Operation area adjustment method and device, computer device, and storage medium
By adjusting the position and shape of the elimination area, the problem of limited types and quantities of virtual objects caused by the elimination area occupying too large a game space was solved, thus achieving flexible placement of virtual objects and improving the game experience.
Patent Information
- Application Number
- CN202211194099.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-28
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2042-09-28
AI Technical Summary
In match-3 games, the elimination area occupies a large portion of the game space, which limits the variety and quantity of virtual objects and affects the gaming experience.
By adjusting the position and shape of the elimination operation area, the space that overlaps with the placement area of the virtual object becomes part of the placement area, allowing the virtual object to be placed within the adjusted placement area and ensuring that the placement areas do not overlap.
While ensuring a rich variety of virtual objects, the number of virtual objects that can be placed has been increased, enhancing the gaming experience. Users can flexibly place virtual objects to meet the needs of different game strategies.
Smart Images

Figure CN115531873B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of computer, and in particular, to an operation area adjustment method and device, a computer device, and a storage medium. BACKGROUND
[0002] In some elimination games, a user can perform an elimination operation once, i.e., input a position exchange instruction to exchange the positions of two elimination objects in an elimination operation area displayed on a user interface, and if the positions are exchanged, a plurality of sequentially adjacent elimination objects in a row or a column belong to the same type of elimination object, e.g., the elimination objects have the same color, pattern or shape, the sequentially adjacent elimination objects are eliminated, thereby triggering the selection of a virtual object in the game.
[0003] In an elimination tower defense game, a user can build a virtual object such as a defense tower in a game field of a user interface by performing an elimination operation once in an elimination operation area, so that the defense tower can perform an attack operation on an invading enemy or other target object.
[0004] However, in order to ensure the variety of defense towers, a plurality of elimination objects are usually associated with different defense towers, and in this case, the elimination operation area fixedly occupies a large space of the game field, so that the number of defense towers that can be built by the user is limited.
[0005] In other elimination games similar to the elimination tower defense game, the same problem exists, i.e., in order to ensure the variety of virtual objects, a plurality of elimination objects are usually associated with different virtual objects, and in this case, the elimination operation area fixedly occupies a large space of the game field, so that the number of virtual objects that can be displayed in a fixed-size game field is limited. SUMMARY
[0006] Therefore, it is necessary to provide an operation area adjustment method, device, computer device and storage medium that can balance the variety and displayable number of virtual objects in view of the above technical problems.
[0007] In a first aspect, an embodiment of the present disclosure provides an operation area adjustment method, which comprises:
[0008] displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects;
[0009] selecting a virtual object associated with the first type of elimination operation in response to a first type of elimination operation on the elimination operation area;
[0010] determining a placement area of the selected virtual object;
[0011] When the placement region and the elimination operation region have an overlapping region, an occupied region of the elimination operation region in the game field is adjusted so that the selected virtual object can be placed in the placement region adjusted synchronously and the placement region and the adjusted elimination operation region do not overlap.
[0012] In some embodiments, the adjusting of the occupied region of the elimination operation region in the game field comprises: reducing the elimination operation region so that the overlapping region is outside the reduced elimination operation region; or, translating the elimination operation region so that the overlapping region is outside the translated elimination operation region; or, adjusting the shape of the elimination operation region so that the overlapping region is outside the elimination operation region adjusted in shape.
[0013] In some embodiments, the adjusting of the shape of the elimination operation region comprises: determining a free region of the placement region according to the placement regions of the virtual objects already placed in the placement region and the placement region of the selected virtual object; and displaying the elimination operation region adjusted in shape in a reorganization region, the reorganization region comprising at least part of the free region and / or at least part of the remaining region of the elimination operation region except the overlapping region.
[0014] In some embodiments, the operation region adjustment method further comprises: displaying a to-be-activated region in the game field; the to-be-activated region comprises a plurality of to-be-activated unit regions; and in response to a second type of elimination operation on the elimination operation region, adjusting the to-be-activated unit region associated with the second type of elimination operation to be part of the placement region.
