A method, device, equipment and storage medium for processing virtual vehicles in games
By replacing the durability value of the virtual vehicle in the game, it solves the problem of the player's operation steps and low fluency when dealing with virtual vehicles, and achieves more efficient human -computer interaction.
Patent Information
- Application Number
- CN202111250369.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-26
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2041-10-26
AI Technical Summary
In the game, players need to perform multiple operational steps when processing virtual vehicles, resulting in reduced operational fluency and reduced human-computer interaction efficiency.
The distance between the two by responding to the distance between the first virtual vehicle and the second virtual vehicle is less than or equal to the distance threshold. When the value is worth, the replacement process is performed and the replacement process is displayed in the game scene.
It has reduced the player's operation steps, facilitates the replacement of virtual vehicles quickly, and improves the smoothness of the player's operation and human -computer interaction efficiency.
Smart Images

Figure CN113941145B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for processing a virtual vehicle in a game. Background Art
[0002] In games, especially target-based games involving game characters moving long distances in game scenes, players have a certain probability of obtaining target game props from the game scene to increase the speed of the game character's movement while controlling the movement of the game character, thereby achieving rapid movement of the game character in the game scene with the help of the target game props.
[0003] At present, the above-mentioned target game props mostly appear in the game scene in the form of virtual vehicles. Generally, the available time of the virtual vehicle is limited. When the available time of the virtual vehicle is insufficient, the player can use specific supplementary props in the virtual backpack to extend it, or when encountering a virtual vehicle that can be picked up, through a series of switching operations similar to parking-getting off-getting on, to switch to a new virtual vehicle to continue moving in the game scene.
[0004] However, in the above-mentioned virtual vehicle processing process, players need to perform multiple operation steps to switch virtual vehicles or supplement available time, which affects the smoothness of player operations and reduces the efficiency of human-computer interaction. Summary of the invention
[0005] In view of this, the purpose of this application is to provide a method, device, equipment and storage medium for processing virtual vehicles in games, so as to reduce the player's operation steps during the processing of virtual vehicles, facilitate players to quickly replace virtual vehicles, and improve the smoothness of player operations and the efficiency of human-computer interaction.
[0006] In a first aspect, an embodiment of the present application provides a method for processing a virtual vehicle in a game, wherein a game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing method includes:
[0007] In response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, respectively acquiring durability values of the first virtual vehicle and the second virtual vehicle; wherein the durability values are used to represent the usable time of the virtual vehicle in the game scene;
[0008] In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement result is displayed in the game scene.
[0009] In an optional implementation, in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replacing the first virtual vehicle with the second virtual vehicle includes:
[0010] In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, displaying a first virtual control in the game scene; wherein the first virtual control is used to indicate that the first virtual vehicle and the second virtual vehicle are allowed to be processed;
[0011] In response to a touch operation on the first virtual control, the first virtual vehicle and the second virtual vehicle are replaced according to a vehicle processing strategy corresponding to the touch operation.
[0012] In an optional implementation, displaying a first virtual control in the game scene includes:
[0013] When the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the first virtual control is displayed to the first game client where the first virtual operation object is located; wherein the first virtual operation object is the only virtual operation object carried by the first virtual vehicle.
[0014] When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the first virtual control is displayed to the second game client where the second virtual operation object is located; wherein the second virtual operation object is the one with the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
[0015] In an optional implementation, performing replacement processing on the first virtual vehicle and the second virtual vehicle according to the vehicle processing strategy corresponding to the touch operation includes:
[0016] In response to a first touch operation on the first virtual control, in the game scene, replacing the durability value of the first virtual vehicle with the durability value of the second virtual vehicle;
[0017] In response to a second touch operation on the first virtual control, in the game scene, the virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle.
[0018] In an optional implementation, the moving the virtual operation object carried by the first virtual vehicle to the second virtual vehicle includes:
[0019] Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle;
[0020] In the case where the current carrying capacity of the first virtual vehicle is greater than the maximum carrying capacity of the second virtual vehicle, a second virtual control is displayed in the game scene; wherein the second virtual control is used to indicate that the virtual operation object carried by the first virtual vehicle is allowed to be controlled;
[0021] In response to a control operation on the second virtual control, the target virtual operation object carried in the first virtual vehicle is moved to the second virtual vehicle according to the control information corresponding to the control operation; wherein the target virtual operation object is a partial virtual operation object carried in the first virtual vehicle that matches the control information.
[0022] In an optional implementation, the moving the virtual operation object carried by the first virtual vehicle to the second virtual vehicle further includes:
[0023] Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle;
[0024] When the current carrying capacity of the first virtual vehicle is less than or equal to the maximum carrying capacity of the second virtual vehicle, all virtual operation objects carried in the first virtual vehicle are moved to the second virtual vehicle.
[0025] In an optional implementation, the moving all virtual operation objects carried by the first virtual vehicle to the second virtual vehicle includes:
[0026] For each virtual operation object carried in the first virtual vehicle, the virtual operation object is moved to the same loading position in the second virtual vehicle according to the loading position of the virtual operation object in the first virtual vehicle; wherein the loading position includes at least: a driving position and a passenger position.
[0027] In an optional implementation, displaying a second virtual control in the game scene includes:
[0028] When the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the second virtual control is displayed to the third game client where the third virtual operation object is located; wherein the third virtual operation object is the only virtual operation object carried by the first virtual vehicle.
[0029] In an optional implementation, the displaying of the second virtual control in the game scene further includes:
[0030] When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the second virtual control is displayed to a fourth game client where a fourth virtual operation object is located; wherein the fourth virtual operation object has the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
[0031] In an optional implementation, the responding to the control operation on the second virtual control and moving the target virtual operation object carried by the first virtual vehicle to the second virtual vehicle according to the control information corresponding to the control operation includes:
[0032] In response to the first control operation of the third game client on the second virtual control, the third virtual operation object is moved to the driving position of the second virtual vehicle according to the first control information corresponding to the first control operation.
[0033] In an optional implementation, the responding to the control operation on the second virtual control and moving the target virtual operation object carried by the first virtual vehicle to the second virtual vehicle according to the control information corresponding to the control operation includes:
[0034] In response to the second control operation of the fourth game client on the second virtual control, the virtual operation object carried in the first virtual vehicle and matching the second control information is moved to the second virtual vehicle according to the second control information corresponding to the second control operation.
[0035] In an optional implementation, the moving, according to the second control information corresponding to the second control operation, the virtual operation object carried by the first virtual vehicle and matching the second control information to the second virtual vehicle includes:
[0036] Determining, according to the second control information, from the virtual operation objects carried by the first virtual vehicle, fifth virtual operation objects that need to be moved and a corresponding display position of each of the fifth virtual operation objects in the second virtual vehicle;
[0037] For each of the fifth virtual operation objects, the fifth virtual operation object is moved to a target position of the second virtual vehicle; wherein the target position is a display position corresponding to the fifth virtual operation object in the second virtual vehicle.
[0038] In an optional embodiment, the processing method further includes:
[0039] In a case where the fifth virtual operation object includes a sixth virtual operation object located at a driving position of the first virtual vehicle, in response to the sixth virtual operation object moving into the second virtual vehicle, extracting a virtual operation object with the highest operation priority from other virtual operation objects carried by the first virtual vehicle except the fifth virtual operation object;
[0040] The extracted virtual operation object is moved to the driving position of the first virtual vehicle.
[0041] In an optional implementation, after respectively acquiring the durability values of the first virtual vehicle and the second virtual vehicle, the processing method further includes:
[0042] In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, obtaining a driving speed of the first virtual vehicle in the game scene;
[0043] When the driving speed is greater than the speed threshold, the first virtual vehicle is decelerated to reduce the driving speed of the first virtual vehicle to the speed threshold;
[0044] When a display instruction for replacing the processing result is detected, the speed reduction processing of the first virtual vehicle is stopped.
