A control method and device for game group battle
By displaying the processing controls for missing virtual characters in the team battle in the graphical user interface, the problem of inefficiency of missing virtual characters in the team battle game is solved, and faster and more efficient processing is achieved, improving the game experience.
Patent Information
- Application Number
- CN202210441996.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-25
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2042-04-25
AI Technical Summary
In the prior art, the missing virtual characters in team battle games are less efficient, and mainly rely on voice or text communication, and the team battle games that are inefficient cannot meet the fast process.
By displaying virtual characters and their processing controls that do not meet the team battle conditions in the graphical user interface, players can directly contact and send corresponding processing methods to solve the team battle conditions of virtual characters and improve processing efficiency.
This method significantly improves the efficiency of handling missing virtual characters in team battles, allowing players to quickly respond and solve missing problems in team battles, and improves the game experience.
Smart Images

Figure CN115155054B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of games, and more particularly to a method for controlling a team battle in a game. The present application also relates to a control device, a terminal, and a computer-readable storage medium for controlling a team battle in a game. Background Art
[0002] In Multiplayer Online Battle Arena (MOBA), players are usually divided into two camps. Players from different camps control the selected game characters to compete with each other in the game in the form of team battles to achieve game goals.
[0003] During team battles, some virtual characters in the camp are often missing. Currently, players send a call signal to the missing virtual characters through voice communication or text input before or during a team battle, and the efficiency of handling missing virtual characters in team battles is low. Summary of the invention
[0004] The present application provides a method and device for controlling a team battle in a game, so as to solve the problem of low efficiency in the prior art in processing the missing virtual characters in the team battle.
[0005] The present application provides a method for controlling a team battle in a game, the method comprising:
[0006] In response to the movement control instruction, control the first virtual character in our camp to move in the game scene;
[0007] In response to the first virtual character satisfying the team battle condition, a second virtual character in the team that does not satisfy the team battle condition is displayed in the graphical user interface, and at least one processing control for the second virtual character is displayed; the processing control corresponds to a processing method for processing the second virtual character not satisfying the team battle condition;
[0008] In response to the triggering operation on the processing control, the processing method corresponding to the processing control is executed.
[0009] Optionally, the team battle conditions include: a relative distance condition between the virtual character in our camp and the virtual character in the enemy camp, specifically:
[0010] If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is less than or equal to a first preset distance threshold, the team battle condition is met;
[0011] If the relative distance between the virtual character in our camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met.
[0012] Optionally, in response to the first virtual character satisfying the team battle condition, displaying in the graphical user interface a second virtual character in our camp that does not satisfy the team battle condition, including: in response to the relative distance between the first virtual character and the virtual character in the enemy camp being less than or equal to the first preset distance threshold, displaying in the graphical user interface a second virtual character in our camp whose relative distance between the virtual character in the enemy camp and the virtual character in the enemy camp is greater than the first preset distance threshold.
[0013] Optionally, the second virtual character includes: all virtual characters in our camp that do not meet the team battle conditions.
[0014] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface includes:
[0015] In response to the first virtual character satisfying the team battle condition, determining all virtual characters in our camp that do not satisfy the team battle condition;
[0016] All virtual characters that do not meet the team battle conditions are displayed in the graphical user interface.
[0017] Optionally, the second virtual character also includes: some virtual characters in our camp that do not meet the team battle conditions.
[0018] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface further includes:
[0019] In response to the first virtual character satisfying the team battle condition, determining the virtual characters that are missing from the virtual characters satisfying the team battle condition in the friendly camp compared to the virtual characters satisfying the team battle condition in the enemy camp;
[0020] The missing virtual character is displayed in a graphical user interface.
[0021] Optionally, the processing control includes: a call control corresponding to a processing method for transmitting a call to join the group message to the second virtual character.
[0022] Optionally, the method comprises:
[0023] In response to the first virtual character satisfying the team battle condition, displaying the second virtual character in a graphical user interface and displaying a call control for the second virtual character;
[0024] In response to a triggering operation on the call control, the call joining message is transmitted to the second virtual character.
[0025] Optionally, the method further includes:
[0026] In response to transmitting the call to join the group message to the second virtual character, determining a relative distance between a current location of the second virtual character and a location of the first virtual character and a second preset distance threshold;
[0027] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0028] If the relative distance between the current location of the second virtual character and the location of the first virtual character is less than or equal to the second preset distance threshold, the first virtual character may start a team battle;
[0029] If the relative distance between the current location of the second virtual character and the location of the first virtual character is greater than the second preset distance threshold, the first virtual character cannot start a team battle.
[0030] Optionally, the method further includes:
[0031] In response to transmitting the call to join the group message to the second virtual character, determining whether the time for the second virtual character to move from a current location to a location of the first virtual character is greater than a preset time threshold;
[0032] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0033] If the time it takes for the second virtual character to move from the current location to the location of the first virtual character is less than or equal to the preset time threshold, the first virtual character may start a team battle;
[0034] If the time taken for the second virtual character to move from the current location to the location of the first virtual character is greater than the preset time threshold, the first virtual character cannot start a team battle.
[0035] Optionally, the method further includes: in response to the first virtual character satisfying the team battle condition, transmitting a team battle prompt message to the second virtual character.
[0036] Optionally, the method further includes: the second virtual character uses skills or props to quickly move to the location of the first virtual character.
[0037] The embodiment of the present application also provides a control device for a game team battle, including: a movement control device, a control display device, and an execution processing device;
[0038] The movement control device is used to control the first virtual character in our camp to move in the game scene in response to the movement control instruction;
[0039] The control display device is used for displaying a second virtual character in our camp that does not meet the team battle condition in a graphical user interface in response to the first virtual character meeting the team battle condition, and displaying at least one processing control for the second virtual character; the processing control corresponds to a processing method for processing the second virtual character not meeting the team battle condition;
[0040] The execution processing device is used to execute the processing method corresponding to the processing control in response to the triggering operation of the processing control.
