Match control method based on virtual role and related device
By setting up virtual organizations and preset routes in a virtual scene, and using virtual props to control the movement of virtual objects, the problem of monotonous gameplay in existing virtual character battle games is solved, thus improving the user's gaming experience.
Patent Information
- Application Number
- CN202111681009.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-31
- Publication Date
- 2026-02-17
- Estimated Expiration
- 2042-02-17
AI Technical Summary
Existing virtual character battle games have monotonous gameplay, resulting in low user engagement and a poor user experience.
Two virtual organizations are set up in the virtual scene, namely the first and second virtual organizations. Virtual objects and preset routes are set in each virtual organization. Virtual characters acquire virtual props to control the virtual objects to move on the preset routes, thus realizing the game.
It offers brand-new gameplay and enhances the user's gaming experience.
Smart Images

Figure CN114288655B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of human-computer interaction, and in particular to a game control method based on virtual roles and related equipment. BACKGROUND
[0002] Display technology based on graphics processing hardware expands the channel of perceiving the environment and obtaining information, and in particular, virtual scene display technology can realize diversified interaction between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has various typical application scenarios, such as simulating real combat processes between virtual objects in virtual scenes of military exercise simulation and games.
[0003] In a virtual scene, a user can control a virtual role to move, dodge, position, rush and attack, and needs to pay attention to strategy and timing to kill or knock down an enemy role to achieve victory.
[0004] However, the existing play and mode are roughly the same, the user's game enthusiasm is poor, and the experience is not good. SUMMARY
[0005] Therefore, the purpose of the present application is to provide a game control method based on virtual roles and related equipment.
[0006] To achieve the above purpose, the present application provides a game control method based on virtual roles, applied to a terminal device provided with a graphical user interface, the graphical user interface including a first display area and a second display area; the method includes:
[0007] displaying at least part of a virtual scene in the first display area; displaying a thumbnail map corresponding to the virtual scene in the second display area, and displaying a virtual organization game interface between the positions of a first virtual object of a first virtual organization on a first preset route and a second virtual object of a second virtual organization on a second preset route in the thumbnail map;
[0008] in response to a first control instruction, controlling a first virtual role in the first virtual organization to obtain at least one virtual prop in the first display area;
[0009] in response to a second control instruction, controlling the first virtual role in the first display area, and if the first virtual role and the first virtual object satisfy a first preset condition, controlling the first virtual object to move a first data amount according to the first preset route based on the virtual prop; the first data amount is used to represent the moving distance of the first virtual object on the first preset route, and the moving distance is displayed in the thumbnail map;
[0010] determining a game result according to a final position of the first virtual object on the first preset route and a final position of the second virtual object on the second preset route.
[0011] Optionally, the virtual props are arranged in the virtual scene; and the control of the first virtual character in the first virtual organization to obtain at least one virtual prop includes:
[0012] controlling the first virtual character to obtain the virtual prop if a distance between the first virtual character and the virtual prop is less than a first threshold.
[0013] Optionally, the generation of the virtual prop includes:
[0014] controlling a virtual prop generation device in the virtual scene to generate at least one virtual prop and drop the virtual prop in the virtual scene.
[0015] Optionally, the dropping of the virtual prop includes:
[0016] in response to a third control instruction, controlling the first virtual character to attack a second virtual character in the second virtual organization to make the second virtual character die, and then causing the virtual prop obtained by the second virtual character to drop in the virtual scene;
[0017] in response to a fourth control instruction, controlling the first virtual character to unload the virtual prop, and then causing the virtual prop obtained by the first virtual character to drop in the virtual scene.
[0018] Optionally, the method further includes:
[0019] in response to the first virtual character obtaining the virtual prop, displaying an unloading icon of the virtual prop in the first display area;
[0020] receiving a click operation of a user on the unloading icon to generate the fourth control instruction, and controlling the first virtual character to unload the virtual prop based on the fourth control instruction.
[0021] Optionally, if the first virtual character and the first virtual object satisfy a first preset condition, the control of the first virtual object to move a first data amount according to the first preset route based on the virtual prop includes:
[0022] if a distance between the first virtual character and the first virtual object is less than a second threshold, the first virtual object obtains the virtual prop of the first virtual character and moves the first data amount based on the virtual prop; or
[0023] The first virtual character sends the virtual prop to the first virtual object, and the first virtual object moves the first data amount based on the virtual prop.
[0024] Optionally, the method further comprises:
[0025] If the first virtual character, the second virtual character and the first virtual object all satisfy the first preset condition, the first virtual object is controlled to not move on the first preset route.
[0026] Optionally, the method further comprises:
[0027] In response to a fifth control instruction, the first virtual character is controlled, and if the first virtual character and the second virtual object satisfy a second preset condition, the second virtual object is controlled to move a second data amount in a reverse direction according to the second preset route; the second data amount is used to represent a moving distance of the second virtual object on the second preset route.
[0028] Optionally, if the first virtual character and the second virtual object satisfy the second preset condition, the second virtual object is controlled to move the second data amount in the reverse direction according to the second preset route based on the virtual prop, and the method further comprises:
[0029] If a distance between the first virtual character and the second virtual object is less than a third threshold value, the first virtual character acquires the virtual prop of the second virtual object and controls the second virtual object to move the second data amount in the reverse direction; or
[0030] The first virtual character acquires the virtual prop from the second virtual object, and the second virtual object moves the second data amount in the reverse direction based on the virtual prop.
[0031] Optionally, the first virtual object is provided with a fusion area, and the method further comprises:
[0032] In a case where the first virtual character is located in the fusion area, the first virtual character is controlled to be in a first display state; wherein a character visibility of the first virtual character in the first display state is lower than a character visibility of the first virtual character in a second display state, and the second display state is a display state of the first virtual character in an area other than the fusion area in the virtual scene; and
[0033] If the first virtual character is located in the fusion area, in response to a sixth control instruction or receiving an attack operation instruction of the second virtual character, the first virtual character is controlled to be in the second display state.
[0034] Optionally, the method further comprises:
[0035] display the first preset route and the second preset route in the thumbnail map respectively in different display manners;
[0036] display the first preset route in the first preset route in different display manners respectively for the part of the first preset route that has been passed through by the first virtual object and the part of the first preset route that has not been passed through;
[0037] display the second preset route in the second preset route in different display manners for the part of the second preset route that has been passed through by the second virtual object and the part of the second preset route that has not been passed through.
[0038] Optionally, the method further comprises:
[0039] if the virtual props obtained by the first virtual character meet third preset conditions, display a path from the current position of the first virtual character to the first virtual object in the thumbnail map.
[0040] Optionally, the determining the game result according to the final position of the first virtual object on the first preset route and the final position of the second virtual object on the second preset route comprises:
[0041] in response to the first virtual object reaching the end point on the first preset route before the second virtual object, the first virtual organization wins; or,
[0042] in response to the first distance between the final position of the first virtual object on the first preset route and the end point of the first preset route being less than the second distance between the final position of the second virtual object on the second preset route and the end point of the second preset route within a preset time range, the first virtual organization wins.
[0043] The application also provides a game control method based on virtual characters, applied to a game control device, wherein the game control device provides game data to a plurality of terminal devices, and the game control device communicates with the plurality of terminal devices.
[0044] The application also provides a terminal device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method according to any one of the above embodiments when executing the program.
[0045] The application also provides a game control device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method according to the above embodiments when executing the program.
[0046] The application further provides a game control system based on virtual roles, comprising:
[0047] a plurality of terminal devices according to any one of the preceding embodiments; and
[0048] a game control device according to any one of the preceding embodiments.
[0049] The application further provides a non-transitory computer-readable storage medium storing computer instructions for causing a computer to perform the method according to any one of the preceding embodiments.
[0050] The application further provides a computer program product comprising a computer-readable storage medium storing instructions which, when executed, cause at least one central processing unit of a computing device to perform the method according to any one of the preceding embodiments.
[0051] As can be seen from the above, the game control method based on virtual roles and related devices provided by the application achieve the game between different virtual organizations by setting two different virtual organizations, setting virtual objects and preset routes in each virtual organization, and controlling the virtual objects of the home virtual organization to move on the preset routes based on the obtained virtual props when the virtual role obtains virtual props in the virtual scene. In this way, a brand-new game is provided, thereby providing a better game experience for users. BRIEF DESCRIPTION OF DRAWINGS
[0052] In order to more clearly illustrate the technical solutions in the application or related art, the following will briefly introduce the drawings needed to be used in the embodiments or related art descriptions. Obviously, the drawings in the following description are only an embodiment of the application, and for those skilled in the art, other drawings can also be obtained without creative labor on the basis of these drawings.