[0045] In a second aspect, an embodiment of the present application provides a processing device for a virtual vehicle in a game, wherein a game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing device includes:
[0046] A first response module, configured to obtain durability values of the first virtual vehicle and the second virtual vehicle respectively in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold; wherein the durability values are used to represent the usable time of the virtual vehicle in the game scene;
[0047] The second response module is used to respond to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replace the first virtual vehicle and the second virtual vehicle, and display the replacement result in the game scene.
[0048] In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the method for processing virtual props in the above-mentioned game when executing the computer program.
[0049] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for processing virtual props in the above game are executed.
[0050] The technical solution provided by the embodiments of the present application may have the following beneficial effects:
[0051] The embodiment of the present application provides a method, device, equipment and storage medium for processing virtual vehicles in a game. For a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state in a game scene, by responding to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, the durability values of the first virtual vehicle and the second virtual vehicle are respectively obtained; wherein the durability value is used to characterize the available time of the virtual vehicle in the game scene; in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement processing result is displayed in the game scene. In this way, the present application can reduce the player's operation steps in the process of processing virtual vehicles, facilitate players to quickly replace virtual vehicles, and improve the fluency of player operations and the efficiency of human-computer interaction.
[0052] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0053] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0054] Figure 1 A schematic diagram showing a flow chart of a method for processing a virtual vehicle in a game provided by an embodiment of the present application;
[0055] Figure 2 A schematic diagram of the structure of a virtual vehicle processing system provided by an embodiment of the present application is shown;
[0056] Figure 3 A schematic diagram of a process flow of a replacement processing method provided in an embodiment of the present application is shown;
[0057] Figure 4 A schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0058] Figure 5 A schematic diagram of a first virtual vehicle provided in an embodiment of the present application is shown;
[0059] Figure 6 A schematic flow chart of a method for replacing the durability value of a virtual vehicle provided in an embodiment of the present application is shown;
[0060] Figure 7 A schematic flow chart of a method for moving all virtual operation objects carried by a first virtual vehicle provided in an embodiment of the present application is shown;
[0061] Figure 8 A schematic flow chart of a method for moving part of virtual operation objects carried by a first virtual vehicle provided in an embodiment of the present application is shown;
[0062] Fig. 9 A schematic flow chart of a method for responding to a control operation on a second virtual control provided by an embodiment of the present application is shown;
[0063] Fig.10 A schematic diagram showing a flow chart of a method for executing second control information provided in an embodiment of the present application;
[0064] Fig.11 A schematic diagram of a flow chart of a method for moving remaining virtual operation objects in a first virtual vehicle provided by an embodiment of the present application is shown;
[0065] Fig.12 A schematic flow chart of a method for processing a driving speed of a first virtual vehicle provided in an embodiment of the present application is shown;
[0066] Fig.13 A schematic diagram showing the structure of a processing device for a virtual vehicle in a game provided by an embodiment of the present application is shown;
[0067] Fig.14 A schematic diagram of the structure of a computer device 1400 provided in an embodiment of the present application. DETAILED DESCRIPTION
[0068] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme 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. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0069] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0070] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0071] Considering that in existing games, when the available time of a virtual vehicle is insufficient, the player can extend it by using specific supplementary props in the virtual backpack, or when encountering a virtual vehicle that can be picked up, switch to a new virtual vehicle through a series of switching operations similar to parking-getting off-getting on. In the above virtual vehicle processing process, the player needs to perform multiple operation steps to achieve the switching of the virtual vehicle or the replenishment of the available time, which affects the fluency of the player's operation and reduces the efficiency of human-computer interaction.
[0072] Based on this, the embodiments of the present application provide a method, device, equipment and storage medium for processing virtual vehicles in a game. For a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state in a game scene, by responding to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, the durability values of the first virtual vehicle and the second virtual vehicle are respectively obtained; wherein the durability value is used to characterize the available time of the virtual vehicle in the game scene; in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement processing result is displayed in the game scene. In this way, the present application can reduce the player's operation steps in the process of processing virtual vehicles, facilitate players to quickly replace virtual vehicles, and improve the fluency of player operations and the efficiency of human-computer interaction.
[0073] In one embodiment of the present application, a method for processing a virtual vehicle in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing a virtual vehicle is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).
[0074] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the processing method of the virtual vehicle are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0075] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0076] To facilitate understanding of this embodiment, a method for processing a virtual vehicle provided in an embodiment of the present application is described in detail below.
[0077] Reference Figure 1 As shown, Figure 1 A flowchart of a method for processing a virtual vehicle in a game provided by an embodiment of the present application is shown, wherein the game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing method includes steps S101-S102; specifically:
[0078] S101, in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, respectively obtaining durability values of the first virtual vehicle and the second virtual vehicle; wherein the durability values are used to characterize the usable time of the virtual vehicle in the game scene.
[0079] S102, in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replacing the first virtual vehicle and the second virtual vehicle, and displaying the replacement result in the game scene.
[0080] The method for processing virtual vehicles in the above-mentioned game provided by the embodiment of the present application, for the first virtual vehicle in the loaded state and the second virtual vehicle in the unloaded state in the game scene, respectively obtains the durability values of the first virtual vehicle and the second virtual vehicle in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to the distance threshold; wherein the durability value is used to characterize the available time of the virtual vehicle in the game scene; in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement processing result is displayed in the game scene. In this way, the present application can reduce the player's operation steps in the process of processing the virtual vehicle, facilitate the player to quickly realize the replacement of the virtual vehicle, and improve the fluency of the player's operation and the efficiency of human-computer interaction.
[0081] In an optional implementation, the method for processing a virtual vehicle in the game may be applied to, but not limited to, Figure 2 The virtual vehicle processing system shown includes, but is not limited to: a server 200, multiple terminal devices 201, and a communication network 202 between each terminal device 201 and the server 200. The server 200 may be a system server for a game application, and each terminal device 201 runs a game client under a game application. Each terminal device 201 interacts with the server 200 through a communication network 202, and the communication network 202 may include, but is not limited to, a wireless network or a wired network. The above is only an example, and the specific device type of the terminal device 201, the specific internal structure of the server 200, and the specific network type of the communication network 202 are not limited in any way in the embodiments of the present application.
[0082] The following uses the virtual vehicle processing system as an example to illustrate the various steps in the virtual vehicle processing method provided in the embodiment of the present application:
[0083] S101, in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, respectively obtaining durability values of the first virtual vehicle and the second virtual vehicle; wherein the durability values are used to characterize the usable time of the virtual vehicle in the game scene.
[0084] In the embodiment of the present application, the game application may be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA) or a single-player game (SPG). It should be noted that the specific type of the game application may include but is not limited to at least one of the following: two-dimensional (2D) game application, three-dimensional (3D) game application, virtual reality (VR) game application, augmented reality (AR) game application, mixed reality (MR) game application; the embodiment of the present application does not impose any limitation on the specific type of the game application.
[0085] In a specific implementation, the first virtual vehicle is a virtual vehicle that carries a virtual operation object in the game scene, that is, the first virtual vehicle is in a carrying state in the game scene; the second virtual vehicle is a virtual vehicle that can be picked up or assembled by the virtual operation object in the game scene, that is, the second virtual vehicle is in an unloaded state in the game scene.
[0086] Here, the above-mentioned game scene is a partial game scene of the game application displayed on the graphical user interface of each target terminal device; wherein, a target game client runs on each target terminal device, and the target game client is the game client to which the virtual operation object carried by the first virtual vehicle belongs.