[0041] The embodiment of the present application also provides a terminal, including: a memory, a processor, a display and a network interface;
[0042] The memory is used to store one or more computer instructions;
[0043] The processor is used to execute the one or more computer instructions to implement the above method;
[0044] The display is used to display a graphical user interface;
[0045] The network interface is used to connect to the server.
[0046] The embodiment of the present application also provides a computer-readable storage medium on which one or more computer instructions are stored, and the instructions are executed by a processor to implement the above method.
[0047] Compared with the prior art, the control method of the game team battle provided by the present application includes: in response to the movement control instruction, controlling the first virtual character in our camp to move in the game scene; in response to the first virtual character satisfying the team battle condition, displaying the second virtual character in our camp that does not meet the team battle condition in the graphical user interface, and displaying at least one processing control for the second virtual character; the processing control corresponds to the processing method for processing the second virtual character not meeting the team battle condition; in response to the triggering operation of the processing control, executing the processing method corresponding to the processing control. The method displays the second virtual character that does not meet the team battle condition and the processing control for the second virtual character in the graphical user interface, and intuitively displays the processing method corresponding to the processing method for processing the second virtual character not meeting the team battle condition in the form of a processing control on the graphical user interface, so that the player can quickly respond to the second virtual character not meeting the team battle condition, thereby improving the processing efficiency of the missing virtual character in the team battle. BRIEF DESCRIPTION OF THE DRAWINGS
[0048] Figure 1This is a schematic diagram of an application scenario of a method for controlling a game team battle provided by an embodiment of the present application;
[0049] Figure 2 It is a schematic diagram of an application system of a method for controlling a game team battle provided by an embodiment of the present application;
[0050] Figure 3 is a flow chart of a method for controlling a game team battle provided in the first embodiment of the present application;
[0051] Figure 4 is a schematic diagram of determining a second virtual character provided by the first embodiment of the present application;
[0052] Figure 5 is another schematic diagram of determining a second virtual character provided by the first embodiment of the present application;
[0053] Figure 6 is a schematic diagram of displaying a second virtual character and processing controls in a graphical user interface provided by the first embodiment of the present application;
[0054] Figure 7 It is a schematic diagram of a method for controlling a game team battle provided in the second embodiment of the present application;
[0055] Figure 8 It is a schematic diagram of another method for controlling a game team battle provided in the second embodiment of the present application;
[0056] Fig. 9 It is a structural schematic diagram of a control device for a game team battle provided in a third embodiment of the present application;
[0057] Fig.10 It is a schematic diagram of the structure of the terminal provided in the fourth embodiment of the present application. DETAILED DESCRIPTION
[0058] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application. Therefore, the present application is not limited to the specific implementation disclosed below.
[0059] At present, in team battle games, the method for participating players to deal with non-participating players is mainly to send a call-to-join signal to non-participating players through voice or text. For example: in a multiplayer game, if a game player meets the team battle conditions and needs to call other teammates to join the battle, the game player often contacts the teammates through voice. After the teammates respond, the game player informs the teammates of the reason for the call and the team battle location and other information through voice. If teammates cannot communicate by voice, the game player will send the call-to-join signal to teammates through text input.
[0060] The existing method for handling missing virtual characters in team battles is mainly based on calling methods through voice or text communication, and the voice or text calling signal transmission method itself is inefficient, and it is necessary to first make a voice connection with the non-participating players, or click on the chat dialog box of the non-participating players to achieve it. Therefore, the existing technology has a low efficiency in handling missing virtual characters in team battles, and cannot meet the needs of team battle games with fast game progress.
[0061] In response to the problem of low efficiency in handling missing virtual characters in the above-mentioned existing team battle games, the present application provides a control method for game team battles, which displays the processing method for missing virtual characters in the form of processing controls in the game player's graphical user interface. The game player can implement the corresponding processing method by triggering the processing controls in the graphical user interface, thereby improving the game player's processing efficiency for missing virtual characters in team battles.
[0062] The following is a further detailed description of the game group battle control method, device, terminal and computer-readable storage medium described in the present application in conjunction with specific embodiments and drawings.
[0063] Figure 1 Schematic diagram of an application scenario of a method for controlling a game team battle provided by an embodiment of the present application. Figure 1 As shown, in a multiplayer online competitive game, a team battle is about to be launched, but the number of virtual characters that meet the team battle conditions in our camp is significantly less than the number of virtual characters that meet the team battle conditions in the enemy camp. Then, the control method for the game team battle provided by the present invention can be used to quickly handle the missing virtual characters.
[0064] Figure 2 Schematic diagram of an application system of a method for controlling a team battle in a game provided by an embodiment of the present application. Figure 2As shown, the system includes but is not limited to a plurality of game terminals 201 and a game server 202 connected thereto. The plurality of game terminals 201 are connected to the same game server 202, and a plurality of game players are divided into two different camps. The game terminal 201 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The game server 202 deploys game tasks for the game terminal and implements the control method of the game group battle provided by the present invention. The game server 202 can be an independent server or a server group composed of multiple servers, each of which deploys a module of the method provided by the present application. For example: display server, execution server, etc. Of course, the game server 202 can also be a cloud server, and the control method of the game group battle provided by the present invention is deployed on the cloud server. Game players play games through the game terminal 201, and the game server 202 implements the control method of the game group battle.
[0065] The first embodiment of the present application provides a method for controlling a game team battle.
[0066] Figure 3 Flowchart of the control method of the game group battle provided by this embodiment. Figure 3 The control method of the game team battle provided by this embodiment is described in detail. The embodiments described below are used to explain the technical solution of the present invention and are not intended to be used as limitations for actual use.
[0067] like Figure 3 As shown, the game team battle control method provided in this embodiment includes the following steps:
[0068] Step S301, in response to a movement control instruction, controlling the first virtual character in our camp to move in the game scene.