[0053] Figure 1 The structural block diagram of the system provided by an exemplary embodiment of the application is shown in the figure;
[0054] Figure 2 The graphical user interface schematic diagram of the virtual scene provided by an exemplary embodiment of the application is shown in the figure;
[0055] Figure 3 The flowchart of the game control method based on virtual roles in the virtual scene provided by an exemplary embodiment of the application is shown in the figure;
[0056] Figure 4 The graphical user interface schematic diagram of the first virtual role perspective provided by an exemplary embodiment of the application is shown in the figure;
[0057] Figure 5a A second display area provided for an exemplary embodiment of the present application provides a game schematic diagram;
[0058] Figure 5b A preset route display schematic diagram in a second display area provided for an exemplary embodiment of the present application;
[0059] Figure 5c A path indication schematic diagram in a second display area provided for an exemplary embodiment of the present application;
[0060] Figure 6 A moving distance schematic diagram provided for an exemplary embodiment of the present application;
[0061] Figure 7 A first virtual character obtaining a virtual prop schematic diagram provided for an exemplary embodiment of the present application;
[0062] Figure 8 A first virtual character obtaining a virtual prop schematic diagram provided for an exemplary embodiment of the present application;
[0063] Figure 9 A first virtual character obtaining a virtual prop schematic diagram provided for an exemplary embodiment of the present application;
[0064] Figure 10 A first virtual character obtaining a virtual prop schematic diagram provided for an exemplary embodiment of the present application;
[0065] Figure 11 A first virtual character obtaining a virtual prop schematic diagram provided for an exemplary embodiment of the present application;
[0066] Figure 12 A terminal device structure schematic diagram provided for an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0067] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application is further described in detail below with reference to specific embodiments and the accompanying drawings.
[0068] It should be noted that the technical terms or scientific terms used in the embodiments of the present application should be understood as the general meaning understood by those skilled in the art to which the embodiments of the present application belong, unless otherwise defined. The terms "first", "second" and the like used in the embodiments of the present application do not represent any order, number or importance, but are only used to distinguish different components. The terms "include" or "contain" and the like mean that the elements or objects before the terms cover the elements or objects listed after the terms and their equivalents, and do not exclude other elements or objects. "Up", "down", "left", "right" and the like are only used to represent relative positional relationship, and when the absolute position of the described object changes, the relative positional relationship may also change accordingly.
[0069] It should be understood that "several" referred to herein means one or more, and "multiple" means two or more. The association relationship of the associated objects is described, which means that there can be three relationships, for example, A and / or B can represent three cases of A alone, A and B together, and B alone. The character " / " generally represents an "or" relationship between the associated objects before and after it.
[0070] First, the terms involved in the embodiments of the present application are briefly introduced:
[0071] Virtual organization: refers to an organization composed of several players (users) in an application. In the game, the virtual organization is often referred to as "guild", "team" and "legion" and the like. The organization can also be a temporary organization, for example, a team composed of players on the same side in a game.
[0072] Virtual scene: is a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulated environment scene of the real world, or a semi-simulated and semi-fictional three-dimensional environment scene, or a purely fictional three-dimensional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene. The following embodiments are illustrated by taking the virtual scene as a three-dimensional virtual scene, but this is not limited. Alternatively, the virtual scene can also be used for virtual scene battles between at least two virtual organizations.
[0073] Virtual character: refers to a character controlled by a player to play in a virtual environment. Alternatively, the virtual character can be a virtual person, a virtual animal, an animation character, etc., such as a person or animal displayed in a three-dimensional virtual environment. Alternatively, the virtual character is a three-dimensional model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
[0074] The above has briefly explained the terms involved in the present application. Next, the implementation environment part is introduced.
[0075] Figure 1 A structural block diagram of a system 100 provided by an example embodiment of the present application is shown. The system 100 includes a first terminal device 120, a game control device 140, and a second terminal device 160.
[0076] The first terminal device 120 is installed and runs an application program supporting a virtual organization confrontation interface, which can be a multiplayer online battle program. The first terminal device 120 is provided with a graphical user interface on the screen, and when the first terminal device 120 runs the application program, the user interface of the application program is displayed on the screen of the first terminal device 120. The application program can be any one of a Multiplayer Online Battle Arena Games (MOBA), a battle royale shooting game, a simulation game (SLG), a three-dimensional map program, a military simulation program, a side-scrolling shooter, a side-scrolling adventure, a side-scrolling pass, a side-scrolling strategy, a virtual reality (VR) application program, and an augmented reality (AR) program.
[0077] The first terminal device 120 is a terminal device used by a first user 910 in a first virtual organization, and the first user 910 uses the first terminal device 120 to display a virtual organization confrontation interface and control a first virtual character to perform activities in a virtual scene. The activities of the first virtual character include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, jumping, picking up, shooting, attacking, throwing, and releasing a skill.
[0078] The second terminal device 160 is installed and runs an application program supporting a virtual organization confrontation interface, which can be a multiplayer online battle program. The second terminal device 160 is provided with a graphical user interface on the screen, and when the second terminal device 160 runs the application program, the user interface of the application program is displayed on the screen of the second terminal device 160. The application program can be any one of a Multiplayer Online Battle Arena Games (MOBA), a battle royale shooting game, a simulation game (SLG), a three-dimensional map program, a military simulation program, a side-scrolling shooter, a side-scrolling adventure, a side-scrolling pass, a side-scrolling strategy, a virtual reality (VR) application program, and an augmented reality (AR) program.
[0079] The second terminal device 160 is a terminal device used by a second user 920 in a second virtual organization. The second user 920 displays a virtual organization confrontation interface using the second terminal device 160 and controls a second virtual character to perform activities in a virtual scene. The activities of the second virtual character include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, jumping, picking up, shooting, attacking, throwing, and releasing a skill.
[0080] Optionally, the application programs installed on the first terminal device 120 and the second terminal device 160 are the same, or the application programs installed on the two terminals are the same type of application programs on different operating system platforms (Android or IOS). The first terminal device 120 can be a terminal device controlled by one of a plurality of members in a first virtual organization, and the second terminal device 160 can be a terminal device controlled by one of a plurality of members in a second virtual organization. The embodiments are only exemplified by the first terminal device 120 and the second terminal device 160. The first terminal device 120 and the second terminal device 160 can be the same or different in device type, and the device type includes at least one of a smart phone, a smart television, a vehicle-mounted terminal, a wearable watch, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The embodiments are exemplified by a terminal including a smart phone.
[0081] Those skilled in the art can know that the number of terminal devices described above can be more or less. For example, the terminal devices described above can be only one, or the terminal devices described above can be dozens or hundreds, or more. The number of terminal devices and the device type are not limited in the embodiments of the present application.
[0082] Figure 1 Only two terminal devices are shown, but in different embodiments, a plurality of other terminal devices can access the game control device 140. Optionally, there is one or more terminal devices that are corresponding terminal devices of a developer. A development and editing platform supporting development and editing of an application program of a virtual scene is installed on the terminal device. The developer can edit and update the application program on the terminal device, and transmit an updated application program package to the game control device 140 through a wireless network or a wired network. The first terminal device 120 and the second terminal device 160 can download the application program package from the game control device 140 to update the application program.
[0083] The game control device 140 comprises at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The game control device 140 is configured to provide background services for an application supporting a three-dimensional virtual environment. Optionally, the game control device 140 undertakes major computing work, and the terminal device undertakes secondary computing work; or the game control device 140 undertakes secondary computing work, and the terminal device undertakes major computing work; or the game control device 140 and the terminal device adopt a distributed computing architecture to perform collaborative computing.
[0084] In an exemplary embodiment, the game control device 140 comprises a memory 141, a processor 142, a user account database 143, a battle service module 144, and a user-oriented input / output interface (I / O interface) 145. The processor 142 is configured to load instructions stored in the game control device 140 and process data in the user account database 143 and the battle service module 144. The user account database 143 is configured to store data of user accounts used by the first terminal device 120, the second terminal device 160, and other terminal devices, such as avatar of a user account, nickname of a user account, battle power index of a user account, and the like. The battle service module 144 is configured to provide multiple battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and the like. The user-oriented I / O interface 145 is configured to establish communication with the first terminal device 120 and / or the second terminal device 160 through a wireless network or a wired network and exchange data. After the game control device 140 sends a data file to the first terminal device 120 and / or the second terminal device 160 through the user-oriented I / O interface 145, the first terminal device 120 and / or the second terminal device 160 can render a scene based on the data file, so as to display the virtual scene on the first terminal device 120 and / or the second terminal device 160.
