Virtual game control method, device, storage medium and electronic device
By determining the target ending area and matching target virtual objects in virtual competitive sports games and controlling them to perform corresponding actions, the problem of lack of better offensive opportunities in the prior art is solved, the accuracy and efficiency of the game are improved, and the game experience is enhanced.
Patent Information
- Application Number
- CN202210845222.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-18
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2042-07-18
AI Technical Summary
There is a lack of effective ways to determine better offensive opportunities in existing virtual competitive sports games, resulting in a low gaming experience.
By displaying the virtual game screen on the graphical user interface of the virtual competitive sports game, the target ending area is determined based on the virtual field area, and the target virtual object matching the target ending area is selected from the virtual objects controlled by the attacking party, and the pre-action and final competitive action to perform the ending competitive action.
Improves the accuracy and efficiency of determining better offensive opportunities, and enhances the autonomy and experience of the game.
Smart Images

Figure CN115212570B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of virtual games, and particularly to a virtual game control method, apparatus, computer-readable storage medium and electronic device. Background Art
[0002] With the development of computer technology, virtual games have become increasingly important. People usually use virtual games for entertainment in their spare time or learn skills involved in the games through virtual games.
[0003] In virtual games, such as virtual competitive sports games like basketball and football, there is usually a bonus function. Currently, most of them are for adding attributes to certain players, and there is no other way to obtain better offensive opportunities, resulting in a low experience of virtual games. Summary of the Invention
[0004] Embodiments of the present application provide a virtual game control method, apparatus, computer-readable storage medium and electronic device, which can determine better offensive opportunities through other means, improve the accuracy and efficiency of determining better offensive opportunities, and improve the game experience.
[0005] Embodiments of the present application provide a virtual game control method, including:
[0006] Display a virtual game screen corresponding to a virtual competitive sports game on the graphical user interface of an electronic device, where the virtual game screen includes part or all of the virtual field area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties;
[0007] When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual field area, determine a target end area selected for the attacking party to perform an end competitive action, where the target end area is any one of multiple pre-determined end areas in the virtual field area, and the end competitive action includes a virtual competitive action for performing a virtual attack;
[0008] Determine a target virtual object that matches the target end area from at least one virtual object controlled by the attacking party;
[0009] Control the target virtual object to perform a pre-action of the end competitive action, or control the target virtual object to perform the pre-action and perform the end competitive action in the target end area.
[0010] Embodiments of the present application also provide a virtual game control apparatus, including:
[0011] A display module for displaying a virtual game screen corresponding to a virtual competitive sports game on a graphical user interface of an electronic device, where the virtual game screen includes a partial or entire virtual playing area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties;
[0012] An area determination module for, when the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, determining, based on the virtual playing area, a target end area selected for the attacking party to perform an end competitive action, where the target end area is any one of a plurality of pre-determined end areas in the virtual playing area, and the end competitive action includes a virtual competitive action of performing a virtual attack;
[0013] An object determination module for determining, from at least one virtual object controlled by the attacking party, a target virtual object that matches the target end area;
[0014] A control module for controlling the target virtual object to perform a pre-action of the end competitive action, or for controlling the target virtual object to perform the pre-action and perform the end competitive action in the target end area.
[0015] An embodiment of the present application further provides a computer-readable storage medium storing a computer program adapted to be loaded by a processor to execute the steps in the virtual game control method described in any of the above embodiments.
[0016] An embodiment of the present application further provides an electronic device including a memory and a processor, where the memory stores a computer program, and the processor executes the steps in the virtual game control method described in any of the above embodiments by calling the computer program stored in the memory.
[0017] The virtual game control method, device, computer-readable storage medium, and electronic device provided by the embodiments of the present application display a virtual game screen corresponding to a virtual sports game on the graphical user interface of the electronic device. The virtual game screen includes part or all of the virtual field areas of the virtual sports game. The virtual sports game includes at least two competing parties. When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual field area, a target end area for the attacking party to perform an end competitive action is determined, and a target virtual object that matches the target end area is determined from at least one virtual object controlled by the attacking party. The target virtual object is controlled to perform the pre-action of the end competitive action, or the target virtual object is controlled to perform the pre-action and perform the end competitive action in the target end area. In the embodiments of the present application, the target end area for performing the end competitive action can be selected, and the target virtual object that matches the target end area can be determined, and the target virtual object is controlled to perform the end competitive action in the target end area, so as to achieve the active selection of the target end area and at the same time select a better target virtual object to determine a better attacking opportunity. The embodiments of the present application determine a better attacking opportunity in a virtual sports game in a brand-new way, improving the accuracy and efficiency of determining a better attacking opportunity and enhancing the game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] To more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0019] Figure 1 FIG. is a schematic diagram of an application scenario provided by an embodiment of the present application.
[0020] Figure 2 FIG. is a schematic flowchart of the virtual game control method provided by an embodiment of the present application.
[0021] Figure 3 FIG. is a schematic diagram of the tactical area panel of the basketball game provided by an embodiment of the present application.
[0022] Figure 4 FIG. is a schematic sub-flowchart of the virtual game control method provided by an embodiment of the present application.
[0023] Figure 5 FIG. is a schematic diagram of the area matching control provided by an embodiment of the present application.
[0024] Figure 6Schematic diagram for superimposing and displaying a tactical area panel on a virtual game screen provided by an embodiment of the present application.
[0025] Figure 7 Another flowchart of the virtual game control method provided by an embodiment of the present application.
[0026] Figure 8 Schematic diagram of candidate tactics supported on a graphical user interface of a certain target end area provided by an embodiment of the present application.
[0027] Figure 9 Schematic diagram for displaying the tactical type and tactical name of a target tactic in a virtual game screen provided by an embodiment of the present application.
[0028] Figure 10 Another sub - flowchart of the virtual game control method provided by an embodiment of the present application.
[0029] Figure 11 Schematic diagram of the starting positions of each player in the starting point of a target tactic provided by an embodiment of the present application.
[0030] Figure 12 Schematic diagram of the current positions of each player provided by an embodiment of the present application.
[0031] Figure 13 Schematic diagram of a tactical browsing control and a tactical panel provided by an embodiment of the present application.
[0032] Figure 14 A flowchart of the virtual game control method provided by an embodiment of the present application.
[0033] Figure 15 Schematic diagram of a virtual object specifying control, a virtual object identifier, and a tactical panel provided by an embodiment of the present application.
[0034] Figure 16 Schematic diagram of the structure of a virtual game control device provided by an embodiment of the present application.
[0035] Figure 17 Schematic diagram of the structure of a control module provided by an embodiment of the present application.
[0036] Figure 18 Schematic diagram of the structure of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0037] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.
[0038] The embodiments of the present application provide a virtual game control method, apparatus, computer-readable storage medium, and electronic device. Specifically, the virtual game control method in the embodiments of the present application can be executed by an electronic device. Among them, the electronic device can be a terminal or a server, etc. The terminal can be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, and cloud storage.
[0039] For example, when the virtual game control method runs on the terminal, the terminal is used to implement the virtual game control method in the embodiments of the present application. Or, when the virtual game control method runs on the terminal, the terminal stores a game application program and is used to present a virtual game screen. The virtual game control method in the present application can be implemented in the game application program. The terminal is used to interact with the user through a graphical user interface. The way the terminal provides the graphical user interface to the user can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be presented through holographic projection.
[0040] For example, when the virtual game control method runs on the server, it can be a cloud game. In the operation mode of cloud games, the running entity of the game application program and the presenting entity of the virtual game screen are separated. The storage and operation of the virtual game control method are completed on the cloud game server. And the presentation of the virtual game screen is completed on the cloud game client. When playing a game, the user operates the cloud game client to send an operation instruction corresponding to the operation to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the virtual game screen. This reduces the consumption of computing resources of the terminal and improves the picture quality of the picture displayed on the terminal.
[0041] A virtual game control method, device, computer-readable storage medium, and electronic device provided by an embodiment of the present application will be described in detail below. It should be noted that the serial numbers of the following embodiments do not limit the preferred order of the embodiments.
[0042] Figure 1 FIG. 1 is a schematic diagram of an application scenario provided by an embodiment of the present application. Among them, the virtual game control method runs on an electronic device. A user corresponding to the electronic device, such as the holder user of the electronic device, can register a virtual user on the electronic device. The virtual user is a virtual player user, such as a virtual player user of a virtual sports game. The holder user interacts with the electronic device by controlling the virtual player user on the graphical user interface of the electronic device, such as performing various trigger operations on the graphical user interface, so that the electronic device responds to the corresponding various trigger operations to implement the virtual game control method in the present application.
[0043] Figure 2 FIG. 2 is a schematic flowchart of the virtual game control method provided by an embodiment of the present application. The virtual game control method includes the following steps.
[0044] 101. Display a virtual game screen corresponding to a virtual sports game on the graphical user interface of the electronic device. The virtual game screen includes part or all of the virtual field areas of the virtual sports game. The virtual sports game includes at least two competing parties.
[0045] The virtual sports game is also called an "active sports game" and belongs to a type of rule-based game. The basic elements that make up a virtual sports game are physical activities, plots, rules, methods, results, venues, and competing objects. Among them, physical activities are indispensable for virtual sports games. Virtual sports games can be classified differently according to their characteristics. For example, they can be classified according to basic human activities such as running, jumping, and throwing.
[0046] Most popular sports competitions in life will be included as virtual sports games. For example, basketball games, tennis games, golf games, football games, rugby games, racing games, etc. Among them, the corresponding virtual competing objects are basketballs, tennis balls, golf balls, footballs, rugby balls, racing vehicles, etc., and the corresponding virtual field areas are basketball courts, tennis courts, golf courses, football fields, rugby fields, racing lanes, etc. Virtual sports games also include virtual games without clear virtual competing objects such as boxing and swimming, and the corresponding virtual field areas include boxing rings, swimming pools, etc.