[0069] The instructions are commands to be executed issued by the game player to the game character he controls during the game according to the progress of the game. They can include instructions issued in scenes outside the game, such as: follow the birth instruction; they can also include instructions issued in scenes within the game, such as: movement control instructions, team battle instructions, etc.
[0070] The movement control instruction refers to the movement command issued by the game player to the game character controlled by the game player during the game. The virtual character moves in the game scene to pick up items, find and avoid enemies, etc.
[0071] In response to the movement control instructions issued by the game player to the first virtual character controlled by the game player, the first virtual character can move in the game scene. When moving to certain specific locations in the game scene, or meeting teammates or enemies during movement, a new game process will be triggered. For example: when the first virtual character moves to a team battle location, it can participate in the team battle. For another example: when the first virtual character meets a virtual character in the enemy camp during movement, a team battle can be initiated.
[0072] Step S302, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface, and displaying at least one processing control for the second virtual character; the processing control corresponds to a processing method for processing the second virtual character not satisfying the team battle condition.
[0073] The team battle conditions refer to the conditions that must be met for a virtual character to initiate a team battle during the game, such as the virtual character's own level, the number of the virtual character's teammates, the relative distance between the virtual character and the virtual characters in the enemy camp, etc.
[0074] The team battle conditions provided in this embodiment are the relative distance conditions between the virtual characters in our camp and the virtual characters in the enemy camp, that is, the distance between the position of any virtual character in our camp and the position of any virtual character in the enemy camp. Specifically:
[0075] If the relative distance between the virtual character in our camp and the virtual character in the enemy camp is less than or equal to the first preset distance threshold, the team battle condition is met.
[0076] If the relative distance between the virtual character in our camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met.
[0077] The first preset distance threshold refers to a standard distance set artificially for virtual characters in both camps to meet each other.
[0078] For example, the first preset distance threshold is set to 2 meters, that is, 2 meters is used as the standard distance for virtual characters in both camps to meet. Virtual character A in our camp moves in the game scene, and virtual character Z in the enemy camp moves in the game scene. If the relative distance between virtual character A and virtual character Z is greater than 2 meters, it is determined that virtual character A and virtual character Z have not met. If the relative distance between virtual character A and virtual character Z is less than or equal to 2 meters, it is determined that virtual character A and virtual character Z have met, and both virtual character A and virtual character Z meet the group battle conditions.
[0079] When any virtual character meets the team battle conditions, the game system will automatically detect and determine the current status of all other virtual characters in the camp where the virtual character is located, such as: whether other virtual characters meet the team battle conditions. Of course, the game system will also detect the current status of all virtual characters in the enemy camp of the camp where the virtual character is located, such as: detecting whether all virtual characters in the enemy camp meet the team battle conditions. In one camp, one virtual character can meet the team battle conditions, or multiple virtual characters can meet the team battle conditions at the same time. Therefore, the first virtual character described in this embodiment can represent a virtual character in our camp that meets the team battle conditions, or it can represent multiple virtual characters in our camp that meet the team battle conditions. Our camp and the enemy camp are relative, therefore, the first virtual character can also represent a virtual character in the enemy camp that meets the team battle conditions.
[0080] If the relative distance between the first virtual character and the virtual character in the enemy camp is less than or equal to the first preset distance threshold, it can be determined that the first virtual character meets the team battle condition.
[0081] The second virtual character refers to a virtual character in our camp that does not meet the team battle conditions, that is, a virtual character in our camp whose relative distance to the virtual character in the enemy camp is greater than the first preset distance threshold. For example: if the relative distance between virtual character A and virtual character Z is greater than the first preset distance threshold, then both virtual character A and virtual character Z are virtual characters that do not meet the team battle conditions, and both virtual character A and virtual character Z can be the second virtual character. If virtual character A is a virtual character in our camp, then virtual character A is the second virtual character, and if virtual character Z is a virtual character in our camp, then virtual character Z is the second virtual character. Our camp and the enemy camp are only from the perspective of a certain game player, and are not distinguished in an absolute sense.
[0082] The second virtual character provided in this embodiment includes all virtual characters in our camp that do not meet the group battle conditions.
[0083] The optional implementation method of judging the second virtual character provided in this embodiment is: in response to the first virtual character satisfying the team battle condition, judging all virtual characters in our camp that do not satisfy the team battle condition.
[0084] Figure 4 It is a schematic diagram of judging the second virtual character provided by this embodiment.
[0085] like Figure 4As shown, in a five-on-five team battle game, our camp 41 includes virtual characters 411, 412, 413, 414, and 415. When virtual character 411 meets the team battle condition, the game system will automatically query the status of all other virtual characters in our camp 41, and determine all virtual characters in our camp 41 that do not meet the team battle condition. For example: if it is found that virtual character 412 meets the team battle condition, and virtual character 413, 414, and 415 do not meet the team battle condition, then the second virtual character is all virtual characters that do not meet the team battle condition, including virtual character 413, 414, and 415.
[0086] The second virtual character provided in this embodiment also includes some virtual characters in our camp that do not meet the group battle conditions.
[0087] The optional implementation method for determining the second virtual character provided in this embodiment is: in response to the first virtual character satisfying the team battle condition, determining the virtual characters that are missing in our camp compared to the virtual characters that meet the team battle condition in the enemy camp.
[0088] Figure 5 This is another schematic diagram of determining a second virtual character provided by this embodiment.
[0089] like Figure 5 As shown, in a five-on-five team battle game, our camp 51 includes virtual characters 511, 512, 513, 514, and 515. The enemy camp 52 includes virtual characters 521, 522, 523, 524, and 525. Among them, virtual characters 511 and 521 are virtual characters with the same attribute, virtual characters 512 and 522 are virtual characters with the same attribute, virtual characters 513 and 523 are virtual characters with the same attribute, virtual characters 514 and 524 are virtual characters with the same attribute, and virtual characters 515 and 525 are virtual characters with the same attribute.