[0085] The virtual scene can be a three-dimensional virtual scene, or the virtual scene can also be a two-dimensional virtual scene. Taking the virtual scene as a three-dimensional virtual scene as an example, refer to Figure 2 which shows a graphical user interface of a virtual scene provided by an exemplary embodiment of the present application. As Figure 2 shown, the virtual scene is displayed on the graphical user interface 200 of the first terminal device 120. The display interface of the virtual scene comprises a scene picture, which includes a first virtual character 201 currently controlled, an environment picture of the three-dimensional virtual scene, and a second virtual character 202. The second virtual character 202 can be a virtual character controlled by a user of another terminal device or a virtual character controlled by an application.
[0086] In Figure 2In the embodiment, the first virtual character 201 and the second virtual character 202 currently controlled are three-dimensional models in the three-dimensional virtual scene, and the environment picture of the three-dimensional virtual scene displayed in the scene picture is an object observed by the perspective of the first virtual character 201 currently controlled. For example, as shown in the figure, the environment picture of the three-dimensional virtual scene displayed in the perspective of the first virtual character 201 currently controlled includes the ground 203, the sky 204, and the barrier 205. Optionally, the barrier 205 in the embodiment can include buildings such as houses and walls, or articles such as trees and stones, and different routes can be formed in the virtual scene by the barrier 205 for the virtual characters to move. Figure 2
[0087] The first virtual character 201 currently controlled can be controlled by the first user 910 to release a skill or use a virtual prop, move, and perform a specified action. Under the control of the user, the virtual object in the virtual scene can display different three-dimensional models. For example, the screen of the terminal supports touch operation, and the scene picture of the virtual scene includes a virtual control. When the user touches the virtual control, the first virtual character 201 currently controlled can perform a specified action in the virtual scene and display the corresponding three-dimensional model.
[0088] The first terminal device 120 can control the virtual characters to fight by the virtual character-based match control method in the virtual scene. Figure 3 A flowchart of the virtual character-based match control method in the virtual scene is shown. The embodiment is executed by the first terminal 120 (or the client in the first terminal 120) as shown in the figure. The method includes the following steps. Figure 1
[0089] In step S101, at least part of the virtual scene is displayed in the first display area, and a thumbnail map corresponding to the virtual scene is displayed in the second display area. The virtual organization match interface is displayed in the thumbnail map, and the virtual organization match interface includes match information between the position of the first virtual object of the first virtual organization on the first preset route and the position of the second virtual object of the second virtual organization on the second preset route.
[0090] For example, as shown in the figure, the first display area displays a three-dimensional virtual scene, and the second display area displays a thumbnail map corresponding to the three-dimensional virtual scene. Figure 4 As shown, in this embodiment, the graphical user interface 200 of the first terminal device 120 includes a first display area 210 and a second display area 220. The first display area 210 displays at least a portion of the virtual scene. This at least portion of the virtual scene represents the objects observed from the perspective of the first virtual character 201 when the first user 910 controls the first virtual character 201 through the first terminal device 120. Only a portion of the objects in the virtual scene can be observed from the perspective of the first virtual character 201.
[0091] The second display area 220 displays a thumbnail map corresponding to the virtual scene. Optionally, the second display area 220 may display the complete thumbnail map, that is, the thumbnail map corresponding to the entire virtual scene; or, the second display area 220 may display only a part of the thumbnail map, such as the area where the first virtual character 201 is located in the virtual scene and the area near the first virtual character 201. This embodiment does not limit this.
[0092] Optional, such as Figure 4 As shown, the second display area 220 can be set in the upper left corner of the graphical user interface 200, or it can be set in the upper right corner of the graphical user interface 200 or any other position. This embodiment does not limit this.
[0093] Optionally, the second display area 220 may also include a portion where the thumbnail is not displayed. For this portion of the second display area 220 where the thumbnail is not displayed, the transmittance of this portion can be set to a preset value so that it displays the virtual scene together with the first display area 210. In other cases, the portion of the second display area 220 where the thumbnail is not displayed may also be controlled not to display the virtual scene.
[0094] like Figure 5a As shown, a first virtual object 221, a second virtual object 223, a first preset route 222, and a second preset route 224 are displayed in the thumbnail map of the second display area 220. The first virtual object 221 and the first preset route 222 belong to a first virtual organization, and the first virtual object 221 can move on the first preset route 222; the second virtual object 223 and the second preset route 224 belong to a second virtual organization, and the second virtual object 223 can move on the second preset route 224.
[0095] The first virtual object 221 and the second virtual object 223 can be virtual objects of various forms such as carts and boxes, and this embodiment does not impose specific restrictions on them.
[0096] In the initial state, the first virtual object 221 is arranged at the starting point of the first preset route 222, and the second virtual object 223 is arranged at the starting point of the second preset route 224; in the subsequent process of the game, the virtual objects can be moved on the preset routes based on the control of the virtual characters in the virtual organizations, so as to change the positions of the virtual objects on the preset routes. In the initial state, the first virtual object 221 is arranged at the starting point of the first preset route 222, and the second virtual object 223 is arranged at the starting point of the second preset route 224; in the subsequent process of the game, the virtual objects can be moved on the preset routes based on the control of the virtual characters in the virtual organizations, so as to change the positions of the virtual objects on the preset routes.
[0097] In the initial state, the first virtual object 221 is arranged at the starting point of the first preset route 222, and the second virtual object 223 is arranged at the starting point of the second preset route 224; in the subsequent process of the game, the virtual objects can be moved on the preset routes based on the control of the virtual characters in the virtual organizations, so as to change the positions of the virtual objects on the preset routes.
[0098] Optionally, the game information of the first virtual organization and the second virtual organization can also be displayed in the preset area of the first display area 210. As shown in the figure, the game progress icon 217 of the first virtual organization and the second virtual organization is displayed at the top center of the first display area 210, which can be used to display the game progress of the first virtual organization and the second virtual organization, so that the first virtual character 201 and the second virtual character 202 can check the game progress at any time. Figure 4
[0099] Step S103, in response to the first control instruction, controlling the first virtual character in the first virtual organization to obtain at least one virtual prop in the first display area.
[0100] In the embodiment, the first user 910 can control the first virtual character 201 through the first terminal device 120 to generate the first control instruction, and the operation control is performed in the first display area 210; the first terminal device 120 controls the first virtual character 201 to obtain one or more virtual props from the virtual scene based on the first control instruction. After the first virtual character 201 obtains the virtual prop, the virtual prop can be carried or equipped.
[0101] The virtual prop can be a battery, a gem, an energy source, and various forms of props, which are not limited in the embodiment.
[0102] Step S105, in response to the second control instruction, controlling the first virtual character in the first display area, if the first virtual character and the first virtual object satisfy the first preset condition, controlling the first virtual object to move a first data amount on the first preset route based on the virtual prop; the first data amount is used to represent the moving distance of the first virtual object on the first preset route, and the moving distance is displayed in the thumbnail map.
[0103] In this embodiment, the first user 910 can control the first virtual character 201 through the first terminal device 120 to generate a second control instruction, the operation control being performed in the first display area 210; the first terminal device 120 controls the first virtual character 201 based on the second control instruction, so that the first virtual character 201 carrying or equipped with the virtual prop meets the first preset condition preset by the system with the first virtual object 221, so that the first virtual object 221 can be controlled to move a first data amount according to the first preset route 222.
[0104] Optionally, in this embodiment, the first virtual object 221 can be directly controlled to move by the first terminal device 120, and then the movement data of the first virtual object 221 is sent to the game control device 140, and the data is sent to other terminal devices in the game by the game control device 140 to display the movement of the first virtual object 221 and the game information of the two virtual organizations in each terminal device; or the control information can also be sent to the game control device 140 by the first terminal device 120, and the game control device 140 controls the movement of the first virtual object 221, and then the movement data of the first virtual object 221 is sent to each terminal device in the game, and this embodiment is not limited.