[0047] In a virtual competitive sports game, at least one virtual object participating in the sports competition or a group formed by multiple virtual objects can serve as a competing party. There are at least two competing parties in the virtual competitive sports game. For example, basketball games, tennis games, football games, etc. include two competing parties, and racing games, swimming games, etc. can include two or more competing parties. Each competing party includes one virtual object or multiple virtual objects. For example, in basketball games, football games, etc., each competing party includes multiple virtual objects, and in a singles tennis game, each competing party includes one virtual object. The virtual object can simulate real sports competition activities to achieve the purpose of obtaining points in the virtual game scene. When the points of the virtual object in the virtual game scene reach certain conditions, the virtual object wins / loses in the virtual game scene.
[0048] Correspondingly, an electronic device / a client can control one or more virtual objects in the virtual game scene, or a virtual user, that is, a virtual player user, can control one or more virtual objects in the virtual game scene. For example, in a basketball game, an electronic device can control multiple virtual objects in a team, such as 5 virtual objects.
[0049] Among them, the virtual game scene is a simulation environment scene of the real world, can also be a semi-simulated and semi-fictional environment scene, or can also be a purely fictional environment scene. The virtual game scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual object refers to an active object in the virtual game scene, and this active object varies according to the specific environment scene. For example, it can be at least one of a virtual character, a virtual animal, and a virtual vehicle such as a car. When the virtual game scene is a three-dimensional virtual scene, the corresponding virtual object can be a three-dimensional virtual object composed of a three-dimensional model.
[0050] The virtual game screen corresponding to the virtual competitive sports game is displayed on the graphical user interface of the electronic device. The virtual game screen is all or part of the virtual game scene. Correspondingly, the virtual game screen includes part or all of the virtual playing area of the virtual competitive sports game. This virtual playing area can be a basketball court for a basketball game, a football field for a football game, etc., and specific details can refer to the description above.
[0051] 102. When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual playing area, determine the selected target end area for the attacking party to perform the end competition action. This target end area is any one of multiple pre-determined end areas in the virtual playing area, and this end competition action includes performing a virtual competition action of virtual attack.
[0052] The virtual user corresponding to the electronic device can be the virtual player user currently logged in on the electronic device. According to the above description, one virtual user / one client / one electronic device can control one or more virtual objects in the virtual game scene. For example, in a basketball game, one virtual user controls 5 virtual objects of a team.
[0053] Since it is a virtual competitive sports game, the competitive parties include the attacking party, and the competitive parties can also include the defending party, etc. In the embodiments of the present application, the attacking party is taken as an example for description, and the defending party will not be described.
[0054] When the competitive party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual venue area, the selected target end area is determined, and the target end area is any one of the multiple pre-determined end areas in the virtual venue area. In the target end area, the attacking party performs the end competitive action / behavior of the corresponding virtual competitive sports game. The end competitive action includes performing the virtual competitive action of the virtual attack, such as any one or more actions (virtual competitive actions) or a coherent action formed by multiple actions to end the current attack, etc. The end competitive behavior includes performing the virtual competitive behavior of the virtual attack, such as any one or more behaviors (virtual competitive behaviors) or a coherent behavior formed by multiple behaviors to end the current attack, etc.
[0055] Taking a basketball game as an example, the end area is the area in the virtual venue area where the virtual object controlled by the attacking party can perform the end competitive action / behavior. Among them, the end competitive action / behavior includes actions / behaviors such as shooting, layup, and dunking to attack the basket. After performing the end competitive action / behavior, the attacking party will temporarily stop attacking. For example, it will change from the attacking party to the defending party.
[0056] Taking a football game as an example, the end area is the area in the virtual venue area where the virtual object of the attacking party can perform the end competitive action / behavior. Among them, the end competitive action / behavior includes actions / behaviors such as shooting.
[0057] The target end area is the area in the virtual venue area where the virtual object of the attacking party performs the end competitive action / behavior during the process of the current attack by the attacking party.
[0058] Such as Figure 3As shown, it is a schematic diagram of the tactical area panel of a basketball game. The tactical area panel shows a distribution map of tactical areas, and each tactical area corresponds one-to-one with the pre-divided finishing areas in the virtual field area. Among them, 10 finishing areas are divided in the virtual field area corresponding to the front court of the basketball game. Since the area where the attacking side executes the finishing competitive actions / behaviors during the attack cannot be the entire virtual field area of the basketball game, in the embodiments of the present application, the virtual field area corresponding to the front court of the basketball game is used as the corresponding virtual field area. There are 10 finishing areas in the virtual field area, and the target finishing area determined by the attacking side during this attack is any one of the 10 finishing areas, and these 10 finishing areas correspond one-to-one with the tactical areas in the tactical area panel.
[0059] The determination of the target finishing area can be determined by selection. Correspondingly, the target finishing area for executing the finishing competitive action can be selected, and the active selection / customization of the target finishing area can be realized; the determination of the target finishing area can also be determined by other means, such as automatic determination, etc.
[0060] In one embodiment, as Figure 4 shown, the above steps of determining the target finishing area selected for the attacking side to execute the finishing competitive action based on the virtual field area include steps 201 to 204.
[0061] 201. Display area matching controls on the graphical user interface.
[0062] Displaying area matching controls on the graphical user interface can be to superimpose and display area matching controls on the virtual game screen. Among them, the area matching controls can be superimposed and displayed on the virtual game screen all the time. For example, after opening the virtual competitive sports game, they are always superimposed and displayed on the virtual game screen, or they can be superimposed and displayed on the virtual game screen by triggering.
[0063] As Figure 5 shown, it is a schematic diagram of the area matching controls displayed on the graphical user interface. In Figure 5In this case, the area matching control is superimposed and displayed on the virtual game screen by being triggered. For example, tactical controls are provided on the graphical user interface. In response to a control trigger operation on the tactical control, at least one auxiliary control is displayed around the tactical control, and the auxiliary control includes an area matching control. For example, the tactical control, such as the "Tactics" control, is superimposed and provided / displayed on the right side of the virtual game screen corresponding to the graphical user interface. In response to a control trigger operation on the tactical control, such as long pressing the tactical control for more than 2 seconds, at least one auxiliary control corresponding to the tactical control is displayed on the graphical user interface. For example, at least one auxiliary control is displayed around the tactical control, and the auxiliary control includes a browsing control ("Browse"), an area matching control ("Hot Zone Match"), a virtual object designation control ("Designate Player"), etc., so as to superimpose and display the area matching control on the virtual game screen. Among them, the functions of the browsing control and the area matching control will be described later and will not be elaborated here. Among them, the control trigger operation of the tactical control can also be other operations, etc., which are not limited here.
[0064] 202. In response to a control trigger operation on the area matching control, a tactical area panel is displayed on the graphical user interface, and the tactical area panel includes multiple tactical areas corresponding to multiple end areas.
[0065] The control trigger operation of the area matching control includes but is not limited to click operation, touch operation, double-click operation, slide selection operation, etc. For example, the virtual user controlled by the holder user of the electronic device clicks, touches, double-clicks or slide selects the area matching control on the graphical user interface. In response to the control trigger operation on the area matching control, a tactical area panel is displayed on the graphical user interface, and the tactical area panel includes multiple tactical areas corresponding to multiple end areas. For example, multiple pre-determined tactical areas in the virtual field area are superimposed and displayed on the virtual game screen.
[0066] Each of the multiple tactical areas can be displayed in the form of controls such as corresponding text and graphics. One tactical area corresponds to one control, or it can also be displayed in the form of a tactical area distribution map, and the tactical area distribution map includes multiple tactical areas.
[0067] Such as Figure 6 As shown, it is a schematic diagram of a tactical area distribution map of a virtual field area superimposed and displayed on a virtual game screen. Taking the virtual field area of a basketball game as an example, the tactical area distribution map of the virtual field area includes 10 tactical areas, and the 10 tactical areas correspond one-to-one to the 10 end areas of the virtual field area.
[0068] 203. In response to an area trigger operation on multiple tactical areas, determine the tactical area triggered by the area trigger operation.
[0069] Among them, the area trigger operation includes, but is not limited to, click operation, touch operation, double-click operation, slide selection operation, etc. The virtual user controlled by the holder user of the electronic device clicks, touches, double-clicks or slide-selects one of the multiple tactical areas on the graphical user interface. In response to the area trigger operation for the multiple tactical areas, specifically, it can be in response to the area trigger operation for a certain tactical area among the multiple tactical areas, and determine the tactical area triggered by the area trigger operation. For example, the tactical area triggered by the area trigger operation can be Figure 6 the tactical area 7 in
[0070] 204, and determine the end area corresponding to the tactical area as the selected target end area for the attacking party to perform the end competitive action / behavior.
[0071] For example, Figure 6 the tactical area 7 in Figure 3 corresponds to the end area 7 in the virtual field area, and determine the end area 7 corresponding to the tactical area 7 in
[0072] as the selected target end area for the attacking party to perform the end competitive action / behavior.
[0073] In an embodiment, the step of determining the selected target end area for the attacking party to perform the end competitive action / behavior based on the virtual field area includes: in response to the field trigger operation for the virtual field area of the virtual game screen, determine the end area associated with the field trigger operation; and determine the end area as the selected target end area for the attacking party to perform the end competitive action.
[0074] The venue trigger operation can be a trigger operation that is different from all control trigger operations or all shortcut key operations involved in the virtual game scene of the virtual competitive sports game to avoid conflicts. For example, the venue trigger operation can be an operation of drawing a circle in the virtual venue area of the virtual game screen. The virtual user corresponding to the holder user of the electronic device draws a circle in the virtual venue area of the virtual game screen, corresponding to the venue trigger operation. In response to this venue trigger operation, the end area associated with the venue trigger operation is determined. For example, the end area where the center point of the venue trigger operation is located is determined, and this end area is determined as the selected target end area for the attacking side to perform the end competitive action.
[0075] In this embodiment, the selected target end area is directly determined in the virtual venue area of the virtual game screen, rather than by calling out the area matching control and triggering the area matching control, which realizes the autonomous and quick selection of the target end area. The target end area can be selected according to the user's will, improving the applicability and autonomy of the virtual competitive sports game, and at the same time improving the efficiency of determining the target end area.
