Battle game control method and device, storage medium and electronic device

By using three-dimensional combat scenes and seamlessly entering the battle in turn-based games, the problem of poor visual experience caused by monotonous combat scenes is solved, and the user's visual experience is improved.

CN112156459BActive Publication Date: 2025-03-14CHENGDU PERFECT TIANZHIYOU BUSINESS CONSULTING CO LTD
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Patent Information

Application Number
CN202011017884.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-09-24
Publication Date
2025-03-14
Estimated Expiration
2040-09-24

AI Technical Summary

Technical Problem

The control method of existing turn-based games is too monotonous, resulting in poor user visual experience.

Method used

By obtaining trigger actions on the target client, respond and display a three-dimensional battle scene covering the range within the target area of ​​the game scene, and control the battle characters to enter the battle seamlessly.

Benefits of technology

It realizes that the battle characters can enter the battle seamlessly on the spot, enriches the visual information of the battle scene, improves the user's visual experience, and solves the problem of poor visual experience caused by monotonous combat scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method and device for controlling a battle game, a storage medium, and an electronic device, wherein the method comprises: obtaining a trigger operation performed on a game scene of a target battle game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to a target battle; in response to the trigger operation, displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; controlling each of a plurality of battle characters of the target battle to perform an entry operation, wherein the entry operation is used to control each of the battle characters to enter a corresponding entry position in the battle scene. Through the present application, the problem of poor user visual experience caused by the overly monotonous displayed battle scene in the control method of turn-based games in the related art is solved.
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Description

Technical Field

[0001] The present application relates to the field of the Internet, and in particular to a control method and device for a battle game, a storage medium, and an electronic device. Background Art

[0002] In a turn-based game, players can control their own virtual characters to fight against opponents in a battle scene. In a turn-based game, multiple virtual objects participating in the battle can take their turns in a certain order, and only when it is their turn can they perform operations.

[0003] When a turn-based game in the related art is started, the fighting characters are controlled to enter a battle scene. However, since the battle scene is generally a specific scene, it is too monotonous in display, resulting in a poor visual experience for the user.

[0004] Therefore, the control method of the turn-based game in the related art has the problem of poor user visual experience due to the displayed battle scene being too monotonous. Summary of the invention

[0005] The present application provides a control method and device, a storage medium and an electronic device for a fighting game, so as to at least solve the problem that the control method of a turn-based game in the related art has a poor user visual experience due to the overly monotonous displayed battle scene.

[0006] According to one aspect of an embodiment of the present application, a method for controlling a fighting game is provided, comprising: obtaining a trigger operation performed on a game scene of a target fighting game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to a target battle; in response to the trigger operation, displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; controlling each of a plurality of fighting characters of the target battle to perform a battle entry operation, wherein the battle entry operation is used to control each of the fighting characters to enter a corresponding battle entry position in the battle scene.

[0007] According to another aspect of an embodiment of the present application, a method for controlling a fighting game is provided, comprising: detecting a trigger operation performed on a game scene of a target fighting game, wherein the trigger operation is used to trigger entry into a battle scene corresponding to a target battle; in response to the trigger operation, creating the battle scene corresponding to the target battle according to a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; synchronizing the battle scene to a target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target fighting game is running on the target client.

[0008] According to another aspect of an embodiment of the present application, a control device for a fighting game is provided, comprising: a first acquisition unit, used to acquire a trigger operation performed on a game scene of a target fighting game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to a target battle; a first display unit, used to respond to the trigger operation and display the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; a first control unit, used to control each of a plurality of fighting characters of the target battle to perform a battle entry operation, wherein the battle entry operation is used to control each of the fighting characters to enter a corresponding battle entry position in the battle scene.

[0009] According to another aspect of an embodiment of the present application, a control device for a fighting game is provided, comprising: a first detection unit, configured to detect a trigger operation performed on a game scene of a target fighting game, wherein the trigger operation is configured to trigger entry into a battle scene corresponding to a target battle; a creation unit, configured to respond to the trigger operation and create the battle scene corresponding to the target battle according to a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; and a synchronization unit, configured to synchronize the battle scene to a target client, so as to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target fighting game is running on the target client.

[0010] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when run.

[0011] According to another aspect of the embodiments of the present application, an electronic device is provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0012] In an embodiment of the present application, a method of configuring a scene before entering a battle and a battle scene to be consistent is adopted to realize a method of seamlessly entering a battle in situ by configuring a scene before entering a battle and a battle scene to be consistent, obtaining a trigger operation performed on a game scene of a target battle game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; in response to the trigger operation, the battle scene is displayed on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; each of a plurality of battle characters of the target battle is controlled to perform an entry operation, wherein the entry operation is used to control each battle character to enter a corresponding entry position in the battle scene, since the battle scene is in the game The three-dimensional scene is displayed on the target area range of the game scene, and the battle scene is consistent with the scene within the target area range, so the purpose of the fighting character (for example, the virtual character controlled by the player) entering the battle scene (for example, the battle scene of the turn-based game) in situ and seamlessly can be achieved. Since the battle scene can be a three-dimensional scene, the target battle is a cross-terrain battle rather than a plane battle. The information displayed in the battle scene is richer, achieving the technical effect of enriching the visual information of the battle scene and improving the user's visual experience, thereby solving the problem of poor user visual experience caused by the overly monotonous displayed battle scene in the control method of the turn-based game in the related art. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.

[0014] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0015] Figure 1 is a schematic diagram of a hardware environment of an optional method for controlling a fighting game according to an embodiment of the present invention;

[0016] Figure 2 is a flow chart of an optional method for controlling a battle game according to an embodiment of the present application;

[0017] Figure 3 is an optional flow chart for creating a physical scene according to an embodiment of the present application;

[0018] Figure 4 is a flowchart of another optional method for controlling a battle game according to an embodiment of the present application;

[0019] Figure 5 is a flowchart of another optional method for controlling a battle game according to an embodiment of the present application;

[0020] Figure 6 is a structural block diagram of an optional control device for a battle game according to an embodiment of the present application;

[0021] Figure 7 is a structural block diagram of another optional control device for a fighting game according to an embodiment of the present application;

[0022] Figure 8 It is a structural block diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0023] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of this application.

[0024] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0025] According to one aspect of an embodiment of the present application, a method for controlling a battle game is provided. Optionally, in this embodiment, the method for controlling a battle game can be applied to Figure 1 In the hardware environment composed of the terminal 102 and the server 104 shown in FIG. Figure 1As shown, the server 104 is connected to the terminal 102 via a network, and can be used to provide services (such as game services, application services, etc.) for the terminal or the client installed on the terminal. A database can be set on the server or independently of the server to provide data storage services for the server 104. The above network includes but is not limited to: a wide area network, a metropolitan area network or a local area network, and the terminal 102 is not limited to a PC, a mobile phone, a tablet computer, etc. The control method of the battle game in the embodiment of the present application can be executed by the server 104, or by the terminal 102, or by the server 104 and the terminal 102. Among them, the terminal 102 executes the control method of the battle game in the embodiment of the present application, and it can also be executed by the client installed thereon.

[0026] Take the terminal device as an example. Figure 2 is a flow chart of an optional method for controlling a battle game according to an embodiment of the present application, such as Figure 2 As shown, the process of the method may include the following steps:

[0027] Step S202, obtaining a trigger operation performed on a game scene of a target battle game displayed on a target client.

[0028] The control method of the battle game in this embodiment can be applied to a scene in which at least two opponents in a game scene fight each other in a battle scene independent of the game scene. The game scene can be a game scene of a target battle game, and the battle in the target battle game can be a battle between at least two opponents, for example, a turn-based battle between at least two opponents.

[0029] The above-mentioned target battle game can be executed solely by the client of the target battle game, that is, the target battle game is executed solely by the client; it can be executed solely by the background server of the target battle game, that is, the target battle game is executed solely by the server, and the client is only used to display the game screen of the target battle game, and obtain operations on the game screen (for example, the operation position of the game screen), and send them to the background server; it can also be executed jointly by the client of the target battle game and the background server of the target battle game, that is, the client executes part of the logic of the target battle game, and the background server executes other parts of the logic of the target battle game, for example, the server calculates the running data of the target battle game (the data on which the game performance of the client relies), and the client calculates the game performance based on the game data synchronized from the server (for example, displaying an animation of generating a battlefield).

[0030] In this embodiment, the control process of a turn-based battle in a turn-based game is used as an example to illustrate the control method of the above-mentioned fighting game, and the game performance of the target fighting game is calculated by the client and the data relied on by the server to calculate the game performance. Correspondingly, the game scene is the game scene of the turn-based game, and the target battle is the turn-based battle. The control method of the fighting game in this embodiment is also applicable to other similar battle scenes in fighting games and other control logics of target fighting games.

[0031] The terminal device of the user (player, corresponding to an object) can run a client of a turn-based game (an example of a target battle game), and the client can communicate with the server, which is the background server of the turn-based game. The user can log in to the above client running on his terminal device by using an account and password, a dynamic password, or an associated application login, and control the virtual character (player character) created by him or generated for him to perform game operations in the game scene of the turn-based game, such as moving in the game map, performing game tasks, interacting with other players, etc.

[0032] In a turn-based game, a user can control a virtual character (e.g., a main control character, a player character), and can also control one or more associated characters of the virtual character. The main control character and the associated characters of the main control character can both belong to the user. The above-mentioned main control character or associated character can be a virtual humanoid character, a virtual animal character, etc., which is not limited in this embodiment.

[0033] The user can configure the lineup of characters that will fight in battle (which characters will fight), the position relationship (formation) between the characters that will fight, etc. in the lineup configuration interface. The number of characters that will fight can be less than or equal to the target number threshold, and the number threshold of characters that will fight can increase in stages as the player's character level increases, which is not limited in this embodiment.

[0034] Optionally, in this embodiment, the user may also be allowed to control only one virtual character in the turn-based game, and virtual characters of different players may become the same opponent by forming a team, joining the same camp, joining the same union, etc.

[0035] There may be multiple game scenes in a turn-based game, for example, a main game scene and a copy game scene. There may be one or more main game scenes, and different game scenes may be connected by portals. A user may be transferred from one game scene to another through a portal, or may be transferred from one game scene to another by using a transfer item (for example, a transfer scroll, etc.) or a transfer authority (for example, by clicking a "union" button, etc., to transfer to a union scene), which is not limited in this embodiment.

[0036] The target object (corresponding to the target user, which can be identified by the target account) can use the target client of the turn-based game running on its terminal device to control the turn-based game, and the game scene of the turn-based game is displayed on the target client. The target object (or other object) can perform different operations on the game scene by operating the target client, for example, a trigger operation for triggering entry into a battle scene corresponding to the target battle. The target client can obtain the trigger operation performed on the game scene of the target battle game displayed on the target client through the touch screen of the terminal device or other input devices, and the trigger operation is used to trigger entry into the battle scene corresponding to the target battle.

[0037] The trigger operation can be represented by the position of the operation performed on the game scene displayed on the target client. The target client can synchronize the position of the operation to the server (the backend server of the target battle game), and the server completes the process of detecting the trigger operation. The trigger operation can be a trigger operation performed on an NPC (Non-Player Character, non-player character, such as a BOSS monster, etc.), props, monsters, other user-controlled virtual characters, etc. in the game scene. The trigger operation can include but is not limited to one of the following: click, double-click, click on the scene dialogue, etc., which is not limited in this embodiment.

[0038] Step S204, in response to the triggering operation, a battle scene is displayed on the target area of ​​the game scene, wherein the battle scene is a three-dimensional scene covering the target area.

[0039] The server may detect the trigger operation performed on the game scene of the target battle game; in response to the trigger operation, determine to start a turn-based battle in the game scene.

[0040] Before starting the turn-based battle, the server can first generate a battle scene for the turn-based battle. In the related art, the battle scene for the turn-based battle is generally a plane scene, with a base map added to the background or some decorative static objects added around that do not affect the battle. That is to say, in the turn-based battle, the battle map and the game map are two unrelated maps. The battle map is a pure plane, there is no display of spatial dimensions in the battle, the amount of information displayed is small, and the visual effect is poor.

[0041] In order to enrich the material information displayed in the battle scene, the performance of the battle scene can be controlled to be consistent or basically consistent with the performance of the scene before the battle. The position and environment before the battle can be inherited into the battle, so that the player character can seamlessly enter the battle on the spot.

