virtual chessboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual chessboard.
In the computer-readable storage medium of this embodiment, at most one game object is displayed through each checkerboard of the virtual checkerboard, and further, in response to a shake operation performed by the terminal device, a shake amplitude and a shake direction of the terminal device are determined, and in response to the shake amplitude meeting a preset amplitude condition, a force in the shake direction is applied to at least some of the plurality of game objects based on the shake amplitude, so that the target game object moves in the shake direction under the action of the force; in the moving process of the target game objects, the target checkerboard displayed by each game object in the virtual checkerboard is determined based on the collision condition between the game objects and the edges of the virtual checkerboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard, and finally, the game objects meeting the preset conditions on the virtual checkerboard are eliminated based on the new arrangement pattern, so that the aim of efficiently eliminating the game objects meeting the preset conditions is fulfilled, the technical effects of improving the operation efficiency and the game immersion feeling when eliminating the game objects are fulfilled, and the technical problems of low operation efficiency and poor game immersion feeling when eliminating the game objects in the related art are solved.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present application may be embodied in the form of a software product, which may be stored in a computer readable storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, and includes several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present application.
In an exemplary embodiment of the present application, a computer-readable storage medium stores thereon a program product capable of implementing the method described above in this embodiment. In some possible implementations, the various aspects of the embodiments of the application may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the application as described in the "exemplary methods" section of this embodiment, when the program product is run on the terminal device.
A program product for implementing the above-described method according to an embodiment of the present application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present application is not limited thereto, and in the embodiments of the present application, the computer-readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
Any combination of one or more computer readable media may be employed by the program product described above. The computer readable storage medium can be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
It should be noted that the program code embodied on the computer readable storage medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
An embodiment of the application also provides an electronic device comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, where the transmission device is connected to the processor, and the input/output device is connected to the processor.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
s1, displaying at most one game object through each checkerboard of a virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards;
S2, responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment;
S3, responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force;
S4, determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions among the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard;
s5, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
Optionally, the above processor may be further configured to perform the following steps by a computer program: in response to the wobble amplitude being within the first wobble amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern; in response to the swing amplitude being in the second swing amplitude range, eliminating game objects on the virtual chessboard meeting preset conditions based on the new arrangement pattern, and synthesizing game props; the first shaking amplitude range and the second shaking amplitude range meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
Optionally, the above processor may be further configured to perform the following steps by a computer program: determining a visual range of the virtual chessboard, wherein the visual range is smaller than the movement range of the game object; the plurality of game objects are presented in a new arrangement pattern within the visual range.
Optionally, the above processor may be further configured to perform the following steps by a computer program: determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects; determining a rebound displacement based on the collision range; and controlling the two game objects which collide with each other to move according to the rebound displacement under the reaction force generated by the collision.
Optionally, the above processor may be further configured to perform the following steps by a computer program: acquiring a first moving direction and a first moving distance of a first game object under rebound displacement, and acquiring a second moving direction and a second moving distance of a second game object under rebound displacement; determining a third movement direction based on the first movement direction and the edge of the virtual chessboard in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first movement direction and the first movement distance; the second game object is controlled to move according to the second moving direction and the second moving distance, and the first game object is controlled to move according to the first moving direction before colliding with the edge of the virtual chessboard and move according to the third moving direction after colliding with the edge of the virtual chessboard.
Optionally, the above processor may be further configured to perform the following steps by a computer program: classifying and counting the plurality of game objects to obtain a counting result, wherein the counting result is used for determining the number of objects corresponding to the game objects with different types in the plurality of game objects respectively; in response to the replacement condition being satisfied, style replacement is performed on a portion of the plurality of game objects based on the statistics, wherein the style includes at least one of: game object color, game object shape.
Optionally, the replacement condition includes at least one of: the current game level is a repeated game level; the shaking amplitude is in a second shaking amplitude range; the current game level difficulty level exceeds a preset level of difficulty.