[0076] 103. From at least one virtual object controlled by the attacking side, determine the target virtual object that matches the target end area.
[0077] The attacking side includes at least one virtual object.
[0078] When the attacking side includes one virtual object, if this virtual object can perform the end competitive action in the target end area, then this virtual object is determined as the target virtual object that matches the target end area; in an embodiment, if this virtual object cannot perform the end competitive action in the target end area, or does not meet the preset attacking conditions (such as the attacking attribute value is too low to meet the preset attacking conditions or the historical efficiency value of executing the target tactic is too low to meet the preset attacking conditions, etc., where the target tactic will be described below), then the target virtual object is empty, that is, there is no matching target virtual object, and corresponding prompts are made; if this virtual object can perform the end competitive action in the target end area and meets the preset attacking conditions, then this virtual object is used as the target virtual object that matches the target end area; or directly use the virtual object that meets the preset attacking conditions as the target virtual object that matches the target end area. Or in some cases, when the attacking side includes one virtual object, directly use this virtual object as the target virtual object.
[0079] When there are multiple virtual objects, if among the multiple virtual objects of the attacking side, there is no virtual object that can perform a finishing competitive action in the target finishing area or no virtual object meets the preset offensive conditions, the target virtual object is empty, that is, there is no matching target virtual object, and a prompt is given; if there is a virtual object that can perform a finishing competitive action in the target finishing area and meets the preset offensive conditions, then this virtual object is used as the target virtual object that matches the target finishing area; or directly use the virtual object that meets the preset offensive conditions as the target virtual object that matches the target finishing area. If there are multiple determined target virtual objects, then determine one of them as the final target virtual object.
[0080] Among them, the preset offensive conditions can be that the offensive attribute value is the highest, or the offensive attribute value is higher than the preset offensive attribute value, or the historical efficiency value of executing the target tactic is the highest, or the historical efficiency value is higher than the preset efficiency value. Selecting the target virtual object that meets the preset offensive conditions in the target finishing area can achieve the selection of a better target virtual object to obtain a better offensive opportunity and improve the game experience.
[0081] In one embodiment, step 103 includes: obtaining the offensive attribute values of multiple virtual objects controlled by the attacking side in the target finishing area, or the historical efficiency values of the multiple virtual objects executing the target tactic in the target finishing area; determining the virtual object with the highest offensive attribute value or the highest historical efficiency value as the target virtual object.
[0082] Among them, the offensive attribute value of the virtual object can be a real-time offensive attribute value determined according to the progress of the game, which can be automatically calculated as the game progresses, or this offensive attribute value is calculated based on multiple offensive attributes of the virtual object. This offensive attribute value can also be a fixed offensive attribute value determined before this game, and there is no specific limitation; the historical efficiency value can be the ratio or number of successful executions when the virtual object executes the target tactic in the target finishing area. For example, the ratio or number of successful shots. Determine the candidate virtual object with the highest offensive attribute value or the highest historical efficiency value among the virtual objects as the target virtual object.
[0083] After determining the target virtual object, mark the position area corresponding to the target virtual object on the graphical user interface. For example, mark it with a circle in the position area where the soles of the feet of the target virtual object are located.
[0084] Automatically select the target virtual object with the highest offensive attribute value or the highest historical efficiency value of executing the target tactic in the target finishing area to obtain the best offensive opportunity, improve the success rate of the offense, and improve the game experience.
[0085] 104. Control the target virtual object to perform the pre-action of the end competitive action, or control the target virtual object to perform the pre-action of the end competitive action and perform the end competitive action in the target end area.
[0086] The pre-action is one or more virtual competitive actions performed before the end competitive action. After the pre-action is performed, the end competitive action can be performed. The pre-action includes virtual competitive actions such as moving and teleporting virtual competitive objects. For example, the target virtual object moves from one end area to the target end area, teleports the virtual competitive object to another virtual object, or receives the virtual competitive object teleported from other virtual objects, etc.
[0087] For example, in a basketball game, the target virtual object moves from a non-target end area to the target end area, or the target virtual object receives the basketball teleported from other virtual objects; for example, in a racing game, the target virtual object performs at least one action before driving the racing car to the final sprint parking location, etc.
[0088] For example, in a basketball game, performing the end competitive action in the target end area includes controlling the target virtual object to perform a shooting action / behavior in the target end area. In a football game, controlling the target virtual object to perform a shooting action / behavior in the target end area. In a racing game, controlling the target virtual object to perform the final racing car sprint and parking action / behavior in the target end area, etc.
[0089] Among them, controlling the target virtual object to only perform the pre-action of the end competitive action is understood as that the target virtual object cannot complete the end competitive action, but the target virtual object still needs to perform the pre-action of the end competitive action. For example, in a basketball game, the ball is interrupted during the process of other virtual objects teleporting the basketball to the target virtual object, so the target virtual object cannot complete the shooting action / behavior in the target end area. For example, in a racing game, during the initial process of the target virtual object driving the racing car to the competition location or during the race course before the target end area, the racing car breaks down, then the target virtual object cannot complete the final racing car sprint and parking action / behavior in the target end area.
[0090] In the above embodiments, the target end area for performing the end competitive action can be selected, and the target virtual object that meets the preset offensive conditions in the target end area can be selected, and the target virtual object is controlled to perform the pre-action of the end competitive behavior, or the target virtual object is controlled to perform the pre-action and perform the end competitive action in the target end area, so as to realize the autonomous selection of the target end area, and at the same time realize the selection of a better target virtual object to determine a better offensive opportunity, improve the autonomy of the game, improve the accuracy and efficiency of determining a better offensive opportunity, and improve the game experience.
[0091] Figure 7 It is another schematic flowchart of the virtual game control method provided by the embodiments of the present application. The virtual game control method includes the following steps.
[0092] 301. Display a virtual game screen corresponding to a virtual competitive sports game on the graphical user interface of the electronic device. The virtual game screen includes a partial or entire virtual field area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties.
[0093] 302. When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual field area, determine a target end area selected for the attacking party to perform an end competitive action. The target end area is any one of multiple pre-determined end areas in the virtual field area, and the end competitive action includes a virtual competitive action of performing a virtual attack.
[0094] 303. Determine a target tactic from the candidate tactics supported by the target end area. The target tactic corresponds to a tactic run, and the target tactic includes an end competitive action.
[0095] In some virtual competitive sports games, tactics involved in the virtual competitive sports game are pre-configured. Taking a basketball game as an example, the tactics involved include one-on-one, shooting, passing, cutting in, pick-and-roll, three-point shot, etc.
[0096] The tactics involved include the tactic run and process of at least one or more virtual objects of the attacking party, and an end competitive action is performed in the tactic. Among them, the tactic run refers to the tactic run corresponding to at least one or more virtual objects of the attacking party during the attack for the corresponding tactic. In a basketball game, the action / behavior of attacking the basket can be completed by one virtual object or assisted by multiple virtual objects. In this tactic, one or more virtual objects do not stay still to complete the action / behavior of attacking the basket, but each virtual object has a corresponding tactic run. For example, moving / running in an arc in a certain area to obtain an offensive opportunity to attack the basket, etc.
[0097] In a virtual competitive sports game, a certain area or multiple areas in the virtual field area are pre-configured as end areas, and the tactics supported / corresponding to the end areas are configured.
[0098] After the target end area is determined, if the target end area matches the pre-configured end area, and the tactics supported / corresponding to this end area are also configured in the tactics library, then this tactic is used as the candidate tactic supported / corresponding to the target end area, and a tactic is determined from the candidate tactics as the target tactic. If the target end area does not match the pre-configured end area, it means that this end area does not belong to the target end area, and a prompt is given. If the target end area matches the pre-configured end area, but the tactics supported / corresponding to this end area are not configured in the tactics library, it means that there is no target tactic for the target end area, and a prompt is given.
[0099] After determining the candidate tactics supported by the target end area, the target tactic supported by the target end area can be determined in any way, such as automatically determining a target tactic, etc.
[0100] In one embodiment, the step of determining the target tactic from the candidate tactics supported by the target end area includes: displaying at least one candidate tactic supported by the target end area on the graphical user interface; in response to a tactic selection operation for the at least one candidate tactic, determining the target tactic from the at least one candidate tactic. In this embodiment, the virtual user controlled by the holder user of the electronic device selects a target tactic through the tactic selection operation on the graphical user interface, so as to actively select the target tactic, and can perform specified tactic runs and processes according to the specified target tactic, improving the autonomy of the game and the user experience.
[0101] Among them, the tactic selection operation includes but is not limited to click operation, touch operation, double-click operation, etc. For example, the virtual user controlled by the holder user of the electronic device clicks, touches, or double-clicks one of the at least one candidate tactics displayed on the graphical user interface, and in response to the tactic selection operation for the at least one candidate tactic, determines the target tactic on the graphical user interface.
[0102] As Figure 8 shown, it is a schematic diagram of the candidate tactics supported by a certain target end area displayed on the graphical user interface. For example, if the end area 1 in the virtual field area is determined as the target end area, the candidate tactics supported by the end area 1 are displayed on the graphical user interface, including: "00ISO 12 one-on-one", "00ISO 32 one-on-one", "00ISO 12QUICK pick and roll", etc. When the virtual user controlled by the holder user of the electronic device clicks on "00ISO 12 one-on-one", "00ISO 12 one-on-one" is used as the target tactic for the end area 1 in this offensive. Among them, "00ISO 12", "00ISO 32", etc. are the corresponding tactic types. Among them, the tactics library not only stores tactics, but also stores the corresponding tactic types.
[0103] In one embodiment, after selecting a target tactic, the tactic type and / or tactic name of the target tactic are displayed in the virtual game screen. As Figure 9 shown.
[0104] 304. From at least one virtual object controlled by the attacking side, determine a target virtual object that matches the target end area.
[0105] Among them, for step 304, please refer to the description of the corresponding step in the above text, and for the steps not described in detail in this embodiment, please refer to the description of the corresponding step in the above text, which will not be elaborated here.
[0106] 305. Control the target virtual object to move to the target end area according to the tactic running position and perform the end competitive action corresponding to the target tactic.