[0087] Specifically, for each target game client, on the target terminal device running the target game client, an interactive interface for the target game client running the game application is displayed through the graphical user interface of the target terminal device, and a first virtual vehicle equipped with a virtual operation object controlled by the target game client and a picture of the first virtual vehicle moving in the game scene are displayed on the interactive interface; as the first virtual vehicle moves in the game scene, when a second virtual vehicle in an unloaded state appears in the game scene, the first virtual vehicle and the second virtual vehicle are simultaneously displayed on the interactive interface.
[0088] In an embodiment of the present application, a virtual vehicle is a means of transportation for transporting virtual operation objects in a game scene, and the specific form of the virtual vehicle in the game scene may include but is not limited to at least one of the following: cars, bicycles, motorcycles, ships, airplanes, trains, and animals; wherein the specific forms of the first virtual vehicle and the second virtual vehicle may be the same or different; the embodiment of the present application does not impose any limitation on the specific forms of the virtual vehicles in the game scene and whether the specific forms of the first virtual vehicle and the second virtual vehicle are consistent.
[0089] Based on the specific form of the virtual vehicle, the durability of the virtual vehicle can exist in the game scene in the form of specific game props such as a fuel tank and gasoline, or in an abstract form such as a length of time. Here, the durability value is only used to characterize the usable time of the virtual vehicle in the game scene, and the specific form of the durability value in the game scene is not limited in this embodiment of the application.
[0090] In a specific implementation, for each target terminal device, the target terminal device obtains the position coordinates of the first virtual vehicle and the second virtual vehicle from the game scene in response to the second virtual vehicle appearing on the graphical user interface of the target terminal device; determines the distance between the first virtual vehicle and the second virtual vehicle based on the position coordinates of the first virtual vehicle and the position coordinates of the second virtual vehicle; when the determined distance is less than or equal to a preset distance threshold, the target terminal device obtains the durability values of the first virtual vehicle and the second virtual vehicle, respectively, and sends the obtained durability values of the first virtual vehicle and the second virtual vehicle to the server in the virtual vehicle processing system.
[0091] Here, in an optional implementation, the relative displacement between the first virtual vehicle and each virtual operation object carried in the first virtual vehicle may be ignored. That is, in the game scene, the position of the first virtual vehicle may be represented by the position coordinates of the first virtual vehicle itself, or by the position coordinates of any virtual operation object carried in the first virtual vehicle.
[0092] S102, in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replacing the first virtual vehicle and the second virtual vehicle, and displaying the replacement result in the game scene.
[0093] In an embodiment of the present application, in an optional implementation, the server may respond to the durability values of the first virtual vehicle and the second virtual vehicle sent by any target terminal device. When it is determined that the durability value of the first virtual vehicle is less than or equal to the durability value of the second virtual vehicle, the server may automatically trigger the replacement processing operation of the first virtual vehicle and the second virtual vehicle, and display the replacement processing results after the automatic triggering in the game scene.
[0094] In another optional implementation, when it is determined that the durability value of the first virtual vehicle is less than or equal to the durability value of the second virtual vehicle, the server may further trigger a replacement processing operation for the first virtual vehicle and the second virtual vehicle according to the player's replacement processing instructions for the first virtual vehicle and the second virtual vehicle in the following steps, specifically:
[0095] Reference Figure 3 As shown, Figure 3 A schematic flow chart of a replacement processing method provided in an embodiment of the present application is shown, wherein the replacement processing method includes steps S301-S302; specifically:
[0096] S301: In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, displaying a first virtual control in the game scene.
[0097] Here, the first virtual control is used to indicate that the first virtual vehicle and the second virtual vehicle are allowed to be processed; the existence form of the first virtual control in the game scene may include but is not limited to at least one of the following: a virtual indicator icon, a virtual button, and an operation window; the embodiment of the present application does not impose any restrictions on the specific existence form of the first virtual control. In a specific implementation, considering that the number of virtual operation objects carried by the first virtual vehicle is not fixed, when displaying the first virtual control, the server can process it in the following two situations according to the number of virtual operation objects carried by the first virtual vehicle:
[0098] (1) The number of virtual operation objects carried by the first virtual vehicle is unique:
[0099] At this time, in response to the fact that the number of virtual operation objects carried by the first virtual vehicle is unique, the server displays the first virtual control to the first game client where the first virtual operation object is located in the game scene.
[0100] Here, the first virtual operation object is the only virtual operation object carried by the first virtual vehicle.
[0101] Specifically, Figure 4 A schematic diagram of a graphical user interface provided by an embodiment of the present application is shown, wherein a first graphical user interface 400 is located on a first terminal device where a first game client is located, such as Figure 4 As shown, the first virtual vehicle 401 carries a first virtual operation object 110. When it is determined that the distance between the first virtual vehicle 401 and the second virtual vehicle 402 is less than or equal to a distance threshold, the first terminal device respectively obtains a first durability value 410 of the first virtual vehicle 401 and a second durability value 420 of the second virtual vehicle 402, and sends the obtained first durability value 410 and second durability value 420 to a server in a virtual vehicle processing system; in response to the first durability value 410 being less than the second durability value 420, the server displays a first virtual control 403 to the first game client where the first virtual operation object 110 is located in the game scene, that is, displays the first virtual control 403 in the first control display area 430 on the first graphical user interface 400.
[0102] (2) The number of virtual operation objects carried by the first virtual vehicle is not unique:
[0103] At this time, in response to the fact that the number of virtual operation objects carried by the first virtual vehicle is not unique, the server displays the first virtual control to the second game client where the second virtual operation object is located in the game scene.
[0104] Here, in an optional implementation, the second virtual operation object may be the one with the highest operation priority among multiple virtual operation objects carried by the first virtual vehicle; thereby avoiding confusion in the server's processing of the virtual vehicle due to different operations of the first virtual control by players under different target game clients.
[0105] It should be noted that the above-mentioned operation priority can be automatically determined by the server according to the game level of the virtual operation object in the game scene, or it can be determined by the players under each target game client through self-communication. In this case, it is only necessary to send the result of the player's self-communication decision to the server through any target game client; the embodiment of the present application does not impose any limitation on the method of determining the above-mentioned operation priority.
[0106] Exemplary description, Figure 5 A schematic diagram of a first virtual vehicle provided by an embodiment of the present application is shown, wherein the first virtual vehicle 401 carries a virtual operation object a and a virtual operation object b. When it is determined that the durability value of the first virtual vehicle 401 is less than or equal to the durability value of the second virtual vehicle 402, if the operation priority of the virtual operation object a is higher than that of the virtual operation object b, then Figure 5 As shown, in response to the fact that the number of virtual operation objects carried by the first virtual vehicle 401 is not unique, the server determines that the virtual operation object a is the second virtual operation object 120, and in the game scene, displays the first virtual control 403 to the second game client where the second virtual operation object 120 is located, that is, the first virtual control 403 is displayed in the second control display area 501 on the second graphical user interface 500; wherein the second graphical user interface 500 is located on the second terminal device where the second game client is located.
[0107] S302, in response to a touch operation on the first virtual control, replacing the first virtual vehicle and the second virtual vehicle according to a vehicle processing strategy corresponding to the touch operation.
[0108] Reference Figure 6 As shown, Figure 6A flow chart of a method for replacing the durability value of a virtual vehicle provided in an embodiment of the present application is shown, wherein when executing step S302, the method includes steps S601-S602; specifically:
[0109] S601, in response to a first touch operation on the first virtual control, replacing the durability value of the first virtual vehicle with the durability value of the second virtual vehicle in the game scene.