Optionally, the above processor may be further configured to perform the following steps by a computer program: selecting a game object of a first style and a game object of a second style from the plurality of game objects based on the statistics in response to the current game level being a repeated game level, wherein the number of objects of the game object of the first style is the highest in the total number of objects of the plurality of game objects, and the number of objects of the second style is the lowest in the total number of objects of the plurality of game objects; and replacing part of game objects in the second style with game objects in the first style according to the repetition times of the current game level.
Optionally, the above processor may be further configured to perform the following steps by a computer program: selecting a first style of game object from the plurality of game objects based on the statistics in response to the shake magnitude being within the second shake magnitude range, wherein the number of objects of the first style of game object is highest among the total number of objects of the plurality of game objects; style substitution is performed on a part of game objects in the other styles of game objects except the game object of the first style among the plurality of game objects.
Optionally, the above processor may be further configured to perform the following steps by a computer program: selecting a game object of a second style from the plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the number of objects of the game object of the second style is the lowest in the total number of objects of the plurality of game objects; and carrying out style replacement on part of game objects in the second style according to the level of difficulty of the current game level.
Optionally, the above processor may be further configured to perform the following steps by a computer program: based on the statistical result, displaying a plurality of identifiers in the graphical user interface, wherein the identifiers are respectively used for indicating a plurality of game objects in different modes, and the game objects in different modes are game objects in the other modes except for the game object in the first mode in the plurality of game objects, and the object number of the game object in the first mode is the highest in the total number of the game objects in the plurality of game objects; and in response to selecting the target identifier from the plurality of identifiers, adjusting the probability of replacing the game object of the third style with the game object of the fourth style, wherein the game object of the third style is the game object corresponding to the other identifiers except the target identifier in the plurality of identifiers, and the game object of the fourth style is the game object corresponding to the target identifier.
Optionally, the above processor may be further configured to perform the following steps by a computer program: and responding to the shaking operation performed on the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time length for performing the shaking operation in the single game.
Optionally, the above processor may be further configured to perform the following steps by a computer program: determining a distribution area formed by a plurality of game objects in the virtual chessboard based on collision conditions between the game objects and edges of the virtual chessboard; and controlling each vertex of the distribution area to move towards the corresponding vertex in each vertex of the virtual chessboard until the distribution area coincides with the virtual chessboard, and determining a target chessboard pattern displayed by each game object in the virtual chessboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual chessboard.
In the electronic device of the embodiment, at most one game object is displayed through each checkerboard of the virtual checkerboard, and further, the shaking amplitude and the shaking direction of the terminal equipment are determined in response to shaking operation executed by the terminal equipment, and a force in the shaking direction is respectively applied to at least part of target game objects in the plurality of game objects based on the shaking amplitude in response to the shaking amplitude meeting a preset amplitude condition, so that the target game objects move in the shaking direction under the action of the force; in the moving process of the target game objects, the target checkerboard displayed in the virtual checkerboard of each game object is determined based on the collision condition between the game objects and the edges of the virtual checkerboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard, and finally, the game objects meeting preset conditions on the virtual checkerboard are eliminated based on the new arrangement pattern, so that the aim of efficiently eliminating the game objects meeting the preset conditions is achieved, the technical effects of improving the operation efficiency and the game immersion when eliminating the game objects are achieved, and the technical problems of low operation efficiency and poor game immersion when eliminating the game objects in the related art are solved.
Fig. 18 is a schematic diagram of an electronic device according to an embodiment of the application. As shown in fig. 18, the electronic device 1800 is merely an example, and should not be construed as limiting the functionality and scope of use of the embodiments of the application.
As shown in fig. 18, the electronic apparatus 1800 is embodied in the form of a general purpose computing device. Components of the electronic device 1800 may include, but are not limited to: the at least one processor 1810, the at least one memory 1820, a bus 1830 connecting the various system components including the memory 1820 and the processor 1810, and a display 1840.
Therein, the above-described memory 1820 stores program codes that can be executed by the processor 1810 to cause the processor 1810 to perform the steps according to various exemplary embodiments of the present application described in the above-described method section of the embodiment of the present application.