[0107] After determining the target virtual object, control the target virtual object to move to the target end area according to the tactic running position and perform the end competitive action of the target tactic.
[0108] If the tactic running position of a virtual object of the attacking side is included in the target tactic, the target virtual object moves to the target end area according to the tactic running position to perform the end competitive action of the target tactic.
[0109] If the tactic running position of multiple virtual objects of the attacking side is included in the target tactic, as Figure 10 shown, the steps of 305 above include the following steps 401 to 403.
[0110] 401. Assign the target virtual object to the tactic running position corresponding to the execution of the end competitive action in the target tactic.
[0111] The tactic includes the tactic running position of multiple virtual objects of the attacking side.
[0112] If the virtual object corresponding to the tactic running position in the target tactic is not preset in advance but is determined in real time during the process of this attack execution, directly use the target virtual object as the virtual object for executing the end competitive action in the target tactic. Correspondingly, assign the target virtual object to the tactic running position corresponding to the virtual object for executing the end competitive action in the corresponding target tactic.
[0113] Among them, if the virtual object corresponding to the tactical movement in the target tactic has been preset during the design of the tactic, during specific execution, each virtual object performs the virtual competitive actions / virtual competitive behaviors in the entire tactic according to the corresponding tactical movement. In the embodiment of the present application, the virtual object that meets the preset offensive conditions in the target end area is used as the target virtual object, and the determined target virtual object may very likely not be the virtual object originally set in the target tactic to execute the end competitive action.
[0114] Regardless of whether the determined target virtual object is the virtual object originally set in the target tactic to execute the end competitive action, it is necessary to obtain the second default virtual object in the target tactic. The second default virtual object is the virtual object originally set by default in the target tactic to execute the end competitive action, and the second default virtual object has the target virtual role identity, that is, in the target tactic, it is specified that the second default virtual object with the target virtual role identity executes the end competitive action.
[0115] When the virtual role identity of the target virtual object matches the target virtual role identity, the target virtual object is assigned to the tactical movement corresponding to the execution of the end competitive action. If the virtual role identity of the target virtual object does not match the target virtual role identity, the tactical movement of the target virtual object is replaced with the tactical movement of the second default virtual object.
[0116] For example, in a basketball game, the virtual role identities of the virtual objects originally set in the target tactic include small forward, power forward, center, shooting guard, point guard, etc., and their corresponding tactical movements are the tactical movement of the small forward, the tactical movement of the power forward, the tactical movement of the center, the tactical movement of the shooting guard, the tactical movement of the point guard, etc.
[0117] Among them, if the target virtual role identity of the second default virtual object is a small forward. When it is determined that the virtual role identity of the target virtual object is a power forward, at this time, the virtual role identity of the target virtual object does not match the target virtual role identity of the second default virtual object, and the tactical movement corresponding to the small forward is used as the tactical movement of the power forward, and the power forward is assigned to the tactical movement originally corresponding to the small forward, so as to replace the tactical movement of the target virtual object with the tactical movement of the second default virtual object. If the target virtual role identity of the second default virtual object is a small forward, when it is determined that the virtual role identity of the target virtual object is a small forward, at this time, the virtual role identity of the target virtual object matches the target virtual role identity of the second default virtual object, and the target virtual object is assigned to the tactical movement corresponding to the execution of the end competitive action.
[0118] It should be noted that small forward, power forward, center, shooting guard, point guard, etc. are the virtual role identities of virtual objects in the tactics. The following text will also use virtual role identities for examples to facilitate understanding.
[0119] 402, allocate other virtual objects of the attacking side to other tactical runs in the target tactic.
[0120] If the virtual object corresponding to the tactical run in the target tactic is determined in real time during the process of this offensive execution, the tactical runs corresponding to other virtual objects of the attacking side are determined according to pre-set rules. Taking a basketball game as an example, if the virtual role identity of the target virtual object is currently a small forward, the tactical run corresponding to it is the tactical run corresponding to a small forward. Other virtual objects can be randomly allocated, or allocated according to certain rules, such as in the priority order of the virtual role identities of other virtual objects.
[0121] If the virtual object corresponding to the tactical run in the target tactic has been pre-determined at the time of designing this tactic, and after replacing the tactical run of the virtual role identity of the target virtual object with the tactical run of the target virtual role identity of the second default virtual object, one or more of the other virtual objects in the target tactic may also change simultaneously.
[0122] In one case, step 402 above includes: if the virtual role identity of the target virtual object does not match the target virtual role identity, keep the tactical runs corresponding to the remaining virtual objects of the attacking side except the second default virtual object and the target virtual object unchanged; or allocate the remaining virtual objects of the attacking side to the corresponding tactical runs in the target tactic according to the priority order of the virtual role identities of the remaining virtual objects in the virtual competitive sports game.
[0123] For example, after allocating the power forward to the tactical run originally corresponding to the small forward, correspondingly, allocate the small forward to the tactical run of the original power forward, and the tactical runs corresponding to other virtual objects, including center, point guard, shooting guard, etc., remain unchanged, that is, the tactical runs originally corresponding to the center, the tactical runs originally corresponding to the point guard, and the tactical runs originally corresponding to the point forward all remain unchanged.
[0124] For example, the virtual character identities are the small forward, power forward, center, shooting guard, and point guard as shown above. Assume the priority order of the virtual character identities is center, power forward, small forward, shooting guard, and point guard. The target virtual character identity of the second default virtual object in the target tactic is the small forward, while the determined virtual character identity of the target virtual object is the power forward. After the power forward is assigned to the tactic running position corresponding to the original small forward, according to the priority order of the virtual character identities, the center still corresponds to the tactic running position of the center. Since the tactic running position originally belonging to the small forward has been assigned to the power forward, the small forward can only be assigned to the tactic running position corresponding to the power forward. The shooting guard and point guard can still be correspondingly assigned as their original tactic running positions are not occupied.
[0125] For another example, the default target virtual object in the target tactic is the small forward, while the determined target virtual object is the center. Then the center is assigned to the tactic running position corresponding to the original small forward, the power forward is assigned to the tactic running position corresponding to the original center, the small forward is assigned to the tactic running position corresponding to the original power forward, the shooting guard is assigned to the tactic running position of the original shooting guard, and the point guard is assigned to the tactic running position of the original point guard.
[0126] In one case, step 402 above includes: if the virtual character identity of the target virtual object matches the target virtual character identity, keep the tactic running positions corresponding to the other virtual objects of the attacking side except the target virtual object unchanged; or, according to the priority order of the virtual character identities of the other virtual objects in the virtual competitive sports game, assign the other virtual objects of the attacking side to the other tactic running positions in the target tactic.
[0127] For example, if the target virtual character identity of the second default virtual object is the small forward, when it is determined that the virtual character identity of the target virtual object is the small forward, at this time the virtual character identity of the target virtual object matches the target virtual character identity of the second default virtual object. Then assign the virtual character identity of the target virtual object, which is the small forward, to the tactic running position of the target virtual character identity, and keep the tactic running positions corresponding to the other center, power forward, point guard, shooting guard, etc. unchanged; or for the other center, power forward, point guard, shooting guard, assign the tactic running positions according to the priority order of the virtual character identities: center, power forward, small forward, shooting guard, point guard.
[0128] 403. Control the target virtual object and other virtual objects to move to the target end area according to the corresponding tactic running positions to execute the target tactic.
[0129] Control the target virtual object to execute the target tactic according to the tactic running position of the target virtual object, and other virtual objects to execute the target tactic according to the tactic running positions of the other virtual objects, so that the target virtual object executes the end competitive action.
[0130] In one embodiment, when a target tactic is selected, it may not be exactly possible to execute the target tactic in the virtual game screen. Correspondingly, as Figure 10 shown, step 305 above further includes the following steps 401a - 401c.
[0131] 401a, detect whether the virtual competition object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competition object at the starting point of the target tactic.
[0132] Among the multiple tactics preset in the tactic library, each tactic's starting point has a first default virtual object, which is the virtual object that controls the virtual competition object at the starting point of the tactic. For example, in a certain tactic in a basketball game, there is a first default virtual object that controls the basketball at the starting point.
[0133] And since the target tactic is selected and determined, therefore, when the target tactic is to be executed, it may not be exactly the time when the target tactic can be executed. For example, the virtual competition object on the field may not be controlled by the first default virtual object at the starting point of the target tactic, that is, the basketball may not be in the hands of the first default virtual object. Therefore, detect whether the virtual object that controls the virtual competition object in the current virtual game screen is the first default virtual object at the starting point of the target tactic.
[0134] If so, execute step 401; if not, execute step 401b.
[0135] 401b, control to transfer the virtual competition object to the first default virtual object.
[0136] For example, in a basketball game, execute a passing tactic to transfer the virtual competition object from the currently controlled virtual object to the first default virtual object; or other control methods that can transfer the virtual competition object to the first default virtual object can also be executed to achieve the corresponding function.
[0137] 401c, control multiple virtual objects of the attacking side to move to the starting position of the target tactic.
[0138] For example, control 5 players in a basketball game to run to the starting position of the target tactic respectively to start executing the target tactic.
[0139] The execution order of step 401b and step 401c can be parallel execution, serial execution, or step 401b can be executed during the execution of step 401c, etc.
[0140] For example, at the starting point of the target tactic, the starting positions of each player are as Figure 11As shown, among them, the virtual role identity of the determined target virtual object is a small forward, located in the finishing area 7, and the basketball is in the hand of the virtual role identity small forward, performing a layup behavior in the finishing area 7. However, the current positions of each player are as Figure 12 shown, and the basketball is in the hand of the point guard. Therefore, in Figure 12 this state, other tactics or other virtual competitive actions / competitive behaviors need to be executed to reach Figure 11 the corresponding state. After reaching Figure 11 the state shown, multiple virtual objects then perform the target tactic according to the corresponding tactic running positions.