[0105] Optionally, in this embodiment, the first data amount is used to represent the movement distance of the first virtual object 221 on the first preset route 222; that is, in the first display area 210 and the second display area 220, each virtual prop carried or equipped by the first virtual character 201 can make the first virtual object 221 move a distance along the first preset route 222. However, the first data amount is not limited to distance, but can also be time, score, percentage, etc.
[0106] For example, in a specific embodiment, the first data amount is time, and the movement speed of the first virtual object 221 can be preset in the application, and when each virtual prop carried or equipped by the first virtual character 201 can make the first virtual object 221 move along the first preset route 222 for a preset time, the first virtual object 221 moves a distance along the first preset route 222 in the first display area 210 and the second display area 220.
[0107] For example, in a specific embodiment, the first data amount is a fraction or a percentage, and N virtual props are required for setting the first preset route 222 in the application, and each virtual prop carried or equipped by the first virtual character 201 can make the first virtual object 221 move 1 / N of the total distance of the first preset route 222. For example, 30 virtual props are required to make the first virtual object 221 move from the starting point to the ending point of the first preset route 222, and each virtual prop carried or equipped by the first virtual character 201 can make the first virtual object 221 move 1 / 30 of the total distance of the first preset route 222. Meanwhile, the number of virtual props required is displayed in the game progress icon 217 of the first display area 210, and the game progress of the two virtual organizations is displayed in both numbers and progress bars.
[0108] Optionally, in the embodiment, the moving distance of the first virtual object 221 on the first preset route 222 refers to the moving distance of the first virtual object 221. As shown in the figure, when the first virtual object 221 moves from point A to point B on the first preset route 222, the moving distance thereof does not refer to the straight-line distance between the two points A and B, but refers to the distance between the two points A and B, i.e., a+b. Figure 6
[0109] It should be noted that in the embodiment, the second user 920 can also control the second virtual character 202 to obtain virtual props through the second terminal device 160, and control the second virtual object 223 to move according to the second preset route 224 based on the virtual props, and the second virtual character 202 obtains virtual props in a manner similar to the first virtual character 201, and controls the second virtual object 223 to move based on the virtual props in a manner similar to the first virtual character 201, thereby realizing the confrontation between the first virtual organization and the second virtual organization, and the embodiment does not make a detailed description thereof.
[0110] In some embodiments, as shown in the figure, Figure 5a As shown, the first preset route 222 and the second preset route 224 are respectively displayed in different display manners in the thumbnail map, so as to facilitate the user to distinguish the game situation of the two virtual organizations. For example, the first preset route 222 and the second preset route 224 can be respectively displayed in different colors, line types, and the like, so as to distinguish the preset routes and virtual objects in different virtual organizations. For example, the first preset route 222 and the first virtual object 221 of the first virtual organization are marked in blue, and the second preset route 224 and the second virtual object 223 of the second virtual organization are marked in red; correspondingly, in the game progress icon 217 of the first display area 210, the numbers and progress bars for displaying the game progress in the first virtual organization are also marked in blue, and the numbers and progress bars for displaying the game progress in the second virtual organization are marked in red, so as to keep the consistency of the display information in the uniform virtual organization, facilitate the user to check the game progress at any time, and improve the user experience.
[0111] In some embodiments, as Figure 5b As shown, in the first preset route 222, the part of the first preset route 222 that has been passed through by the first virtual object 221 and the part of the first preset route 222 that has not been passed through are respectively displayed in different display manners. For example, the part of the first preset route 222 that has been passed through by the first virtual object 221 and the part of the first preset route 222 that has not been passed through can be respectively displayed in different colors, line types, and the like. For example, the part of the first preset route 222 that has been passed through by the first virtual object 221 can be displayed in solid lines, and the part of the first preset route 222 that has not been passed through by the first virtual object 221 can be displayed in dashed lines, so as to facilitate the first user 910 to check the game progress of the own camp at any time.
[0112] In some embodiments, as Figure 5b As shown, in the second preset route 224, the part of the second preset route 224 that has been passed through by the second virtual object 223 and the part of the second preset route 224 that has not been passed through are displayed in different display manners. For example, the part of the second preset route 224 that has been passed through by the second virtual object 223 and the part of the second preset route 224 that has not been passed through can be respectively displayed in different colors, line types, and the like. For example, the part of the second preset route 224 that has been passed through by the second virtual object 223 can be displayed in solid lines, and the part of the second preset route 224 that has not been passed through by the second virtual object 223 can be displayed in dashed lines, so as to facilitate the first user 910 to check the game progress of the opponent camp at any time.
[0113] In some embodiments, as Figure 5cAs shown, if the virtual props acquired by the first virtual character 201 satisfy a third preset condition, a path from the current position of the first virtual character 201 to the first virtual object 221 is displayed in the thumbnail map. The third preset condition can be the number of virtual props carried or equipped by the first virtual character 201. For example, when the number of virtual props carried or equipped by the first virtual character 201 satisfies a preset number or when the number of virtual props carried or equipped by the first virtual character 201 can enable the first virtual object 221 to reach the end of the first preset route 222, a path indication icon 226 can be displayed in the thumbnail map. The path indication icon 226 can be used to display the path from the current position of the first virtual character 201 to the first virtual object 221. Optionally, the path indication icon 226 can be a white dashed line or any other form, which is not limited in the embodiment.
[0114] In step S107, the game result is determined according to the final position of the first virtual object on the first preset route and the final position of the second virtual object on the second preset route.
[0115] In the embodiment, the game ends after the first virtual object 221 and the second virtual object 223 move one or more times, and the game result can be determined based on the final position of the first virtual object 221 on the first preset route 222 and the final position of the second virtual object 223 on the second preset route 224. The game result can be calculated by the game control device 140 and then sent to each terminal device, or each terminal device can calculate the game result respectively, which is not limited in the embodiment.
[0116] In the embodiment, two different virtual organizations are set, and virtual objects and preset routes are set in each virtual organization. When a virtual character acquires virtual props in a virtual scene, the virtual character can control the virtual object of the own virtual organization to move on the preset route based on the acquired virtual props, so as to realize the game between different virtual organizations. In this way, a brand-new game play is provided, so as to provide a better game experience for users.
[0117] Optionally, in the above embodiment, only the game between two virtual organizations is taken as an example to illustrate the embodiment. Those skilled in the art can know that the game control method based on virtual roles in the embodiment is not only applicable to the game between two virtual organizations, but also applicable to the game between three, four or more virtual organizations; therefore, when the number of virtual organizations is three, four or more, the game control method based on virtual roles in the embodiment can also be used to realize the game, that is, virtual objects and preset routes are also set in the third, fourth virtual organization, and the movement of the virtual objects on the preset routes is realized by the virtual roles in the third, fourth virtual organization obtaining virtual props.
[0118] In some embodiments, the virtual props are arranged in the virtual scene, for example, the virtual props are arranged on the ground 203 in the virtual scene, or the virtual props can also be arranged on the shelter 205, and the embodiment does not limit this.
[0119] The control of the first virtual role in the first virtual organization to obtain at least one virtual prop in step S103 includes: controlling the first virtual role to obtain the virtual prop if the distance between the first virtual role and the virtual prop is less than a first threshold.
[0120] In the embodiment, the first user 910 can control the first virtual role 201 in the first display area 210 to make the first virtual role 201 close to the virtual prop; when the distance between the first virtual role 201 and the virtual prop is less than the preset first threshold, the first virtual role 201 can automatically obtain the virtual prop without any operation, so as to reduce the operation of the first user 910, improve the user experience, and reduce the amount of data required to be processed by the first terminal device 120, and the workload and computing pressure of the first terminal device 120.
[0121] In the embodiment, since the first virtual role 201 and the virtual prop both have their own shapes and volumes, when calculating the distance between the first virtual role 201 and the virtual prop, the distance between any positions of the two or the distance between the preset positions of the two can be calculated, and then the calculated distance is compared with the preset first threshold to determine whether the first virtual role 201 can obtain the virtual prop based on the comparison result.
[0122] Optionally, the distance between the first virtual role 201 and the virtual prop in the embodiment is less than a preset first threshold, including the distance between the first virtual role 201 and the virtual prop being equal to zero, i.e. including the case that the first virtual role 201 contacts the virtual prop. That is, in the embodiment, when any point on the first virtual role 201 coincides with any point on the virtual prop, the first virtual role 201 can automatically obtain the virtual prop.