[0015] In some embodiments, at least two different virtual objects have different attack release ranges; and the operation region adjustment method further comprises: displaying a target object; and controlling the virtual object already placed to release an attack on the target object when the target object is located within the attack release range of the virtual object already placed.
[0016] In some embodiments, the operation region adjustment method further comprises: displaying a to-be-activated marker of a plurality of different virtual objects in the placement region; and determining the placement region of the selected virtual object comprises: controlling the to-be-activated marker of the virtual object associated with the first type of elimination operation to flash; and in response to a selection operation on the flashing to-be-activated marker, determining the region where the selected to-be-activated marker is located as the placement region of the selected virtual object.
[0017] In some embodiments, the operation region adjustment method further comprises: before detecting the selection operation, in response to a third type of elimination operation on the elimination operation region, reselecting a virtual object associated with the third type of elimination operation; controlling the to-be-activated marker of the reselected virtual object to flash; in response to a new selection operation, determining the region where the selected to-be-activated marker is located as a new placement region; and placing the reselected virtual object in the new placement region.
[0018] In a second aspect, the embodiments of the present disclosure provide an operation area adjusting apparatus, which comprises:
[0019] a display module configured to display an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects;
[0020] an object selecting module configured to select a virtual object associated with a first type of elimination operation on the elimination operation area in response to the first type of elimination operation on the elimination operation area;
[0021] an area determining module configured to determine a placement area of the selected virtual object;
[0022] an area adjusting module configured to adjust an occupied area of the elimination operation area in the game field when the placement area and the elimination operation area have an overlapping area, so that the selected virtual object can be placed in the placement area adjusted synchronously and the placement area and the adjusted elimination operation area do not overlap.
[0023] In a third aspect, the embodiments of the present disclosure provide a computer device, which comprises a memory, a processor and a computer program stored in the memory and executable on the processor, and the processor implements the following steps when executing the computer program:
[0024] displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects;
[0025] selecting a virtual object associated with a first type of elimination operation on the elimination operation area in response to the first type of elimination operation on the elimination operation area;
[0026] determining a placement area of the selected virtual object;
[0027] adjusting an occupied area of the elimination operation area in the game field when the placement area and the elimination operation area have an overlapping area, so that the selected virtual object can be placed in the placement area adjusted synchronously and the placement area and the adjusted elimination operation area do not overlap.
[0028] In a fourth aspect, the embodiments of the present disclosure provide a computer readable storage medium, which stores a computer program, and the computer program implements the following steps when executed by a processor:
[0029] displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects;
[0030] selecting a virtual object associated with a first type of elimination operation on the elimination operation area in response to the first type of elimination operation on the elimination operation area;
[0031] determining a placement region of the selected virtual object;
[0032] when there is an overlapping region between the placement region and the elimination operation region, adjusting the occupied region of the elimination operation region in the game field so that the selected virtual object can be placed in the placement region adjusted synchronously, and the placement region and the adjusted elimination operation region do not overlap.
