# US 11,998,843 B2 · Game control method and apparatus, electronic device, and computer readable storage medium

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- Number: US 11,998,843 B2
- Document ID: US11998843B2
- Status: Granted
- Kind: B2
- Application number: 17/530,454
- Filed: 2021-11-18
- Published: 2023-03-02
- Granted: 2024-06-04
- Earliest claimed: 2021-08-27
- Assignees: Shanghai Yiyu Network Technology Co., Ltd.
- Applicants: Shanghai Yiyu Network Technology Co., Ltd.
- Inventors: Zhiqin Xu; Mei Peng
- Web page: https://patentgrep.com/patent/US11998843B2

## CPC

- A63F 13/358: Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
- A63F 13/533: for prompting the player, e.g. by displaying a game menu
- A63F 13/537: using indicators, e.g. showing the condition of a game character on screen
- G06F 3/0484: for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- A63F 2300/303: for displaying additional data, e.g. simulating a Head Up Display
- A63F 2300/308: Details of the user interface
- A63F 2300/8094: Unusual game types, e.g. virtual cooking
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)

## Abstract

A game control method and apparatus, an electronic device, and a computer readable storage medium are disclosed. The method includes: receiving an object swap instruction on a pattern matrix on a first interface of a screen; swapping positions of a first pattern object and a second pattern object according to the object swap instruction, and upon detection that a predetermined number of pattern objects of the same type are connected after the positions of the first pattern object and the second pattern object are swapped, eliminating the connected pattern objects; and reducing a current health point value of a selected target attack object among multiple attack objects in a second interface. When the connected pattern objects are eliminated, the selected target attack object among the multiple attack objects is attacked to ensure the attack on the attack object during elimination of the pattern objects.

## Claims

### Claim 1

A game control method, applied to a terminal device, comprising:
receiving an object swap instruction on a pattern matrix of a first interface of a screen, wherein the pattern matrix comprises multiple matrix elements, and each matrix element is used for displaying a pattern object; wherein the terminal device displays a user interface comprising the first interface and a second interface; and the receiving an object swap instruction on a pattern matrix of a first interface of a screen comprises: when receiving a sliding operation from a position of a first pattern object to a position of a second pattern object, generating the object swap instruction according to the sliding operation by the terminal device;
swapping positions of the first pattern object and the second pattern object according to the object swap instruction, and upon detection that a predetermined number of pattern objects of the same type are connected after the positions of the first pattern object and the second pattern object are swapped, eliminating the connected pattern objects; and
generating an attack instruction according to the connected pattern objects, so as to reduce a current health point value of a selected target attack object among multiple attack objects in the second interface according to the attack instruction;
wherein the receiving an object swap instruction on a first interface of a screen comprises:
receiving the object swap instruction on the pattern matrix in a specified area of the first interface, wherein the specified area is determined according to a position of the target attack object in the second interface, the target attack object exists within a preset attack range of the attack instruction that is generated after any pattern object in the specified area is eliminated, and the specified area is highlighted in the first interface;
wherein other areas in the first interface except the specified area are in a non-selectable state, and the non-selectable state indicates stopping reception of the object swap instruction.

### Claim 2 (depends on 1)

The game control method according to claim 1, wherein the target attack object is highlighted in the second interface.

### Claim 3 (depends on 1)

The game control method according to claim 1, further comprising:
controlling an attack object to attack at least one defense object in the first interface when display duration of the attack object in the first interface meets a preset condition.

### Claim 4 (depends on 3)

The game control method according to claim 3, wherein the controlling an attack object to attack at least one defense object in the first interface when display duration of the attack object in the first interface meets a preset condition comprises:
controlling the attack object to attack at least one defense object within a preset attack range of the attack object when the display duration of the attack object in the first interface meets the preset condition.

### Claim 5 (depends on 3)

The game control method according to claim 3, wherein the number of attacks by the attack object is in direct proportion with display duration of the attack object in the second interface, the current health point value of the display duration is determined according to the attack object, and the attack object disappears from the second interface when the current health point value is less than a preset value.

### Claim 6 (depends on 1)

The game control method according to claim 1, after the eliminating the connected pattern objects, further comprising:
moving, according to elimination positions corresponding to the pattern objects, pattern objects above the elimination positions downward to fill the elimination positions; and
generating new pattern objects to fill vacant positions generated after the downward movement.

### Claim 7 (depends on 1)

An electronic device, comprising: a memory, a processor, and a computer program stored in the memory and runnable on the processor, wherein the processor, when executing the computer program, implements the game control method as defined in claim 1.

### Claim 8 (depends on 1)

A computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program, when running on one or more processors, implements the game control method as defined in claim 1.

### Claim 9

A game control apparatus, comprising:
an instruction receiving module, configured to receive an object swap instruction on a pattern matrix of a first interface of a screen, where the pattern matrix comprises multiple matrix elements, and each matrix element is used for displaying a pattern object; wherein a terminal device displays a user interface comprising the first interface and a second interface; and the receiving an object swap instruction on a pattern matrix of a first interface of a screen comprises: when receiving a sliding operation from a position of a first pattern object to a position of a second pattern object, generating the object swap instruction according to the sliding operation by the terminal device;
an object swap module, configured to swap positions of the first pattern object and the second pattern object according to the object swap instruction, and upon detection that a predetermined number of pattern objects of the same type are connected after the positions of the first pattern object and the second pattern object are swapped, eliminate the connected pattern objects; and
an attack control module, configured to generate an attack instruction according to the connected pattern objects, so as to reduce a current health point value of a selected target attack object among multiple attack objects in the second interface according to the attack instruction;
wherein the receiving an object swap instruction on a first interface of a screen comprises:
receiving the object swap instruction on the pattern matrix in a specified area of the first interface, wherein the specified area is determined according to a position of the target attack object in the second interface, the target attack object exists within a preset attack range of the attack instruction that is generated after any pattern object in the specified area is eliminated, and the specified area is highlighted in the first interface;
wherein other areas in the first interface except the specified area are in a non-selectable state, and the non-selectable state indicates stopping reception of the object swap instruction.