The memory 1820 may include readable media in the form of volatile memory units, such as Random Access Memory (RAM) 18201 and/or cache memory 18202, and may further include Read Only Memory (ROM) 18203, and may also include nonvolatile memory, such as one or more magnetic storage devices, flash memory, or other nonvolatile solid state memory.
In some examples, memory 1820 may also include program/utility 18204 having a set (at least one) of program modules 18205, such program modules 18205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. The memory 1820 may further include memory located remotely from the processor 1810, which may be connected to the electronic device 1800 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The bus 1830 may be one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processor 1810, or a local bus using any of a variety of bus architectures.
The display 1840 may be, for example, a touch screen type Liquid Crystal Display (LCD) that may enable a user to interact with a user interface of the electronic device 1800.
Optionally, the electronic apparatus 1800 may also communicate with one or more external devices 1900 (e.g., a keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic apparatus 1800, and/or any devices (e.g., routers, modems, etc.) that enable the electronic apparatus 1800 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1850. Also, the electronic device 1800 may communicate with one or more networks, such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the internet, through a network adapter 1860. As shown in fig. 18, the network adapter 1860 communicates with other modules of the electronic device 1800 over the bus 1830. It should be appreciated that although not shown in fig. 18, other hardware and/or software modules may be used in connection with the electronic device 1800, which may include, but are not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The electronic device 1800 may further include: a keyboard, a cursor control device (e.g., a mouse), an input/output interface (I/O interface), a network interface, a power supply, and/or a camera.
It will be appreciated by those skilled in the art that the configuration shown in fig. 18 is merely illustrative and is not intended to limit the configuration of the electronic device described above. For example, the electronic device 1800 may also include more or fewer components than shown in fig. 18, or have a different configuration than shown in fig. 1. The memory 1820 may be used to store computer programs and corresponding data, such as computer programs and corresponding data corresponding to methods of game control in embodiments of the present application. The processor 1810 executes a computer program stored in the memory 1820 to perform various functional applications and data processing, i.e., to implement the above-described game control method.
Embodiments of the present application also provide a computer program product. Alternatively, in the present embodiment, the computer program product may comprise a computer program which, when executed by a processor, implements the method provided by the above embodiment.
Optionally, the computer program product comprises a computer program for execution by a processor to:
s1, displaying at most one game object through each checkerboard of a virtual checkerboard, wherein the virtual checkerboard comprises a plurality of checkerboards;
S2, responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment;
S3, responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in the plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force;
S4, determining a target checkerboard displayed in the virtual checkerboard by each game object based on collision conditions among the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard;
s5, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
Optionally, the computer program product comprises a computer program for execution by a processor to: in response to the wobble amplitude being within the first wobble amplitude range, eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern; in response to the swing amplitude being in the second swing amplitude range, eliminating game objects on the virtual chessboard meeting preset conditions based on the new arrangement pattern, and synthesizing game props; the first shaking amplitude range and the second shaking amplitude range meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
Optionally, the computer program product comprises a computer program for execution by a processor to: determining a visual range of the virtual chessboard, wherein the visual range is smaller than the movement range of the game object; the plurality of game objects are presented in a new arrangement pattern within the visual range.
Optionally, the computer program product comprises a computer program for execution by a processor to: determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects; determining a rebound displacement based on the collision range; and controlling the two game objects which collide with each other to move according to the rebound displacement under the reaction force generated by the collision.
Optionally, the computer program product comprises a computer program for execution by a processor to: acquiring a first moving direction and a first moving distance of a first game object under rebound displacement, and acquiring a second moving direction and a second moving distance of a second game object under rebound displacement; determining a third movement direction based on the first movement direction and the edge of the virtual chessboard in response to the first game object colliding with the edge of the virtual chessboard in the process of moving according to the first movement direction and the first movement distance; the second game object is controlled to move according to the second moving direction and the second moving distance, and the first game object is controlled to move according to the first moving direction before colliding with the edge of the virtual chessboard and move according to the third moving direction after colliding with the edge of the virtual chessboard.
Optionally, the computer program product comprises a computer program for execution by a processor to: classifying and counting the plurality of game objects to obtain a counting result, wherein the counting result is used for determining the number of objects corresponding to the game objects with different types in the plurality of game objects respectively; in response to the replacement condition being satisfied, style replacement is performed on a portion of the plurality of game objects based on the statistics, wherein the style includes at least one of: game object color, game object shape.