[0042] In order to generate a battle scene of a turn-based battle, the server may select the area range covered by the turn-based battle from the game scene, that is, the target area range, and create a battle scene corresponding to the turn-based battle according to the target area range. The created battle scene may be a three-dimensional scene covering the target area range, and the created battle scene is synchronized to the target client to display the battle scene on the target area range of the game scene displayed on the target client. The target client may obtain the battle scene synchronized from the server and display the battle scene on the target area range of the game scene displayed by it.

[0043] If the target battle involves multiple player characters, the server can synchronize the battle scene of the turn-based battle to the client of each player character (including the target client) respectively. The data synchronized from the server to the client may include the range information, terrain information, location information, etc. of the above-mentioned battle scene, so as to display the battle scene within the target area range of the game scene displayed on the client.

[0044] Step S206, controlling each of the multiple combat characters of the target battle to execute a combat entry operation, wherein the combat entry operation is used to control each combat character to enter a corresponding combat entry position in the combat scene.

[0045] Before, after, or during the creation of a battle scene, the server may determine multiple combat roles corresponding to a turn-based battle. A turn-based battle generally has two combat parties, each of the multiple combat roles belongs to a combat party of the target battle, and each combat party may include one or more combat roles. One of the two combat parties is the attacker, and the other is the attacked party. The attacker refers to the party that actively initiates the battle, and the attacked party is the party that passively enters the battle.

[0046] Any of the two opponents mentioned above may include at least one of the following: an opponent including a player character; an opponent not including a player character. Correspondingly, the turn-based battle may be a battle between players or a battle between players and non-players. A battle between players refers to a battle between an opponent including a player character and an opponent including a player character, and a battle between players and non-players refers to a battle between an opponent including a player character and an opponent not including a player character.

[0047] For a battle party including player characters, multiple battle characters of the same battle party may belong to the same player (the same object), that is, multiple battle characters of the same battle party are multiple virtual characters belonging to the same player. Multiple battle characters of the same battle party may also belong to multiple players, that is, multiple battle characters of the same battle party are multiple virtual characters belonging to multiple players, and each player may have one or more virtual characters.

[0048] Multiple combat characters of the same combat party may also all be non-player characters (non-player combat parties), for example, multiple monsters of the same type or different types. Player characters may trigger combat with non-player characters in a variety of scenarios, for example, in a dungeon map or a field map, by combating with non-player characters to perform certain tasks, such as satisfying conditions for entering certain areas, obtaining task props, etc.; or, by combating with non-player characters, obtaining game resources (for example, virtual currency, game equipment, equipment materials, etc.), or other scenarios requiring combat with non-player characters, which are not limited in this embodiment.

[0049] Each opponent can correspond to a battle group, for example, an attacker group (a battle group that triggers the turn-based battle) and a victim group (a battle group that passively enters the turn-based battle). For each opponent, the server can select one or more combat roles to be played from each opponent to obtain a battle group corresponding to the opponent. Each combat role participating in the turn-based battle can belong to a certain opponent in the turn-based battle, and each opponent can have one or more combat roles to play.

[0050] The combat roles of each opponent can be selected according to the configuration information, for example, according to the battle lineup configured by the player, according to the battle lineup of the non-player opponent configured by the system, or a certain number of combat roles can be selected randomly from the combatable roles or by other methods. The method of determining the multiple combat roles of the turn-based battle is not limited in this embodiment.

[0051] For multiple combat roles, the server may obtain the combat entry position of each of the multiple combat roles, and synchronize the combat scene with the multiple combat roles (eg, role identifiers of the combat roles) and the combat entry position of each combat role to the target client.

[0052] After receiving the battle scene, multiple battle characters (for example, character identifications of the battle characters) and the battle entry positions of each battle character synchronized from the server, in addition to displaying the battle scene in the target area of ​​the game scene, the target client can also start to pre-perform the battle entry of these characters (multiple battle characters). The battle entry pre-performance refers to the transition performance from the original scene (game scene) to the battle scene. The above-mentioned battle entry pre-performance can be to control each battle character to perform a battle entry operation. The above-mentioned battle entry operation is used to control each battle character to enter its corresponding battle entry position in the battle scene. For example, each player character jumps from a position outside the battle scene to the battle entry position.

[0053] It should be noted that the battle scene is displayed in the target area of ​​the game scene, and the battle entry operation performed by each of the multiple combat characters that control the target battle can be performed sequentially (for example, the battle scene is displayed first, and then the battle entry operation is performed, or the battle entry operation is performed first, and then the battle scene is displayed), or can be performed simultaneously, which is not limited to this in the present embodiment.

[0054] After controlling multiple fighting characters to enter the battle scene, the multiple fighting characters can fight in a turn-based manner until all fighting characters of a certain fighting side are in a dead state, the target battle ends, the battle scene is exited, and the game scene is returned.

[0055] Through the above steps S202 to S206, a trigger operation performed on the game scene of the target battle game displayed on the target client is obtained, and the trigger operation is used to trigger entry into the battle scene corresponding to the target battle; in response to the trigger operation, the battle scene is displayed on the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; each of the multiple battle characters of the target battle is controlled to perform an entry operation, wherein the entry operation is used to control each battle character to enter the corresponding entry position in the battle scene, thereby solving the problem of poor user visual experience caused by the overly monotonous displayed battle scene in the control method of the turn-based game in the related art, enriching the visual information of the battle scene, and improving the user's visual experience.

[0056] Optionally, in this embodiment, the character controlled by the target client in the game scene may be a first virtual character, and the first virtual character may be used as a first combat character in a turn-based battle. The target client may obtain the control operation performed on the first combat character and synchronize it to the server, which determines whether to start the turn-based battle. There may be multiple ways to trigger entry into a battle scene corresponding to the target battle, including but not limited to at least one of the following: overlapping coordinates and collision of characters.

[0057] As an optional implementation, obtaining a trigger operation performed on a game scene of a target battle game displayed on a target client includes:

[0058] S11, obtaining a first movement operation performed on a first fighting character in a game scene, wherein the first movement operation is used to control the first fighting character to move to a target position, and the target position is a position where a trigger prop of a target battle is located.

[0059] The target client can obtain the first movement operation performed by the target object on the first combat character, and the first movement operation is used to control the first combat character to move to the target position, that is, the position of the trigger prop of the turn-based battle. The position of the first combat character can be represented by the position of a specific point of the first combat character, such as the center of gravity, etc.; similarly, the position of the trigger prop can also be represented by the position of the specific point of the trigger prop.

[0060] Optionally, in this embodiment, the first combat character and the trigger item may respectively have a bounding box, and the first combat character moving to the target position may mean that the area covered by the bounding box of the first combat character includes the target position, and the target position is also the position within the area covered by the bounding box of the trigger item. It can be determined that the positions of the first combat character and the trigger item overlap, thereby triggering a turn-based battle.

[0061] In addition, the position of one of the first fighting character and the triggering prop can be represented by the position of a specific point, and the position of the other can be determined by the area range of the bounding box, which is not limited in this embodiment.

[0062] As an optional implementation, obtaining a trigger operation performed on a game scene of a target battle game displayed on a target client includes:

[0063] S12, obtaining a second movement operation performed on a second combat character in the game scene, wherein the second movement operation is used to control the second combat character to collide with a third combat character, and the second combat character and the third combat character belong to different combat parties.

[0064] The target client can obtain the second movement operation performed by the target object on the first combat character, and the second movement operation is used to control the second combat character to move in the game scene, and during the movement, collide with a third combat character belonging to a different combat party.

[0065] The collision between different combat characters can be represented in many ways, for example, the position of the first combat character in the game scene overlaps with the position of the second combat character in the game scene, the collision body of the first combat character collides with the collision body of the second combat character, and the bounding box of the first combat character overlaps with the bounding box of the second combat character.

[0066] Through this embodiment, the target battle is triggered to start through coordinate detection or collision detection, which can improve the flexibility of starting the target battle and improve the convenience of running the battle game.

[0067] As an optional embodiment, after each of the multiple combat roles controlling the target combat executes the battle entry operation, the method further includes:

[0068] S21, displaying a plurality of virtual characters marked as being in a combat state in a game scene, wherein each of the plurality of virtual characters corresponds to a combat character among a plurality of combat characters.

[0069] After controlling the multiple fighting characters to enter the battle scene, since the battle scene overlaps with the original game scene (target area range), the battle scene is a scene independent of the game scene. The server can control the display of multiple virtual characters in the original game scene, one virtual character corresponds to one fighting character among the multiple fighting characters, the multiple virtual characters and the multiple fighting characters can be in a one-to-one correspondence (i.e., the number of the two is the same), and the number of the multiple virtual characters can also be less than the number of the multiple fighting characters.

[0070] For example, the plurality of virtual characters may correspond to characters among the plurality of fighting characters that exist before entering the target battle, such as player characters, non-player characters (monsters), and the like.

[0071] For each virtual character, a battle mark (combat mark) may be displayed at a certain position near it (e.g., the top of the head) to mark that the virtual character is in combat. For clients of other player characters except the multiple combat characters, multiple virtual objects with battle marks may be displayed in the game scene displayed by them, without displaying the combat scene.

[0072] Through this embodiment, by displaying multiple virtual characters marked as being in combat status in the game scene instead of the combat scene, the orderliness of the running of the combat game can be ensured, and the accuracy of the display of the game interface can be ensured.

[0073] As an optional embodiment, each of the multiple combat roles controlling the target combat performs a combat entry operation including:

[0074] S31, controlling each combat role in the first role list to enter a corresponding first combat position in the combat scene, wherein the first role list includes combat roles belonging to the first combat party among the plurality of combat roles;

[0075] S32, controlling each combat character in the second character list to enter a corresponding second combat position in the battle scene, wherein the second character list includes combat characters belonging to the second combat party among multiple combat characters, and the first combat position and the second combat position are located in different areas of the battle scene.

[0076] In a battle scene, each combat character has a non-overlapping entry position, that is, the position where the combat character will stand at the beginning of the battle. For multiple combat characters, the server can calculate all the standing positions in the battlefield and determine the entry position of each combat character among the multiple combat characters in the battle scene. Each combat character can be represented by a character identifier, and the entry position of each combat character can be represented by a position identifier (for example, position coordinates). The above-mentioned standing position refers to: after entering the turn-based battle, the position where the character is allowed to stand at the beginning.

[0077] Each of the multiple combat roles may belong to an opponent, and the server may obtain a combat role list of each opponent. For example, a first opponent may correspond to a first role list, which includes combat roles that belong to the first opponent among the multiple combat roles. A second opponent may correspond to a second role list, which includes combat roles that belong to the second opponent among the multiple combat roles.

[0078] For example, for a battle scene between two opposing parties, the server can calculate the characters in both teams or combat groups that need to join the battle, and save them in the attacking group and the attacked group respectively, and use the attacker's position and the attacked's position as the attacker's group and the attacked's group for the next calculation, where the attacker and the attacked can be the two characters in both teams that trigger the entry into the battle scene.

[0079] The server can send the role identification of each combat role and the position identification of each combat role's entry position to the target client, so that the target client can control multiple combat roles to enter the battle scene according to the role identification of each combat role and the position identification of each combat role's entry position.

[0080] The target client can control each combatant character in the first character list to enter the corresponding first combat entry position in the combat scene, for example, move from the current position to the first combat entry position in the combat scene, and control each combatant character in the second character list to enter the corresponding second combat entry position in the combat scene, for example, move from the current position to the second combat entry position in the combat scene. In order to facilitate the distinction between the combatants and the release of skills, the first combat entry position and the second combat entry position can be located in different areas of the combat scene, for example, the combatants in the first character list and the combatants in the second character list can stand facing each other facing the center of the battlefield.

[0081] For example, the server may notify the client of the character list and battle position of the attacking group and the attacked group, as well as the center point and battlefield direction. The client begins to perform battle pre-performance for the characters in the attacking group and the attacked group according to the character list and battle position of the attacking group and the attacked group, as well as the center point and battlefield direction.

[0082] Optionally, if the multiple fighting characters include multiple player characters, the server can simultaneously send a fighting character list and the battle entry position of each fighting character in the fighting character list to the client corresponding to each player character, so that each client can synchronously display the screen of multiple fighting characters entering the battle scene.

[0083] Through this embodiment, by controlling the combat characters in different combat parties (combat groups) to enter different position areas in the combat scene, it is convenient for players to view and control turn-based combat, improve the convenience of combat operations, and enhance the speed of obtaining combat information.