[0110] Here, the vehicle processing strategy corresponding to the first touch operation is: only the durability values of the first virtual vehicle and the second virtual vehicle are replaced; this vehicle processing strategy is mainly applicable to the following two situations:
[0111] 1. The situation in which the existence forms of the durability values of the first virtual vehicle and the second virtual vehicle in the game scene are not differentiated, that is, the durability values of all virtual vehicles in the game scene can be directly replaced.
[0112] For example, when the durability of all virtual vehicles in the game scene exists in the abstract form of "time length", Figure 4 Take the first virtual vehicle 401 and the second virtual vehicle 402 as examples. Figure 4 As shown, the first durability value 410 of the first virtual vehicle 401 is 30 seconds, and the second durability value 420 of the second virtual vehicle 402 is 60 seconds. The server can respond to the first touch operation on the first virtual control 403, and in the game scene, change the first durability value 410 of the first virtual vehicle 401 displayed on the target game client where each virtual operation object carried by the first virtual vehicle 401 is located from 30 seconds to 60 seconds.
[0113] 2. In the game scene, the existence forms of the durability values of the first virtual vehicle and the second virtual vehicle are distinguished, but the existence forms of the durability value of the first virtual vehicle and the durability value of the second virtual vehicle are the same.
[0114] For example, when the durability values of virtual vehicles in a game scene all exist in the form of specific game props such as "refueling props", different types of virtual vehicles use different refueling props. For example, the refueling props used by a car virtual vehicle are gasoline props, while the refueling props used by a motorcycle virtual vehicle are diesel props. At this time, if the durability value of the first virtual vehicle is a car tank with 20 ml of gasoline remaining, and the durability value of the second virtual vehicle is a car tank with 40 ml of gasoline remaining, the server can respond to a touch operation on the first virtual control, and in the game scene, change the remaining fuel volume of the first virtual vehicle displayed on the target game client where each virtual operation object carried by the first virtual vehicle is located from 20 ml to 40 ml.
[0115] It should be noted that the first touch operation may include but is not limited to at least one of the following: a player's click operation, a sliding operation, and a gesture control operation suspended on the graphical user interface; the embodiment of the present application does not impose any limitation on the specific operation type of the first touch operation.
[0116] S602: In response to a second touch operation on the first virtual control, in the game scene, move the virtual operation object carried by the first virtual vehicle to the second virtual vehicle.
[0117] Here, the vehicle processing strategy corresponding to the second touch operation is: replace the carrying status of the first virtual vehicle and the second virtual vehicle respectively; this vehicle processing strategy is mainly applicable to: distinguishing the existence form of the durability values of the first virtual vehicle and the second virtual vehicle in the game scene, and the existence form of the durability value of the first virtual vehicle is different from that of the second virtual vehicle.
[0118] For example, taking the above example, the durability values of the virtual vehicles in the game scene all exist in the form of specific game props such as "refueling props". If the durability value of the first virtual vehicle is a car tank with 20 ml of gasoline remaining, and the durability value of the second virtual vehicle is a motorcycle tank with 40 ml of diesel remaining, the server can respond to the second touch operation on the first virtual control, and move all / part of the virtual operation objects carried by the first virtual vehicle to the second virtual vehicle in the game scene.
[0119] It should be noted that the second touch operation is a touch operation of a different type from the first touch operation. The first touch operation and the second touch operation may be touch operations with different touch times, touch positions, or touch directions. The embodiment of the present application does not impose any limitation on this.
[0120] In the embodiment of the present application, since the number of virtual operation objects that can be carried by different types of virtual vehicles is not necessarily the same, for example, in general, a car-type virtual vehicle can carry up to 4 virtual operation objects, while a motorcycle-type virtual vehicle can carry up to 2 virtual operation objects. Therefore, when moving the virtual operation objects carried by the first virtual vehicle, as an optional embodiment, it is also possible to process according to the number of virtual operation objects currently carried by the first virtual vehicle (i.e., the current carrying capacity of the first virtual vehicle) and the maximum number of virtual operation objects that can be carried by the second virtual vehicle (i.e., the maximum carrying capacity of the second virtual vehicle), respectively according to the following two situations, specifically:
[0121] Case 1: When the current carrying capacity of the first virtual vehicle does not exceed the maximum carrying capacity of the second virtual vehicle:
[0122] In an optional embodiment, Figure 7 A schematic diagram of a process of moving all virtual operation objects carried by a first virtual vehicle provided by an embodiment of the present application is shown. Figure 7 As shown, when executing step S602, the method includes steps S701-S702; specifically:
[0123] S701, obtaining the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle.
[0124] In a specific implementation, it can be seen from the above steps S101-S102 that in the virtual vehicle processing system, each target terminal device can obtain the durability values of the first virtual vehicle and the second virtual vehicle respectively, and send the obtained durability values of the first virtual vehicle and the second virtual vehicle to the server in the virtual vehicle processing system. Since the target terminal device corresponds to the virtual operation object carried by the first virtual vehicle one by one, the server can obtain the number of virtual operation objects carried by the first virtual vehicle by maintaining the number of target terminal devices in communication.
[0125] For example, if the server determines that the number of target terminal devices currently maintaining communication is 4, then it determines that the number of virtual operation objects carried in the first virtual vehicle is 4, and obtains that the current carrying capacity of the first virtual vehicle is 4 people.
[0126] S702: When the current carrying capacity of the first virtual vehicle is less than or equal to the maximum carrying capacity of the second virtual vehicle, all virtual operation objects carried by the first virtual vehicle are moved to the second virtual vehicle.
[0127] Here, in an optional implementation, the maximum carrying capacity of the second virtual vehicle can be determined according to the vehicle type to which the second virtual vehicle belongs; for example, if the second virtual vehicle is a car-type virtual vehicle, the maximum carrying capacity of the second virtual vehicle is 4 people; if the second virtual vehicle is a motorcycle-type virtual vehicle, the maximum carrying capacity of the second virtual vehicle is 2 people.
[0128] In another optional embodiment, the maximum carrying capacity of the second virtual vehicle can also be directly determined according to the number of virtual seats included on the second virtual vehicle; wherein the virtual seats include a virtual driving seat and virtual passenger seats on the second virtual vehicle, for example, if the second virtual vehicle is virtual vehicle A with 1 virtual driving seat and 3 virtual passenger seats, then the maximum carrying capacity of the second virtual vehicle is 4 people; if the second virtual vehicle is virtual vehicle B with 1 virtual driving seat and 1 virtual passenger seat, then the maximum carrying capacity of the second virtual vehicle is 2 people.
[0129] For example, if the current carrying capacity of the first virtual vehicle is 3 persons, and the maximum carrying capacity of the second virtual vehicle is 4 persons, all the 3 virtual operation objects currently carried by the first virtual vehicle can be moved to the second virtual vehicle.
[0130] In a specific implementation, it is taken into account that, in general, for a virtual vehicle, the virtual operating object located at the driving position has a higher operating proficiency in the operation of the virtual vehicle than the virtual operating object located at the passenger position, and the level of operating proficiency will directly affect the movement speed of the virtual vehicle and the virtual operating object carried by the virtual vehicle in the game scene; that is, when a virtual operating object with lower operating proficiency is located at the driving position of the virtual vehicle, the probability of position exchange operations between the virtual operating objects carried in the virtual vehicle will be greatly increased, which will easily reduce the player's human-computer interaction efficiency.