[0141] In the above embodiment, a brand-new method is used to determine a better offensive opportunity in a virtual competitive sports game, improving the accuracy and efficiency of determining a better offensive opportunity, enhancing the game experience. In the embodiments of the present application, the target finishing area selected independently and the target virtual object with the highest offensive attribute value are used to obtain a better offensive opportunity through the tactic running positions and behaviors / actions of the tactic itself, enriching the strategic nature of the tactic level in the virtual competitive sports game.
[0142] In one embodiment, when the competitive party controlled by the virtual user corresponding to the electronic device is the offensive party, the virtual game control method further includes the steps of: providing a tactic control on the graphical user interface; in response to a control trigger operation on the tactic control, displaying at least one auxiliary control around the tactic control, and the auxiliary control includes a tactic browsing control; in response to a control trigger operation on the tactic browsing control, displaying a tactic panel on the graphical user interface, and the tactic panel includes at least one tactic of the offensive party; in response to a tactic selection operation on at least one tactic, determining a target tactic from at least one tactic; controlling at least one virtual object controlled by the offensive party to execute the target tactic.
[0143] Among them, the tactic control on the graphical user interface is as Figure 9 shown, and it is displayed as "Tactic", and this tactic control resides in the virtual game screen. Among them, for the control trigger operation of the tactic control, reference can be made to the corresponding process in the above text. Displaying at least one auxiliary control around / periphery of the tactic control, and the auxiliary control includes a tactic browsing control, which is displayed as "Browse", as Figure 5 or Figure 13 shown.
[0144] Among them, the tactic panel displayed on the graphical user interface is as Figure 13 shown, the tactic panel includes at least one tactic of the offensive party, and all tactics of the offensive party are displayed in the tactic panel. As Figure 13As shown, the tactical panel includes multiple different tactical tags, such as tactical tags like "one-on-one", "three-point shot", "pick-and-roll", "post-up", etc. Each different tactical tag includes at least one tactic. For example, the "one-on-one" tactical tag includes "00ISO 12", "00ISO 32", "00ISO 43", "00ISO12QUICK".
[0145] In response to a tag trigger operation for at least one tactical tag, determine the target tactical tag corresponding to the tag trigger operation, and display at least one tactic in the target tactical tag. In response to a tactic selection operation for at least one tactic, determine a target tactic from at least one tactic in the target tactical tag. For example, in response to a tag trigger operation for at least one tactical tag, determine that the target tactical tag is the "one-on-one" tactical tag. In response to a tactic selection operation for at least one tactic in the "one-on-one" tactical tag, determine the target tactic from at least one tactic in the "one-on-one" tactical tag. For example, the target tactic is "00ISO 12".
[0146] After determining the target tactic, control at least one virtual object controlled by the attacking side to execute the target tactic. For example, in a basketball game, there are 5 virtual objects controlled by the attacking side, and control these 5 virtual objects to execute the target tactic.
[0147] In one embodiment, the step of controlling at least one virtual object controlled by the attacking side to execute the target tactic includes: detecting whether the virtual competitive object is controlled by the first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competitive object at the starting point of the target tactic; if not, then control to transfer the virtual competitive object to the first default virtual object, and control multiple virtual objects of the attacking side to move to the starting position of the target tactic; then control multiple virtual objects of the attacking side to run positions according to the corresponding tactic in the target tactic and execute the target tactic, or if the virtual competitive object is controlled by the first default virtual object at the starting point of the target tactic, then execute the step of controlling multiple virtual objects of the attacking side to run positions according to the corresponding tactic in the target tactic and execute the target tactic.
[0148] Among them, multiple virtual objects of the attacking side respectively run positions according to the tactics corresponding to multiple virtual role identities in the target tactic and execute the target tactic. For example, the small forward runs positions according to the tactic where the virtual role identity in the target tactic is the small forward, the center runs positions according to the tactic where the virtual role identity in the target tactic is the center, and so on. Multiple virtual objects together execute the target tactic.
[0149] Figure 14 It is a schematic flowchart of a virtual game control method provided by an embodiment of the present application. The virtual game control method includes the following steps.
[0150] 501. Provide tactical controls on the graphical user interface.
[0151] As Figure 9 shown, the tactical control is displayed as "Tactics".
[0152] 502. In response to a control trigger operation on the tactical control, display at least one auxiliary control around the tactical control, and the auxiliary control includes a virtual object designation control.
[0153] Among them, for the control trigger operation of the tactical control, refer to the corresponding process in the above text. Display at least one auxiliary control around / on the periphery of the tactical control, and the auxiliary control includes a virtual object designation control, which is displayed as "Designate Player", as Figure 5 or Figure 15 shown.
[0154] 503. In response to a control trigger operation on the virtual object designation control, display the virtual object identifiers of at least one virtual object controlled by the attacking side on the graphical user interface.
[0155] Among them, the virtual object identifier can be the virtual object username and / or the virtual object avatar, etc. Taking the virtual object avatar as an example for illustration. Among them, for a basketball game, the number of virtual objects controlled by the attacking side is 5, and the displayed virtual object identifiers are as Figure 15 shown, including 5 different virtual object identifiers.
[0156] 504. In response to an identifier selection operation on the virtual object identifier, determine a target virtual object from the at least one virtual object.
[0157] In response to an identifier selection operation on the virtual object identifier, determine a target virtual object identifier from the virtual object identifiers; determine the virtual object corresponding to the target virtual object identifier as the target virtual object. Among them, the identifier selection operation includes but is not limited to click operation, touch operation, double-click operation, etc.
[0158] 505. Display a tactical panel on the graphical user interface, and the tactical panel includes at least one tactic of the attacking side.
[0159] The tactical panel includes at least one tactic of the attacking side, and all the tactics of the attacking side are displayed in the tactical panel.
[0160] 506. In response to a tactic selection operation on the at least one tactic, determine a target tactic from the at least one tactic.
[0161] In response to a tag trigger operation for at least one tactical tag, determine a target tactical tag corresponding to the tag trigger operation, and display at least one tactic in the target tactical tag. In response to a tactic selection operation for at least one tactic, determine a target tactic from at least one tactic in the target tactical tag.
[0162] 507, control the target virtual object to perform tactical movement according to the tactic corresponding to the target tactic, and execute the terminal competitive action corresponding to the target tactic.
[0163] In one embodiment, step 507 includes: allocating the target virtual object to the tactical movement corresponding to the execution of the terminal competitive action in the target tactic; allocating other virtual objects of the attacking side to other tactical movements in the target tactic; controlling the target virtual object and other virtual objects to execute the target tactic according to the corresponding tactical movements.
[0164] In one embodiment, the virtual competitive sports game further includes a virtual competitive object, and the virtual game control method further includes: detecting whether the virtual competitive object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competitive object at the starting point of the target tactic; if not, then control to transfer the virtual competitive object to the first default virtual object; control multiple virtual objects of the attacking side to move to the starting position of the target tactic; then execute the step of allocating the target virtual object to the tactical movement for executing the terminal competitive action in the target tactic.
[0165] All the above technical solutions can be combined arbitrarily to form optional embodiments of the present application, which will not be elaborated one by one here.
[0166] It should be noted that the number of people participating in the basketball game in the specification drawings of the embodiments of the present application does not constitute a limitation on the number of parameters in the basketball game. Generally, the competitive parties participating in the basketball game include the attacking side and the defending side, and the number of people on the attacking side and the defending side is generally 5. Correspondingly, only a part of the number of people participating in the basketball game in the specification drawings is shown.
[0167] To facilitate better implementation of the virtual game control method of the embodiments of the present application, the embodiments of the present application further provide a virtual game control device. Please refer to Figure 16 , Figure 16 is a schematic structural diagram of the virtual game control device provided by the embodiments of the present application. The virtual game control device 600 may include a display module 601, a region determination module 602, an object determination module 603, and a control module 604.
[0168] A display module 601 for displaying a virtual game screen corresponding to a virtual competitive sports game on a graphical user interface of an electronic device. The virtual game screen includes a partial or entire virtual field area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties.
[0169] An area determination module 602 for, when the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, determining, based on the virtual field area, a target end area selected for the attacking party to perform an end competitive action. The target end area is any one of a plurality of pre-determined end areas in the virtual field area, and the end competitive action includes a virtual competitive action of performing a virtual attack.
[0170] An object determination module 603 for determining, from at least one virtual object controlled by the attacking party, a target virtual object that matches the target end area;
[0171] A control module 604 for controlling the target virtual object to perform a pre-action of the end competitive action, or controlling the target virtual object to perform the pre-action and perform the end competitive action in the target end area.
[0172] In one embodiment, as Figure 16 shown, the virtual game control device 600 further includes a tactic determination module 605. Correspondingly, the tactic determination module 605 is for determining a target tactic from candidate tactics supported by the target end area. The target tactic corresponds to a tactic run, and the target tactic includes the end competitive action. Correspondingly, the control module 604 is specifically for controlling the target virtual object to move to the target end area according to the tactic run and perform the end competitive action corresponding to the target tactic.
[0173] In the above embodiment, the attacking party includes a plurality of virtual objects, and the target tactic further includes the tactic runs of the plurality of virtual objects of the attacking party. The control module 604, as Figure 17 shown, specifically includes a first allocation unit 6041, a second allocation unit 6042, and an execution control unit 6043. Among them, the first allocation unit 6041 is for allocating the target virtual object to the tactic run corresponding to performing the end competitive action in the target tactic. The second allocation unit 6042 is for allocating other virtual objects of the attacking party to other tactic runs in the target tactic; the execution control unit 6043 is for controlling the target virtual object and the other virtual objects to perform the target tactic according to the corresponding tactic runs.
[0174] In one embodiment, the control module 604 further includes a detection unit 6044 and a movement control unit 6045. Among them, the detection unit 6044 is configured to detect whether the virtual competition object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competition object at the starting point of the target tactic. Correspondingly, the movement control unit 6045 is configured to, if the virtual competition object is not controlled by the first default virtual object at the starting point of the target tactic, control to transfer the virtual competition object to the first default virtual object; and control a plurality of virtual objects of the attacking side to move to the starting position of the target tactic.