[0084] As an optional embodiment, after each of the multiple combat roles controlling the target combat executes the battle entry operation, the method further includes:

[0085] S41, during the target battle, obtaining the first skill operation released during the target battle;

[0086] S42, determining a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within a boundary range of the battle scene;

[0087] S43, controlling the release of the first skill operation within the skill release range.

[0088] During the turn-based battle, each opponent can fight in a turn-based manner. A certain opponent character releases a first skill operation (releases a first skill) during the turn-based game, and the first skill operation has a configured default skill range, that is, a skill configuration range. The server can detect the first skill operation released in the turn-based battle and calculate the skill configuration range of the first skill operation.

[0089] It should be noted that the skill configuration range may be a certain area range centered on the skill attack point (an area range with a radius of r), or may be other ways of determining the skill configuration range, which is not limited in this embodiment.

[0090] The skills released in turn-based battles need to ensure that they do not exceed the boundary range of the battle scene of the turn-based battle. The server can detect the first skill operation released in the turn-based battle, and determine the skill release range of the first skill operation based on the skill configuration range of the first skill operation and the boundary range of the battle scene. The skill release range is within the boundary range of the battle scene and does not exceed the boundary range of the battle scene.

[0091] The server can synchronize data such as the first skill operation and the skill release range corresponding to the first skill operation to the target client. The target client can determine the first skill operation released in the round battle and the skill release range of the first skill operation according to the game data synchronized from the server, and perform the first skill operation within the skill release range. The released first skill operation can cause damage to the combat character within the skill release range, and can also produce other skill effects, such as knockback, freezing, poisoning, etc., which are not limited in this embodiment.

[0092] Through this embodiment, the skill release range of the skill operation is determined according to the skill configuration range of the skill operation and the boundary range of the battle scene to ensure that the skill release range does not exceed the boundary range of the battle scene, which can ensure the rationality of the skill release and avoid erroneous responses during turn-based combat.

[0093] Optionally, in this embodiment, a battlefield object set is displayed in the battle scene, a battlefield object in the battlefield object set matches a physical object located within the target area and bound to a collision body, and the skill release range includes the first battlefield object.

[0094] The battle scene that the server can synchronize to the target client may include a battlefield object set. Correspondingly, the battle scene displayed on the target client may display the above battlefield object set. A battlefield object may match a physical object (i.e., a target object) that is located within the target area and bound to a collision body, that is, the battlefield object set in the battle scene matches the target object set within the target area. Matching of battlefield objects with target objects may mean that: the type and morphological attributes of the target object are consistent with the type and morphological attributes of the corresponding battlefield object; the position coordinates of the target object within the target area are consistent with the position coordinates of the corresponding battlefield object in the battle scene.

[0095] Optionally, when creating a battle scene for turn-based combat, the server can determine a set of target objects in the game scene that are within the target area, that is, a set of physical objects bound to collision bodies within the target area. For example, physical objects within the battlefield range (target area) are obtained through physical detection to obtain a set of target objects.

[0096] The target object set includes one or more physical body objects, each of which is a physical body object bound to a collision body. The above physical body objects can be created by relevant personnel when making games.

[0097] For example, Figure 3 As shown, art production personnel can create game scenes and bind corresponding collision bodies to scene objects. Scene objects refer to all or part of the objects in the game scene, such as terrain, stones, tables, stools, trees, etc.

[0098] For the game scenes produced, art production personnel can use their terminal devices to export the detailed data of collision bodies (Position, Rotation, Scale, Size, etc.) and number the physical bodies. Physical bodies refer to objects with collision bodies, such as stones, tables, wooden boxes, etc. that can be stood on, and may not include objects that cannot cause obstructions, such as grass, water, etc.

[0099] When the server is turned on, data can be loaded and a collision scene identical to that of the client can be created on the server. A collision scene refers to using the physical bodies in the scene to simulate a scene identical to the client resources in the physics engine. It can be used to detect the height of the character's standing point, skill ray detection, and other physical operations.

[0100] In order to determine the target object set, the server can determine the target objects within the target area according to the position information of each physical body object in the game scene, and obtain the target object set. For example, the server can determine the physical body objects bound to the collision body in the entire game scene. The physical body objects bound to the collision body can be recorded through the physical body object list and maintained during the operation of the turn-based game. For the copy scene, a copy of the copy scene can be generated for each player character or player character group that enters the copy scene, and the physical body object list contained in each copy scene can be recorded separately. The physical body object list can be used to represent the correspondence between the object identification and object attributes of the physical body object. The object attributes may include but are not limited to one of the following: object type, object shape attribute, position attribute, etc.

[0101] A physical object with a collision body in a game scene can be determined by the server based on a physical object list corresponding to the game scene (or other data forms that can record physical objects), or it can be determined in real time by the server through physical detection, or it can be determined by other methods, which is not limited in this embodiment.

[0102] After determining one or more physical objects in the game scene, the server can determine the position information of each physical object, and the position information of the physical object is used to represent the position of the physical object in the game scene. According to the position information of each physical object, the server can determine one or more target objects within the target area to obtain a target object set.

[0103] In addition to the position attributes, the server can also obtain the object type, shape attributes, collision body attributes (type of collision body, position of collision body in the target object, etc.) of each target object in order to generate a battlefield object collection when creating a battle scene.

[0104] As an optional embodiment, after controlling the first skill operation to be released within the skill release range, the method further includes:

[0105] S51, when a first damage amount received by a first skill operation on a first battlefield object is greater than or equal to a first damage amount threshold, playing a first crushing animation of the first battlefield object;

[0106] S52, when the first damage amount received by the first skill operation on the first battlefield object is less than the first damage amount threshold, controlling the state of the first battlefield object to switch from the first state to the second state, where the second state is the first damaged state of the first battlefield object after receiving the first skill operation.

[0107] The skill release range of the first skill operation includes the first battlefield object. The server can calculate the amount of damage caused by the first skill operation to the first battlefield object, that is, the first damage amount, and determine the state of the first battlefield object after being attacked by the first skill operation, and synchronize the state data of the first battlefield object after being attacked by the first skill operation to the target client.

[0108] If the first damage amount is less than the first damage amount threshold, the damage to the first battlefield object is enough to change its form, but not enough to cause the first battlefield object to break, and the target client can control the form of the first battlefield object to switch from the first form to the second form. The first form can be the state of the first battlefield object before it is damaged by the skill operation of the first skill, and can be a complete state or a state with certain damage, which is not limited in this embodiment. The second form is the damaged state of the first battlefield object after it is damaged by the skill operation of the first skill, that is, the first damaged state.

[0109] If the first damage amount is greater than or equal to the first damage amount threshold, the damage inflicted on the first battlefield object causes it to break, and the target client may play a first breaking animation of the first battlefield object.

[0110] Through this embodiment, the battlefield objects are controlled to change their shapes according to the skill damage received by the battlefield objects, so as to enrich the combat performance of the target battle and improve the authenticity of the combat scene simulation.

[0111] Optionally, in this embodiment, the turn-based battle can be a cross-terrain battle, that is, a battle not on the same plane. In a battle not on the same plane, the terrain etc. will increase the damage, and falling will have the added effect of dizziness, falling off a cliff etc.

[0112] As an optional embodiment, after each of the multiple combat roles controlling the target combat executes the battle entry operation, the method further includes:

[0113] S61, during the target battle, obtaining a second skill operation released during the target battle, wherein the second skill operation is used to control the fourth fighting character to move from a current first position to a second position;

[0114] S62, when the second position is a suspended position in the battle scene, controls the fourth combat character to fall from the second position, and displays the second damage amount suffered by the fourth combat character, wherein the second damage amount is the damage amount caused to the fourth combat character by falling from the second position.

[0115] If a combat character releases a second skill operation (releases the second skill) during a turn-based game, the second skill operation is a skill operation with displacement control, which can control the fourth combat character's current first position to move in a certain direction, and the end point of the movement can be the second position.

[0116] The target battle can be a cross-map battle, and the terrain of the battle scene can cause the damage suffered by the battle character to deepen. If the height difference between the first position and the second position is greater than or equal to a set height difference threshold, it can be determined that the second position can be a suspended position in the battle scene. After controlling the fourth battle character to move to the second position, the target client can control the fourth battle character to fall (or roll down) from the second position, and the above-mentioned fall can cause the damage suffered by the fourth battle character to deepen. After the fourth battle character falls, the target client can also display the damage amount caused to the fourth client due to the fall, that is, the second damage amount.

[0117] Through this embodiment, by simulating terrain and the like to increase the damage suffered by the character, the sensory (visual) authenticity of the battle scene simulation can be enhanced, thereby improving the user's gaming experience.

[0118] It should be noted that, in this embodiment, a combat character can perform skill operations (release skills) on the combat character of the combat party to restore its health, restore its mana, increase positive status (Buff), eliminate negative status (DeBuff), etc. A combat character can perform skill operations on the combat character of the non-combat party to control the removal of a certain amount of its health, a certain amount of mana, increase negative status (DeBuff), etc. according to the released skills. Different skill operations can produce different skill effects, which are not specifically limited in this embodiment.

[0119] As an optional embodiment, in the process of controlling the fourth fighting character to fall from the second position, the method further includes:

[0120] S71, play the falling animation of the fourth fighting character;

[0121] After controlling the fourth fighting character to fall from the second position, the method further includes:

[0122] S72, play the first stun animation of the fourth combat character.

[0123] The turn-based battle in this embodiment is a cross-map battle. In addition to increased damage, there may also be additional effects such as falling, stun, and falling off a cliff when fighting on different planes.

[0124] During the process of controlling the fourth combat character to fall from the second position, the target client may play the falling animation (cliff-falling animation) of the fourth combat character, and the falling animation may be played along with the fourth combat character to display the falling process of the fourth combat character.

[0125] After controlling the fourth combat character to fall from the second position, the target client may play the first dizziness animation of the fourth combat character to reflect the effect of falling from a height on the combat character, for example, the combat character is in a dizzy state for a certain period of time after falling.

[0126] Through this embodiment, by playing the falling animation and the dizziness animation to simulate the process of the opponent falling from a height, the sensory reality of the battle scene simulation can be improved and the user's gaming experience can be enhanced.

[0127] As an optional embodiment, after obtaining the second skill operation released in the target battle, the method further includes:

[0128] S81, when the second battlefield object is included between the first position and the second position, control the fourth fighting character to collide with the second battlefield object during the process of moving from the first position to the second position, and display a third damage amount of the collision damage suffered by the fourth fighting character.

[0129] If there is a battlefield object between the first position and the second position, that is, the second battlefield object, the target client can control the fourth fighting character to collide with the second battlefield object during the process of moving from the first position to the second position.

[0130] According to the force of the collision, the material and volume of the second battlefield object, etc., the damage (damage amount) caused by the collision to the fourth combat character can be determined, and the damage (damage amount) caused by the collision to the second battlefield object can also be determined. When controlling the fourth combat character to collide with the second battlefield object, the target client can display the third damage amount of the collision damage suffered by the fourth combat character, and can also display the damage amount of the collision damage suffered by the second battlefield object.

[0131] Through this embodiment, by controlling the fighting characters to collide with physical objects on the moving path and displaying the amount of damage suffered by the impact, it is possible to display the impact of the target combat process on the game scene, enhance the sensory reality of the combat scene simulation, and improve the user's gaming experience.

[0132] As an optional embodiment, after controlling the fourth fighting character to collide with the second battlefield object in the process of moving from the first position to the second position, the method further includes:

[0133] S91, when the damage amount of the impact damage suffered by the second battlefield object is greater than or equal to the second damage amount threshold, play the second smashing animation of the second battlefield object, and control the fourth fighting character to continue to move to the second position;

[0134] S92, when the damage amount of the impact damage suffered by the second battlefield object is less than the second damage amount threshold, control the fourth combat character to stop moving to the second position, and / or play the second stun animation of the fourth combat character.

[0135] After the fourth combat character collides with the second battlefield object, the server can determine the status of the fourth combat character, the first battlefield object, etc. after the collision according to the amount of collision damage suffered by the fourth combat character and the second battlefield object, and synchronize the status data of the fourth combat character, the first battlefield object, etc. to the target client.

[0136] If the damage amount of the impact damage received by the second battlefield object is greater than or equal to the second damage amount threshold, it means that the damage amount received by the second battlefield object exceeds the tolerance of the second battlefield object (the second damage amount threshold can be pre-configured according to the material and volume of the first battlefield object), and the second battlefield object will be broken. The target client can play the second breaking animation of the second battlefield object.