[0090] When virtual character 511 meets the team battle conditions, the game system will automatically query the status of all other virtual characters in our camp 51, and determine all virtual characters in our camp 51 that meet the team battle conditions. At the same time, the game system will automatically query the status of all virtual characters in the enemy camp 52, and determine all virtual characters in the enemy camp 52 that meet the team battle conditions. For example: it is found that the virtual characters that meet the team battle conditions in our camp 51 include virtual character 511 and virtual character 512; the virtual characters that meet the team battle conditions in the enemy camp 52 include virtual character 521, virtual character 522, and virtual character 523. Then the virtual character that meets the team battle conditions in our camp 51 is missing compared to the virtual characters that meet the team battle conditions in the enemy camp 52 is virtual character 513. Then the second virtual character is virtual character 513, and virtual character 513 is just one of the virtual characters in our camp 51 that do not meet the team battle conditions.
[0091] The attributes of the virtual character refer to the type of virtual character in the game setting. For example, in some games, the game characters are divided into warriors, mages, shooters, doctors, etc. When the player chooses a warrior role, the game character controlled by the player will have the attributes and skills of the warrior (such as displacement skills, strong survivability and aggressiveness, and mainly attacking the enemy team's output heroes during team battles, etc.). When the player chooses a doctor role, the game character controlled by the player will have the attributes and skills of the doctor (such as having blood recovery skills, which can restore blood volume for teammates or oneself). In the pre-game process, players will choose game characters, and each game character has its corresponding skills and attributes. The attributes of the virtual characters in both camps are corresponding, for example, both our camp and the enemy camp have virtual characters with doctor attributes.
[0092] The game system can determine the virtual characters that our camp lacks relative to the enemy camp based on the attributes of the virtual characters that meet the team battle conditions in our camp and the attributes of the virtual characters that meet the team battle conditions in the enemy camp. In this way, our camp can clearly know our skill disadvantages in the early stage of the team battle and deal with the missing virtual characters accordingly.
[0093] The present embodiment provides a method of displaying a second virtual character in our camp that does not meet the team battle condition in a graphical user interface in response to the first virtual character meeting the team battle condition, including: displaying all virtual characters that do not meet the team battle condition in the graphical user interface, that is, all virtual characters in our camp that do not meet the team battle condition.
[0094] The present embodiment provides a method of displaying a second virtual character in our camp that does not meet the team battle condition in a graphical user interface in response to the first virtual character meeting the team battle condition, and also includes: displaying the missing virtual character in the graphical user interface, that is, the virtual character that is missing from the virtual character in our camp that meets the team battle condition compared to the virtual character in the enemy camp that meets the team battle condition.
[0095] The second virtual character may be displayed on the graphical user interface in the form of displaying the second virtual character identification, for example: displaying the character name of the second virtual character, displaying the character avatar of the second virtual character, etc.
[0096] The processing control refers to a control corresponding to a processing method for a second virtual character that does not meet the team battle condition and appears on the graphical user interface in response to the first virtual character meeting the team battle condition. The processing control displayed on the graphical user interface may be one or more, and each processing control corresponds to a processing method for processing that the second virtual character does not meet the team battle condition.
[0097] The method for handling the second virtual character not meeting the team battle conditions may be a method of transmitting a call to join the team to the second virtual character, a method of replacing the second virtual character, or a method of transmitting a retreat message to the virtual character meeting the team battle conditions. The corresponding handling methods of different games are also different, and the handling methods are not limited here.
[0098] The processing control provided in this embodiment at least includes a call control, and the call control corresponds to a processing method for transmitting a call to join the group message to the second virtual character.
[0099] Figure 6 It is a schematic diagram of displaying a second virtual character and processing controls in a graphical user interface provided by this embodiment.
[0100] In response to the first virtual character satisfying the team battle condition, a second virtual character in our camp that does not satisfy the team battle condition and a processing control for the second virtual character are displayed on the graphical user interface. This embodiment is described by taking the lack of a doctor character in our camp as an example. Figure 6As shown, the second virtual character 61 is displayed in the graphical user interface in the form of the character name "doctor". The graphical user interface also displays the processing touch 621, processing control 622, processing control 623, processing control 624, and processing control 625 for the second virtual character "doctor" not meeting the group battle conditions, and each processing control corresponds to a processing method. Processing control 621 is a "call doctor" control, corresponding to a processing method for transmitting a call to join the group to the doctor, processing control 622 is a "summon blood-adding pet" control, corresponding to a processing method for summoning a blood-adding pet to replace the doctor, processing control 623 is a "switch blood-adding device" control, corresponding to a processing method for switching a blood-adding device to replace the doctor, processing control 624 is a "lock enemy doctor" control, corresponding to a processing method for attacking the doctor role in the enemy camp to alleviate the disadvantage of the lack of doctor roles in our camp, and processing control 625 is a "no group fight, retreat" control, corresponding to a method for transmitting a retreat message to a virtual character in our camp that meets the group battle conditions. Of course, there are other processing methods and corresponding processing controls, which will not be listed here one by one.
[0101] Step S303: in response to the triggering operation on the processing control, executing the processing method corresponding to the processing control.
[0102] The trigger operation may be any operation method of the game player on the processing control, such as a click operation, a press operation, a drag operation, a continuous click operation, etc. In response to the trigger operation of the game player on the processing control, the processing method corresponding to the processing control is executed.
[0103] This embodiment provides an optional implementation method, namely, in response to the first virtual character satisfying the team battle condition, the second virtual character is displayed in the graphical user interface, and a call control for the second virtual character is displayed; in response to the triggering operation of the call control, the call to join the team message is transmitted to the second virtual character.
[0104] The game player can pass the call to join the team message to the second virtual character by triggering the call control with one button.
[0105] In response to the first virtual character meeting the team battle conditions and transmitting a call to join the team message to the second virtual character, it is also necessary to determine whether the first virtual character can start the team battle according to the current state of the second virtual character.