[0131] Based on this, when executing step S702, in order to avoid the situation where the player's human-computer interaction efficiency is reduced due to the difference in the operation proficiency of the virtual operation objects, the following method can also be used to move all the virtual operation objects carried by the first virtual vehicle to the second virtual vehicle. Specifically:
[0132] For each virtual operation object carried in the first virtual vehicle, the virtual operation object is moved to the same loading position in the second virtual vehicle according to the loading position of the virtual operation object in the first virtual vehicle; wherein the loading position includes at least: a driving position and a passenger position.
[0133] An exemplary description is given with Figure 5Taking the first virtual vehicle 401 and the second virtual vehicle 402 shown as an example, the current carrying capacity of the first virtual vehicle 401 is 2 people, wherein the virtual operation object a is located at the driving position of the first virtual vehicle 401, and the virtual operation object b is located at the passenger position of the first virtual vehicle 401; if the maximum carrying capacity of the second virtual vehicle 402 is 4 people, then when executing the above step S702, the virtual operation object a can also be moved to the driving position of the second virtual vehicle 402, and the virtual operation object b can be moved to any passenger position of the second virtual vehicle 402.
[0134] Case 2: When the current carrying capacity of the first virtual vehicle exceeds the maximum carrying capacity of the second virtual vehicle:
[0135] In an optional embodiment, Figure 8 A schematic diagram of a process of moving a part of virtual operation objects carried by a first virtual vehicle provided by an embodiment of the present application is shown. Figure 8 As shown, when executing step S602, the method includes steps S801-S803; specifically:
[0136] S801, obtaining the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle.
[0137] Here, the execution method of step S801 is the same as the execution method of the above step S701, and the repeated parts are not repeated here.
[0138] S802: When the current carrying capacity of the first virtual vehicle is greater than the maximum carrying capacity of the second virtual vehicle, display a second virtual control in the game scene.
[0139] Here, the second virtual control is used to indicate that control of the virtual operation object carried in the first virtual vehicle is allowed.
[0140] It should be noted that, similar to the first virtual control, the existence form of the second virtual control in the game scene may include but is not limited to at least one of the following: a virtual indicator icon, a virtual button, and an operation window; the embodiment of the present application also does not impose any limitation on the specific existence form of the second virtual control.
[0141] In a specific implementation, it is also considered that the number of virtual operation objects carried by the first virtual vehicle is not fixed. Therefore, in order to avoid confusion in the server's processing of the virtual vehicle and the virtual operation objects, in an optional implementation, the server can display the first virtual control and the second virtual control to the same game client. That is, when displaying the second virtual control, the server can also process according to the number of virtual operation objects carried by the first virtual vehicle, specifically divided into the following two situations:
[0142] (1) The number of virtual operation objects carried by the first virtual vehicle is unique:
[0143] At this time, in response to the fact that the number of virtual operation objects carried by the first virtual vehicle is unique, the server can display the second virtual control to the third game client where the third virtual operation object is located in the game scene.
[0144] Here, the third virtual operation object is the only virtual operation object carried by the first virtual vehicle, that is, the third virtual operation object is equivalent to the first virtual operation object described in step S301.
[0145] An exemplary description is given with Figure 4 Take the first virtual vehicle 401 and the second virtual vehicle 402 as examples. Figure 4 As shown, the first virtual vehicle 401 only carries the first virtual operation object 110. At this time, the first virtual operation object 110 is the above-mentioned third virtual operation object. Since the number of virtual operation objects carried in the first virtual vehicle 401 is unique, the server can directly display the second virtual control on the first graphical user interface 400 of the first terminal device through the first terminal device corresponding to the first virtual operation object 110.
[0146] (2) The number of virtual operation objects carried by the first virtual vehicle is not unique:
[0147] At this time, in response to the fact that the number of virtual operation objects carried by the first virtual vehicle is not unique, the server can display the second virtual control to the fourth game client where the fourth virtual operation object is located in the game scene.
[0148] Here, the fourth virtual operation object is the one with the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle, that is, the fourth virtual operation object is equivalent to the second virtual operation object described in step S301.
[0149] An exemplary description is given with Figure 5 Take the first virtual vehicle 401 and the second virtual vehicle 402 as examples. Figure 5As shown, the first virtual vehicle 401 carries a virtual operation object a and a virtual operation object b, that is, the current carrying capacity of the first virtual vehicle 401 is 2 people; if the maximum carrying capacity of the second virtual vehicle 402 is 1 person; then when executing the above step S802, it can be determined from the second terminal device corresponding to the virtual operation object a and the target terminal device corresponding to the virtual operation object b, according to the display end of the first virtual control 403 being the second terminal device corresponding to the virtual operation object a, that the operation proficiency of the virtual operation object a is higher than that of the virtual operation object b; and then, through the second terminal device corresponding to the virtual operation object a with higher operation proficiency, the second virtual control is displayed on the second graphical user interface 500 of the second terminal device.
[0150] It should be noted that since the server displays the first virtual control and the second virtual control to the same game client, that is, the method for determining the display end of the second virtual control is the same as the method for determining the target game client for displaying the first virtual control described in step S301. Therefore, the method for determining the display end of the second virtual control can refer to the method for determining the target game client for displaying the first virtual control described in step S301, and the repetitions will not be repeated here.
[0151] S803, in response to a control operation on the second virtual control, moving the target virtual operation object carried in the first virtual vehicle to the second virtual vehicle according to control information corresponding to the control operation.
[0152] Here, the target virtual operation object is a part of the virtual operation object carried by the first virtual vehicle that matches the control information; wherein the control information at least includes: identification information of each target virtual operation object that needs to be moved out of the first virtual vehicle; in addition, the control information may also include: the target moving position of each target virtual operation object, wherein the target moving position is located in the second virtual vehicle.
[0153] It should be noted that, similar to the first touch operation mentioned above, the above control operation may include but is not limited to at least one of the following: a player's click operation, a sliding operation, and a gesture control operation suspended on the graphical user interface; the embodiment of the present application does not impose any limitation on the specific operation type of the above control operation.
[0154] As an exemplary explanation, take the example in which the control information only includes the identification information of each target virtual operation object, wherein the virtual operation objects carried in the first virtual vehicle A include: virtual operation object a, virtual operation object b, virtual operation object c and virtual operation object d, and the maximum carrying capacity of the second virtual vehicle B is 2 people; in response to the control operation on the second virtual control, if the control information corresponding to the control operation is: the identification information of the virtual operation object c and the virtual operation object d, the server responds to the control operation, moves the virtual operation object c and the virtual operation object d to the second virtual vehicle, and changes the relevant game perspectives of the virtual operation object c and the virtual operation object d in the game clients corresponding to the virtual operation object c and the virtual operation object d respectively.
[0155] Here, in combination with the content described in the above step S802, it can be known that in the embodiment of the present application, since the number of virtual operation objects carried by the first virtual vehicle is not fixed, the display end of the second virtual control may be the terminal device where the third game client is located, or may be the terminal device where the fourth game client is located; the following is a description of the specific execution method of step S803 in each of the two situations that may occur at the display end of the above second virtual control:
[0156] In an optional embodiment, Fig. 9 A schematic diagram of a process of responding to a control operation on a second virtual control provided by an embodiment of the present application is shown. Fig. 9 As shown, when executing step S803, the method includes steps S901-S902; specifically:
[0157] S901, in response to the first control operation of the third game client on the second virtual control, the third virtual operation object is moved to the driving position of the second virtual vehicle according to the first control information corresponding to the first control operation.
[0158] Here, considering that the third virtual operation object is the only virtual operation object carried by the first virtual vehicle, as an optional embodiment, the server can directly determine that the target moving position of the third virtual operation object is the driving position of the second virtual vehicle without identifying the first control information.
[0159] S902, in response to the second control operation of the fourth game client on the second virtual control, according to the second control information corresponding to the second control operation, move the virtual operation object carried in the first virtual vehicle and matching the second control information to the second virtual vehicle.