[0175] In one embodiment, the first allocation unit 6041 is specifically configured to obtain a second default virtual object in the target tactic, where it is specified in the target tactic that the second default virtual object with the target virtual role identity executes the end competition action; if the virtual role identity of the target virtual object matches the target virtual role identity, allocate the target virtual object to the tactical run position corresponding to executing the end competition action; if the virtual role identity of the target virtual object does not match the target virtual role identity, replace the tactical run position of the target virtual object with the tactical run position of the second default virtual object.
[0176] In one embodiment, the second allocation unit 6042 is specifically configured to, if the virtual role identity of the target virtual object does not match the target virtual role identity, keep the tactical run positions of the remaining virtual objects of the attacking side except the second default virtual object and the target virtual object unchanged; or allocate the remaining virtual objects of the attacking side to the corresponding tactical run positions in the target tactic according to the priority order of the virtual role identities of the remaining virtual objects in the virtual sports game; or if the virtual role identity of the target virtual object matches the target virtual role identity, keep the tactical run positions of the other virtual objects of the attacking side except the target virtual object unchanged; or allocate the other virtual objects of the attacking side to other tactical run positions in the target tactic according to the priority order of the virtual role identities of the other virtual objects in the virtual sports game.
[0177] In one embodiment, when the tactic determination module 605 executes the step of determining the target tactic from the candidate tactics supported by the target end area, it specifically executes: displaying at least one candidate tactic supported by the target end area in the graphical user interface; and in response to a tactic selection operation for the at least one candidate tactic, determining the target tactic from the at least one candidate tactic.
[0178] In one embodiment, the area determination module 602 is specifically configured to display an area matching control on the graphical user interface;
[0179] In response to a control trigger operation on the area matching control, display a tactical area panel on the graphical user interface, where the tactical area panel includes a plurality of tactical areas corresponding to the plurality of end areas; in response to an area trigger operation on the plurality of tactical areas, determine the end area corresponding to the tactical area triggered by the area trigger operation as the target end area for the attacking party to perform an end competitive action.
[0180] In one embodiment, the area determination module 602 is specifically configured to provide a tactical control on the graphical user interface; in response to a control trigger operation on the tactical control, display at least one auxiliary control around the tactical control, and the auxiliary control includes the area matching control.
[0181] In one embodiment, the auxiliary control of the tactical control further includes a tactical browsing control. Correspondingly, the tactical determination module 605 is further configured to, in response to a control trigger operation on the tactical browsing control, display a tactical panel on the graphical user interface, where the tactical panel includes at least one tactic of the attacking party; in response to a tactic selection operation on the at least one tactic, determine a target tactic from the at least one tactic. Correspondingly, the control module 604 is further configured to control at least one virtual object controlled by the attacking party to execute the target tactic.
[0182] In one embodiment, the auxiliary control of the tactical control further includes a virtual object designation control. Correspondingly, the object determination module 603 is further configured to, in response to a control trigger operation on the virtual object designation control, display a virtual object identifier of at least one virtual object controlled by the attacking party on the graphical user interface; in response to an identifier selection operation on the virtual object identifier, determine a target virtual object from the at least one virtual object. The tactical determination module 605 is further configured to display a tactical panel on the graphical user interface, where the tactical panel includes at least one tactic of the attacking party; in response to a tactic selection operation on the at least one tactic, determine a target tactic from the at least one tactic. Correspondingly, the control module 604 is further configured to control the target virtual object to perform the end competitive action corresponding to the target tactic according to the tactical running position corresponding to the target tactic.
[0183] In one embodiment, there are multiple virtual objects of the attacking party. The object determination module 603 is specifically configured to obtain the offensive attribute value of the virtual object in the target end area, or the historical efficiency value of the virtual object executing the target tactic in the target end area; and determine the virtual object with the highest offensive attribute value or the highest historical efficiency value as the target virtual object.
[0184] It should be noted that obtaining the virtual object identifier, obtaining the offensive attribute value of the virtual object in the target end area, obtaining the historical efficiency value, obtaining the virtual role identity of the virtual object, etc. above are obtained under the condition of obtaining user authorization.
[0185] Any combination of the above technical solutions can form an alternative embodiment of the present application, which will not be elaborated here one by one.
[0186] Correspondingly, an embodiment of the present application further provides an electronic device, which can be an electronic device or a server. As Figure 18 shown, Figure 18 is a schematic structural diagram of the electronic device provided by the embodiment of the present application. The electronic device 700 includes a processor 701 with one or more processing cores, a memory 702 with one or more computer-readable storage media, and a computer program stored on the memory 702 and executable on the processor. Among them, the processor 701 is electrically connected to the memory 702. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown in the figure, or combine certain components, or arrange different components.
[0187] The processor 701 is the control center of the electronic device 700, connecting various parts of the entire electronic device 700 through various interfaces and lines, and by running or loading software programs (computer programs) and / or modules stored in the memory 702, and calling the data stored in the memory 702, it executes various functions of the electronic device 700 and processes data, thereby monitoring the entire electronic device 700.
[0188] In the embodiment of the present application, the processor 701 in the electronic device 700 will load the instructions corresponding to the processes of one or more application programs into the memory 702 according to the following steps, and the processor 701 will run the application programs stored in the memory 702 to implement various functions:
[0189] Display a virtual game screen corresponding to a virtual competitive sports game on the graphical user interface of an electronic device. The virtual game screen includes a partial or entire virtual playing area of the virtual competitive sports game. The virtual competitive sports game includes at least two competing parties. When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual playing area, determine a selected target finishing area for the attacking party to perform a finishing competitive action. The target finishing area is any one of a plurality of pre-determined finishing areas in the virtual playing area. The finishing competitive action includes a virtual competitive action of performing a virtual attack. Determine a target virtual object that matches the target finishing area from at least one virtual object controlled by the attacking party. Control the target virtual object to perform a pre-action of the finishing competitive action, or control the target virtual object to perform the pre-action and perform the finishing competitive action in the target finishing area.
[0190] In one embodiment, the processor 701 further executes: Determine a target tactic from the candidate tactics supported by the target finishing area. The target tactic corresponds to a tactical run, and the target tactic includes the finishing competitive action. Correspondingly, when the processor 701 executes the step of controlling the target virtual object to perform the pre-action and perform the finishing competitive action in the target finishing area, it specifically executes: Control the target virtual object to move to the target finishing area according to the tactical run and perform the finishing competitive action corresponding to the target tactic.
[0191] In one embodiment, the attacking party includes a plurality of virtual objects. The target tactic further includes the tactical runs of the plurality of virtual objects of the attacking party. When the processor 701 executes the step of controlling the target virtual object to move to the target finishing area according to the tactical run and perform the finishing competitive action corresponding to the target tactic, it specifically executes: Assign the target virtual object to the tactical run corresponding to the virtual object performing the finishing competitive action in the target tactic; Assign the other virtual objects of the attacking party to other corresponding tactical runs in the target tactic; Control the target virtual object and the other virtual objects to perform the target tactic according to the corresponding tactical runs.
[0192] In one embodiment, the virtual competitive sports game further includes a virtual competitive object, and the processor 701 further executes: detecting whether the virtual competitive object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competitive object at the starting point of the target tactic; if not, controlling to transfer the virtual competitive object to the first default virtual object; controlling a plurality of virtual objects of the attacking side to move to the starting position of the target tactic; and then executing the step of allocating the target virtual object to the tactical position corresponding to the execution of the final competitive action in the target tactic.
[0193] In one embodiment, when the processor 701 executes the step of allocating the target virtual object to the tactical position corresponding to the execution of the final competitive action in the target tactic, it specifically executes: obtaining a second default virtual object in the target tactic, where it is specified in the target tactic that the second default virtual object with the identity of the target virtual role executes the final competitive action; if the virtual role identity of the target virtual object matches the target virtual role identity, allocating the target virtual object to the tactical position corresponding to the execution of the final competitive action; if the virtual role identity of the target virtual object does not match the target virtual role identity, replacing the tactical position of the target virtual object with the tactical position of the second default virtual object.
[0194] In one embodiment, when the processor 701 executes the step of allocating other virtual objects of the attacking side to other tactical positions in the target tactic, it specifically executes: if the virtual role identity of the target virtual object does not match the target virtual role identity, keeping the tactical positions of the remaining virtual objects of the attacking side except the second default virtual object and the target virtual object unchanged; or allocating the remaining virtual objects of the attacking side to the corresponding tactical positions in the target tactic according to the priority order of the virtual role identities of the remaining virtual objects in the virtual competitive sports game.
[0195] In one embodiment, when the processor 701 executes the step of allocating other virtual objects of the attacking side to other tactical positions in the target tactic, it specifically executes: if the virtual role identity of the target virtual object matches the target virtual role identity, keeping the tactical positions of the other virtual objects of the attacking side except the target virtual object unchanged; or allocating the other virtual objects of the attacking side to other tactical positions in the target tactic according to the priority order of the virtual role identities of the other virtual objects in the virtual competitive sports game.
[0196] In one embodiment, when the processor 701 executes the step of determining a target tactic from the candidate tactics supported by the target end region, it specifically executes: displaying at least one candidate tactic supported by the target end region in the graphical user interface; and in response to a tactic selection operation for the at least one candidate tactic, determining a target tactic from the at least one candidate tactic.
[0197] In one embodiment, when the processor 701 executes the step of determining, based on the virtual field area, a target end region selected for the attacking party to perform a finishing competitive action, it specifically executes: presenting a region matching control on the graphical user interface; in response to a control trigger operation for the region matching control, presenting a tactic region panel on the graphical user interface, where the tactic region panel includes a plurality of tactic regions corresponding to the plurality of end regions; and in response to a region trigger operation for the plurality of tactic regions, determining the end region corresponding to the tactic region triggered by the region trigger operation as the target end region selected for the attacking party to perform a finishing competitive action.
[0198] In one embodiment, when the processor 701 executes the step of presenting a region matching control on the graphical user interface, it specifically executes including: providing a tactic control on the graphical user interface; and in response to a control trigger operation for the tactic control, displaying at least one auxiliary control around the tactic control, where the auxiliary control includes the region matching control.