[0123] In other optional embodiments, when the distance between the first virtual role 201 and the virtual prop is less than the preset first threshold, a first virtual button can be displayed at a preset position of the first display area 210. As shown in the figure, the name of the first virtual button 211 can be the name of the virtual prop, such as “battery”, “gem”, “energy source”, etc., or can also be the action name such as “pick up”, and the embodiment does not limit this. The first terminal device 120 can receive the click operation instruction of the first user 910 on the first virtual button 211, and control the first virtual role 201 to pick up the virtual prop based on the click operation instruction. Optionally, after the first virtual role 201 picks up the virtual prop, the first virtual button 211 is no longer displayed on the first display area 210. Figure 7
[0124] In some embodiments, as shown in the figure, a preset area of the first display area 210 displays a first icon 212, which is used to represent the number of virtual props carried or equipped by the first virtual role 201. The first icon 212 includes a mark used to represent the virtual prop and a number used to record the number of virtual props; the number in the first icon 212 is incremented by one each time the first virtual role 201 obtains a virtual prop. Figure 7
[0125] Optionally, no matter how many virtual props the first virtual role 201 carries or equips, the mark used to represent the virtual prop in the first icon 212 can always be displayed in the first display area 210; or when the number of virtual props carried or equipped by the first virtual role 201 is zero, the mark used to represent the virtual prop in the first icon 212 can not be displayed in the first display area 210, and the mark is displayed in the first display area 210 after the first virtual role 201 obtains at least one virtual prop.
[0126] In some embodiments, the generation of the virtual prop includes: controlling a virtual prop generating device in the virtual scene to generate at least one virtual prop and drop it in the virtual scene.
[0127] In the embodiment, one or more virtual prop generation devices can be set at preset positions in the virtual scene, and the virtual prop generation devices can generate one or more virtual props to drop in the virtual scene based on preset rules.
[0128] For example, in a specific embodiment, only one virtual prop generation device is set at the center of the virtual scene, and the virtual prop generation device randomly generates a certain number of virtual props to drop on the ground 203 or the barrier 205 near the virtual prop generation device every preset time. As shown in Figure 5a The thumbnail of the virtual prop generation device 225 is displayed in the thumbnail map of the second display area 220, so as to facilitate the user to quickly find and collect virtual props.
[0129] In some embodiments, the dropping of the virtual props includes: in response to a third control instruction, controlling the first virtual character to attack a second virtual character in the second virtual organization to make the second virtual character die, and the virtual props obtained by the second virtual character drop in the virtual scene. The second virtual character 202 belongs to the second virtual organization, i.e., the first virtual character 201 and the second virtual character 202 are in different camps.
[0130] In the embodiment, when the second virtual character 202 carries or equips with virtual props, the first user 910 can control the first virtual character 201 in the first display area 210 to generate a third control instruction, which can be an attack instruction. The first virtual character 201 attacks the second virtual character 202 based on the third control instruction, and when the second virtual character 202 is attacked and dies, the virtual props carried or equipped by the second virtual character 202 will drop in the virtual scene. Therefore, the first virtual character 201 can rob the virtual props carried or equipped by the virtual character in the non-self camp by attacking, thereby increasing the interest of the game and improving the user experience.
[0131] Optionally, when the second virtual character 202 dies, the virtual props carried or equipped by the second virtual character 202 can all drop in the virtual scene, or part of the virtual props can drop in the virtual scene, and the embodiment does not limit this.
[0132] Optionally, after the second virtual character 202 dies, the second virtual character 202 can be reborn at a birth location set in the virtual scene, and the reborn second virtual character 202 can rejoin the game.
[0133] In some optional embodiments, when the second virtual character 202 is displayed in the first display area 210, the number of virtual props carried or equipped by the second virtual character 202 can be displayed. In a specific embodiment, as shown in Figure 8As shown, the second icon 213 for displaying the number of virtual props carried or equipped by the second virtual character 202 can be displayed on the head of the second virtual character 202, so as to facilitate the first user to view the number of virtual props carried or equipped by the second virtual character 202, and improve the user experience.
[0134] Optionally, the display position of the second icon 213 is not limited to the head of the second virtual character 202, and the second icon 213 can be displayed at any position in the first display area 210.
[0135] Optionally, when the third virtual character belonging to the first virtual organization is displayed in the first display area 210, the third virtual character can also display the number of virtual props carried or equipped by the third virtual character through the second icon 213, and the embodiment is not limited in this regard.
[0136] Optionally, the second virtual character 202 displays the second icon 213 only after the first virtual character 201 acquires the special virtual prop in the virtual scene. Alternatively, in other embodiments, the second virtual character 202 does not display the second icon 213 in any case, so as to increase the complexity of the game and improve the user experience.
[0137] In some embodiments, the dropping of the virtual prop further includes: in response to a fourth control instruction, controlling the first virtual character to unload the virtual prop, so that the virtual prop acquired by the first virtual character drops in the virtual scene.
[0138] In the embodiment, when the first virtual character 201 carries or equips a virtual prop, the first user 910 can perform operation control on the first virtual character 201 in the first display area 210 to generate a fourth control instruction, which can be an unloading virtual prop instruction; the first virtual character 201 discards the virtual prop carried or equipped by the first virtual character 201 based on the fourth control instruction, so that the virtual prop drops in the virtual scene.
[0139] Optionally, as shown in the embodiment, the response to the fourth control instruction to control the first virtual character to unload the virtual prop includes: Figure 9
[0140] Step S201: in response to the first virtual character acquiring the virtual prop, displaying an unloading icon of the virtual prop in the first display area.
[0141] As shown in the embodiment, the response to the fourth control instruction to control the first virtual character to unload the virtual prop includes: Figure 10 As shown, when the first virtual character 201 carries or equips at least one virtual prop, an uninstall icon 214 can be displayed at a preset position of the first display area 210. The uninstall icon 214 can be named as an action name such as “uninstall”, “discard”, or can be any other name indicating uninstalling a virtual prop, and the present embodiment is not limited in this regard.
[0142] In step S203, a click operation of a user on the uninstall icon is received to generate a fourth control instruction, and the first virtual character is controlled to uninstall the virtual prop based on the fourth control instruction.
[0143] The first user 910 can generate a fourth control instruction by clicking the uninstall icon 214 on the first terminal device 120, and the first virtual character 201 can be controlled to uninstall or discard the virtual prop carried by the first virtual character 201 based on the fourth control instruction. The uninstalled or discarded virtual prop falls in the virtual scene. Optionally, the first user 910 can click the second virtual key 214 once to uninstall or discard one virtual prop, or the first user 910 can click the second virtual key 214 once to uninstall or discard all virtual props.
[0144] Optionally, when the number of virtual props carried or equipped by the first virtual character 201 is zero, the uninstall icon 214 will not be displayed in the first display area 210.
[0145] In the present embodiment, after the first virtual character 201 uninstalls or discards the virtual prop, a third virtual character belonging to the same first virtual organization as the first virtual character 201 can pick up the virtual prop, thereby realizing the transfer of the virtual prop among members of the same virtual organization. Through the setting of the method, the game play is enriched, and the interaction experience between users is improved.
[0146] In some embodiments, in step S105, if the first virtual character and the first virtual object satisfy a first preset condition, the first virtual object is controlled to move a first data amount along the first preset route based on the virtual prop, and the step of controlling the first virtual object to move the first data amount along the first preset route based on the virtual prop includes: if the distance between the first virtual character and the first virtual object is less than a second threshold, the first virtual object obtains the virtual prop of the first virtual character and moves the first data amount based on the virtual prop.
[0147] In the embodiment, when the first virtual character 201 obtains one or more virtual props, the first user 910 can control the first virtual character 201 in the first display area 210 to move close to the first virtual object 221; when the distance between the first virtual character 201 and the first virtual object 221 is less than the preset second threshold, the first virtual object 221 can automatically obtain the virtual prop carried by the first virtual character 201 and move based on the virtual prop.
[0148] In a specific embodiment, as shown in FIG. 2B, when the distance between the first virtual character 201 and the first virtual object 221 is less than the preset second threshold, a progress bar icon 215 can be displayed in a preset area in the first display area 210. Optionally, the progress bar icon 215 can include a progress bar and an icon name, and the icon name can include names such as “hand in”, “submit”, “charge”, etc., which are not limited in the embodiment. The progress bar icon 215 is used to represent the progress of the first virtual object 221 obtaining the virtual prop carried by the first virtual character 201, and each time the progress bar in the progress bar icon 215 is completed, the first virtual object 221 can obtain one virtual prop from the first virtual character 201. Figure 11
[0149] Optionally, each time the first virtual object 221 obtains one virtual prop, the number of virtual props carried or equipped by the first virtual character 201 recorded in the first icon 212 is reduced by one; when the number of virtual props carried or equipped by the first virtual character 201 is zero, the first virtual object 221 cannot continue to obtain virtual props, and the progress bar icon 215 will not be displayed in the first display area 210.