[0137] After the fourth fighting character smashes the second battlefield object, the target client can control the fourth fighting character to continue moving to the second position, and the moving speed can be changed, for example, the speed becomes slower.

[0138] In addition, due to the impact of the impact angle, the direction of movement of the fourth combat character may also be offset. The client may control the fourth combat character to move from the impact position to a new position, which is not specifically limited in this embodiment.

[0139] As an optional implementation, if the amount of impact damage suffered by the second battlefield object is less than the second damage threshold, and the volume of the second battlefield object is small, the fourth combat character can cross the second battlefield object and continue to move to the second position. The movement speed can be changed, or the fourth combat character can move from the impact position to a new position. This is not limited in this embodiment.

[0140] As another optional implementation, if the damage amount of the impact damage suffered by the second battlefield object is less than the second damage amount threshold, and the second battlefield object is large in size, and the fourth combat character cannot cross the second battlefield object, the fourth combat character can be controlled to stop moving to the second position, for example, to stop at the impact position, or to rebound to a new position due to the impact. Optionally, the client can also play the second dizziness animation of the fourth combat character to reflect the impact of the impact on the fourth combat character, for example, the fourth combat character is in a dizzy state for a certain period of time after the impact.

[0141] Through this embodiment, the different states of the combat characters and battlefield objects are controlled and displayed according to the amount of impact damage suffered by the battlefield objects, which can enhance the sensory reality of the battle scene simulation and improve the user's gaming experience.

[0142] It should be noted that after controlling the fourth fighting character to move from the first position to the second position, the target client can control the fourth fighting character to return to the first position to carry out a new round of fighting, which is not limited in this embodiment.

[0143] Optionally, in a battle scene, after the combat character releases a skill, physical judgment can be made on the physical objects in the battle scene, and the attack target (the combat character being attacked) and the battlefield objects to be affected can be determined through range detection. The attack skill will cause damage to these objects, resulting in damage, smashing and other effects, such as smashing fences and boxes in the battlefield. The skills released by the combat character can be: single-target skills, range skills, etc.

[0144] During the turn-based battle, changes in the battle scene (e.g., the breaking and smashing of battlefield objects, etc.) can be mapped to the game scene, or not (the shape change of battlefield objects in the battle scene will not affect the shape of the corresponding target objects in the game scene). The mapping process can be performed synchronously or after the target battle ends.

[0145] If the changes in the battle scene are mapped to the game scene, during the target battle, the target area in the game scene can be marked as locked, which means that it cannot be used for other battle scenes, that is, the area covered by the battle scenes triggered by other player characters in the game scene does not overlap with the target area. This is not specifically limited in this embodiment.

[0146] As an optional embodiment, after each of the multiple combat roles controlling the target combat executes the battle entry operation, the method further includes:

[0147] S101, during a target battle, obtaining a third skill operation released during the target battle, wherein the third skill operation is an operation of projecting a first battlefield projectile toward a target direction, and a projection path of the first battlefield projectile includes a third battlefield object;

[0148] S102, when the fourth damage amount of the third battlefield object caused by the third skill operation is greater than or equal to the third damage amount threshold, playing a third crushing animation of the third battlefield object;

[0149] S103, when the fourth damage amount caused by the third skill operation to the third battlefield object is less than the third damage amount threshold, controlling the first battlefield projectile to stop projecting along the target direction, and / or controlling the form of the third battlefield object to switch from the third form to the fourth form, wherein the fourth form is the second damaged form of the third battlefield object after being operated by the third skill.

[0150] A certain fighting character releases a third skill operation (releases the third skill) during the turn-based game, and the third skill operation may be an operation of projecting a first battlefield projectile in a target direction. In response to the third skill operation, the target client may display the process of projecting the first battlefield projectile along a moving path corresponding to the target direction.

[0151] The server can detect the projection path of the first battlefield projectile by ray detection to determine whether it will be blocked by the battlefield object. If there is a third battlefield object on the projection path of the first battlefield projectile, the server can calculate the impact of the first battlefield projectile on the third battlefield object, for example, the state of the third battlefield object after being attacked by the first battlefield projectile, and send the state data of the third battlefield object and the first battlefield projectile to the target client.

[0152] For example, a certain combat character can release a third skill operation (release the third skill) along the target direction, and the combat character will project the first battlefield projectile in the target direction. The server can detect the first battlefield projectile projected by the combat character along the target direction, and detect that the projection trajectory of the first battlefield projectile along the target direction contains the third battlefield object by means such as ray detection, and determine the amount of skill damage caused by the third skill operation to the third battlefield object, that is, the fourth damage amount. Different damage amounts will have different effects on the third battlefield object.

[0153] If the fourth damage amount is less than the third damage amount threshold, the damage received by the third battlefield object is sufficient to change its form, but insufficient to cause the third battlefield object to break, and the target client can control the form of the third battlefield object to switch from the third form to the fourth form. The third form can be the state of the third battlefield object before it is damaged by the skill operation of the third skill, and can be a complete state or a state with certain damage, which is not limited in this embodiment. The fourth form is the damaged state of the third battlefield object after it is damaged by the skill operation of the third skill, that is, the second damaged state.

[0154] If the fourth damage amount is greater than or equal to the third damage amount threshold, the damage received by the third battlefield object is sufficient to cause the third battlefield object to break, and the target client may play a third breaking animation of the third battlefield object.

[0155] In addition, if the first battlefield projectile hits the third battlefield object, the first battlefield projectile may end projection, or continue projection along the original direction (target direction) or along the direction changed due to hitting the third battlefield object.

[0156] Through this embodiment, the battlefield objects are controlled to change their shapes according to the skill damage received by the battlefield objects, so as to enrich the combat performance of the target battle and enhance the sensory authenticity of the combat scene simulation.

[0157] As an optional embodiment, after obtaining the third skill operation released in the target battle, the method further includes:

[0158] S111, when the third battlefield object allows a target control operation to be performed on a target attribute of the first battlefield projectile, display a second battlefield projectile corresponding to the first battlefield projectile, wherein the second battlefield projectile is a battlefield projectile obtained after the target control operation is performed on the target attribute of the first battlefield projectile.

[0159] If the third battlefield object is a Dharma object, it is allowed to perform some specific operations (target control operations) on the properties of the projectile (target properties). The third battlefield object can perform target control operations on the target properties of the first battlefield projectile to obtain a second battlefield projectile. The target property can be at least one of the direction, strength, quantity, and volume of the battlefield projectile, and can also be other types of properties, such as the color of the battlefield projectile, etc., which are not specifically limited in this embodiment. The second battlefield projectile can be the first battlefield projectile after the target property is performed with the target control operation.

[0160] The target client can display the second battlefield projectile corresponding to the first battlefield projectile. For the second battlefield projectile, the projection direction and projection trajectory of the second battlefield projectile can be determined in a similar manner as described above, and whether there is a combat character or battlefield object on the projection trajectory of the second battlefield projectile, etc., which will not be described in detail in this embodiment.

[0161] For example, the third battlefield object can perform some specific operations on the properties of the projectile (for example, rebound, split, increase attack, etc.), and the target client can display the projectile after the first battlefield projectile rebounds, or the projectile split from the first battlefield projectile (a projectile can be split into multiple ones), or the projectile obtained after the first battlefield projectile attacks.

[0162] Through this embodiment, by displaying the projectiles obtained after the battlefield objects perform control operations on the properties of the received projectiles, it can be reflected that the objects in the battlefield affect the combat logic, enrich the combat performance of the target battle, and improve the user's gaming experience.

[0163] According to another aspect of the embodiment of the present application, a method for controlling a battle game is also provided. Optionally, in this embodiment, the method for controlling a battle game can be applied to: Figure 1 In the hardware environment composed of the terminal 102 and the server 104 shown in FIG. Taking the operation on the server side as an example, Figure 4 is a flowchart of another optional method for controlling a battle game according to an embodiment of the present application, such as Figure 4 As shown, the process of the method may include the following steps:

[0164] Step S402, detecting a trigger operation performed on a game scene of a target battle game, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle;

[0165] Step S404, in response to the trigger operation, creating a battle scene corresponding to the target battle according to the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range;

[0166] Step S406, synchronizing the battle scene to the target client to display the battle scene in the target area of ​​the game scene displayed on the target client, wherein a target battle game is running on the target client.

[0167] Through the above steps S402 to S406, a trigger operation performed on the game scene of the target battle game is detected, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; in response to the trigger operation, a battle scene corresponding to the target battle is created according to the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; the battle scene is synchronized to the target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target battle game is running on the target client, which solves the problem of poor user visual experience caused by the overly monotonous displayed battle scene in the control method of the turn-based game in the related art, enriches the visual information of the battle scene, and improves the user's visual experience.

[0168] Optionally, the server executing the method for controlling the fighting game in this embodiment can also be used to execute the method steps executed by the server in the method for controlling the fighting game in the above-mentioned embodiment, which have been explained and will not be repeated here.

[0169] In this embodiment, the control process of a turn-based battle in a turn-based game is used as an example to illustrate the control method of the above-mentioned fighting game, and the game performance of the target fighting game is calculated by the client and the data relied on by the server to calculate the game performance. Correspondingly, the game scene is the game scene of the turn-based game, and the target battle is the turn-based battle. The control method of the fighting game in this embodiment is also applicable to other similar battle scenes in fighting games and control logic of other target fighting games.

[0170] As an optional embodiment, creating a battle scene corresponding to the target battle according to the target area range of the game scene includes:

[0171] S121, determining a first target position of a first opponent and a second target position of a second opponent in a target battle, wherein the first target position is a position of the first opponent in a game scene, and the second target position is a position of the second opponent in the game scene;

[0172] S122, calculating a target area range in the game scene according to the first target position and the second target position;

[0173] S123, creating a battle scene corresponding to the target battle according to the target area range.

[0174] The server may first determine a first target position of a first opponent in a turn-based battle in a game scene, and a second target position of a second opponent in a game scene, wherein the battle scene of the turn-based battle is determined based on the first target position and the second target position. One of the first opponent and the second opponent is an attacker, and the other is a victim.

[0175] The positions of different opponents may be the same or different. For one opponent, the opponent may have one or more combat roles, and the positions of different combat roles may be the same or different. The position of a certain opponent in the game scene may be the position of a specific combat role of the opponent, or may be a weighted average of the positions of multiple combat roles of the opponent, etc. In this embodiment, the position of the attacker is used as the position of the attacker, and the position of the victim is used as the position of the victim. For other ways of determining the position of the opponent, the control method of the battle game in this embodiment is also applicable.

[0176] It should be noted that the first target position is the position of the first opponent in the game scene, that is, the position coordinates of the first opponent in the three-dimensional space coordinate system of the game scene, and the second target position is the position of the second opponent in the game scene, that is, the position coordinates of the second opponent in the three-dimensional space coordinate system of the game scene.

[0177] Based on the first target position and the second target position, the server can calculate the target area range corresponding to the turn-based battle scene in the game scene. The target area range can be an area range covering the first target position and the second target position, or it can be an area range whose closest distance to the first target position and / or the second target position is within the target distance threshold range.

[0178] Optionally, in order to determine the scope of the target area, the server can determine the battlefield center point, battlefield direction, etc. of the battle scene of the turn-based battle based on the first target position and the second target position, and then determine the area covered by the battle scene in the game scene according to the battlefield center point, battlefield direction, battlefield range, etc., that is, the target area range.

[0179] The corresponding relationship between the battlefield center point, battlefield direction and / or battlefield scope and the target position (first target position and / or second target position) can be pre-configured using configuration information, for example, the corresponding relationship between the battlefield center point and the target position, the corresponding relationship between the battlefield direction and the target position, or the corresponding relationship between the battlefield scope and the target position can be pre-configured. Alternatively, the battlefield direction can be selected from the various directions passing through the battlefield center point, and the regional shape (for example, circle, square, ellipse, etc.) and regional size of the battlefield scope can be pre-set. Alternatively, the battlefield center point and the battlefield direction can be determined according to the target position, the position of the trigger prop, etc., and the battlefield scope can be determined according to the number of combat roles, the target position, the position of the trigger prop, the scene radius, the boundary of the scene and the correlation between the battlefield center point, etc., which is not limited in the present embodiment.

[0180] It should be noted that, for a non-player character opponent, if the opponent appears after the trigger prop is triggered, the position of the trigger prop can be used as the position of the opponent. The target area range is the target area terrain range in the game scene, that is, the range is the terrain range in the three-dimensional scene, which not only includes the area boundary, but also includes the three-dimensional terrain information within the area range.