[0160] It should be noted that, in the embodiment of the present application, the first touch operation and the second touch operation are used to characterize responses to different types of touch operations on the first virtual control, and different types of replacement processing operations can be performed on the first virtual vehicle and the second virtual vehicle in the game scene; and the second control operation and the first control operation are used to characterize the control operations of different game clients on the second virtual control. Therefore, unlike the above-mentioned first touch operation and second touch operations, the second control operation and the first control operation can be the same type of control operations, wherein the specific operation types of the second control operation and the first control operation can refer to the description of the control operation in the above-mentioned step S803, and the embodiment of the present application also does not impose any limitations on the specific operation types of the second control operation and the first control operation.
[0161] In the embodiments of this application, refer to Fig.10 As shown, Fig.10 A flow chart of a method for executing second control information provided in an embodiment of the present application is shown, wherein when executing step S902, the execution method includes steps S1001-S1002; specifically:
[0162] S1001, determining, according to the second control information, from the virtual operation objects carried by the first virtual vehicle, a fifth virtual operation object that needs to be moved and a corresponding display position of each of the fifth virtual operation objects in the second virtual vehicle.
[0163] Here, the specific content of the second control information can refer to the description of the control information in the above step S803, wherein the second control information includes identification information of each target virtual operation object and the target moving position of each target virtual operation object, and the repeated parts are not repeated here.
[0164] By way of example, the virtual operation objects carried in the first virtual vehicle A include: virtual operation object a, virtual operation object b, virtual operation object c and virtual operation object d, and the maximum carrying capacity of the second virtual vehicle B is 2 people; if the second control information is: identification information of the virtual operation object c and the virtual operation object d, the target moving position of the virtual operation object c is the driving position of the second virtual vehicle B, and the target moving position of the virtual operation object d is the passenger position of the second virtual vehicle B, then the server determines, according to the second control information, that the virtual operation object c and the virtual operation object d are the above-mentioned fifth virtual operation objects, and the corresponding display position of the virtual operation object c in the second virtual vehicle B is the driving position, and the corresponding display position of the virtual operation object d in the second virtual vehicle B is the passenger position.
[0165] S1002: For each of the fifth virtual operation objects, move the fifth virtual operation object to a target position of the second virtual vehicle.
[0166] Here, the target position is the corresponding display position of the fifth virtual operation object in the second virtual vehicle.
[0167] For example, taking the above example, after determining that the fifth virtual operation object is: virtual operation object c and virtual operation object d, and the display position corresponding to virtual operation object c in the second virtual vehicle B is the driving position, and the display position corresponding to virtual operation object d in the second virtual vehicle B is the passenger position, the server can move the virtual operation object c to the driving position of the second virtual vehicle B and move the virtual operation object d to the passenger position of the second virtual vehicle B according to the second control information, and transform the relevant game perspectives of the virtual operation object c and the virtual operation object d in the game clients corresponding to the virtual operation object c and the virtual operation object d respectively.
[0168] Specifically, based on the description of the virtual operation object's proficiency in operating the virtual vehicle in step S702, based on considerations under the same dimension, after executing the fifth virtual operation object moving step, in an optional implementation, Fig.11 FIG. 1 is a flow chart showing a method for moving remaining virtual operation objects in a first virtual vehicle provided by an embodiment of the present application; Fig.11 As shown, the server may further perform the following steps to avoid the situation where the player's human-computer interaction efficiency is reduced due to the difference in the operation proficiency of the remaining virtual operation objects, wherein after executing step S902, the moving method includes steps S1101-S1102; specifically:
[0169] S1101, when the fifth virtual operation object includes a sixth virtual operation object located at the driving position of the first virtual vehicle, in response to the sixth virtual operation object moving to the second virtual vehicle, a virtual operation object with the highest operation priority is extracted from other virtual operation objects carried by the first virtual vehicle except the fifth virtual operation object.
[0170] Here, the method for determining the operation priority is the same as the method for determining the operation priority in the above step S301, and the repeated parts are not repeated here.
[0171] S1102: Move the extracted virtual operation object to the driving position of the first virtual vehicle.
[0172] For example, taking the example in step S1002, if the virtual operation object c among the fifth virtual operation object is the sixth virtual operation object located at the driving position of the first virtual vehicle A, then in response to the virtual operation object c moving to the second virtual vehicle B, the server extracts the virtual operation object a with the highest operation priority from the virtual operation objects a and b carried by the first virtual vehicle, and moves the virtual operation object a from the passenger position of the first virtual vehicle A to the driving position of the first virtual vehicle A.
[0173] On the basis of the above steps, considering that the driving speed of the virtual vehicle in the game is generally controlled by the virtual operation object located at the driving position of the virtual vehicle, therefore, in the processing of the virtual vehicle, in order to simplify the control operation of the virtual operation object on the currently mounted virtual vehicle and avoid the situation where the virtual vehicle cannot be replaced on time due to the virtual operation object's control disorder of the driving speed, in an optional implementation, Fig.12 A schematic diagram of a process for processing a first virtual vehicle driving speed provided by an embodiment of the present application is shown. Fig.12 As shown, after executing step S101, the method further includes steps S1201-S1203; specifically:
[0174] S1201: In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, obtaining the driving speed of the first virtual vehicle in the game scene.
[0175] By way of example, if the server responds that the durability value of the first virtual vehicle A is less than or equal to the durability value of the second virtual vehicle B, the driving speed of the first virtual vehicle A in the game scene can be obtained through any target terminal device described in step S101.
[0176] S1202: When the driving speed is greater than a speed threshold, the first virtual vehicle is decelerated to reduce the driving speed of the first virtual vehicle to the speed threshold.
[0177] By way of example, if the pre-set speed threshold in the game scene is 40 miles per hour, after the server executes step S1201, the obtained driving speed of the first virtual vehicle A in the game scene is 60 miles per hour. In response to the obtained driving speed being greater than the above speed threshold, the server reduces the driving speed of the first virtual vehicle A to 40 miles per hour and displays the result of the speed reduction processing to each target terminal device.
[0178] S1203: When a display instruction for replacing the processing result is detected, stop the speed reduction processing on the first virtual vehicle.
[0179] For example, when the server detects the end instruction of step S102 (ie, the above-mentioned display instruction), it stops slowing down the first virtual vehicle A.
[0180] Through the method for processing virtual vehicles in the above-mentioned game provided by the embodiment of the present application, for the first virtual vehicle in a loaded state and the second virtual vehicle in an unloaded state in the game scene, by responding that the distance between the first virtual vehicle and the second virtual vehicle is less than or equal to the distance threshold, the durability values of the first virtual vehicle and the second virtual vehicle are respectively obtained; wherein the durability value is used to characterize the available time of the virtual vehicle in the game scene; in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement processing result is displayed in the game scene. In this way, the present application can reduce the player's operation steps in the process of virtual vehicle processing, facilitate players to quickly realize the replacement of virtual vehicles, and improve the fluency of player operations and the efficiency of human-computer interaction.
[0181] Based on the same inventive concept, the present application also provides a processing device corresponding to the processing method of the virtual vehicle in the above-mentioned game. Since the principle of solving the problem by the processing device in the embodiment of the present application is similar to the processing method of the virtual vehicle in the above-mentioned game in the embodiment of the present application, the implementation of the processing device of the virtual vehicle in the game can refer to the implementation of the above-mentioned processing method, and the repetitive parts will not be repeated here.