[0106] The specific method includes: in response to transmitting the call to join the team message to the second virtual character, determining the relative distance between the current location of the second virtual character and the location of the first virtual character compared to a second preset distance threshold; and determining whether the first virtual character can start a team battle based on the determination result.
[0107] The second preset distance threshold refers to the artificially set distance standard at which the first virtual character can start a team battle. Specifically:
[0108] If the relative distance between the current location of the second virtual character and the location of the first virtual character is less than or equal to the second preset distance threshold, the first virtual character may start a team battle;
[0109] If the relative distance between the current location of the second virtual character and the location of the first virtual character is greater than the second preset distance threshold, the first virtual character cannot start a team battle.
[0110] For example, the second preset distance threshold is set to 20 meters, that is, 20 meters is used as the distance standard for the first virtual character to start a team battle. In response to virtual character A in our camp meeting the team battle conditions and transmitting a call to join the team message to virtual character B, if the relative distance between virtual character B and virtual character A is greater than 20 meters, it is determined that virtual character A cannot start a team battle; if the relative distance between virtual character B and virtual character A is less than or equal to 20 meters, it is determined that virtual character A can start a team battle.
[0111] This method can avoid the failure of a team battle due to the second virtual character's current location being far away from the team battle location and being unable to quickly join the battle.
[0112] The specific method also includes: in response to transmitting the call to join the team message to the second virtual character, determining whether the time for the second virtual character to move from the current location to the location of the first virtual character is greater than a preset time threshold; and determining whether the first virtual character can start a team battle based on the determination result.
[0113] The preset time threshold refers to the artificially set time standard for the first virtual character to start a team battle. Specifically:
[0114] If the time it takes for the second virtual character to move from the current location to the location of the first virtual character is less than or equal to the preset time threshold, the first virtual character may start a team battle;
[0115] If the time taken for the second virtual character to move from the current location to the location of the first virtual character is greater than the preset time threshold, the first virtual character cannot start a team battle.
[0116] For example, the preset time threshold is set to 10 seconds, that is, 10 seconds is used as the time standard for the first virtual character to start a team battle. In response to virtual character A in our camp meeting the team battle conditions and transmitting a call to join the team battle message to virtual character B, if the time for virtual character B to move from the current position to the position of virtual character A is greater than 10 seconds, it is determined that virtual character A cannot start a team battle; if the time for virtual character B to move from the current position to the position of virtual character A is less than or equal to 10 seconds, it is determined that virtual character A can start a team battle.
[0117] This method can avoid the failure of the team battle due to the second virtual character's current location being far away from the team battle location, or the second virtual character lacking a quick transfer prop and being unable to quickly join the battle.
[0118] The method of this embodiment further includes: in response to the first virtual character satisfying the team battle condition, transmitting a team battle prompt message to the second virtual character.
[0119] The team battle prompt message is a message to the second virtual character that the first virtual character may be about to start a team battle. The team battle prompt message is different from the call-to-team message. The team battle prompt message is a message automatically sent by the game system to the second virtual character in response to the first virtual character meeting the team battle conditions; while the call-to-team message is a message sent by the game system to the second virtual character in response to the game player triggering the call processing control. In other words, the triggering condition of the team battle prompt message is that the first virtual character meets the team battle conditions, while the triggering condition of the call-to-team message is that the first virtual character meets the team battle conditions and triggers the call processing control.
[0120] The method described in this embodiment further includes: the second virtual character uses skills or props to quickly move to the location of the first virtual character.
[0121] The second embodiment of the present application provides a method for controlling a game team battle. Figure 7 It is a schematic diagram of a method for controlling a game team battle provided by this embodiment.
[0122] like Figure 7 As shown, the control method of the game team battle provided in this embodiment includes:
[0123] First, in response to the second virtual character in our camp that does not meet the team battle conditions receiving a call for joining the team battle message transmitted by the first virtual character in our camp that meets the team battle conditions, the call for joining the team battle message 701 is displayed in the graphical user interface.
[0124] Second, in response to the viewing operation of the call to join the group message 701, the second virtual character is controlled to move to the location of the first virtual character in the game scene.
[0125] The method provided by this embodiment further includes: in response to a triggering operation on the call to join a group message, delivering a feedback message for the call to join a group message to the first virtual character.
[0126] This embodiment provides an optional implementation of the method: in response to the second virtual character receiving the call for group joining message transmitted by the first virtual character, displaying the call for group joining message and a message processing control in a graphical user interface; in response to a triggering operation on the message processing control, transmitting a feedback message of the call for group joining message to the first virtual character.
[0127] Figure 8 It is a schematic diagram of another method for controlling a game team battle provided by this embodiment.
[0128] like Figure 8 As shown, in response to the second virtual character receiving the call to join the group message from the first virtual character, the call to join the group message 801 is displayed in the graphical user interface, such as the prompt information of "someone calls you to join the group", and a message processing control 802 is displayed at the same time.
[0129] The message processing control 802 is a control corresponding to a feedback message for the call to join the group message 801 . By triggering the message processing control 802 , the feedback message can be delivered to the first virtual character.
[0130] By triggering the message processing control 802, the map location of the first virtual character can also be obtained.
[0131] By triggering the message processing control 802, the second virtual character can also be quickly transferred to the map location where the first virtual character is located.
[0132] The feedback message may be a real-time feedback message. In response to the triggering operation on the message processing control 802, the real-time dynamic information of the second virtual character is transmitted to the first virtual character.
[0133] For example, the second virtual character is using the fast teleportation skill to rush to the team battle location, and the current distance to the team battle location is 10 meters. For another example, the second virtual character lacks the fast teleportation skill, is using the ordinary movement method to rush to the team battle location, and it will take 20 seconds to reach the location. Dynamic information is transmitted to the first virtual character.
[0134] The method provided by this embodiment further includes: in response to the first virtual character receiving the feedback message, displaying the feedback message in a graphical user interface.