[0033] The operation region adjustment method, device, computer device and storage medium have the advantages that the space in the game field where the elimination operation region and the placement position of the virtual object overlap is adjusted to be part of the placement region, so that the position and / or shape of the elimination operation region can change according to the placement region occupied by the virtual object that has been placed and the placement region of the selected virtual object, which improves the situation that the placement region and the number of virtual objects are limited due to the fixed position of the elimination operation region and the large space occupied by the elimination operation region in the game field, and the number of virtual objects that can be placed is increased while the variety of virtual objects is ensured. In addition, the user can flexibly place the virtual object in a reasonable region according to the game strategy, which improves the game experience. BRIEF DESCRIPTION OF DRAWINGS
[0034] Figure 1 An application environment diagram of the operation region adjustment method in some embodiments;
[0035] Figure 2 A flowchart of the operation region adjustment method in some embodiments;
[0036] FIG. 3(a) is a schematic diagram of one layout form of the operation elimination region and the placement region in some embodiments;
[0037] FIG. 3(b) is a schematic diagram of one layout form of the game field in some embodiments;
[0038] FIG. 3(c) is a schematic diagram of another layout form of the operation elimination region and the placement region in some embodiments;
[0039] FIG. 3(d) is a schematic diagram of the overlapping region in some embodiments;
[0040] FIG. 3(e) is a schematic diagram of one layout form of the operation elimination region in some embodiments;
[0041] FIG. 3(f) is a schematic diagram of another layout form of the operation elimination region in some embodiments;
[0042] FIG. 3(g) is a schematic diagram of one layout form of the activation mark of the virtual object in some embodiments;
[0043] FIG. 3(h) is a schematic diagram of one layout form of the virtual object in some embodiments;
[0044] Figure 4 Structural block diagram of an object selection device in some embodiments;
[0045] Figure 5 This is a diagram showing the internal structure of a computer device in some embodiments. Detailed Implementation
[0046] To make the objectives, technical solutions, and advantages of this disclosure clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this disclosure.
[0047] The operation area adjustment method provided in this disclosure can be applied to a terminal equipped with a display or to a game system connected to a server and a display. The terminal can be, but is not limited to, various personal computers, laptops, smartphones, tablets, and portable wearable devices. The terminal can obtain the user's position swap command input when performing an elimination operation through a touch-screen controllable display, keyboard, or mouse. The position swap command can cause the positions of two elimination objects on the elimination operation area to be exchanged. The server can be implemented using a standalone server or a server cluster composed of multiple servers. The server can also obtain the user's position swap command input through a touch-screen controllable display, keyboard, or mouse. The display can be controlled by the terminal's processor or the server to display one or more game elements in the user interface, such as the game field, elimination operation area, placement area, elimination objects, and virtual objects.
[0048] Applying the operation area adjustment method Figure 1 The following description uses a terminal as an example. In some embodiments, the terminal includes a processor 101 and a display 102. The processor 101 can be implemented using at least one hardware form selected from programmable logic arrays (PLAs), field-programmable gate arrays (FPGAs), digital signal processors (DSPs), application-specific integrated circuits (ASICs), general-purpose processors, or other programmable logic devices. Figure 2 As shown, the object selection method includes steps S201, S202, S203 and S204 that can be executed by the terminal. Each step is described in detail below.
[0049] Step S201: Display the elimination operation area in the game field. At least a portion of the game field, excluding the elimination operation area, is a placement area for virtual objects.
[0050] Step S201 can be performed by the display 102. The display 102 can display one or more elements of the game field, the elimination operation area, the elimination object, the placement area, the virtual object, etc., which are all visible elements in the user interface, and which have a boundary of a certain shape, and in some optional embodiments, which can also have a color or a pattern.
[0051] Regarding the game field. The game field herein refers to an area in the user interface that includes at least the elimination operation area and the placement area, and which mainly provides space for the elimination operation and the placement of the virtual object. Generally, the boundary of the game field is fixed, and the elimination operation area and the placement area are displayed within the boundary of the game field. Of course, in some optional embodiments, the boundary of the game field can have different sizes or shapes at different times or in different levels, which is not particularly limited herein.
[0052] Regarding the placement area. The placement area is used for placing the virtual object. In some optional embodiments, the placement area can include a plurality of unit intervals for placing the virtual object, and the boundaries of the unit intervals can be square or other shapes. The boundary of the placement area is generally square, but can also be other regular or irregular shapes, such as circular, elliptical, or other polygons, etc., which are not particularly limited herein. One virtual object can occupy one or more unit intervals, which can be set as needed. The virtual object that has been placed in the placement area can also be moved from the original placement area to other designated placement area according to the position adjustment operation performed by the user. The placement area can include the placement area of the virtual object that has been placed and the idle area where no virtual object has been placed. The idle area where no virtual object has been placed can be used to place a newly selected virtual object. The boundaries of the placement area and the unit intervals can be displayed or hidden, which is not particularly limited herein.