[0182] Reference Fig.13 As shown, Fig.13 A schematic diagram of the structure of a processing device for a virtual vehicle in a game provided by an embodiment of the present application is shown, wherein the game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing device includes:
[0183] A first response module 1301 is used for acquiring durability values of the first virtual vehicle and the second virtual vehicle respectively in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold; wherein the durability value is used to represent the usable time of the virtual vehicle in the game scene;
[0184] The second response module 1302 is used to respond to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replace the first virtual vehicle and the second virtual vehicle, and display the replacement result in the game scene.
[0185] In an optional implementation, the second response module 1302 includes:
[0186] A third response module, configured to display a first virtual control in the game scene in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle; wherein the first virtual control is used to indicate that the first virtual vehicle and the second virtual vehicle are allowed to be processed;
[0187] The fourth response module is used to respond to the touch operation on the first virtual control and replace the first virtual vehicle and the second virtual vehicle according to the vehicle processing strategy corresponding to the touch operation.
[0188] In an optional implementation, when the first virtual control is displayed in the game scene, the third response module is specifically configured to:
[0189] When the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the first virtual control is displayed to the first game client where the first virtual operation object is located; wherein the first virtual operation object is the only virtual operation object carried by the first virtual vehicle.
[0190] When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the first virtual control is displayed to the second game client where the second virtual operation object is located; wherein the second virtual operation object is the one with the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
[0191] In an optional implementation manner, the fourth response module is specifically configured to:
[0192] In response to a first touch operation on the first virtual control, in the game scene, replacing the durability value of the first virtual vehicle with the durability value of the second virtual vehicle;
[0193] In response to a second touch operation on the first virtual control, in the game scene, the virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle.
[0194] In an optional implementation, when the virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle, the fourth response module is specifically configured to:
[0195] Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle;
[0196] In the case where the current carrying capacity of the first virtual vehicle is greater than the maximum carrying capacity of the second virtual vehicle, a second virtual control is displayed in the game scene; wherein the second virtual control is used to indicate that the virtual operation object carried by the first virtual vehicle is allowed to be controlled;
[0197] In response to a control operation on the second virtual control, the target virtual operation object carried in the first virtual vehicle is moved to the second virtual vehicle according to the control information corresponding to the control operation; wherein the target virtual operation object is a partial virtual operation object carried in the first virtual vehicle that matches the control information.
[0198] In an optional implementation, when the virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle, the fourth response module is further configured to:
[0199] Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle;
[0200] When the current carrying capacity of the first virtual vehicle is less than or equal to the maximum carrying capacity of the second virtual vehicle, all virtual operation objects carried in the first virtual vehicle are moved to the second virtual vehicle.
[0201] In an optional implementation, when all virtual operation objects carried by the first virtual vehicle are moved to the second virtual vehicle, the fourth response module is specifically configured to:
[0202] For each virtual operation object carried in the first virtual vehicle, the virtual operation object is moved to the same loading position in the second virtual vehicle according to the loading position of the virtual operation object in the first virtual vehicle; wherein the loading position includes at least: a driving position and a passenger position.
[0203] In an optional implementation, when the second virtual control is displayed in the game scene, the fourth response module is specifically configured to:
[0204] When the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the second virtual control is displayed to the third game client where the third virtual operation object is located; wherein the third virtual operation object is the only virtual operation object carried by the first virtual vehicle.
[0205] In an optional implementation, when the second virtual control is displayed in the game scene, the fourth response module is further configured to:
[0206] When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the second virtual control is displayed to a fourth game client where a fourth virtual operation object is located; wherein the fourth virtual operation object has the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
[0207] In an optional implementation, when, in response to the control operation on the second virtual control, the target virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle according to the control information corresponding to the control operation, the fourth response module is specifically configured to:
[0208] In response to the first control operation of the third game client on the second virtual control, the third virtual operation object is moved to the driving position of the second virtual vehicle according to the first control information corresponding to the first control operation.
[0209] In an optional implementation, when, in response to the control operation on the second virtual control, the target virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle according to the control information corresponding to the control operation, the fourth response module is further configured to:
[0210] In response to the second control operation of the fourth game client on the second virtual control, the virtual operation object carried in the first virtual vehicle and matching the second control information is moved to the second virtual vehicle according to the second control information corresponding to the second control operation.
[0211] In an optional implementation, when, according to the second control information corresponding to the second control operation, the virtual operation object carried by the first virtual vehicle and matching the second control information is moved to the second virtual vehicle, the fourth response module is specifically configured to:
[0212] Determining, according to the second control information, from the virtual operation objects carried by the first virtual vehicle, fifth virtual operation objects that need to be moved and a corresponding display position of each of the fifth virtual operation objects in the second virtual vehicle;
[0213] For each of the fifth virtual operation objects, the fifth virtual operation object is moved to a target position of the second virtual vehicle; wherein the target position is a display position corresponding to the fifth virtual operation object in the second virtual vehicle.
[0214] In an optional embodiment, the processing device further includes:
[0215] a fifth response module, configured to extract a virtual operation object with the highest operation priority from other virtual operation objects carried by the first virtual vehicle except the fifth virtual operation object, in response to the sixth virtual operation object moving into the second virtual vehicle, when the fifth virtual operation object includes a sixth virtual operation object located at the driving position of the first virtual vehicle;
[0216] The first processing module is used to move the extracted virtual operation object to the driving position of the first virtual vehicle.
[0217] In an optional implementation, after respectively acquiring the durability values of the first virtual vehicle and the second virtual vehicle, the first response module 1301 is further configured to:
[0218] In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, obtaining a driving speed of the first virtual vehicle in the game scene;
[0219] When the driving speed is greater than the speed threshold, the first virtual vehicle is decelerated to reduce the driving speed of the first virtual vehicle to the speed threshold;
[0220] When a display instruction for replacing the processing result is detected, the speed reduction processing of the first virtual vehicle is stopped.
[0221] Through the processing device of the virtual vehicle in the above-mentioned game provided by the embodiment of the present application, for the first virtual vehicle in the loaded state and the second virtual vehicle in the unloaded state in the game scene, by responding that the distance between the first virtual vehicle and the second virtual vehicle is less than or equal to the distance threshold, the durability values of the first virtual vehicle and the second virtual vehicle are respectively obtained; wherein the durability value is used to characterize the available time of the virtual vehicle in the game scene; in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, the first virtual vehicle and the second virtual vehicle are replaced, and the replacement processing result is displayed in the game scene. In this way, the present application can reduce the player's operation steps in the process of virtual vehicle processing, facilitate the player to quickly realize the replacement of virtual vehicles, and improve the fluency of player operation and the efficiency of human-computer interaction.
[0222] like Fig.14As shown, an embodiment of the present application provides a computer device 1400 for executing the method for processing a virtual vehicle in a game in the present application. The device includes a memory 1401, a processor 1402, and a computer program stored in the memory 1401 and executable on the processor 1402, wherein the memory 1401 and the processor 1402 communicate via a bus, and the processor 1402 implements the steps of the method for processing a virtual vehicle in the game when executing the computer program.
[0223] Specifically, the above-mentioned memory 1401 and processor 1402 can be general-purpose memory and processor, which are not specifically limited here. When the processor 1402 runs the computer program stored in the memory 1401, it can execute the processing method of the virtual vehicle in the above-mentioned game.
[0224] Corresponding to the method for processing virtual vehicles in the game in the present application, an embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for processing virtual vehicles in the above game are executed.
[0225] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the processing method of the virtual vehicle in the above-mentioned game.
[0226] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely 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 communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.
[0227] 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 of this embodiment.
[0228] In addition, each functional unit in the embodiments provided in 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.