[0181] After determining the scope of the target area, the server can create a battle scene corresponding to the target battle according to the scope of the target area. The created battle scene can be consistent with the scene of the target area. For example, at least the terrain information of the battle scene matches the terrain information of the target area (completely consistent, or basically consistent).

[0182] It should be noted that the battle scene is a scene independent of the game scene. For the clients of the objects participating in the target battle, the battle scene is displayed above the target area range of the game scene (covering a certain area range in the game scene), thereby achieving in-situ and seamless entry into the battle scene. For the clients of other objects in the game scene, the battle scene will not be displayed.

[0183] It should also be noted that the game screen displayed by the screen game screen (2D) of the target client includes not only the battle area of ​​the target battle (target area range, which can display all or part of the battle area), but also other areas in the game scene, and the displayed battle area and other areas in the game scene are seamlessly connected. In addition, after the battlefield area is generated, the viewing angle can be rotated, and the screen game screen will display the area that was not seen before in the game scene. This is not limited in the present embodiment.

[0184] Through this embodiment, the area covered by the battle scene in the game scene is determined according to the positions of each opponent in the target battle, and then the battle scene is created, which can improve the rationality of the battle scene determination and enhance the sensory authenticity of the battle scene simulation.

[0185] As an optional embodiment, calculating the target area range in the game scene according to the first target position and the second target position includes:

[0186] S131, determining a target battlefield center point and a target battlefield direction of the battle scene according to the first target position and the second target position;

[0187] S132, calculating the target area range in the game scene according to the target battlefield center point and the target battlefield direction.

[0188] The target area range can be determined based on the battlefield center point and battlefield direction. In order to determine the target area range, the server can determine the target battlefield center point and target battlefield direction of the battle scene based on the first target position and the second target position, and calculate the target area range corresponding to the turn-based battle scene in the game scene based on the target battlefield center point and the target battlefield direction.

[0189] Optionally, the server may determine at least one of the following positions as the target battlefield center point: the first target position, the second target position, the center point of the first target position and the second target position, a position determined according to the first target position, the second target position, and / or the center point of the first target position and the second target position. The server may determine at least one of the following directions as the target battlefield direction: a first direction from the first target position to the second target position, a direction corresponding to the first direction rotated by a certain angle along a certain coordinate axis, a second direction from the second target position to the first target position, a direction corresponding to the second direction rotated by a certain angle along a certain coordinate axis, a direction selected from various directions passing through the battlefield center point, and the basis for selection may be the battlefield available ratio, the battlefield visible ratio, etc.

[0190] For example, a turn-based battle is a battle between an attacking group and a attacked group (attacked group), the position of the attacking group is P1 and the position of the attacked group is P2, and the battlefield center and battlefield direction of the battle scene can be determined based on P1 and P2.

[0191] According to the target battlefield center point and the target battlefield direction, the server can determine the target area range covered by the battle scene in the game scene. The battlefield range of the battle scene can be a polygon with the target battlefield center point as the center and the target battlefield direction as an axis or a diagonal line, such as a square, a trapezoid, etc.

[0192] Through this embodiment, the battlefield center point and battlefield direction of the battle scene are determined according to the positions of the two combatants, which can simplify the battle scene determination process and improve the accuracy of battle scene determination.

[0193] As an optional embodiment, determining the target battlefield center point and the target battlefield direction of the battle scene according to the first target position and the second target position includes:

[0194] S141, calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair among the plurality of candidate parameter pairs comprises a candidate battlefield center point and a candidate battlefield direction;

[0195] S142, calculating a plurality of candidate area ranges corresponding to the plurality of candidate parameter pairs, wherein the plurality of candidate parameter pairs correspond to the plurality of candidate area ranges one-to-one;

[0196] S143, calculating a target area parameter corresponding to each of the plurality of candidate area ranges, wherein the target area parameter is used to indicate a matching degree between each candidate area range and the target area;

[0197] S144, selecting a target parameter pair from a plurality of candidate parameter pairs according to the target area parameters, wherein the target parameter pair includes a target battlefield center point and a target battlefield direction.

[0198] In order to determine the target battlefield center point and target battlefield direction of a battle scene in a turn-based battle, the server may first calculate multiple candidate parameter pairs of the battle scene based on the first target position and the second target position. Each candidate parameter pair may include a candidate battlefield center point and a candidate battlefield direction. The candidate battlefield center points of different candidate reference pairs may be the same or different, and the candidate battlefield directions in different candidate reference pairs may be the same or different, which is not limited in this embodiment.

[0199] The server may pre-configure the correspondence between the area range of the battlefield area and the battlefield center point and battlefield direction, that is, the rule for determining the battlefield range according to the battlefield center point and battlefield direction. For each candidate parameter pair, the server may determine the candidate area range corresponding to the candidate parameter pair, thereby obtaining multiple candidate area ranges corresponding to multiple candidate parameter pairs, each candidate parameter pair corresponding to one candidate area range.

[0200] Optionally, in the present embodiment, before calculating multiple candidate parameter pairs of the battle scene according to the first target position and the second target position, the method further includes at least one of the following: when the target distance between the first target position and the second target position is less than a first distance threshold, controlling the first target position to move stepwise along the second direction according to the target step size until the first target position does not satisfy the condition for allowing movement, wherein the second direction is the direction from the second target position to the first target position; controlling the second target position to move stepwise along the first direction according to the target step size until the second target position does not satisfy the condition for allowing movement, wherein the first direction is the direction from the first target position to the second target position; the condition for allowing movement is that the absolute value of the height difference between the position height before movement and the position height after movement is greater than or equal to the target height difference threshold, or the target distance after movement is greater than or equal to the first distance threshold.

[0201] For example, the server can first calculate the vector D from itself (P1) to the target (P2) through P2-P1 (P1 is the position of the attacker; P2 is the position of the victim), and calculate the modulus value |D| of the vector D and the unit vector V. If |D| is less than the minimum distance value allowed by the battlefield (an example of the first distance threshold), the server can first gradually move the position (P1) of the attacking group in the -V direction for a short distance, and calculate the height difference between the height value after the move and the height value before the move. If the height difference is less than the maximum height increase in a single step (the target height difference threshold), the position P1 of the attacking group is set to the position after the move, and the new |D| value is continued to be determined. If it is still less than the minimum distance value allowed by the battlefield, the backward movement continues. If the height increase after the backward movement is greater than the maximum height increase after a single step, the position (P2) of the attacked group is moved backward in the same way until the height increase after a certain backward movement is greater than the maximum height increase after a single step, or the distance between the two sides is greater than the minimum distance value allowed by the battlefield.

[0202] Optionally, in the present embodiment, based on the first target position and the second target position, calculating multiple candidate parameter pairs of the battle scene may include: calculating a first center point and a first direction, wherein the first center point is the center point of the first target position and the second target position, and the first direction is the direction from the first target position to the second target position; calculating the target distance between the first target position and the second target position; when the target distance is greater than or equal to a first distance threshold and less than or equal to a second distance threshold, calculating a second center point corresponding to the first center point translated by a first length in the first direction, and a third center point corresponding to the first center point translated by a first length in the second direction, wherein the second direction is the opposite direction of the first direction; determining a first parameter pair including the first center point and the first direction, a second parameter pair including the second center point and the first direction, and a third parameter pair including the third center point and the first direction, to obtain multiple candidate parameter pairs.

[0203] For example, if |D| is greater than or equal to the minimum distance value allowed by the battlefield and less than the maximum distance value allowed by the battlefield (an example of the second distance threshold), the server can calculate the center point coordinates C of P1 and P2, translate C by a fixed length by V to obtain C1, and translate C by a fixed length by -V to obtain C2, and use C, C1 and C2 as the center points of the battlefield and V as the direction of the battlefield to obtain three candidate parameter pairs: (C, V), (C1, V), and (C2, V).

[0204] Optionally, in this embodiment, after calculating the target distance between the first target position and the second target position, the above method also includes: when the target distance is less than the first distance threshold, or greater than the second distance threshold, calculating the fourth center point corresponding to the second target position moving along the second direction for a second length, the fifth center point corresponding to the second target position moving along the first direction for a second length, the sixth center point corresponding to the second target position moving along the third direction for a second length, and the seventh center point corresponding to the second target position moving along the fourth direction for a second length, wherein the fourth direction is the direction corresponding to the first direction rotated by a first angle along the first coordinate axis, and the third direction is the opposite direction of the fourth direction; determining a fourth parameter pair including the fourth center point and the first direction, a fifth parameter pair including the fifth center point and the second direction, a sixth parameter pair including the sixth center point and the fourth direction, and a seventh parameter pair including the seventh center point and the third direction, to obtain multiple candidate parameter pairs.

[0205] For example, if the distance |D| between the two sides is less than the minimum distance allowed by the battlefield, or greater than the maximum distance allowed by the battlefield, the server can use P2 as the starting point and calculate: C3 = P2-V*k, C4 = P2+V*k. The server can rotate V along the y-axis by 90° to obtain V1, and use P2 as the starting point to calculate: C5 = P2-V1*k, C6 = P2+V1*k, where k is a fixed value, and use C3, C4, C5 and C6 as the center points of the battlefield, and use V, -V, V1, -V1 as the directions of the battlefield to obtain four candidate parameter pairs.

[0206] Optionally, in this embodiment, calculating multiple candidate area ranges corresponding to multiple candidate parameter pairs includes: selecting each candidate parameter pair from the multiple candidate parameter pairs in turn to obtain a current candidate parameter pair, wherein the current candidate parameter pair includes a current candidate battlefield center point and a current candidate battlefield direction; calculating four current reference vertices based on the current candidate battlefield center point and the current candidate battlefield direction, wherein the four current reference vertices include: a first reference vertex corresponding to the current candidate battlefield center point after moving a third length along the current candidate battlefield direction, a second reference vertex corresponding to the current candidate battlefield center point after moving a third length in the opposite direction of the current candidate battlefield direction, a third reference vertex corresponding to the current candidate battlefield center point after moving a third length along a fifth direction, and a fourth reference vertex corresponding to the current candidate battlefield center point after moving a third length in the opposite direction of the fifth direction, the fifth direction being the direction corresponding to the current candidate battlefield direction after rotating a second angle along the second coordinate axis; calculating a current reference rectangular area with the four current reference vertices as vertices according to the four current reference vertices; projecting the current reference rectangular area into the target three-dimensional scene to obtain a current candidate area range corresponding to the current candidate parameter pair, wherein the multiple candidate area ranges include the current candidate area range.

[0207] For example, for a battle scene of a turn-based battle, the battlefield area range can be generated by rotating the battlefield direction V by 90° along the y axis to obtain V1, and calculating the four vertices of the battlefield rectangle through the battlefield center point C and the half length of the battlefield diagonal x, that is, R1 = C + x * V, R2 = C + x * V1, R3 = Cx * V, R4 = Cx * V1. The shape of the battlefield can be a rectangle rotated 45 degrees (for example, the current reference rectangular area), and the diagonal x refers to the diagonal length of the rectangle, which can be preset or determined based on the first position and the second position.

[0208] For each candidate area range among multiple candidate area ranges, the server can determine a target area parameter corresponding to each candidate area range, and the target area parameter can be used to indicate the degree of match between the candidate area range and the turn-based combat, that is, to indicate the suitability of the candidate area range as a battle scene for the turn-based combat.

[0209] According to the target area parameter, the server may select a target parameter pair from multiple candidate parameter pairs, that is, a target battlefield center point and a target battlefield direction. The target parameter pair may be selected by selecting a candidate parameter pair with the highest matching degree with the turn-based combat as the target parameter pair, or by selecting one of one or more candidate parameters with a matching degree with the turn-based combat higher than a certain threshold as the target parameter pair.

[0210] Through this embodiment, by determining a combination of multiple candidate battlefield center points and candidate battlefield directions of the battle scene and selecting the target battlefield center point and target battlefield direction according to the target area parameters, the rationality of determining the battlefield center point and battlefield direction can be improved, and the combat experience for turn-based combat can be improved.

[0211] As an optional embodiment, calculating the target area parameter corresponding to each candidate area range in the multiple candidate area ranges includes:

[0212] S151, calculating the battlefield availability ratio of each candidate area range, wherein the battlefield availability ratio is used to represent the ratio of the range in each candidate area range that is allowed to be used for the battle scene to the range in each candidate area range;

[0213] S152, calculating the battlefield visibility ratio of each candidate area range, wherein the battlefield visibility ratio is used to represent the ratio of the unobstructed area between the position of the camera fighting the target in each candidate area range to each candidate area range;

[0214] Among them, the target area parameters include the battlefield available ratio and the battlefield visible ratio.