[0053] Regarding the elimination operation area. The elimination operation area can include a plurality of elimination objects respectively associated with different virtual objects, and thus the elimination operation area can also refer to a container or a control that contains the elimination objects.
[0054] In some optional embodiments, the elimination operation area can include a plurality of unit spaces for containing a single elimination object, which can also be referred to as a grid. Generally, one or more elements of the pattern, shape, color, etc. contained in one unit space can be regarded as one elimination object. The boundary of the elimination operation area is generally square, but can also be other regular or irregular shapes, such as circular, elliptical, or other polygons, etc., which are not particularly limited herein. The boundaries of the elimination operation area and the unit spaces can be displayed or hidden, which is not particularly limited herein.
[0055] Elimination object. Elimination object refers to an element with a certain shape, pattern or color, at least one of which can be selected by the user to exchange positions with another.
[0056] In the elimination game, the user can select the elimination object in various ways, such as clicking the touch screen with a finger, clicking the control corresponding to the elimination object with a mouse, or other ways, which are not described here. Correspondingly, the user can perform the elimination operation in various ways, such as dragging one elimination object to another elimination object on the touch screen to exchange positions, or selecting two elimination objects and clicking the control to exchange positions, or other ways.
[0057] This paper refers to elimination as successful elimination of a certain type of elimination object, that is, through the elimination operation performed by the user, two elimination objects in the elimination operation area exchange positions, and at least one type of elimination object in the elimination operation area is connected in sequence in the vertical, horizontal or other specified direction, and the number of the type of elimination object connected in sequence reaches or exceeds the number threshold required for elimination. For example, if the number threshold required for elimination of a certain type of elimination object is 3, then through the elimination operation, the number of the type of elimination object connected in sequence in the vertical, horizontal or other specified direction in the elimination operation area reaches 3 or exceeds 3, which can make the elimination objects reaching 3 or exceeding 3 be eliminated, i.e. disappear from the elimination operation area. Since the elimination objects disappear from the elimination operation area, new elimination objects can be added to the place where the elimination objects disappear, or the elimination object types and layout of the entire elimination operation area can be refreshed, so that the user can perform the next elimination operation. Of course, if there are enough elimination objects in the elimination operation area, some elimination objects can be eliminated without adding or refreshing.
[0058] Virtual object. Virtual object refers to an object selected by the user through the elimination operation in the game, which can be displayed and placed in the placement area. Common virtual objects can include but are not limited to one or more of the following:
[0059] (1) Virtual character, such as a virtual person or a virtual animal, which the user sometimes needs to select as the main character, companion or placement of the virtual character to perform attack operations in the game;
[0060] (2) virtual props, such as virtual weapons or tools, which the user sometimes needs to select to equip the virtual character, or to place the virtual props to perform attack operations, or sometimes needs to select / discard the corresponding virtual props to implement game strategies;
[0061] (3) virtual buildings, such as virtual houses, virtual roads or defense towers, which the user sometimes needs to select to place in the placement area to perform attack, or to accommodate virtual characters, etc.
[0062] It can be seen that the operation area adjustment method is particularly suitable for elimination-type tower defense games, in which the virtual objects can be defense towers, which can usually perform magic or physical attack operations, and can also perform other operations in the tower defense game, such as restoring life value, increasing attack damage, etc., which are not particularly limited herein. In addition, in other optional embodiments, the operation area adjustment method can also be applicable to other elimination-type games, and the attributes or functions of the virtual objects can be set according to the needs of other elimination-type games.
[0063] Step S202: selecting a virtual object associated with the first-type elimination operation in response to the first-type elimination operation on the elimination operation area.