[0229] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0230] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0231] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for processing a virtual vehicle in a game, characterized in that: The game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing method includes: In response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold, respectively acquiring durability values of the first virtual vehicle and the second virtual vehicle; wherein the durability values are used to represent the usable time of the virtual vehicle in the game scene; In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, performing a replacement process on the first virtual vehicle and the second virtual vehicle, and displaying a replacement process result in the game scene; In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replacing the first virtual vehicle with the second virtual vehicle includes: When it is determined that the durability value of the first virtual vehicle is less than or equal to the durability value of the second virtual vehicle, automatically triggering a replacement processing operation for the first virtual vehicle and the second virtual vehicle, and displaying the replacement processing result after the automatic triggering in the game scene; or, In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, displaying a first virtual control in the game scene; wherein the first virtual control is used to indicate that the first virtual vehicle and the second virtual vehicle are allowed to be processed; In response to a touch operation on the first virtual control, the first virtual vehicle and the second virtual vehicle are replaced according to a vehicle processing strategy corresponding to the touch operation.
2. The processing method according to claim 1, characterized in that: The displaying of a first virtual control in the game scene comprises: In the case where the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the first virtual control is displayed to the first game client where the first virtual operation object is located; wherein the first virtual operation object is the only virtual operation object carried by the first virtual vehicle; When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the first virtual control is displayed to the second game client where the second virtual operation object is located; wherein the second virtual operation object is the one with the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
3. The processing method according to claim 1, characterized in that: The replacing the first virtual vehicle and the second virtual vehicle according to the vehicle processing strategy corresponding to the touch operation includes: In response to a first touch operation on the first virtual control, in the game scene, replacing the durability value of the first virtual vehicle with the durability value of the second virtual vehicle; In response to a second touch operation on the first virtual control, in the game scene, the virtual operation object carried by the first virtual vehicle is moved to the second virtual vehicle.
4. The processing method according to claim 3, characterized in that: The moving the virtual operation object carried by the first virtual vehicle to the second virtual vehicle includes: Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle; In the case where the current carrying capacity of the first virtual vehicle is greater than the maximum carrying capacity of the second virtual vehicle, a second virtual control is displayed in the game scene; wherein the second virtual control is used to indicate that the virtual operation object carried by the first virtual vehicle is allowed to be controlled; In response to a control operation on the second virtual control, the target virtual operation object carried in the first virtual vehicle is moved to the second virtual vehicle according to the control information corresponding to the control operation; wherein the target virtual operation object is a partial virtual operation object carried in the first virtual vehicle that matches the control information.
5. The processing method according to claim 3, characterized in that: The moving the virtual operation object carried by the first virtual vehicle to the second virtual vehicle further includes: Acquire the number of virtual operation objects carried by the first virtual vehicle to obtain the current carrying capacity of the first virtual vehicle; When the current carrying capacity of the first virtual vehicle is less than or equal to the maximum carrying capacity of the second virtual vehicle, all virtual operation objects carried in the first virtual vehicle are moved to the second virtual vehicle.
6. The processing method according to claim 5, characterized in that: The moving all virtual operation objects carried by the first virtual vehicle to the second virtual vehicle includes: For each virtual operation object carried in the first virtual vehicle, the virtual operation object is moved to the same loading position in the second virtual vehicle according to the loading position of the virtual operation object in the first virtual vehicle; wherein the loading position includes at least: a driving position and a passenger position.
7. The processing method according to claim 4, characterized in that: The displaying of the second virtual control in the game scene comprises: When the number of virtual operation objects carried by the first virtual vehicle is unique, in the game scene, the second virtual control is displayed to the third game client where the third virtual operation object is located; wherein the third virtual operation object is the only virtual operation object carried by the first virtual vehicle.
8. The processing method according to claim 4, characterized in that: The displaying of the second virtual control in the game scene further includes: When the number of virtual operation objects carried by the first virtual vehicle is not unique, in the game scene, the second virtual control is displayed to a fourth game client where a fourth virtual operation object is located; wherein the fourth virtual operation object has the highest operation priority among the multiple virtual operation objects carried by the first virtual vehicle.
9. The processing method according to claim 7, characterized in that: The step of responding to the control operation on the second virtual control and moving the target virtual operation object carried by the first virtual vehicle to the second virtual vehicle according to control information corresponding to the control operation includes: In response to the first control operation of the third game client on the second virtual control, the third virtual operation object is moved to the driving position of the second virtual vehicle according to the first control information corresponding to the first control operation.
10. The processing method according to claim 8, characterized in that: The step of responding to the control operation on the second virtual control and moving the target virtual operation object carried by the first virtual vehicle to the second virtual vehicle according to control information corresponding to the control operation includes: In response to the second control operation of the fourth game client on the second virtual control, the virtual operation object carried in the first virtual vehicle and matching the second control information is moved to the second virtual vehicle according to the second control information corresponding to the second control operation.
11. The processing method according to claim 10, characterized in that: The moving, according to the second control information corresponding to the second control operation, the virtual operation object carried by the first virtual vehicle and matching the second control information to the second virtual vehicle comprises: Determining, according to the second control information, from the virtual operation objects carried by the first virtual vehicle, fifth virtual operation objects that need to be moved and a corresponding display position of each of the fifth virtual operation objects in the second virtual vehicle; For each of the fifth virtual operation objects, the fifth virtual operation object is moved to a target position of the second virtual vehicle; wherein the target position is a display position corresponding to the fifth virtual operation object in the second virtual vehicle.
12. The processing method according to claim 11, characterized in that: The processing method further includes: In a case where the fifth virtual operation object includes a sixth virtual operation object located at a driving position of the first virtual vehicle, in response to the sixth virtual operation object moving into the second virtual vehicle, extracting a virtual operation object with the highest operation priority from other virtual operation objects carried by the first virtual vehicle except the fifth virtual operation object; The extracted virtual operation object is moved to the driving position of the first virtual vehicle.
13. The processing method according to claim 1, characterized in that: After respectively obtaining the durability values of the first virtual vehicle and the second virtual vehicle, the processing method further includes: In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, obtaining a driving speed of the first virtual vehicle in the game scene; When the driving speed is greater than the speed threshold, the first virtual vehicle is decelerated to reduce the driving speed of the first virtual vehicle to the speed threshold; When a display instruction for replacing the processing result is detected, the speed reduction processing of the first virtual vehicle is stopped.
14. A processing device for a virtual vehicle in a game, characterized in that: The game scene of the game includes a first virtual vehicle in a loaded state and a second virtual vehicle in an unloaded state, and the processing device includes: A first response module, configured to obtain durability values of the first virtual vehicle and the second virtual vehicle respectively in response to the distance between the first virtual vehicle and the second virtual vehicle being less than or equal to a distance threshold; wherein the durability values are used to represent the usable time of the virtual vehicle in the game scene; a second response module, configured to, in response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, replace the first virtual vehicle with the second virtual vehicle, and display the replacement result in the game scene; Wherein, the second response module is used for: When it is determined that the durability value of the first virtual vehicle is less than or equal to the durability value of the second virtual vehicle, automatically triggering a replacement processing operation for the first virtual vehicle and the second virtual vehicle, and displaying the replacement processing result after the automatic triggering in the game scene; or, In response to the durability value of the first virtual vehicle being less than or equal to the durability value of the second virtual vehicle, displaying a first virtual control in the game scene; wherein the first virtual control is used to indicate that the first virtual vehicle and the second virtual vehicle are allowed to be processed; In response to a touch operation on the first virtual control, the first virtual vehicle and the second virtual vehicle are replaced according to a vehicle processing strategy corresponding to the touch operation.
15. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the processing method as described in any one of claims 1 to 13 are performed.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the processing method according to any one of claims 1 to 13 are executed.
Citation Information
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