[0135] For example, the second virtual character is using the fast teleportation skill to rush to the team battle location, and the current distance to the team battle location is 10 meters, which is displayed on the graphical user interface. Another example is that the second virtual character lacks the fast teleportation skill, is using the ordinary movement method to rush to the team battle location, and it still takes 20 seconds to reach the team battle location, which is displayed on the graphical user interface.
[0136] The third embodiment of the present application provides a method for controlling a team battle in a game. The specific method includes the following steps:
[0137] First, in response to the movement control instruction, the first player controls the first virtual character in the camp to move in the game scene.
[0138] Second, in response to the first virtual character satisfying the team battle condition, a second virtual character in our camp that does not satisfy the team battle condition is displayed in the first player's graphical user interface, and at least one processing control for the second virtual character is displayed; the processing control corresponds to a processing method for processing the second virtual character not satisfying the team battle condition; the processing control includes a call control.
[0139] Third, in response to the first player's first triggering operation on the call control, the call joining message corresponding to the call control is transmitted to the second virtual character.
[0140] Fourth, in response to the first player transmitting the call-to-join message to the second virtual character, the call-to-join message is displayed in a graphical user interface of the second player controlling the second virtual character.
[0141] Fifth, in response to a second trigger operation of the second player on the message for calling for joining the team, a feedback message for the message for calling for joining the team is delivered to the first virtual character.
[0142] Sixth, in response to the second player delivering the feedback message to the first virtual character, displaying the feedback message in the graphical user interface of the first player.
[0143] The method for controlling a team battle in a game provided by this embodiment further includes: in response to the feedback message displayed in the graphical user interface of the first player, the first player controls the first virtual character to start a team battle.
[0144] For example, in the game, a distance threshold (e.g., 20 meters) is set between the current position of the game character and the target position. When the distance between the current position of the second virtual character and the position of the first virtual character (the team battle position) is less than or equal to the distance threshold, the first player can control the first virtual character to start the team battle. Otherwise, the team battle cannot be started. The second player transmits the distance between the current position of the second virtual character and the team battle position to the first virtual character through the second trigger operation of the call to join the team message, and displays the distance between the current position of the second virtual character and the team battle position in the graphical user interface of the first player. The first player can judge the time to start the team battle based on the distance between the current position of the second virtual character and the team battle position displayed in the graphical user interface, and make preparations for the team battle.
[0145] For another example, in the game, a time threshold (e.g., 10 seconds) is set for the time it takes for a game character to move from its current position to its target position. When the time required for the second virtual character to move from its current position to the position of the first virtual character (the team battle position) is less than or equal to the time threshold, the first player can control the first virtual character to start a team battle. Otherwise, the team battle cannot be started. The second player transmits the time required for the second virtual character to move from its current position to the team battle position to the first virtual character through a second trigger operation on the call to join the team message, and displays the time required for the second virtual character to move from its current position to the team battle position in the first player's graphical user interface. The first player can determine the time to start the team battle based on the time required for the second virtual character to move from its current position to the team battle position displayed in the graphical user interface, and make preparations for the team battle.
[0146] The processing controls include a call control, and also include controls corresponding to other processing methods, such as a retreat control.
[0147] When the second virtual character cannot quickly move to the team battle position for some reason, the first player can trigger the retreat control to transmit the message of retreat without fighting to other virtual characters that have met the team battle conditions.
[0148] The fourth embodiment of the present application provides a control device for a game team battle. Fig. 9 It is a schematic diagram of the structure of the control device for the game team battle provided in this embodiment.
[0149] like Fig. 9 As shown, the control device for the game team battle provided in this embodiment includes: a mobile control unit 901, a control display unit 902, and an execution processing unit 903.
[0150] The movement control unit 901 is used to control the first virtual character in our camp to move in the game scene in response to the movement control instruction.
[0151] The control display unit 902 is used to display a second virtual character in our camp that does not meet the team battle condition in a graphical user interface in response to the first virtual character satisfying the team battle condition, and display at least one processing control for the second virtual character; the processing control corresponds to a processing method for processing the second virtual character not meeting the team battle condition.
[0152] Optionally, the team battle conditions include: a relative distance condition between the virtual character in our camp and the virtual character in the enemy camp, specifically:
[0153] If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is less than or equal to a first preset distance threshold, the team battle condition is met;
[0154] If the relative distance between the virtual character in our camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met.
[0155] Optionally, in response to the first virtual character satisfying the team battle condition, displaying in the graphical user interface a second virtual character in our camp that does not satisfy the team battle condition, including: in response to the relative distance between the first virtual character and the virtual character in the enemy camp being less than or equal to the first preset distance threshold, displaying in the graphical user interface a second virtual character in our camp whose relative distance between the virtual character in the enemy camp and the virtual character in the enemy camp is greater than the first preset distance threshold.
[0156] Optionally, the second virtual character includes: all virtual characters in our camp that do not meet the team battle conditions.
[0157] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface includes:
[0158] In response to the first virtual character satisfying the team battle condition, determining all virtual characters in our camp that do not satisfy the team battle condition;
[0159] All virtual characters that do not meet the team battle conditions are displayed in the graphical user interface.
[0160] Optionally, the second virtual character also includes: some virtual characters in our camp that do not meet the team battle conditions.
[0161] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface further includes:
[0162] In response to the first virtual character satisfying the team battle condition, determining the virtual characters that are missing from the virtual characters satisfying the team battle condition in the friendly camp compared to the virtual characters satisfying the team battle condition in the enemy camp;
[0163] The missing virtual character is displayed in a graphical user interface.
[0164] Optionally, the processing control includes: a call control corresponding to a processing method for transmitting a call to join the group message to the second virtual character.
[0165] The execution processing unit 903 is used to execute the processing method corresponding to the processing control in response to the triggering operation of the processing control.