[0064] The first-type elimination operation is used to select a virtual object that needs to be placed in the placement area from a plurality of candidate virtual objects. Different virtual objects are associated with different types of elimination objects, and are further associated with different elimination operation modes in the first-type elimination operation. For example, if the first-type elimination operation eliminates an A-type elimination object, a virtual object a corresponding to the A-type elimination object can be selected; and if the first-type elimination operation eliminates a B-type elimination object, a virtual object b corresponding to the B-type elimination object can be selected. The first-type elimination operation in step S202 can be a one-time elimination operation, or a plurality of continuous elimination operations, depending on the selection conditions of the virtual objects.
[0065] As used herein, selection refers to successfully determining that a certain virtual object needs to be placed in the placement area. The elimination objects required to be eliminated, or even the number of elimination objects required to be eliminated, can be different for different virtual objects, and thus the selection conditions corresponding to different virtual objects are different. As the game progresses, the selection conditions corresponding to the same virtual object at different times, i.e., the elimination objects required to be eliminated and the number of elimination objects required to be eliminated, can also change.
[0066] Generally, the selection conditions include the elimination objects required to be eliminated and the number of elimination objects required to be eliminated for the selected virtual objects. For virtual objects that need to perform two elimination operations to be selected, the selection conditions of these virtual objects include the associated elimination objects required to be eliminated and the number of associated elimination objects required to be eliminated for all the times of the first-type elimination operation required to be performed to select these virtual objects.
[0067] Step S203: determining the placement region of the selected virtual object.
[0068] The placement region of the selected virtual object can be determined according to the region designated by the user, for example, the user can designate the placement region by clicking a certain region in the game field, and of course, other existing designation manners in the existing game can also be used. In addition, the placement region can also be automatically determined according to the attributes of the virtual object, for example, if the virtual object can perform an attack on a target object within a preset range, the placement region can be selected from the placement region and the elimination operation region according to the position of the target object. Of course, the placement region can also be determined according to a preset rule, for example, according to a preset placement order of the virtual object, the placement region of the newly selected virtual object is determined. As can be seen, the manner of determining the placement region can be various, which is not particularly limited here. It should be noted that the placement region of the selected virtual object can overlap with the elimination operation region, or can overlap with the placement region.
[0069] Step S204: when there is an overlapping region between the placement region and the elimination operation region, adjusting the occupied region of the elimination operation region in the game field, so that the selected virtual object can be placed in the synchronously adjusted placement region, and the placement region does not overlap with the adjusted elimination operation region.
[0070] Adjusting the occupied region of the elimination operation region in the game field means that the region of the elimination operation region which overlaps with the placement region of the selected virtual object (i.e. the overlapping region in step S204) is excluded, so that the overlapping region no longer belongs to the elimination operation region. At the same time, since the occupied region of the elimination operation region changes, the placement region will also be synchronously adjusted, so that the overlapping region belongs to a part of the placement region, and then the selected virtual object can be placed on the part of the placement region; of course, if the part of the region is not enough to completely place the selected virtual object, it is also necessary to select a free region in the placement region to form a placement region which can completely place the selected virtual object.
[0071] In step S204, the placement region does not overlap with the adjusted elimination operation region, and the placement region here refers to the placement region of the selected virtual object in step S203.
[0072] The above operation area adjustment method adjusts the space in which the elimination operation area in the game field overlaps with the placement position of the virtual object as a part of the placement area, so that the position and / or shape of the elimination operation area can change according to the placement area occupied by the placed virtual object and the placement area of the selected virtual object, which improves the situation that the placement area and the number of the virtual objects are limited due to the fixed position and large space occupied by the elimination operation area, and ensures the richness of the virtual objects while increasing the number of the virtual objects that can be placed. In addition, the user can flexibly place the virtual objects in a reasonable area according to the game strategy, which improves the game experience.
[0073] In some possible cases, for the current elimination type tower defense game, since the elimination operation area remains in a fixed position and boundary size, at this time, the display size of the virtual object can be reduced so that the placement area can place more virtual objects. However, this processing manner increases the difficulty for the user to distinguish different virtual objects, and also makes it difficult for the user to quickly select the expected virtual object for control in the densely packed and small-sized multiple placed virtual objects. This processing manner causes the user to have a poor visual experience, and requires the user to spend more time and more effort to adjust the operation posture more carefully.