Optionally, the replacement condition includes at least one of: the current game level is a repeated game level; the shaking amplitude is in a second shaking amplitude range; the current game level difficulty level exceeds a preset level of difficulty.
Optionally, the computer program product comprises a computer program for execution by a processor to: selecting a game object of a first style and a game object of a second style from the plurality of game objects based on the statistics in response to the current game level being a repeated game level, wherein the number of objects of the game object of the first style is the highest in the total number of objects of the plurality of game objects, and the number of objects of the second style is the lowest in the total number of objects of the plurality of game objects; and replacing part of game objects in the second style with game objects in the first style according to the repetition times of the current game level.
Optionally, the computer program product comprises a computer program for execution by a processor to: selecting a first style of game object from the plurality of game objects based on the statistics in response to the shake magnitude being within the second shake magnitude range, wherein the number of objects of the first style of game object is highest among the total number of objects of the plurality of game objects; style substitution is performed on a part of game objects in the other styles of game objects except the game object of the first style among the plurality of game objects.
Optionally, the computer program product comprises a computer program for execution by a processor to: selecting a game object of a second style from the plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the number of objects of the game object of the second style is the lowest in the total number of objects of the plurality of game objects; and carrying out style replacement on part of game objects in the second style according to the level of difficulty of the current game level.
Optionally, the computer program product comprises a computer program for execution by a processor to: based on the statistical result, displaying a plurality of identifiers in the graphical user interface, wherein the identifiers are respectively used for indicating a plurality of game objects in different modes, and the game objects in different modes are game objects in the other modes except for the game object in the first mode in the plurality of game objects, and the object number of the game object in the first mode is the highest in the total number of the game objects in the plurality of game objects; and in response to selecting the target identifier from the plurality of identifiers, adjusting the probability of replacing the game object of the third style with the game object of the fourth style, wherein the game object of the third style is the game object corresponding to the other identifiers except the target identifier in the plurality of identifiers, and the game object of the fourth style is the game object corresponding to the target identifier.
Optionally, the computer program product comprises a computer program for execution by a processor to: and responding to the shaking operation performed on the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time length for performing the shaking operation in the single game.
Optionally, the computer program product comprises a computer program for execution by a processor to: determining a distribution area formed by a plurality of game objects in the virtual chessboard based on collision conditions between the game objects and edges of the virtual chessboard; and controlling each vertex of the distribution area to move towards the corresponding vertex in each vertex of the virtual chessboard until the distribution area coincides with the virtual chessboard, and determining a target chessboard pattern displayed by each game object in the virtual chessboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual chessboard.
In the computer program product of this embodiment, at most one game object is displayed through each of the checkerboards of the virtual checkerboard, and further, in response to a shake operation performed by the terminal device, a shake amplitude and a shake direction of the terminal device are determined, and in response to the shake amplitude meeting a preset amplitude condition, a force in the shake direction is applied to at least some of the plurality of game objects based on the shake amplitude, so that the target game object moves in the shake direction under the action of the force; in the moving process of the target game objects, the target checkerboard displayed in the virtual checkerboard of each game object is determined based on the collision condition between the game objects and the edges of the virtual checkerboard so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard, and finally, the game objects meeting preset conditions on the virtual checkerboard are eliminated based on the new arrangement pattern, so that the aim of efficiently eliminating the game objects meeting the preset conditions is achieved, the technical effects of improving the operation efficiency and the game immersion when eliminating the game objects are achieved, and the technical problems of low operation efficiency and poor game immersion when eliminating the game objects in the related art are solved.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed technology may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, for example, may be a logic function division, and may be implemented in another manner, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in part or all of the technical solution or in part in the form of a software product stored in a storage medium, including instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a usb disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present application and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present application, which are intended to be comprehended within the scope of the present application.