[0166] Optionally, the method comprises:
[0167] In response to the first virtual character satisfying the team battle condition, displaying the second virtual character in a graphical user interface and displaying a call control for the second virtual character;
[0168] In response to a triggering operation on the call control, the call joining message is transmitted to the second virtual character.
[0169] Optionally, the method further includes:
[0170] In response to transmitting the call to join the group message to the second virtual character, determining a relative distance between a current location of the second virtual character and a location of the first virtual character and a second preset distance threshold;
[0171] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0172] If the relative distance between the current location of the second virtual character and the location of the first virtual character is less than or equal to the second preset distance threshold, the first virtual character may start a team battle;
[0173] If the relative distance between the current location of the second virtual character and the location of the first virtual character is greater than the second preset distance threshold, the first virtual character cannot start a team battle.
[0174] Optionally, the method further includes:
[0175] In response to transmitting the call to join the group message to the second virtual character, determining whether the time for the second virtual character to move from a current location to a location of the first virtual character is greater than a preset time threshold;
[0176] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0177] If the time it takes for the second virtual character to move from the current location to the location of the first virtual character is less than or equal to the preset time threshold, the first virtual character may start a team battle;
[0178] If the time taken for the second virtual character to move from the current location to the location of the first virtual character is greater than the preset time threshold, the first virtual character cannot start a team battle.
[0179] Optionally, the method further includes: in response to the first virtual character satisfying the team battle condition, transmitting a team battle prompt message to the second virtual character.
[0180] Optionally, the method further includes: the second virtual character uses skills or props to quickly move to the location of the first virtual character.
[0181] A fifth embodiment of the present application provides a terminal. Fig.10 It is a schematic diagram of the structure of the terminal provided in this embodiment.
[0182] like Fig.10 As shown, the terminal provided in this embodiment includes: a memory 1001, a processor 1002, a display 1003 and a network interface 1004;
[0183] The memory 1001 is used to store computer instructions for executing a control method for a team battle in a game;
[0184] The processor 1002 is configured to execute computer instructions stored in the memory 1001 to perform the following operations:
[0185] In response to the movement control instruction, control the first virtual character in our camp to move in the game scene;
[0186] In response to the first virtual character satisfying the team battle condition, a second virtual character in the team that does not satisfy the team battle condition is displayed in the graphical user interface, and at least one processing control for the second virtual character is displayed; the processing control corresponds to a processing method for processing the second virtual character not satisfying the team battle condition;
[0187] In response to the triggering operation on the processing control, the processing method corresponding to the processing control is executed.
[0188] Optionally, the team battle conditions include: a relative distance condition between the virtual character in our camp and the virtual character in the enemy camp, specifically:
[0189] If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is less than or equal to a first preset distance threshold, the team battle condition is met;
[0190] If the relative distance between the virtual character in our camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met.
[0191] Optionally, in response to the first virtual character satisfying the team battle condition, displaying in the graphical user interface a second virtual character in our camp that does not satisfy the team battle condition, including: in response to the relative distance between the first virtual character and the virtual character in the enemy camp being less than or equal to the first preset distance threshold, displaying in the graphical user interface a second virtual character in our camp whose relative distance between the virtual character in the enemy camp and the virtual character in the enemy camp is greater than the first preset distance threshold.
[0192] Optionally, the second virtual character includes: all virtual characters in our camp that do not meet the team battle conditions.
[0193] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface includes:
[0194] In response to the first virtual character satisfying the team battle condition, determining all virtual characters in our camp that do not satisfy the team battle condition;
[0195] All virtual characters that do not meet the team battle conditions are displayed in the graphical user interface.
[0196] Optionally, the second virtual character also includes: some virtual characters in our camp that do not meet the team battle conditions.
[0197] Optionally, in response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in the graphical user interface further includes:
[0198] In response to the first virtual character satisfying the team battle condition, determining the virtual characters that are missing from the virtual characters satisfying the team battle condition in the friendly camp compared to the virtual characters satisfying the team battle condition in the enemy camp;
[0199] The missing virtual character is displayed in a graphical user interface.
[0200] Optionally, the processing control includes: a call control corresponding to a processing method for transmitting a call to join the group message to the second virtual character.
[0201] Optionally, the method comprises:
[0202] In response to the first virtual character satisfying the team battle condition, displaying the second virtual character in a graphical user interface and displaying a call control for the second virtual character;
[0203] In response to a triggering operation on the call control, the call joining message is transmitted to the second virtual character.
[0204] Optionally, the method further includes:
[0205] In response to transmitting the call to join the group message to the second virtual character, determining a relative distance between a current location of the second virtual character and a location of the first virtual character and a second preset distance threshold;
[0206] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0207] If the relative distance between the current location of the second virtual character and the location of the first virtual character is less than or equal to the second preset distance threshold, the first virtual character may start a team battle;
[0208] If the relative distance between the current location of the second virtual character and the location of the first virtual character is greater than the second preset distance threshold, the first virtual character cannot start a team battle.
[0209] Optionally, the method further includes:
[0210] In response to transmitting the call to join the group message to the second virtual character, determining whether the time for the second virtual character to move from a current location to a location of the first virtual character is greater than a preset time threshold;
[0211] According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically:
[0212] If the time it takes for the second virtual character to move from the current location to the location of the first virtual character is less than or equal to the preset time threshold, the first virtual character may start a team battle;
[0213] If the time taken for the second virtual character to move from the current location to the location of the first virtual character is greater than the preset time threshold, the first virtual character cannot start a team battle.
[0214] Optionally, the method further includes: in response to the first virtual character satisfying the team battle condition, transmitting a team battle prompt message to the second virtual character.
[0215] Optionally, the method further includes: the second virtual character uses skills or props to quickly move to the location of the first virtual character.
[0216] It should be noted that the relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include", "have", "include" and "includes" and other similar forms are the same in meaning, and the end of any one or more items after any of the above words is open-ended, and any of the above nouns does not mean that the one or more items have been exhaustively listed or are limited to the one or more items listed.