[0074] Differently, in the operation area adjustment method provided in the embodiments of the present application, since the position and boundary size of the elimination operation area do not need to be fixed at all times, in some optional embodiments, the elimination operation area can have a larger boundary size at the beginning of the game, and can display more types of elimination objects and more numbers of elimination objects, so that the user can select the virtual object to be placed from the virtual objects of various types, and as the number of the placed virtual objects in the game field gradually increases, the elimination operation area can gradually reduce the occupied area in the game field to provide more placement areas for the virtual objects. This processing manner does not necessarily reduce the display size of the virtual object placed in the placement area, which can ensure a good game experience for the user.
[0075] In some embodiments, in order to help the reader intuitively understand some layout or presentation of the game field, the placement area, the elimination operation area, the elimination object, the virtual object and other related game elements, Figures 3(a) to 3(h) Some schematic diagrams are provided for reference. In other optional embodiments, the size and shape, pattern, color and number of the game field, the placement area, the elimination operation area, the elimination object, the virtual object and other related game elements can be different from those in the schematic diagrams.
[0076] In Figures 3(a) to 3(h)In some embodiments, the boundary shape, size, and position of the elimination operation area 310 can vary, the number of unit spaces 315 included in the elimination operation area 310 can vary, and the types and number of elimination objects included in the elimination operation area 310 can vary. In some embodiments, some figures show the elimination objects included in the elimination operation area 310 for ease of illustration, and some figures do not show the elimination objects. The boundary shape, size, and position of the placement area 320 can vary, the number of unit spaces 321 included in the placement area 320 can vary, and the types and number of virtual objects placed in the placement area 320 can vary. In addition, the first virtual object 331 is associated with the first type of elimination object 311, the second virtual object 332 is associated with the second type of elimination object 312, and the third virtual object 333 is associated with the third type of elimination object 313. Further details regarding these generalities are not provided herein.
[0077] FIG. 3(a) shows a layout of an elimination operation area 310 and a placement area 320. In this figure, the elimination operation area 310 includes three types of elimination objects, where the first type of elimination object 311 has a circular boundary and has three instances, the second type of elimination object 312 has a triangular boundary and has three instances, and the third type of elimination object 313 has a pentagonal boundary and has three instances. These elimination objects can be eliminated in response to a first type of elimination operation performed by a user. The placement area 320 includes a plurality of unit spaces 321. In this case, the elimination operation area 310 is a matrix and is surrounded by the placement area 320.
[0078] FIG. 3(a) also shows some virtual objects, including one first virtual object 331, one second virtual object 332, and one third virtual object 333, which are placed in different unit spaces 321, and each virtual object occupies one unit space 321. In other alternative embodiments, one virtual object can occupy more than one unit space 321.
[0079] FIG. 3(b) shows the positional relationship between the game field 300 and the elimination operation area 310 and the placement area 320. In this figure, the boundary of the game field 300 does not coincide with the boundary of the elimination operation area 310 or the boundary of the placement area 320. In other alternative embodiments, the boundaries of the three can partially coincide.
[0080] FIG. 3(c) shows a case where the placement area 320 does not have virtual objects placed therein, and also shows the elimination operation area 310.
[0081] Based on Fig. 3(c), Fig. 3(d) shows a case where the placement area 322 of the selected virtual object overlaps with the elimination operation area 310. At this time, since the placement area 322 of the selected virtual object overlaps with the elimination operation area 310, the occupation area of the elimination operation area in the game field can be adjusted, as shown in Fig. 3(e), to adjust the elimination operation area 310 to a shape that does not contain the overlapping area, so that the number of unit spaces 315 of the elimination operation area 310 changes from 9 in Fig. 3(c) to 8 in Fig. 3(e). At this time, it is equivalent to reducing the occupation area of the elimination operation area 310. Since the occupation area of the elimination operation area 310 is reduced, the corresponding reduced occupation area, i.e., the placement area 322, is divided into the placement area 320, so that the occupation area of the placement area 320 is increased. Fig. 3(e) shows a case where the first virtual object 331 is placed in the placement area 322.