[0150] Optionally, when the progress bar in the progress bar icon 215 is interrupted at half, the first virtual object 221 cannot obtain the virtual prop corresponding to the progress bar. The conditions for interrupting the progress bar can include that the distance between the first virtual character 201 and the first virtual object 221 is greater than the preset second threshold, or the first virtual character 201 receives an attack instruction, or the first virtual character 201 receives an attack instruction from another character, etc.
[0151] In the embodiment, when the distance between the first virtual character 201 and the first virtual object 221 is less than the preset second threshold, the first virtual object 221 can automatically obtain the virtual prop carried or equipped by the first virtual character 201 without any operation of the first user 910, thereby reducing the operation of the first user 910, improving the user experience, and reducing the amount of data required to be processed by the first terminal device 120, and reducing the workload and computing pressure of the first terminal device 120.
[0152] In the embodiment, since the first virtual character 201 and the first virtual object 221 both have their own shapes and volumes, when calculating the distance between the first virtual character 201 and the first virtual object 221, the distance between any positions of the two or the distance between preset positions of the two can be calculated, and then the calculated distance is compared with the preset second threshold value, and based on the comparison result, it is determined whether the first virtual object 221 can obtain the virtual props carried or equipped by the first virtual character 201.
[0153] Optionally, in the embodiment, the distance between the first virtual character 201 and the first virtual object 221 is less than the preset second threshold value, including the distance between the first virtual character 201 and the first virtual object 221 being equal to zero, that is, including the case that the first virtual character 201 and the first virtual object 221 are in contact. That is, in the embodiment, when any point on the first virtual character 201 coincides with any point on the first virtual object 221, for example, the first virtual character 201 stands on the first virtual object 221, then the first virtual object 221 can automatically obtain the virtual props carried or equipped by the first virtual character 201.
[0154] Alternatively, in the step S105, if the first virtual character and the first virtual object satisfy the first preset condition, the first virtual object is controlled to move a first data amount along the first preset route based on the virtual props, including that the first virtual character sends the virtual props to the first virtual object, and the first virtual object moves the first data amount based on the virtual props.
[0155] In the embodiment, when the distance between the first virtual character 201 and the first virtual object 221 is less than the preset second threshold value, a second virtual button can be displayed at a preset position of the first display area 210, and the name of the second virtual button can be “hand in”, “submit”, “charge” and the like, which is not limited in the embodiment. The first terminal device 120 can receive a click operation instruction of the first user 910 on the second virtual button, and control the first virtual character 201 to actively send the virtual props to the first virtual object 221 based on the click operation instruction.
[0156] Optionally, after the number of virtual props carried or equipped by the first virtual character 201 is zero, the second virtual button is no longer displayed on the first display area 210.
[0157] In other embodiments, if the first virtual character, the second virtual character and the first virtual object all satisfy the first preset condition, the first virtual object is controlled not to move on the first preset route.
[0158] In the embodiment, when the first virtual character 201 meets the first preset condition with the first virtual object 221, and the second virtual character 202 also meets the first preset condition with the first virtual object 221, for example, the distance between the first virtual character 201, the second virtual character 202 and the first virtual object 221 is less than the second threshold value, at this time, the first virtual object 221 cannot obtain the virtual props from the first virtual character 201, and thus the first virtual object 221 is not controlled to move. That is, in the embodiment, when the virtual characters belonging to different virtual organizations appear near the first virtual object 221, and the virtual characters of different virtual organizations all meet the requirement of handing in the virtual props, the first virtual object 221 is not controlled to obtain the virtual props from the virtual characters, and the first virtual object 221 also will not move on the first preset route 222.
[0159] In some other embodiments, in response to the fifth control instruction, the first virtual character is controlled, and if the first virtual character meets the second preset condition with the second virtual object, the second virtual object is controlled to move reversely on the second preset route by a second data amount; the second data amount is used to represent the moving distance of the second virtual object on the second preset route.
[0160] In the embodiment, the first user 910 can control the first virtual character 201 through the first terminal device 120 to generate the fifth control instruction, and the operation control is performed in the first display area 210; the first terminal device 120 controls the first virtual character 201 based on the fifth control instruction, so that the first virtual character 201 meets the second preset condition preset by the system with the second virtual object 223, so that the second virtual object 223 can be controlled to move reversely on the second preset route 224 by the second data amount.
[0161] Optionally, in the embodiment, if the first virtual character meets the second preset condition with the second virtual object, the second virtual object is controlled to move reversely on the second preset route by the second data amount based on the virtual props, including: if the distance between the first virtual character and the second virtual object is less than a third threshold value, the first virtual character obtains the virtual props of the second virtual object and controls the second virtual object to move reversely by the second data amount.
[0162] In the embodiment, when the second virtual object 223 has at least one virtual prop and the second virtual object 223 has moved a certain distance on the second preset route 224 based on the virtual prop, the first user 910 can control the first virtual character 201 in the first display area 210 to approach the second virtual object 223. When the distance between the first virtual character 201 and the second virtual object 223 is less than a preset third threshold, the first virtual character 201 can rob the virtual prop from the second virtual object 223. Each time the second virtual object 223 is robbed of a virtual prop, the second virtual object 223 retreats by a second data amount.
[0163] In a specific embodiment, when the distance between the first virtual character 201 and the second virtual object 223 is less than a preset second threshold, a robbing progress icon can be displayed in a preset area in the first display area 210. The robbing progress icon can include a progress bar. The robbing progress icon is used to represent the progress of the first virtual character 201 robbing the virtual prop from the second virtual object 223. Each time the progress bar in the robbing progress icon is completed, the first virtual character 201 can rob a virtual prop from the second virtual object 223, the number of virtual props carried or equipped by the first virtual character 201 increases by one, and the second virtual object 223 retreats by a distance represented by the second data amount. When the number of virtual props in the second virtual object 223 is zero, the second virtual object 223 retreats to the starting point of the second preset route 224, and the first virtual character 201 cannot continue to rob virtual props. The robbing progress icon will not be displayed in the first display area 210.
[0164] Optionally, when the progress bar in the robbing progress icon is interrupted at half, the first virtual character 201 cannot rob the virtual prop corresponding to the progress bar. The conditions for interrupting the progress bar can include but are not limited to: the distance between the first virtual character 201 and the second virtual object 223 is greater than a preset third threshold; or the first virtual character 201 receives an attack instruction; or the first virtual character 201 receives an attack instruction from another character. Optionally, the third threshold can be the same as or different from the second threshold, and the embodiment does not limit this.
[0165] In the embodiment, when the distance between the first virtual character 201 and the second virtual object 223 is less than a preset third threshold, the first virtual character 201 can automatically rob the virtual prop of the second virtual object 223 without any operation of the first user 910. Therefore, the operation of the first user 910 can be reduced, and the user experience can be improved. At the same time, the amount of data required to be processed by the first terminal device 120 can be reduced, and the workload and computing pressure of the first terminal device 120 can be reduced.
[0166] Optionally, in the embodiment, the distance between the first virtual character 201 and the second virtual object 223 is less than the third threshold, including the distance between the first virtual character 201 and the second virtual object 223 being equal to zero, i.e. including the case that the first virtual character 201 contacts the second virtual object 223. That is, in the embodiment, when any point on the first virtual character 201 coincides with any point on the second virtual object 223, for example, the first virtual character 201 stands on the second virtual object 223, the first virtual character 201 can automatically seize the virtual prop of the second virtual object 223.
[0167] Alternatively, if the first virtual character and the second virtual object satisfy the second preset condition, the second virtual object is controlled to move in the reverse direction along the second preset route by the second data amount based on the virtual prop, including that the first virtual character obtains the virtual prop from the second virtual object, and the second virtual object moves in the reverse direction by the second data amount based on the virtual prop.
[0168] In the embodiment, when the distance between the first virtual character 201 and the second virtual object 223 is less than the third threshold, a third virtual button can be displayed at a preset position of the first display area 210, and the name of the third virtual button can be “seize”, “seize”, etc. The embodiment is not limited in this regard. The first terminal device 120 can receive a click operation instruction of the first user 910 on the third virtual button, and control the first virtual character 201 to seize the virtual prop of the second virtual object 223 based on the click operation instruction.