[0215] The target area parameter includes at least one of the following: battlefield availability ratio and battlefield visibility ratio. The server can select a target parameter pair from multiple candidate parameter pairs according to the battlefield availability ratio and / or battlefield visibility ratio of the candidate area range.

[0216] For a candidate area range, the server may calculate the battlefield availability ratio of the candidate area range, where the battlefield availability ratio is used to indicate the ratio of the range of battle scenes allowed for turn-based battles in the candidate area range to the candidate area range.

[0217] For a candidate area range, the server can calculate the battlefield visible ratio of the candidate area range, and the battlefield available ratio is used to represent the ratio of the unobstructed area between the candidate area range and the position of the camera of the turn-based battle to the candidate area range.

[0218] Through this embodiment, the battlefield available ratio and battlefield visible ratio are used as the basis for selecting the battlefield center point and battlefield direction of the battle scene, which can improve the rationality of selecting the battlefield center point and battlefield direction of the battle scene, thereby improving the rationality of battle scene generation.

[0219] As an optional embodiment, calculating the battlefield availability ratio of each candidate area range includes:

[0220] S161, dividing each candidate region range into a plurality of region grids;

[0221] S162, calculating the maximum height of each of the plurality of regional grids through physical detection;

[0222] S163, recording the number of available grids in the plurality of regional grids, wherein the available grids are regional grids whose corresponding maximum heights are within the available height range of the battle scene in the plurality of regional grids;

[0223] S164, determining the ratio between the number of available grids and the number of multiple regional grids as the battlefield available ratio.

[0224] For a candidate area range, the server may divide the candidate area range into multiple area grids (e.g., square grids, etc.). For each area grid, the server may calculate the maximum height of the area grid through physical detection. The shape and number of the area grids may be configured as required. For example, the higher the accuracy requirement of the battlefield available ratio, the smaller the shape of the divided area grids and the greater the number of area grids. Conversely, the larger the shape of the divided area grids, the fewer the number of area grids. This is not limited in this embodiment.

[0225] The server can record the regional grids whose absolute value of the height difference between the maximum height of the regional grid and the center point of the candidate battlefield is less than or equal to a height difference threshold as available grids, record the number of all available grids in multiple regional grids, and determine the ratio between the number of available grids and the total number of multiple regional grids as the battlefield availability ratio of the candidate area range.

[0226] For example, the method of calculating the battlefield available ratio can be: taking the center point of the battlefield (for example, C) as the origin, calculating the available range of the battlefield height, and adding or subtracting a fixed value (height difference threshold) from the height value of the battlefield center as the available range of the battlefield height. The range in the battlefield (for example, the candidate area range) can be divided into grids (regional grids) of a certain size, and the maximum height h of the grid is calculated through physical detection, and it is determined whether the grid is within this range. If it is, it is recorded as an available grid, and finally calculated: battlefield available ratio = number of available grids ÷ total number of grids × 100%.

[0227] Through this embodiment, by dividing the candidate area range into multiple area grids and determining the area availability ratio according to the number of available area grids and the total number of multiple area grids, the flexibility of the area availability ratio calculation can be improved and the efficiency of the area availability ratio calculation can be improved.

[0228] As an optional embodiment, calculating the battlefield visibility ratio of each candidate area range includes:

[0229] S171, calculating the position of the camera of the target battle after entering the target battle based on the candidate battlefield center point and candidate battlefield direction of each candidate area range;

[0230] S172, performing multiple sampling on each candidate region to obtain multiple sampling points of each candidate region;

[0231] S173, determining, by means of ray detection, a visible sampling point among the plurality of sampling points that is not blocked from the position where the camera is located;

[0232] S174, determining the ratio between the number of visible sampling points and the number of multiple sampling points as the battlefield visibility ratio.

[0233] For a candidate area range, the server can calculate the position of the camera entering the post-battle turn-based battle based on the candidate center point and candidate battlefield direction of the candidate area range. The calculation method can refer to related technologies and will not be described in detail in this embodiment.

[0234] The server may perform multiple sampling on the candidate area to obtain multiple sampling points of the candidate area. The sampling points may be obtained by uniformly sampling the candidate area. Uniform sampling means that the distribution of the sampling points in the candidate area is uniform. The number of sampling points may be configured as required. For example, the higher the accuracy requirement of the battlefield visible ratio, the more sampling points are required. Conversely, the fewer sampling points are required. This is not limited in the present embodiment.

[0235] For a sampling point, the server can determine whether there is any obstruction between the sampling point and the location of the camera by means of ray detection, and record the unobstructed sampling point as a visible sampling point, record the number of all visible sampling points among multiple sampling points, and determine the ratio between the number of visible sampling points and the total number of multiple sampling points as the battlefield visibility ratio of the candidate area.

[0236] For example, the method for calculating the battlefield visibility ratio can be: calculate the default position of the camera after entering and exiting the battlefield based on the current battlefield center point and battlefield direction, sample several points in the battlefield, use ray detection to determine whether there is any obstruction from the camera position to the battlefield sampling point, and if there is no obstruction, record it as a visible point, and finally calculate: battlefield visibility ratio = number of visible points ÷ total number of sampling points × 100%.

[0237] Through this embodiment, by performing ray detection on multiple sampling points within the candidate area and determining visible sampling points among the multiple sampling points, the flexibility of calculating the visible ratio of the area can be improved, and the efficiency of calculating the visible ratio of the area can be improved.

[0238] As an optional embodiment, before creating a battle scene corresponding to the target battle according to the target area range of the game scene, the method further includes:

[0239] S181, obtaining a target object set within a target area through physical detection, wherein the target object set is a set of physical body objects bound with collision bodies within the target area;

[0240] Create battle scenes corresponding to the target battle according to the target area of ​​the game scene, including:

[0241] S182, creating a battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene includes a battlefield object set, and the battlefield objects in the battlefield object set correspond one-to-one to the physical objects in the target object set.

[0242] The method of obtaining the target object set within the target area through physical detection is similar to the above, and will not be described in detail here.

[0243] According to the target area and the target object set, the server can generate a battle scene for turn-based battles. The battle scene is a three-dimensional scene covering the target area, that is, the battle scene is a three-dimensional scene that is consistent with the scene in the target area (completely consistent, or basically consistent). For example, at least the terrain information of the battle scene matches the terrain information in the target area. In addition, the battle scene contains a battlefield object set. The battlefield objects in the battlefield object set correspond one-to-one with the physical objects in the target object set. The one-to-one correspondence means that the battlefield objects and the corresponding physical objects are the same in type, morphological attributes, position coordinates and other data.

[0244] Through this embodiment, a set of physical objects within the target area is obtained through physical detection, and a battle scene is created according to the target area and the set of physical objects. This can ensure that the battle scene is consistent with the scene before the battle, enrich the visual information of the battle scene, and improve the user's visual experience.

[0245] The control method of the battle game in the embodiment of the present application is explained below in conjunction with optional examples. In this example, the target battle game is a turn-based game, the target battle is a turn-based battle, and the turn-based battle is a cross-terrain battle, that is, a battle not on the same plane. Fighting not on the same plane will have a deepening of damage, and falling will cause dizziness, falling off a cliff, and other additive effects. The target battle is a turn-based battle between two teams, corresponding to the attacking group and the attacked group.

[0246] like Figure 5 As shown, the control method of the battle game in this example may include the following steps:

[0247] Step S502, calculating the characters in both teams (or combat groups) that need to join the battle.

[0248] The server can calculate the characters that need to join the battle in both teams or combat groups, and save them into the attacking group and the attacked group respectively.

[0249] Step S504, determining battlefield boundaries and battlefield physical body objects, and creating a battlefield physical scene.

[0250] The server can calculate the battlefield area, obtain the set of objects within the battlefield through physical detection, and create a battlefield physical scene (battle scene) based on the calculated battlefield objects. The created physical scene is a subset of the original game scene, containing the physical objects used in the battlefield, and the positions and shapes are the same as the original scene.

[0251] Step S506, calculate all the standing positions in the battlefield, and determine the entry and exit positions of the characters in the entry and exit group list.

[0252] The server can calculate all the standing points in the battlefield and determine the entry position of each combat role (each role in the entry group list).

[0253] Step S508, notifying the client of the character list and battle positions of the attacking group and the attacked group, as well as the battlefield center point and battlefield direction.

[0254] The server can inform the client of the role list and entry position of the attacking group and the attacked group, as well as the center point and direction of the battlefield.

[0255] Step S510, adding the characters of the two combatants to the battlefield scene respectively, and starting the target battle in the battle scene.

[0256] According to the notification from the server, the client can start to pre-show these characters into battle, control the characters of both sides of the battle to join the battlefield scene respectively, and start the target battle in the battle scene.

[0257] For skills in the battlefield, physical judgment can be made based on the physical objects in the battle scene, and the attack target and the objects affected can be determined through range detection. For battlefield projectiles, ray detection can be used to detect whether they will be blocked by battlefield objects.

[0258] Through this example, the battle scene is consistent with the scene before entering the battle. The terrain and objects in the battlefield will directly affect the battle logic. The battle increases the changes in spatial dimensions, enriches the information displayed in the battle scene, and improves the player's gaming experience. In addition, the game production does not require relevant personnel to perform special production and configuration, reducing labor costs.

[0259] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0260] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present application.

[0261] According to another aspect of the embodiments of the present application, a control device for a fighting game for implementing the above-mentioned control method for the fighting game is also provided. Figure 6 is a structural block diagram of an optional control device for a battle game according to an embodiment of the present application, such as Figure 6 As shown, the device may include:

[0262] A first acquisition unit 602 is used to acquire a trigger operation performed on a game scene of a target battle game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle;

[0263] The first display unit 604 is connected to the first acquisition unit 602 and is used to respond to the trigger operation and display the battle scene on the target area of ​​the game scene, wherein the battle scene is a three-dimensional scene covering the target area;

[0264] The first control unit 606 is connected to the first display unit 604, and is used to control each of the multiple fighting characters in the target battle to perform a battle entry operation, wherein the battle entry operation is used to control each fighting character to enter a corresponding battle entry position in the battle scene.

[0265] It should be noted that the first acquisition unit 602 in this embodiment can be used to execute the above step S202, the first display unit 604 in this embodiment can be used to execute the above step S204, and the first control unit 606 in this embodiment can be used to execute the above step S206.

[0266] Through the above module, a trigger operation performed on the game scene of the target battle game displayed on the target client is obtained, and the trigger operation is used to trigger entry into the battle scene corresponding to the target battle; in response to the trigger operation, the battle scene is displayed on the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; each of the multiple battle characters of the target battle is controlled to perform an entry operation, wherein the entry operation is used to control each battle character to enter the corresponding entry position in the battle scene, thereby solving the problem of poor user visual experience caused by the overly monotonous displayed battle scene in the control method of the turn-based game in the related art, enriching the visual information of the battle scene, and improving the user's visual experience.

[0267] As an optional embodiment, the first acquiring unit 602 includes:

[0268] A first acquisition module is used to acquire a first movement operation performed on a first combat character in a game scene, wherein the first movement operation is used to control the first combat character to move to a target position, where the target position is a position where a trigger prop for a target battle is located;

[0269] The second acquisition module is used to acquire a second movement operation performed on a second combat character in the game scene, wherein the second movement operation is used to control the second combat character to collide with a third combat character, and the second combat character and the third combat character belong to different combat parties.

[0270] As an optional embodiment, the first control unit includes:

[0271] A first control module is used to control each combat role in a first role list to enter a corresponding first combat position in a combat scene, wherein the first role list includes combat roles belonging to a first combat party among a plurality of combat roles;

[0272] The second control module is used to control each combat character in the second character list to enter the corresponding second combat position in the battle scene, wherein the second character list includes combat characters belonging to the second combat party among multiple combat characters, and the first combat position and the second combat position are located in different areas of the battle scene.

[0273] As an optional embodiment, the above device also includes:

[0274] A second acquisition unit is used to acquire a first skill operation released in the target battle during the target battle after each of the multiple combat characters controlling the target battle performs a battle entry operation;

[0275] A determination unit, used to determine a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within a boundary range of the battle scene;

[0276] The second control unit is used to control the release of the first skill operation within the skill release range.