Claims (17)

1. A method of game control, wherein a graphical user interface is provided by a terminal device, the content displayed by the graphical user interface comprising a virtual board, the method comprising:
Displaying at most one game object through each of the virtual checkerboards, wherein the virtual checkerboard comprises a plurality of checkerboards;
Responding to the shaking operation executed on the terminal equipment, and determining the shaking amplitude and the shaking direction of the terminal equipment;
Responding to the shaking amplitude meeting a preset amplitude condition, and respectively applying a force towards the shaking direction to at least part of target game objects in a plurality of game objects based on the shaking amplitude so as to enable the target game objects to move towards the shaking direction under the action of the force;
Determining a target checkerboard displayed by each game object in the virtual checkerboard based on collision conditions between the game objects and edges of the virtual checkerboard in the process of moving the target game objects so as to obtain a new arrangement pattern of a plurality of game objects on the virtual checkerboard;
and eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement patterns.
2. The method of claim 1, wherein eliminating game objects on the virtual board that satisfy the preset condition based on the new arrangement pattern comprises:
In response to the wobble amplitude being within a first wobble amplitude range, eliminating game objects meeting the preset conditions on the virtual chessboard based on the new arrangement pattern;
In response to the wobble amplitude being in a second wobble amplitude range, eliminating game objects meeting the preset conditions on the virtual chessboard based on the new arrangement pattern, and synthesizing game props;
the first shaking amplitude range and the second shaking amplitude range both meet the preset amplitude condition, and the minimum amplitude value in the second shaking amplitude range is larger than the maximum amplitude value in the first shaking amplitude range.
3. The method according to claim 1, wherein the method further comprises:
determining a visual range of the virtual chessboard, wherein the visual range is smaller than the movement range of the game object;
the plurality of game objects are presented in the new arrangement pattern within the visual range.
4. The method according to claim 1, wherein the method further comprises:
Determining a collision range by utilizing contour information of two game objects which collide with each other in the game objects;
Determining a rebound displacement based on the collision range;
And controlling the two game objects which collide with each other to move according to the rebound displacement under the reaction force generated by the collision.
5. The method of claim 4, wherein the two game objects comprise: a first game object and a second game object, controlling the two game objects to move according to the rebound displacement comprising:
acquiring a first moving direction and a first moving distance of the first game object under the rebound displacement, and acquiring a second moving direction and a second moving distance of the second game object under the rebound displacement;
responsive to the first game object hitting an edge of the virtual board during movement according to the first movement direction and the first movement distance, determining a third movement direction based on the first movement direction and the edge of the virtual board;
and controlling the second game object to move according to the second moving direction and the second moving distance, controlling the first game object to move according to the first moving direction before colliding with the edge of the virtual chessboard, and moving according to the third moving direction after colliding with the edge of the virtual chessboard.
6. The method according to claim 1, wherein the method further comprises:
Classifying and counting a plurality of game objects to obtain a counting result, wherein the counting result is used for determining the number of objects corresponding to the game objects with different types in the game objects respectively;
In response to a replacement condition being met, performing style replacement on a portion of the plurality of game objects based on the statistics, wherein the style includes at least one of: game object color, game object shape.
7. The method of claim 6, wherein the replacement condition comprises at least one of:
the current game level is a repeated game level;
the shaking amplitude is in a second shaking amplitude range;
the current game level difficulty level exceeds a preset level of difficulty.
8. The method of claim 7, wherein style substitution of a portion of the game objects of the plurality of game objects based on the statistics in response to the substitution condition being satisfied comprises:
Selecting a first style of game object and a second style of game object from a plurality of game objects based on the statistics in response to the current game level being the repeated game level, wherein the number of objects of the game object of the first style is highest in the total number of objects of the game objects, and the number of objects of the second style is lowest in the total number of objects of the game objects;
And replacing part of the game objects of the second style with the game objects of the first style according to the repetition times of the current game level.
9. The method of claim 7, wherein style substitution of a portion of the game objects of the plurality of game objects based on the statistics in response to the substitution condition being satisfied comprises:
Selecting a first style of game objects from a plurality of game objects based on the statistics in response to the swing amplitude being in a second swing amplitude range, wherein the number of objects of the first style of game objects is highest in the total number of objects of the plurality of game objects;
and performing style substitution on part of game objects in the rest styles of game objects except the game objects in the first style in the plurality of game objects.