[0199] In one embodiment, the auxiliary control of the tactic control further includes a tactic browsing control, and the processor 701 further executes: in response to a control trigger operation for the tactic browsing control, presenting a tactic panel on the graphical user interface, where the tactic panel includes at least one tactic of the attacking party; in response to a tactic selection operation for the at least one tactic, determining a target tactic from the at least one tactic; and controlling at least one virtual object controlled by the attacking party to execute the target tactic.
[0200] In one embodiment, the auxiliary control of the tactic control further includes a virtual object designation control, and the processor 701 further executes: in response to a control trigger operation for the virtual object designation control, presenting virtual object identifiers of at least one virtual object controlled by the attacking party on the graphical user interface; in response to an identifier selection operation for the virtual object identifiers, determining a target virtual object from the at least one virtual object; presenting a tactic panel on the graphical user interface, where the tactic panel includes at least one tactic of the attacking party; in response to a tactic selection operation for the at least one tactic, determining a target tactic from the at least one tactic; and controlling the target virtual object to perform the finishing competitive action corresponding to the target tactic according to the tactic running position corresponding to the target tactic.
[0201] In one embodiment, when the processor 701 executes the step of determining the target end area selected for the attacking party to perform the end competitive action based on the virtual field area, it specifically executes: in response to a field triggering operation on the virtual field area of the virtual game screen, determining the end area associated with the field triggering operation; and determining the end area as the target end area selected for the attacking party to perform the end competitive action.
[0202] In one embodiment, there are multiple virtual objects of the attacking party. When the processor 701 executes the step of determining the target virtual object that matches the target end area from at least one virtual object controlled by the attacking party, it specifically executes: obtaining the offensive attribute value of the virtual object in the target end area, or the historical efficiency value of the virtual object executing the target tactic in the target end area; and determining the virtual object with the highest offensive attribute value or the highest historical efficiency value as the target virtual object.
[0203] For the specific implementation of each of the above operations, reference may be made to the previous embodiments, which will not be elaborated herein.
[0204] Optionally, as Figure 18 shown, the electronic device 700 further includes: a touch display screen 703, a radio frequency circuit 704, an audio circuit 705, an input unit 706, and a power supply 707. Among them, the processor 701 is electrically connected to the touch display screen 703, the radio frequency circuit 704, the audio circuit 705, the input unit 706, and the power supply 707 respectively. Those skilled in the art can understand that Figure 18 the structure of the electronic device shown in
[0205] The touch display screen 703 can be used to display a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface. The touch display screen 703 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the operation to the processor 701 to determine the type of touch event. Subsequently, the processor 701 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 703 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 703 can also be used as part of the input unit 706 to implement the input function.
[0206] In the embodiments of the present application, the touch display screen 703 is used to present a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface.
[0207] The radio frequency circuit 704 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.
[0208] The audio circuit 705 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 705 can convert the received electrical signal after the audio data into a sound signal and output it through the speaker; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 705 and then converted into audio data. After the audio data is output to the processor 701 for processing, it is transmitted through the radio frequency circuit 704 to, for example, another electronic device, or the audio data is output to the memory 702 for further processing. The audio circuit 705 may also include an earphone jack to provide communication between a peripheral earphone and the electronic device.
[0209] The input unit 706 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0210] The power supply 707 is used to supply power to each component of the electronic device 700. Optionally, the power supply 707 can be logically connected to the processor 701 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 707 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0211] Although Figure 18 not shown in the figure, the electronic device 700 may further include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.
[0212] In the above embodiments, the descriptions of the respective embodiments have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0213] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0214] For this reason, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute the steps in any virtual game control method provided by the embodiments of the present application. For example, the computer program can execute the following steps:
[0215] Display a virtual game screen corresponding to a virtual competitive sports game on the graphical user interface of an electronic device. The virtual game screen includes a partial or entire virtual playing area of the virtual competitive sports game. The virtual competitive sports game includes at least two competing parties. When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual playing area, determine a selected target end area for the attacking party to perform an end competitive action. The target end area is any one of a plurality of pre-determined end areas in the virtual playing area. The end competitive action includes performing a virtual competitive action of virtual attack. Determine a target virtual object that matches the target end area from at least one virtual object controlled by the attacking party. Control the target virtual object to perform a pre-action of the end competitive action, or control the target virtual object to perform the pre-action and perform the end competitive action in the target end area.
[0216] In one embodiment, the computer program further performs the following steps: Determine a target tactic from the candidate tactics supported by the target end area. The target tactic corresponds to a tactical run, and the target tactic includes the end competitive action. Correspondingly, the step of controlling the target virtual object to perform the pre-action and perform the end competitive action in the target end area includes: Controlling the target virtual object to move to the target end area according to the tactical run and perform the end competitive action of the target tactic.
[0217] In one embodiment, the attacking party includes a plurality of virtual objects. The target tactic further includes the tactical runs of the plurality of virtual objects of the attacking party. The step of controlling the target virtual object to move to the target end area according to the tactical run and perform the end competitive action corresponding to the target tactic specifically includes: Allocating the target virtual object to the tactical run corresponding to the virtual object performing the end competitive action in the target tactic; Allocating the other virtual objects of the attacking party to other corresponding tactical runs in the target tactic; Controlling the target virtual object and the other virtual objects to perform the target tactic according to the corresponding tactical runs.
[0218] In one embodiment, the virtual competitive sports game further includes a virtual competitive object, and the computer program further performs the following steps: detecting whether the virtual competitive object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competitive object at the starting point of the target tactic; if not, controlling to transfer the virtual competitive object to the first default virtual object; controlling a plurality of virtual objects of the attacking side to move to the starting position of the target tactic; and then performing the step of allocating the target virtual object to the tactical running position corresponding to the execution of the final competitive action in the target tactic.
[0219] In one embodiment, the step of allocating the target virtual object to the tactical running position corresponding to the execution of the final competitive action in the target tactic includes: obtaining a second default virtual object in the target tactic, where it is specified in the target tactic that the second default virtual object with the identity of the target virtual role executes the final competitive action; if the virtual role identity of the target virtual object matches the identity of the target virtual role, allocating the target virtual object to the tactical running position corresponding to the execution of the final competitive action; if the virtual role identity of the target virtual object does not match the identity of the target virtual role, replacing the tactical running position of the target virtual object with the tactical running position of the second default virtual object.
[0220] In one embodiment, the step of allocating other virtual objects of the attacking side to other tactical running positions in the target tactic includes: if the virtual role identity of the target virtual object does not match the identity of the target virtual role, keeping the tactical running positions of the remaining virtual objects of the attacking side except the second default virtual object and the target virtual object unchanged; or allocating the remaining virtual objects of the attacking side to the corresponding tactical running positions in the target tactic according to the priority order of the virtual role identities of the remaining virtual objects in the virtual competitive sports game.
[0221] In one embodiment, the step of allocating other virtual objects of the attacking side to other tactical running positions in the target tactic includes:
[0222] If the virtual role identity of the target virtual object matches the identity of the target virtual role, keeping the tactical running positions of the other virtual objects of the attacking side except the target virtual object unchanged; or allocating the other virtual objects of the attacking side to other tactical running positions in the target tactic according to the priority order of the virtual role identities of the other virtual objects in the virtual competitive sports game.
[0223] In one embodiment, the step of determining a target tactic from candidate tactics supported by a target end region includes: displaying, on the graphical user interface, at least one candidate tactic supported by the target end region; and determining a target tactic from the at least one candidate tactic in response to a tactic selection operation for the at least one candidate tactic.
[0224] In one embodiment, the step of determining, based on the virtual field area, a target end region selected for the attacking side to perform an end competitive action includes: displaying a region matching control on the graphical user interface; in response to a control trigger operation for the region matching control, displaying a tactic region panel on the graphical user interface, where the tactic region panel includes a plurality of tactic regions corresponding to the plurality of end regions; and in response to a region trigger operation for the plurality of tactic regions, determining the end region corresponding to the tactic region triggered by the region trigger operation as the target end region selected for the attacking side to perform an end competitive action.
[0225] In one embodiment, the step of displaying a region matching control on the graphical user interface includes: providing a tactic control on the graphical user interface; and in response to a control trigger operation for the tactic control, displaying at least one auxiliary control around the tactic control, where the auxiliary control includes the region matching control.
[0226] In one embodiment, the auxiliary control of the tactic control further includes a tactic browsing control, and the computer program further performs the following steps: in response to a control trigger operation for the tactic browsing control, displaying a tactic panel on the graphical user interface, where the tactic panel includes at least one tactic of the attacking side; in response to a tactic selection operation for the at least one tactic, determining a target tactic from the at least one tactic; and controlling at least one virtual object controlled by the attacking side to execute the target tactic.
[0227] In one embodiment, the auxiliary control of the tactic control further includes a virtual object designation control, and the computer program further performs the following steps: in response to a control trigger operation for the virtual object designation control, displaying a virtual object identifier of at least one virtual object controlled by the attacking side on the graphical user interface; in response to an identifier selection operation for the virtual object identifier, determining a target virtual object from the at least one virtual object; displaying a tactic panel on the graphical user interface, where the tactic panel includes at least one tactic of the attacking side; in response to a tactic selection operation for the at least one tactic, determining a target tactic from the at least one tactic; and controlling the target virtual object to perform the end competitive action corresponding to the target tactic according to the tactic running position corresponding to the target tactic.
[0228] In one embodiment, the step of determining a target end area selected for the attacking side to perform an end competitive action based on the virtual field area includes: in response to a field triggering operation on the virtual field area of the virtual game screen, determining the end area associated with the field triggering operation; and determining the end area as the target end area selected for the attacking side to perform an end competitive action.
[0229] In one embodiment, there are multiple virtual objects of the attacking side. The step of determining a target virtual object that matches the target end area from at least one virtual object of the attacking side and from at least one virtual object controlled by the attacking side includes: determining candidate virtual objects in the target end area from the multiple virtual objects controlled by the attacking side; obtaining the offensive attribute values of the candidate virtual objects; and determining the candidate virtual object with the highest offensive attribute value among the candidate virtual objects as the target virtual object that meets the preset offensive conditions.