[0277] As an optional embodiment, a battlefield object set is displayed in the battle scene, a battlefield object in the battlefield object set matches a physical object located within the target area and bound to a collision body, and the skill release range includes the first battlefield object;

[0278] The above device also includes:

[0279] A first playing unit is used to play a first smashing animation of the first battlefield object when a first damage amount received by the first skill operation on the first battlefield object is greater than or equal to a first damage amount threshold after the first skill operation is released within the skill release range;

[0280] The third control unit is used to control the state of the first battlefield object to switch from the first state to the second state when the first damage amount received by the first skill operation to the first battlefield object is less than the first damage amount threshold, wherein the second state is the first damaged state of the first battlefield object after receiving the first skill operation.

[0281] As an optional embodiment, the above device also includes:

[0282] a third acquisition unit, configured to acquire, after each of the plurality of combat characters controlling the target combat performs a combat entry operation, a second skill operation released in the target combat during the target combat, wherein the second skill operation is used to control the fourth combat character to move from a current first position to a second position;

[0283] The fourth control unit is used to control the fourth combat character to fall from the second position when the second position is a suspended position in the battle scene, and display the second damage amount suffered by the fourth combat character, wherein the second damage amount is the damage amount caused to the fourth combat character by falling from the second position.

[0284] As an optional embodiment, the above device also includes:

[0285] The second playing unit is used to play the falling animation of the fourth fighting character in the process of controlling the fourth fighting character to fall from the second position;

[0286] The third playing unit is used to play the first dizziness animation of the fourth fighting character after controlling the fourth fighting character to fall from the second position.

[0287] As an optional embodiment, a battlefield object set is displayed in the battle scene, and a battlefield object in the battlefield object set matches a physical body object that is located within the target area and is bound to a collision body;

[0288] The above device also includes:

[0289] The fifth control unit is used to control the fourth combat character to collide with the second battlefield object in the process of moving from the first position to the second position after acquiring the second skill operation released in the target battle, when the second battlefield object is included between the first position and the second position, and display a third damage amount of the impact damage suffered by the fourth combat character.

[0290] As an optional embodiment, the above device also includes:

[0291] a fourth playing unit, for controlling the fourth fighting character to collide with the second battlefield object in the process of moving from the first position to the second position, and, if the amount of damage caused by the collision to the second battlefield object is greater than or equal to a second damage amount threshold, playing a second crushing animation of the second battlefield object, and controlling the fourth fighting character to continue moving to the second position;

[0292] The sixth control unit is used to control the fourth combat character to stop moving to the second position and / or play the second stun animation of the fourth combat character when the amount of impact damage suffered by the second battlefield object is less than the second damage threshold.

[0293] As an optional embodiment, a battlefield object set is displayed in the battle scene, and a battlefield object in the battlefield object set matches a physical body object located within the target area and bound to a collision body; the above-mentioned device also includes:

[0294] a fourth acquisition unit, configured to acquire, after each of the plurality of combat characters controlling the target combat performs a combat entry operation, a third skill operation released in the target combat during the target combat, wherein the third skill operation is an operation of projecting a first battlefield projectile in a target direction, and a projection path of the first battlefield projectile includes a third battlefield object;

[0295] A fifth playing unit, configured to play a third crushing animation of the third battlefield object when a fourth damage amount caused by the third skill operation to the third battlefield object is greater than or equal to a third damage amount threshold;

[0296] and a seventh control unit, for controlling the first battlefield projectile to stop projecting along the target direction, and / or controlling the form of the third battlefield object to switch from the third form to the fourth form, when the fourth damage amount caused by the third skill operation to the third battlefield object is less than the third damage amount threshold, wherein the fourth form is the second damaged form of the third battlefield object after the third skill operation is performed.

[0297] As an optional embodiment, the above device also includes:

[0298] The sixth playback unit is used to display a second battlefield projectile corresponding to the first battlefield projectile after acquiring the third skill operation released in the target battle, when the third battlefield object allows the target control operation to be performed on the target attribute of the first battlefield projectile, wherein the second battlefield projectile is a battlefield projectile obtained after the target control operation is performed on the target attribute of the first battlefield projectile.

[0299] As an optional embodiment, the above device also includes:

[0300] The second display unit is used to display multiple virtual characters marked as combat status in the game scene after each of the multiple combat characters controlling the target combat performs a combat entry operation, wherein each of the multiple virtual characters corresponds to one of the multiple combat characters.

[0301] According to another aspect of the embodiments of the present application, a control device for a fighting game for implementing the above-mentioned control method for the fighting game is also provided. Figure 7 is a structural block diagram of an optional control device for a battle game according to an embodiment of the present application, such as Figure 7 As shown, the device may include:

[0302] A first detection unit 702 is used to detect a trigger operation performed on a game scene of a target battle game, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle;

[0303] The creation unit 704 is connected to the first detection unit 702, and is used to respond to the trigger operation and create a battle scene corresponding to the target battle according to the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range;

[0304] The synchronization unit 706 is connected to the creation unit 704 and is used to synchronize the battle scene to the target client to display the battle scene in the target area of ​​the game scene displayed on the target client, wherein a target battle game is running on the target client.

[0305] It should be noted that the first detection unit 702 in this embodiment can be used to execute the above step S402, the creation unit 704 in this embodiment can be used to execute the above step S404, and the synchronization unit 706 in this embodiment can be used to execute the above step S206.

[0306] Through the above module, a trigger operation performed on a game scene of a target battle game is detected, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; in response to the trigger operation, a battle scene corresponding to the target battle is created according to a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; the battle scene is synchronized to a target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein a target battle game is running on the target client, thereby solving the problem of poor user visual experience caused by overly monotonous displayed battle scenes in the control method of turn-based games in related technologies, enriching the visual information of the battle scene, and improving the user's visual experience.

[0307] As an optional embodiment, the creating unit 704 includes:

[0308] A determination module, used to determine a first target position of a first opponent and a second target position of a second opponent in a target battle, wherein the first target position is a position of the first opponent in a game scene, and the second target position is a position of the second opponent in the game scene;

[0309] A calculation module, used to calculate the target area range in the game scene according to the first target position and the second target position;

[0310] The creation unit is used to create a battle scene corresponding to the target battle according to the target area range.

[0311] As an optional embodiment, the calculation module includes:

[0312] A determination submodule, used to determine a target battlefield center point and a target battlefield direction of the battle scene according to the first target position and the second target position;

[0313] The calculation submodule is used to calculate the target area range in the game scene according to the target battlefield center point and the target battlefield direction.

[0314] As an optional embodiment, the first determining submodule includes:

[0315] A first calculation subunit is used to calculate a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair among the plurality of candidate parameter pairs includes a candidate battlefield center point and a candidate battlefield direction;

[0316] A second calculation subunit is used to calculate a plurality of candidate area ranges corresponding to the plurality of candidate parameter pairs, wherein the plurality of candidate parameter pairs correspond to the plurality of candidate area ranges one-to-one;

[0317] A third calculation subunit is used to calculate a target area parameter corresponding to each candidate area range of the plurality of candidate area ranges, wherein the target area parameter is used to indicate a matching degree between each candidate area range and the target area;

[0318] The selection subunit is used to select a target parameter pair from multiple candidate parameter pairs according to the target area parameters, wherein the target parameter pair includes a target battlefield center point and a target battlefield direction.

[0319] As an optional embodiment, the third computing subunit includes:

[0320] A first calculation sub-subunit is used to calculate the battlefield availability ratio of each candidate area range, wherein the battlefield availability ratio is used to represent the ratio of the range in each candidate area range that is allowed to be used for the battle scene to the range in each candidate area range;

[0321] The second calculation sub-subunit is used to calculate the battlefield visibility ratio of each candidate area range, wherein the battlefield visibility ratio is used to represent the ratio of the unobstructed area between the position of the camera fighting the target in each candidate area range to each candidate area range;

[0322] Among them, the target area parameters include the battlefield available ratio and the battlefield visible ratio.

[0323] As an optional embodiment, the first computing sub-subunit includes:

[0324] The segmentation sub-module is used to segment each candidate region range into multiple region grids;

[0325] A first calculation sub-submodule is used to calculate the maximum height of each of the plurality of regional grids through physical detection;

[0326] The recording sub-module is used to record the number of available grids in the multiple regional grids, wherein the available grids are regional grids whose corresponding maximum heights are within the available height range of the battle scene in the multiple regional grids;

[0327] The first determination sub-module is used to determine the ratio between the number of available grids and the number of multiple regional grids as the battlefield available ratio.

[0328] As an optional embodiment, the second computing sub-subunit includes:

[0329] The second calculation sub-module is used to calculate the position of the camera of the target battle after entering the target battle based on the candidate battlefield center point and the candidate battlefield direction of each candidate area range;

[0330] The sampling sub-module is used to perform multiple sampling on each candidate area range to obtain multiple sampling points of each candidate area range;

[0331] The second determination sub-module is used to determine, by means of ray detection, a visible sampling point among the plurality of sampling points that is not blocked from the position where the camera is located;

[0332] The third determination sub-module is used to determine the ratio between the number of visible sampling points and the number of multiple sampling points as the battlefield visibility ratio.

[0333] As an optional embodiment, the above device further includes: a second detection unit, and the creation unit includes: a creation module, wherein:

[0334] A second detection unit is used to obtain a target object set within the target area range through physical detection before creating a battle scene corresponding to the target battle according to the target area range of the game scene, wherein the target object set is a set of physical body objects bound with collision bodies within the target area range;

[0335] The creation module is used to create a battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene includes a battlefield object set, and the battlefield objects in the battlefield object set correspond one-to-one to the physical objects in the target object set.

[0336] It should be noted that the examples and application scenarios implemented by the above modules and corresponding steps are the same, but are not limited to the contents disclosed in the above embodiments. It should be noted that the above modules as part of the device can be run in Figure 1 In the hardware environment shown, it can be implemented by software or by hardware, wherein the hardware environment includes a network environment.

[0337] According to another aspect of the embodiments of the present application, an electronic device for implementing the control method of the above-mentioned fighting game is also provided. The electronic device may be a server, a terminal, or a combination thereof.

[0338] Figure 8 is a structural block diagram of an optional electronic device according to an embodiment of the present application, such as Figure 8 As shown, the electronic device includes a memory 802 and a processor 804. The memory 802 stores a computer program, and the processor 804 is configured to execute the steps in any of the above method embodiments through the computer program.

[0339] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0340] Among them, the memory 802 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the battle game in the embodiment of the present invention. The processor 804 executes various functional applications and data processing by running the software programs and modules stored in the memory 802, that is, realizing the control method of the above-mentioned battle game. The memory 802 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 802 may further include a memory remotely arranged relative to the processor 804, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Among them, the memory 802 may be used, but is not limited to, for storing game applications, resource data, etc.

[0341] As an example, Figure 8 As shown, the memory 802 may include, but is not limited to, the first acquisition unit 602, the first display unit 604, and the first control unit 606 in the control device for the fighting game. In addition, it may also include, but is not limited to, other module units in the control device for the fighting game, which will not be repeated in this example.

[0342] As another example, the memory 802 may include, but is not limited to, the first detection unit 702, the creation unit 704, and the synchronization unit 706 in the control device for the fighting game. In addition, it may also include, but is not limited to, other module units in the control device for the fighting game, which will not be repeated in this example.

[0343] Optionally, the transmission device 806 is used to receive or send data via a network. Specific examples of the network may include wired networks and wireless networks. In one example, the transmission device 806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 806 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0344] In addition, the electronic device further includes: a display 808 for displaying the interface of the target game (eg, game scene, battle scene); and a connection bus 810 for connecting the various module components in the electronic device.

[0345] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment will not be described in detail here.

[0346] It can be understood by those skilled in the art that Figure 8 The structure shown is for illustration only. The device for implementing the control method of the above-mentioned fighting game may be a terminal device, which may be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, MID), a PAD, and other terminal devices. Figure 8 It does not limit the structure of the above electronic device. For example, the terminal device may also include Figure 8 More or fewer components (such as network interfaces, display devices, etc.) shown in, or having Figure 8 Different configurations are shown.

[0347] A person of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the hardware related to the terminal device through a program, and the program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0348] According to another aspect of the embodiment of the present application, a storage medium is also provided. Optionally, in this embodiment, the storage medium can be configured to store program codes for executing the control method of the above-mentioned fighting game.

[0349] Optionally, in this embodiment, the storage medium may be located on at least one network device among a plurality of network devices in the network shown in the above embodiment.

[0350] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, which will not be described in detail in this embodiment.

[0351] Optionally, in this embodiment, the storage medium may include, but is not limited to, various media that can store program codes, such as a USB flash drive, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk.