[0217] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically stated or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a database may include A, B, or C, then unless otherwise specifically stated or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.
[0218] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in the present disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.
[0219] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary from implementation to implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments may be apparent from the specific embodiments disclosed in the present invention. This specification and examples are for exemplary purposes only, and the true scope and essence of the present invention are described by the claims. The order of steps shown in the diagrams is also for the purpose of explanation only and is not meant to be limited to any particular steps or order. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.
[0220] In the drawings and detailed description of the present application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are only general and descriptive and not for the purpose of limitation.
Claims
1. A method for controlling a game team battle, characterized in that: The method comprises: In response to the movement control instruction, control the first virtual character in our camp to move in the game scene; In response to the first virtual character satisfying the team battle condition, a second virtual character in the team that does not satisfy the team battle condition is displayed in the graphical user interface, and at least one processing control for the second virtual character is displayed; the processing control corresponds to a processing method for processing the second virtual character not satisfying the team battle condition; In response to a triggering operation on the processing control, executing a processing method corresponding to the processing control; The group battle conditions include: the relative distance between the virtual characters in our camp and the virtual characters in the enemy camp, specifically: If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is less than or equal to a first preset distance threshold, the team battle condition is met; If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met; In response to the first virtual character satisfying the team battle condition, displaying in the graphical user interface a second virtual character in our camp that does not satisfy the team battle condition, includes: in response to the relative distance between the first virtual character and the virtual character in the enemy camp being less than or equal to the first preset distance threshold, displaying in the graphical user interface a second virtual character in our camp whose relative distance to the virtual character in the enemy camp is greater than the first preset distance threshold.
2. The method according to claim 1, characterized in that The second virtual characters include: all virtual characters in our camp that do not meet the group battle conditions.
3. The method according to claim 2, characterized in that In response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in a graphical user interface includes: In response to the first virtual character satisfying the team battle condition, determining all virtual characters in our camp that do not satisfy the team battle condition; All virtual characters that do not meet the team battle conditions are displayed in the graphical user interface.
4. The method according to claim 1, characterized in that The second virtual character also includes: some virtual characters in our camp that do not meet the group battle conditions.
5. The method according to claim 4, characterized in that In response to the first virtual character satisfying the team battle condition, displaying a second virtual character in our camp that does not satisfy the team battle condition in a graphical user interface also includes: In response to the first virtual character satisfying the team battle condition, determining the virtual characters that are missing from the virtual characters satisfying the team battle condition in the friendly camp compared to the virtual characters satisfying the team battle condition in the enemy camp; The missing virtual character is displayed in a graphical user interface.
6. The method according to claim 1, characterized in that The processing control includes: a call control corresponding to a processing method for transmitting a call to join a group message to the second virtual character.
7. The method according to claim 6, characterized in that The method comprises: In response to the first virtual character satisfying the team battle condition, displaying the second virtual character in a graphical user interface and displaying a call control for the second virtual character; In response to a triggering operation on the call control, the call joining message is transmitted to the second virtual character.
8. The method according to claim 6, characterized in that The method further comprises: In response to transmitting the call to join the group message to the second virtual character, determining a relative distance between a current location of the second virtual character and a location of the first virtual character and a second preset distance threshold; According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically: If the relative distance between the current location of the second virtual character and the location of the first virtual character is less than or equal to the second preset distance threshold, the first virtual character may start a team battle; If the relative distance between the current location of the second virtual character and the location of the first virtual character is greater than the second preset distance threshold, the first virtual character cannot start a team battle.
9. The method according to claim 6, characterized in that The method further comprises: In response to transmitting the call to join the group message to the second virtual character, determining whether the time for the second virtual character to move from a current location to a location of the first virtual character is greater than a preset time threshold; According to the judgment result, it is determined whether the first virtual character can start the team battle, specifically: If the time it takes for the second virtual character to move from the current location to the location of the first virtual character is less than or equal to the preset time threshold, the first virtual character may start a team battle; If the time taken for the second virtual character to move from the current location to the location of the first virtual character is greater than the preset time threshold, the first virtual character cannot start a team battle.
10. The method according to claim 1, characterized in that The method further includes: in response to the first virtual character satisfying the team battle condition, transmitting a team battle prompt message to the second virtual character.
11. The method according to claim 10, characterized in that The method further includes: the second virtual character uses skills or props to quickly move to the location of the first virtual character.
12. A control device for a game team battle, characterized in that: include: Mobile control device, control display device, execution processing device; The movement control device is used to control the first virtual character in our camp to move in the game scene in response to the movement control instruction; The control display device is used for displaying a second virtual character in our camp that does not meet the team battle condition in a graphical user interface in response to the first virtual character meeting the team battle condition, and displaying at least one processing control for the second virtual character; the processing control corresponds to a processing method for processing the second virtual character not meeting the team battle condition; The execution processing device is used to execute the processing method corresponding to the processing control in response to the triggering operation of the processing control; The group battle conditions include: the relative distance between the virtual characters in our camp and the virtual characters in the enemy camp, specifically: If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is less than or equal to a first preset distance threshold, the team battle condition is met; If the relative distance between the virtual character in the friendly camp and the virtual character in the enemy camp is greater than the first preset distance threshold, the team battle condition is not met; In response to the first virtual character satisfying the team battle condition, displaying in the graphical user interface a second virtual character in our camp that does not satisfy the team battle condition, includes: in response to the relative distance between the first virtual character and the virtual character in the enemy camp being less than or equal to the first preset distance threshold, displaying in the graphical user interface a second virtual character in our camp whose relative distance to the virtual character in the enemy camp is greater than the first preset distance threshold.
13. A terminal, characterized in that: include: Memory, processor, display and network interface; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 11; The display is used to display a graphical user interface; The network interface is used to connect to the server.
14. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: The instruction is executed by a processor to implement the method according to any one of claims 1 to 11.
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