[0169] Optionally, in the embodiment, the second data amount is used to represent the movement distance of the second virtual object 223 along the second preset route 224; that is, in the first display area 210 and the second display area 220, the first virtual character 201 can make the second virtual object 223 move backward by a distance along the second preset route 224 for each virtual prop seized. The second data amount is similar to the first data amount, and both are not limited to distance, but can also be time, score, percentage, etc. The embodiment will not be repeated here.
[0170] Optionally, in the embodiment, the second data amount and the first data amount can be set to be the same, i.e. the distance of the virtual object controlled to move forward or backward based on one virtual prop is the same; or the second data amount and the first data amount can be set to be different, for example, the second data amount is half of the first data amount, at this time, the distance of the virtual object controlled to move backward based on one virtual prop is only half of the distance of the virtual object controlled to move forward based on one virtual prop. The second data amount and the first data amount can be adjusted as needed, and the embodiment is not limited in this regard.
[0171] In some embodiments, the first virtual object is provided with a fusion region; for example, a fusion region can be provided on the side wall of the first virtual object 221. The method further comprises:
[0172] In step S301, the first virtual character is controlled to be in a first display state when the first virtual character is located in the fusion region; wherein the character visibility of the first virtual character in the first display state is lower than the character visibility of the first virtual character in a second display state, and the second display state is a display state of the first virtual character located in an area other than the fusion region in the virtual scene.
[0173] In this embodiment, the fusion region is a region with functionality; when the virtual character is in the fusion region, different display effects and attributes can be obtained. Specifically, when the first user 910 can control the first virtual character 201 to move and enter the fusion region on the first virtual object 221 through the first terminal device 120, when the first virtual character 201 is located in the fusion region, the first virtual character 201 can be controlled to switch from the second display state in other areas of the virtual scene to the first display state in the fusion region, and obtain the character gain effect corresponding to the attribute of the fusion region, such as increased movement speed, increased speed of handing over virtual props, etc., or due to entering the first display state, the speed of the first virtual character 201 handing over or taking virtual props is reduced.
[0174] Wherein the character visibility of the first virtual character 201 in the first display state is lower than the character visibility of the first virtual character 201 in the second display state, which provides a new game play for the user, increases the fun of the game, and improves the user experience; at the same time, since the fusion region is set, the visibility of the first virtual character 201 after entering the fusion region is reduced, thereby reducing the amount of data and resources in the game content presentation, and reducing the workload and computing pressure of the terminal device.
[0175] In step S302, if the first virtual character is located in the fusion region, the first virtual character is controlled to be in the second display state in response to a sixth control instruction or receiving an attack operation instruction of the second virtual character.
[0176] In this embodiment, when the first user 910 applies an attack or movement operation instruction to the first virtual character 201 through the first terminal device 120 when the first virtual character 201 is located in the fusion region, a sixth control instruction can be generated, and based on the sixth control instruction, the first virtual character 201 can be controlled to switch from the first display state to the second display state. Or, when the first virtual character 201 receives an attack operation instruction of the second virtual character 202, the first virtual character 201 can also be controlled to switch from the first display state to the second display state.
[0177] In some embodiments, the determining the game result according to the final position of the first virtual object on the first preset route and the final position of the second virtual object on the second preset route in step S107 comprises: in response to the first virtual object reaching the end point on the first preset route before the second virtual object, the first virtual organization wins.
[0178] In the embodiment, if the first virtual object 221 reaches the end point on the first preset route 222 first, and the second virtual object 223 has not reached the end point on the second preset route 224, the first virtual organization wins.
[0179] Alternatively, the determining the game result according to the final position of the first virtual object on the first preset route and the final position of the second virtual object on the second preset route in step S107 comprises: in response to the first distance between the final position of the first virtual object on the first preset route and the end point of the first preset route being less than the second distance between the final position of the second virtual object on the second preset route and the end point of the second preset route within a preset time range, the first virtual organization wins.
[0180] In the embodiment, the game time can be displayed in a preset area of the first display area 210. As shown in Figure 4 The countdown component 216 can be displayed in the upper middle part of the first display area 210, and is used to display the remaining time of the current game. If no virtual object of a virtual organization reaches the end point of the preset route after the game time ends, the distance between the final position of each virtual object and the end point of the preset route after the countdown ends is compared, and the party with the virtual object closest to the end point wins.
[0181] Based on the same inventive concept, the present application also provides a virtual role-based game control method applied to a game control device, wherein the game control device provides game data to a plurality of terminal devices, the game control device communicates with the plurality of terminal devices, and implements a virtual role-based game control method corresponding to the terminal devices. It should be noted that the method of the embodiments of the present application can be executed by a single device, such as a computer or a server. The method of the embodiments of the present application can also be applied to a distributed scenario and completed by multiple devices in cooperation. In the distributed scenario, one of the multiple devices can only execute one or more steps in the method of the embodiments of the present application, and the multiple devices can interact with each other to complete the method.
[0182] It should be noted that the above describes some embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the acts or steps recited in the claims can be performed in a different order and still accomplish the desired results. Also, the processes depicted in the figures do not necessarily require the particular order shown, or sequential order to achieve the desired results. In certain implementations, multitasking and parallel processing can be advantageous.
[0183] Based on the same inventive concept, the present application also provides a terminal device corresponding to any of the above-mentioned embodiment methods, comprising a memory, a processor and a computer program stored in the memory and executable on the processor, wherein the processor implements the method of any one of the above-mentioned embodiments when executing the program.
[0184] Based on the same inventive concept, the present application also provides a game control device corresponding to any of the above-mentioned embodiment methods, comprising a memory, a processor and a computer program stored in the memory and executable on the processor, wherein the processor implements the method of any one of the above-mentioned embodiments when executing the program.
[0185] Figure 12 A more specific hardware structure diagram of a terminal device or a game control device provided by the embodiment is shown, which can include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040 and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030 and the communication interface 1040 are connected to each other through the bus 1050 for communication within the device.
[0186] The processor 1010 can be implemented in the form of a general-purpose CPU (Central Processing Unit), a microprocessor, an ASIC (Application Specific Integrated Circuit), or one or more integrated circuits, etc., for executing related programs to implement the technical solutions provided by the embodiments of the present application.
[0187] The memory 1020 can be implemented in the form of a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 1020 can store an operating system and other application programs, and when the technical solutions provided by the embodiments of the present application are implemented by software or firmware, the related program codes are stored in the memory 1020 and executed by the processor 1010.
[0188] The input / output interface 1030 is configured to connect an input / output module to realize information input and output. The input / output module can be configured in the device (not shown in the figure) or externally connected to the device to provide corresponding functions. The input device can include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device can include a display, a speaker, a vibrator, an indicator light, etc.
[0189] The communication interface 1040 is configured to connect a communication module (not shown in the figure) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired manner (such as a USB, a network cable, etc.) or a wireless manner (such as a mobile network, WIFI, Bluetooth, etc.).
[0190] The bus 1050 includes a channel to transmit information between various components (such as the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040) of the device.
[0191] It should be noted that although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040, and the bus 1050, in the specific implementation process, the device can also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device can also only include components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.
[0192] The electronic device of the above embodiments is used to implement the corresponding method in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which are not described here.
[0193] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application also provides a non-transitory computer readable storage medium storing computer instructions for causing the computer to execute the method of any of the above embodiments.
[0194] The computer readable medium of the above embodiments includes permanent and non-permanent, removable and non-removable media can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage device, or any other non-transmission medium that can be used to store information that can be accessed by a computing device.
[0195] The storage medium of the above embodiments stores computer instructions for causing the computer to perform the method as described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which are not repeated here.
[0196] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application also provides a computer program product, which includes a non-transitory tangible computer readable medium having computer readable instructions thereon. In some embodiments, the computer readable instructions are executable by one or more processors to cause the processors to perform the method. Corresponding to the execution subject of each step in each embodiment of the method, the processor performing the corresponding step can belong to the corresponding execution subject.
[0197] The computer program product of the above embodiments is used to cause the processor to perform the method as described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which are not repeated here.