[0352] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0353] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.

[0354] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0355] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0356] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution provided in this embodiment.

[0357] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0358] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for controlling a battle game, characterized in that: include: Acquire a trigger operation performed on a game scene of a target battle game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; In response to the trigger operation, the battle scene is displayed on the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range, the target area range is calculated based on the target battlefield center point and the target battlefield direction, the target battlefield center point and the target battlefield direction are selected from multiple candidate parameter pairs according to target area parameters, the multiple candidate parameter pairs are calculated based on a first target position and a second target position, the first target position is the position of the first opponent in the game scene, the second target position is the position of the second opponent in the game scene, and the target area parameters are used to indicate the degree of matching between each candidate area range corresponding to each candidate parameter pair and the target battle; Each of the multiple fighting characters in the target battle is controlled to perform a battle entry operation, wherein the battle entry operation is used to control each fighting character to enter a corresponding battle entry position in the battle scene from the game scene.

2. The method according to claim 1, characterized in that The trigger operation performed on the game scene of the target game displayed on the target client includes one of the following: A first movement operation performed on a first fighting character in the game scene is obtained, wherein the first movement operation is used to control the first fighting character to move to a target position, and the target position is a position where a trigger prop for the target battle is located; A second movement operation performed on a second combat character in the game scene is acquired, wherein the second movement operation is used to control the second combat character to collide with a third combat character, and the second combat character and the third combat character belong to different combat parties.

3. The method according to claim 1, characterized in that The step of each of the plurality of combat roles controlling the target combat performing a combat entry operation comprises: Controlling each combat role in a first role list to enter a first combat entry position corresponding to the combat scene, wherein the first role list includes combat roles belonging to a first combat party among the plurality of combat roles; Control each combat character in a second character list to enter a corresponding second combat position in the combat scene, wherein the second character list includes combat characters belonging to a second combat party among the multiple combat characters, and the first combat position and the second combat position are located in different areas of the combat scene.

4. The method according to claim 1, characterized in that: After each of the plurality of combat roles controlling the target combat performs a combat entry operation, the method further includes: During the target battle, obtaining a first skill operation released during the target battle; Determining a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within a boundary range of the battle scene; Controlling the release of the first skill operation within the skill release range.

5. The method according to claim 4, characterized in that A battlefield object set is displayed in the battle scene, a battlefield object in the battlefield object set matches a physical object located within the target area and bound to a collision body, and the skill release range includes the first battlefield object; After the controller releases the first skill operation within the skill release range, the method further includes: When the first damage amount of the first skill operation on the first battlefield object is greater than or equal to a first damage amount threshold, playing a first crushing animation of the first battlefield object; When a first damage amount received by the first skill operation on the first battlefield object is less than a first damage amount threshold, the state of the first battlefield object is controlled to switch from a first state to a second state, wherein the second state is a first damaged state of the first battlefield object after receiving the first skill operation.

6. The method according to claim 1, characterized in that After each of the plurality of combat roles controlling the target combat performs a combat entry operation, the method further includes: During the target battle, a second skill operation released during the target battle is acquired, wherein the second skill operation is used to control the fourth fighting character to move from a current first position to a second position; When the second position is a suspended position in the battle scene, the fourth combat character is controlled to fall from the second position, and the second amount of damage suffered by the fourth combat character is displayed, wherein the second amount of damage is the amount of damage caused to the fourth combat character by falling from the second position.

7. The method according to claim 6, characterized in that In the process of controlling the fourth fighting character to fall from the second position, the method further includes: playing a falling animation of the fourth fighting character; After controlling the fourth fighting character to fall from the second position, the method further includes: playing a first dizziness animation of the fourth fighting character.

8. The method according to claim 6, characterized in that A battlefield object set is displayed in the battle scene, and a battlefield object in the battlefield object set matches a physical body object that is located within the target area and is bound to a collision body; After acquiring the second skill operation released in the target battle, the method further includes: When a second battlefield object is included between the first position and the second position, the fourth fighting character is controlled to collide with the second battlefield object during the process of moving from the first position to the second position, and a third damage amount of the collision damage suffered by the fourth fighting character is displayed.

9. The method according to claim 8, characterized in that After controlling the fourth fighting character to collide with the second battlefield object during the process of moving from the first position to the second position, the method further includes: When the damage amount of the impact damage suffered by the second battlefield object is greater than or equal to the second damage amount threshold, playing a second smashing animation of the second battlefield object, and controlling the fourth fighting character to continue moving toward the second position; When the damage amount of the impact damage suffered by the second battlefield object is less than the second damage amount threshold, the fourth combat character is controlled to stop moving toward the second position, and / or a second stun animation of the fourth combat character is played.

10. The method according to claim 1, characterized in that A battlefield object set is displayed in the battle scene, and a battlefield object in the battlefield object set matches a physical body object that is located within the target area and is bound to a collision body; After each of the plurality of combat roles controlling the target combat performs a combat entry operation, the method further includes: During the target battle, a third skill operation released during the target battle is acquired, wherein the third skill operation is an operation of projecting a first battlefield projectile in a target direction, and a projection path of the first battlefield projectile includes a third battlefield object; When the fourth damage amount of the third skill operation on the third battlefield object is greater than or equal to the third damage amount threshold, playing a third crushing animation of the third battlefield object; When a fourth damage amount caused by the third skill operation to the third battlefield object is less than a third damage amount threshold, the first battlefield projectile is controlled to stop projecting along the target direction, and / or the form of the third battlefield object is controlled to switch from the third form to a fourth form, wherein the fourth form is a second damaged form of the third battlefield object after the third skill operation.

11. The method according to claim 10, characterized in that After acquiring the third skill operation released in the target battle, the method further includes: In a case where the third battlefield object allows a target control operation to be performed on a target attribute of the first battlefield projectile, a second battlefield projectile corresponding to the first battlefield projectile is displayed, wherein the second battlefield projectile is a battlefield projectile obtained after the target control operation is performed on the target attribute of the first battlefield projectile.

12. The method according to any one of claims 1 to 11, characterized in that After each of the plurality of combat roles controlling the target combat performs a combat entry operation, the method further includes: A plurality of virtual characters marked as being in a combat state are displayed in the game scene, wherein each of the plurality of virtual characters corresponds to a combat character among the plurality of combat characters.

13. A method for controlling a battle game, characterized in that: include: Detecting a trigger operation performed on a game scene of a target battle game, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; In response to the trigger operation, the battle scene corresponding to the target battle is created according to the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range, the target area range is calculated according to the target battlefield center point and the target battlefield direction, the target battlefield center point and the target battlefield direction are selected from multiple candidate parameter pairs according to target area parameters, the multiple candidate parameter pairs are calculated according to a first target position and a second target position, the first target position is the position of the first opponent in the game scene, the second target position is the position of the second opponent in the game scene, and the target area parameters are used to indicate the degree of matching between each candidate area range corresponding to each candidate parameter pair and the target battle; The battle scene is synchronized to a target client to display the battle scene in the target area of ​​the game scene displayed on the target client, wherein the target battle game is running on the target client.

14. The method according to claim 13, characterized in that The step of creating the battle scene corresponding to the target battle according to the target area range of the game scene comprises: Determining the first target position of the first opposing party and the second target position of the second opposing party in the target battle; Calculating the target area range in the game scene according to the first target position and the second target position; According to the target area range, the battle scene corresponding to the target battle is created.

15. The method according to claim 14, characterized in that The calculating the target area range in the game scene according to the first target position and the second target position includes: Determining a target battlefield center point and a target battlefield direction of the battle scene according to the first target position and the second target position; The target area range in the game scene is calculated according to the target battlefield center point and the target battlefield direction.

16. The method according to claim 15, characterized in that Determining the target battlefield center point and the target battlefield direction of the battle scene according to the first target position and the second target position includes: Calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair among the plurality of candidate parameter pairs comprises a candidate battlefield center point and a candidate battlefield direction; Calculating a plurality of candidate area ranges corresponding to the plurality of candidate parameter pairs, wherein the plurality of candidate parameter pairs correspond to the plurality of candidate area ranges one-to-one; Calculating a target area parameter corresponding to each candidate area range among the multiple candidate area ranges, wherein the target area parameter is used to indicate a matching degree between each candidate area range and the target area; According to the target area parameters, a target parameter pair is selected from the multiple candidate parameter pairs, wherein the target parameter pair includes the target battlefield center point and the target battlefield direction.

17. The method according to claim 16, characterized in that The calculating of the target area parameter corresponding to each candidate area range in the plurality of candidate area ranges comprises: Calculating the battlefield availability ratio of each candidate area range, wherein the battlefield availability ratio is used to represent the ratio of the range in each candidate area range that is allowed to be used for the battle scene to the range in each candidate area range; Calculating the battlefield visibility ratio of each candidate area range, wherein the battlefield visibility ratio is used to represent the ratio of the unobstructed area between the positions of the cameras fighting the target in each candidate area range to the area of ​​each candidate area range; The target area parameters include the battlefield available ratio and the battlefield visible ratio.

18. The method according to claim 17, characterized in that The calculating of the battlefield availability ratio of each candidate area range comprises: Divide each candidate area range into a plurality of area grids; Calculate the maximum height of each area grid in the plurality of area grids through physical detection; Recording the number of available grids in the multiple regional grids, wherein the available grids are regional grids whose corresponding maximum heights are within the available height range of the battle scene in the multiple regional grids; The ratio between the number of the available grids and the number of the plurality of regional grids is determined as the battlefield available ratio.

19. The method according to claim 17, characterized in that The calculating of the battlefield visibility ratio of each candidate area range comprises: Calculating the position of the camera of the target battle after entering the target battle based on the candidate battlefield center point and candidate battlefield direction of each candidate area range; Sampling each candidate region multiple times to obtain multiple sampling points of each candidate region; Determine, by means of ray detection, a visible sampling point among the plurality of sampling points that is not blocked from the position where the camera is located; The ratio between the number of the visible sampling points and the number of the plurality of sampling points is determined as the battlefield visibility ratio.

20. The method according to any one of claims 13 to 19, characterized in that Before creating the battle scene corresponding to the target battle according to the target area range of the game scene, the method further includes: obtaining a target object set within the target area range by physical detection, wherein the target object set is a set of physical body objects bound with collision bodies within the target area range; The step of creating the battle scene corresponding to the target battle according to the target area range of the game scene includes: creating the battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene includes a battlefield object set, and the battlefield objects in the battlefield object set correspond one-to-one to the physical objects in the target object set.

21. A control device for a battle game, characterized in that: include: A first acquisition unit is used to acquire a trigger operation performed on a game scene of a target battle game displayed on a target client, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; a first display unit, for responding to the trigger operation, displaying the battle scene on the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range, the target area range is calculated based on the target battlefield center point and the target battlefield direction, the target battlefield center point and the target battlefield direction are selected from a plurality of candidate parameter pairs according to target area parameters, the plurality of candidate parameter pairs are calculated based on a first target position and a second target position, the first target position is the position of the first opponent in the game scene, the second target position is the position of the second opponent in the game scene, and the target area parameters are used to indicate the degree of matching between each candidate area range corresponding to each candidate parameter pair and the target battle; The first control unit is used to control each of the multiple fighting characters in the target battle to perform a battle entry operation, wherein the battle entry operation is used to control each fighting character to enter a corresponding battle entry position in the battle scene from the game scene.

22. A control device for a battle game, characterized in that: include: A first detection unit is used to detect a trigger operation performed on a game scene of a target battle game, wherein the trigger operation is used to trigger entry into a battle scene corresponding to the target battle; a creation unit, configured to respond to the trigger operation and create the battle scene corresponding to the target battle according to the target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range, the target area range is calculated based on the target battlefield center point and the target battlefield direction, the target battlefield center point and the target battlefield direction are selected from a plurality of candidate parameter pairs according to target area parameters, the plurality of candidate parameter pairs are calculated based on a first target position and a second target position, the first target position is the position of the first opponent in the game scene, the second target position is the position of the second opponent in the game scene, and the target area parameters are used to indicate the degree of matching between each candidate area range corresponding to each candidate parameter pair and the target battle; A synchronization unit is used to synchronize the battle scene to a target client so as to display the battle scene in the target area of ​​the game scene displayed on the target client, wherein the target battle game is running on the target client.

23. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 12, or execute the method described in any one of claims 13 to 20 when running.

24. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 12, or execute the method described in any one of claims 13 to 20 through the computer program.

Citation Information

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