10. The method of claim 7, wherein style substitution of a portion of the game objects of the plurality of game objects based on the statistics in response to the substitution condition being satisfied comprises:
Selecting a second style of game objects from a plurality of game objects based on the statistical result in response to the difficulty level of the current game level exceeding the preset difficulty level, wherein the object number of the game objects of the second style is the lowest in the total number of objects of the game objects;
and carrying out style replacement on part of the game objects in the second style according to the difficulty level of the current game level.
11. The method of claim 7, wherein the method further comprises:
Displaying a plurality of identifiers in the graphical user interface based on the statistics result, wherein the identifiers are respectively used for indicating game objects in a plurality of different styles, the game objects in the plurality of different styles are game objects in the rest styles except for the game object in a first style, and the number of the game objects in the first style is the highest in the total number of the game objects in the plurality of game objects;
and in response to selecting a target identifier from the plurality of identifiers, adjusting the probability of replacing a game object of a third style with a game object of a fourth style, wherein the game object of the third style is a game object corresponding to the other identifiers except the target identifier in the plurality of identifiers, and the game object of the fourth style is a game object corresponding to the target identifier.
12. The method according to claim 1, wherein the method further comprises:
And responding to the shaking operation executed by the terminal equipment, and displaying a time progress bar in the graphical user interface, wherein the time progress bar is used for recording the maximum response time for executing the shaking operation in the single game.
13. The method of claim 1, wherein determining a target checkerboard for each of the game objects to display in the virtual checkerboard based on a collision between the game objects and edges of the virtual checkerboard to obtain a new arrangement pattern of the plurality of game objects on the virtual checkerboard comprises:
Determining a distribution area formed by a plurality of game objects in the virtual chessboard based on collision conditions between the game objects and edges of the virtual chessboard;
And controlling each vertex of the distribution area to move towards a corresponding vertex in each vertex of the virtual chessboard until the distribution area coincides with the virtual chessboard, and determining the target chessboard pattern displayed by each game object in the virtual chessboard so as to obtain the new arrangement pattern of a plurality of game objects on the virtual chessboard.
14. An apparatus for game control, wherein a graphical user interface is provided by a terminal device, the graphical user interface displaying content comprising a virtual board, the apparatus comprising:
A display module for displaying at most one game object through each of the virtual checkerboards, wherein the virtual checkerboard comprises a plurality of checkerboards;
The first determining module is used for responding to the shaking operation executed on the terminal equipment and determining the shaking amplitude and the shaking direction of the terminal equipment;
the control module is used for responding to the shaking amplitude to meet a preset amplitude condition, and respectively applying an acting force to at least part of target game objects in a plurality of game objects according to the shaking amplitude so as to enable the target game objects to move in the shaking direction under the action of the acting force;
A second determining module, configured to determine, during movement of the target game objects, a target checkerboard displayed in the virtual checkerboard for each of the game objects based on a collision situation between the game objects and edges of the virtual checkerboard, so as to obtain new arrangement patterns of the plurality of game objects on the virtual checkerboard;
And the elimination module is used for eliminating game objects meeting preset conditions on the virtual chessboard based on the new arrangement pattern.
15. A computer readable storage medium, characterized in that the computer readable storage medium has stored therein a computer program, wherein the computer program is arranged to, when run by a processor, perform the method of game control as claimed in any one of claims 1 to 13.
16. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of game control as claimed in any one of claims 1 to 13.
17. A computer program product comprising a computer program which, when executed by a processor, implements the method of game control of any one of claims 1 to 13.
CN202410187051.3A 2024-02-19 2024-02-19 Game control method, game control device, storage medium and electronic device Pending CN118022308A (en)

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Application Number Priority Date Filing Date Title
CN202410187051.3A CN118022308A (en) 2024-02-19 2024-02-19 Game control method, game control device, storage medium and electronic device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202410187051.3A CN118022308A (en) 2024-02-19 2024-02-19 Game control method, game control device, storage medium and electronic device

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