[0198] "apparatus," "module," and the like in various embodiments of the present application can be implemented by using hardware units, software units or a combination thereof. Examples of hardware units can include devices, components, processors, microprocessors, circuits, circuit elements (e.g., transistors, resistors, capacitors, inductors, and so forth), integrated circuits, application specific integrated circuits (ASIC), programmable logic devices (PLD), digital signal processors (DSP), field programmable gate array (FPGA), memory units, logic gates, registers, semiconductor device, chips, microchips, chip sets, and so forth. Examples of software units can include software components, programs, applications, computer programs, application programs, system programs, machine programs, operating system software, middleware, firmware, software modules, routines, subroutines, functions, methods, procedures, software interfaces, application program interfaces (API), instruction sets, computation code, computer code, code segments, computer code segments, words, values, symbols, or any combination thereof. Determining whether an embodiment is implemented using hardware elements and / or software elements can vary in accordance with any number of factors, such as desired computational rate, power levels, heat tolerances, processing cycle budget, input data rates, output data rates, memory resources, data bus speeds and other design or performance constraints, as desired for a given implementation.
[0199] Certain embodiments can include an article of manufacture. An article of manufacture can include a storage medium to store logic. Examples of a storage medium can include one or more types of computer-readable storage media capable of storing electronic data, including volatile memory or non-volatile memory, removable or non-removable memory, erasable or non-erasable memory, writeable or re-writeable memory, and so forth. Examples of logic can include various software elements, such as software components, programs, applications, computer programs, application programs, system programs, machine programs, operating system software, middleware, firmware, software modules, routines, subroutines, functions, methods, procedures, software interfaces, application program interfaces (API), instruction sets, computation code, computer code, code segments, computer code segments, words, values, symbols, or any combination thereof. In one embodiment, for example, an article of manufacture can store executable computer program instructions, which, when executed by a computer, cause the computer to perform methods and / or operations according to described embodiments. The executable computer program instructions can include any suitable type of code, such as source code, compiled code, interpreted code, executable code, static code, dynamic code, and the like. The executable computer program instructions can be implemented according to a predefined computer language, manner or syntax, for instructing a computer to perform a certain function. The instructions can be implemented using any suitable high-level, low-level, object-oriented, visual, compiled and / or interpreted programming language.
[0200] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.
[0201] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.
[0202] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.
[0203] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.
Claims
1. A match control method based on a virtual character, characterized by, The method is applied to a terminal device provided with a graphical user interface, and the graphical user interface comprises a first display area and a second display area. At least part of a virtual scene is displayed in the first display area, and a thumbnail map corresponding to the virtual scene is displayed in the second display area, wherein a virtual organization confrontation interface is displayed in the thumbnail map, and the virtual organization confrontation interface comprises confrontation information between a first virtual object of a first virtual organization at a position of a first preset route and a second virtual object of a second virtual organization at a position of a second preset route. In response to a first control instruction, a first virtual character in the first virtual organization is controlled to obtain at least one virtual prop in the first display area. In response to a second control instruction, the first virtual character is controlled in the first display area, if the first virtual character and the first virtual object satisfy a first preset condition, the first virtual object is controlled to move a first data amount along the first preset route based on the virtual prop carried or equipped by the first virtual character, and the first virtual object has passed part of the first preset route and the part of the first preset route not passed are displayed in different display manners; the first data amount is used to represent a moving distance of the first virtual object on the first preset route, and the moving distance is displayed in the thumbnail map. A confrontation result is determined according to a final position of the first virtual object on the first preset route and a final position of the second virtual object on the second preset route.
2. The method of claim 1, wherein, The virtual prop is arranged in the virtual scene. The control of the first virtual character to obtain at least one virtual prop comprises: If a distance between the first virtual character and the virtual prop is less than a first threshold value, the first virtual character obtains the virtual prop.
3. The method of claim 2, wherein, The generation of the virtual prop comprises: A virtual prop generation device in the virtual scene is controlled to generate at least one virtual prop and drop the virtual prop in the virtual scene.
4. The method of claim 3, wherein, The dropping of the virtual prop comprises: In response to a third control instruction, the first virtual character is controlled to attack a second virtual character in the second virtual organization to make the second virtual character die, and the virtual prop obtained by the second virtual character is dropped in the virtual scene; In response to a fourth control instruction, the first virtual character is controlled to unload the virtual prop, and the virtual prop obtained by the first virtual character is dropped in the virtual scene.
5. The method of claim 4, wherein, Further comprising: In response to the first virtual character obtaining the virtual prop, an unloading icon of the virtual prop is displayed in the first display area; A clicking operation of a user on the unloading icon is received to generate the fourth control instruction, and the first virtual character is controlled to unload the virtual prop based on the fourth control instruction.
6. The method of claim 1, wherein, If the first virtual character and the first virtual object satisfy a first preset condition, the first virtual object is controlled to move a first data amount along the first preset route based on the virtual prop, which comprises: If a distance between the first virtual character and the first virtual object is less than a second threshold value, the first virtual object acquires the virtual prop of the first virtual character and moves the first data amount based on the virtual prop; or The first virtual character sends the virtual prop to the first virtual object, and the first virtual object moves the first data amount based on the virtual prop.
7. The method of claim 4, wherein, Further comprising: If the first virtual character, the second virtual character and the first virtual object all satisfy the first preset condition, the first virtual object is controlled to not move on the first preset route.
8. The method of claim 4, wherein, Further comprising: In response to a fifth control instruction, the first virtual character is controlled, and if the first virtual character and the second virtual object satisfy a second preset condition, the second virtual object is controlled to move a second data amount in a reverse direction according to the second preset route; the second data amount is used to represent a moving distance of the second virtual object on the second preset route.
9. The method of claim 8, wherein, If the first virtual character and the second virtual object satisfy a second preset condition, the second virtual object is controlled to move a second data amount in a reverse direction according to the second preset route based on the virtual prop, comprising: If a distance between the first virtual character and the second virtual object is less than a third threshold value, the first virtual character acquires the virtual prop of the second virtual object and makes the second virtual object move the second data amount in a reverse direction; or The first virtual character acquires the virtual prop from the second virtual object, and the second virtual object moves the second data amount in a reverse direction based on the virtual prop.
10. The method of claim 4, wherein, The first virtual object is provided with a fusion area; the method further comprises: In a case where the first virtual character is located in the fusion area, the first virtual character is controlled to be in a first display state; wherein a character visibility of the first virtual character in the first display state is lower than a character visibility of the first virtual character in a second display state, the second display state being a display state of the first virtual character in an area other than the fusion area in the virtual scene; and If the first virtual character is located in the fusion area, in response to a sixth control instruction or receiving an attack operation instruction of the second virtual character, the first virtual character is controlled to be in the second display state.
11. The method of claim 1, wherein, Further comprising: The first preset route and the second preset route are respectively displayed in different display manners in the thumbnail map; In the first preset route, a part of the first preset route that has been passed through by the first virtual object and a part of the first preset route that has not been passed through are respectively displayed in different display manners; In the second preset route, a part of the second preset route that has been passed through by the second virtual object and a part of the second preset route that has not been passed through are displayed in different display manners.
12. The method of claim 1, wherein, Further comprising: If the virtual prop acquired by the first virtual character satisfies a third preset condition, a path from a current position of the first virtual character to the first virtual object is displayed in the thumbnail map.
13. The method of claim 1, wherein, determining the game result according to the final position of the first virtual object on the first preset route and the final position of the second virtual object on the second preset route, comprising: in response to the first virtual object reaching the end point on the first preset route before the second virtual object, the first virtual organization wins; or, in response to the first distance between the final position of the first virtual object on the first preset route and the end point of the first preset route being less than the second distance between the final position of the second virtual object on the second preset route and the end point of the second preset route within a preset time range, the first virtual organization wins.
14. A match control method based on a virtual character, characterized by, The application is applied to a game control device, which provides game data to a plurality of terminal devices, and communicates with the terminal devices, and the terminal devices are used to implement the method according to any one of claims 1 to 13.
15. A terminal device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor implements the method according to any one of claims 1 to 13 when executing the program.
16. A game control device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor implements the method according to claim 14 when executing the program.
17. A virtual character-based game control system, comprising: comprising: a plurality of terminal devices according to claim 15; and a game control device according to claim 16.
18. A non-transitory computer-readable storage medium storing computer instructions, wherein, The computer instructions are used to make the computer execute the method according to any one of claims 1 to 13 or claim 14.
19. A computer program product, the computer program product comprising a computer-readable storage medium having instructions stored thereon, the computer-readable storage medium being characterised in that, The instructions, when executed, make at least one central processing unit of the computing device execute the method according to any one of claims 1 to 13 or claim 14.