[0230] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated herein.
[0231] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.
[0232] Since the computer program stored in the storage medium can execute the steps in any of the virtual game control methods provided in the embodiments of the present application, the beneficial effects achievable by any of the virtual game control methods provided in the embodiments of the present application can be achieved. For details, refer to the previous embodiments and will not be elaborated herein.
[0233] The above has introduced in detail a virtual game control method, device, storage medium and electronic device provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.
Claims
1. A virtual game control method, characterized in that Including: Displaying a virtual game screen corresponding to a virtual competitive sports game on a graphical user interface of an electronic device, where the virtual game screen includes a partial or entire virtual playing area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties; When the competing party controlled by the virtual user corresponding to the electronic device is the attacking party, based on the virtual playing area, determining a target finishing area selected for the attacking party to perform a finishing competitive action, where the target finishing area is any one of a plurality of pre-determined finishing areas in the virtual playing area, and the finishing competitive action includes a virtual competitive action of performing a virtual attack, and the virtual competitive action of performing a virtual attack includes any one or more actions or a coherent action formed by multiple actions for finishing the current attack; Determining a target virtual object that matches the target finishing area from at least one virtual object controlled by the attacking party; Controlling the target virtual object to perform a pre-action of the finishing competitive action, or controlling the target virtual object to perform the pre-action and performing the finishing competitive action in the target finishing area; After determining the target finishing area selected for the attacking party to perform the finishing competitive action, further including: determining a target tactic from candidate tactics supported by the target finishing area, where the target tactic corresponds to a tactical run, and the target tactic includes the finishing competitive action; The step of determining, based on the virtual playing area, the target finishing area selected for the attacking party to perform the finishing competitive action includes: displaying a region matching control on the graphical user interface; in response to a control trigger operation on the region matching control, displaying a tactical region panel on the graphical user interface, where the tactical region panel contains a plurality of tactical regions corresponding to the plurality of finishing areas; in response to a region trigger operation on the plurality of tactical regions, determining the finishing area corresponding to the tactical region triggered by the region trigger operation as the target finishing area selected for the attacking party to perform the finishing competitive action; Alternatively, the step of determining, based on the virtual playing area, the target finishing area selected for the attacking party to perform the finishing competitive action includes: in response to a field trigger operation on the virtual playing area of the virtual game screen, determining the finishing area associated with the field trigger operation; determining the finishing area as the target finishing area selected for the attacking party to perform the finishing competitive action; The step of determining a target tactic from candidate tactics supported by the target finishing area includes: displaying at least one candidate tactic supported by the target finishing area on the graphical user interface; in response to a tactic selection operation on the at least one candidate tactic, determining a target tactic from the at least one candidate tactic.
2. The virtual game control method according to claim 1, wherein The step of controlling the target virtual object to perform the pre-action and performing the finishing competitive action in the target finishing area includes: Control the target virtual object to move to the target end area according to the tactical running position and execute the end competitive action corresponding to the target tactic.
3. The virtual game control method according to claim 2, characterized in that, The attacking side includes multiple virtual objects, and the target tactic further includes the tactical running positions of multiple virtual objects on the attacking side. The step of controlling the target virtual object to move to the target end area according to the tactical running position and execute the end competitive action corresponding to the target tactic includes: Assign the target virtual object to the tactical running position corresponding to the execution of the end competitive action in the target tactic; Assign the other virtual objects on the attacking side to the other tactical running positions in the target tactic; Control the target virtual object and the other virtual objects to execute the target tactic according to the corresponding tactical running positions.
4. The virtual game control method according to claim 3, wherein The virtual competitive sports game further includes a virtual competitive object, and the virtual game control method further includes: Detect whether the virtual competitive object is controlled by a first default virtual object at the starting point of the target tactic, where the first default virtual object is the virtual object that controls the virtual competitive object at the starting point of the target tactic; If not, control to transfer the virtual competitive object to the first default virtual object; Control multiple virtual objects on the attacking side to move to the starting position of the target tactic; then execute the step of assigning the target virtual object to the tactical running position corresponding to the execution of the end competitive action in the target tactic.
5. The virtual game control method according to claim 3 or 4, characterized in that, The step of assigning the target virtual object to the tactical running position corresponding to the execution of the end competitive action in the target tactic includes: Obtain a second default virtual object in the target tactic, where it is specified in the target tactic that the second default virtual object with the identity of the target virtual role executes the end competitive action; If the virtual role identity of the target virtual object matches the target virtual role identity, assign the target virtual object to the tactical running position corresponding to the execution of the end competitive action; If the virtual role identity of the target virtual object does not match the target virtual role identity, replace the tactical running position of the target virtual object with the tactical running position of the second default virtual object.
6. The virtual game control method according to claim 5, wherein The step of assigning the other virtual objects on the attacking side to the other tactical running positions in the target tactic includes: If the virtual role identity of the target virtual object does not match the target virtual role identity, keep the tactical running positions of the remaining virtual objects on the attacking side except the second default virtual object and the target virtual object unchanged; or Assign the remaining virtual objects on the attacking side to the corresponding tactical running positions in the target tactic according to the priority order of the virtual role identities of the remaining virtual objects in the virtual competitive sports game.
7. The virtual game control method according to claim 5, wherein The step of assigning the other virtual objects on the attacking side to the other tactical running positions in the target tactic includes: If the virtual role identity of the target virtual object matches the target virtual role identity, keep the tactical runs of the other virtual objects of the attacking party except the target virtual object unchanged; or, According to the priority order of the virtual role identities of the other virtual objects in the virtual competitive sports game, allocate the other virtual objects of the attacking party to other tactical runs in the target tactic.
8. The virtual game control method according to claim 1, wherein, The steps of displaying the area matching control on the graphical user interface include: Providing a tactic control on the graphical user interface; In response to a control trigger operation on the tactic control, displaying at least one auxiliary control around the tactic control, and the auxiliary control includes the area matching control.
9. The virtual game control method according to claim 8, wherein, The auxiliary control of the tactic control further includes a tactic browsing control, and the virtual game control method further includes: In response to a control trigger operation on the tactic browsing control, displaying a tactic panel on the graphical user interface, and the tactic panel includes at least one tactic of the attacking party; In response to a tactic selection operation on the at least one tactic, determining a target tactic from the at least one tactic; Controlling at least one virtual object controlled by the attacking party to execute the target tactic.
10. The virtual game control method according to claim 8, wherein The auxiliary control of the tactic control further includes a virtual object designation control, and the virtual game control method further includes: In response to a control trigger operation on the virtual object designation control, displaying the virtual object identifiers of at least one virtual object controlled by the attacking party on the graphical user interface; In response to an identifier selection operation on the virtual object identifier, determining a target virtual object from the at least one virtual object; Displaying a tactic panel on the graphical user interface, and the tactic panel includes at least one tactic of the attacking party; In response to a tactic selection operation on the at least one tactic, determining a target tactic from the at least one tactic; Controlling the target virtual object to execute the final competitive action corresponding to the target tactic according to the tactical run corresponding to the target tactic.
11. The virtual game control method according to claim 1, characterized in that, There are multiple virtual objects of the attacking party, and the step of determining a target virtual object that matches the target final area from at least one virtual object controlled by the attacking party includes: Obtaining the offensive attribute value of the virtual object in the target final area, or the historical efficiency value of the virtual object executing the target tactic in the target final area; Determining the virtual object with the highest offensive attribute value or the highest historical efficiency value as the target virtual object.
12. A virtual game control device, characterized in that, Includes: A display module for displaying a virtual game screen corresponding to a virtual competitive sports game on a graphical user interface of an electronic device, and the virtual game screen includes part or all of the virtual playing area of the virtual competitive sports game, and the virtual competitive sports game includes at least two competing parties; An area determination module, configured to, when the competitive party controlled by the virtual user corresponding to the electronic device is the attacking party, determine a target end area selected for the attacking party to perform an end competitive action based on the virtual field area, where the target end area is any one of a plurality of pre-determined end areas in the virtual field area, and the end competitive action includes a virtual competitive action of performing a virtual attack, and the virtual competitive action of performing a virtual attack includes any one or more actions or a coherent action formed by a plurality of actions for ending the current attack; An object determination module, configured to determine a target virtual object that matches the target end area from at least one virtual object controlled by the attacking party; A control module, configured to control the target virtual object to perform a pre-action of the end competitive action, or control the target virtual object to perform the pre-action and perform the end competitive action in the target end area; After determining the target end area selected for the attacking party to perform the end competitive action, it further includes: determining a target tactic from candidate tactics supported by the target end area, where the target tactic corresponds to a tactic run, and the target tactic includes the end competitive action; The step of determining a target end area selected for the attacking party to perform the end competitive action based on the virtual field area includes: displaying an area matching control on the graphical user interface; in response to a control trigger operation on the area matching control, displaying a tactic area panel on the graphical user interface, where the tactic area panel contains a plurality of tactic areas corresponding to the plurality of end areas; in response to an area trigger operation on the plurality of tactic areas, determining the end area corresponding to the tactic area triggered by the area trigger operation as the target end area selected for the attacking party to perform the end competitive action; Alternatively, the step of determining a target end area selected for the attacking party to perform the end competitive action based on the virtual field area includes: in response to a field trigger operation on the virtual field area of the virtual game screen, determining the end area associated with the field trigger operation; determining the end area as the target end area selected for the attacking party to perform the end competitive action; The step of determining a target tactic from candidate tactics supported by the target end area includes: displaying at least one candidate tactic supported by the target end area on the graphical user interface; in response to a tactic selection operation on the at least one candidate tactic, determining a target tactic from the at least one candidate tactic.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor to execute the steps in the virtual game control method according to any one of claims 1-11.
14. An electronic device, characterized in that, The electronic device includes a memory and a processor. A computer program is stored in the memory. The processor executes the steps in the virtual game control method according to any one of claims 1-11 by calling the computer program stored in the memory.
Citation Information
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Virtual shooting method, computer storage medium and terminal
CN109126135A