[0082] Fig. 3(f) shows a distribution of virtual objects displayed by the user interface and a layout of the elimination operation area 310 and the placement area 320 after a plurality of times of the first type of elimination operation and a plurality of times of adjustment of the elimination operation area 310 in some embodiments. As can be seen, the occupation area of the elimination operation area 310 can be larger than that of the placement area 320, so as to set more types of elimination objects and a larger number of elimination objects, so that the user can select from a variety of virtual objects and quickly find elimination objects that can be easily eliminated in the elimination operation area 310. Moreover, the elimination operation area 310 can adaptively change its shape by dividing the overlapping area with the placement area of the selected virtual object to the placement area 320, for example, the elimination operation area 310 surrounds one second virtual object 332 and semi-surrounds one third virtual object 333. As can be seen, the adjustment of the elimination operation area 310 can be flexible.
[0083] In some embodiments, adjusting the occupation area of the elimination operation area in the game field can include the following steps: reducing the elimination operation area so that the overlapping area is located outside the reduced elimination operation area; or, translating the elimination operation area so that the overlapping area is located outside the translated elimination operation area; or, adjusting the shape of the elimination operation area so that the overlapping area is located outside the adjusted elimination operation area.
[0084] In some embodiments, adjusting the occupation area of the elimination operation area in the game field can include the following steps: reducing the elimination operation area so that the overlapping area is located outside the reduced elimination operation area; or, translating the elimination operation area so that the overlapping area is located outside the translated elimination operation area; or, adjusting the shape of the elimination operation area so that the overlapping area is located outside the adjusted elimination operation area.
[0085] The translation of the elimination operation area can include changing the center position, the boundary position or the centroid position of the elimination operation area, in which case the shape of the elimination operation area is unchanged. Generally, the translation of the elimination operation area means that a part of the occupied area of the placement area can be divided into the elimination operation area, and a part of the occupied area of the elimination operation area can be divided into the placement area.
[0086] The adjustment of the shape of the elimination operation area can generally be determined according to the location of the placement area of the selected virtual object, for example, the unit space in the elimination operation area that overlaps with the placement area of the selected virtual object can be divided out of the elimination operation area and into the placement area, in which case the shape of the elimination operation area will likely change due to the lack of a part of the unit space. Of course, the adjustment of the shape of the elimination operation area can also be determined according to the free area of the placement area, when the number of the free area of the placement area is less than a preset number threshold, the shape of the elimination operation area can be adjusted to reduce the occupied area of the elimination operation area, and correspondingly increase the free area of the placement area, so as to maintain the simple and beautiful state of the user interface.
[0087] In some embodiments, the adjustment of the occupied area of the elimination operation area in the game field can include dividing the unit space corresponding to the overlapping area between the placement area of the selected virtual object and the elimination operation area out of the elimination operation area to reduce the occupied area of the elimination operation area.
[0088] In other embodiments, the adjustment of the occupied area of the elimination operation area in the game field can include dividing the unit space corresponding to the overlapping area between the placement area of the selected virtual object and the elimination operation area, and other specified unit spaces, out of the elimination operation area to reduce the occupied area of the elimination operation area. In this way, the occupied area of the placement area can be increased more substantially and quickly.
[0089] In some alternative embodiments, the adjusting the shape of the elimination operation region can comprise the following steps: determining a free area of the arrangement area according to the arrangement area of each arranged virtual object in the arrangement area and the arrangement area of the selected virtual object; and displaying the adjusted elimination operation region in the reorganization area, the reorganization area comprising at least part of the free area and / or at least part of the remaining area of the elimination operation region except the overlapping area. In this embodiment, the adjusted elimination operation region does not overlap with the arrangement area of the arranged virtual object and the arrangement area of the selected virtual object. The reorganization area becomes the adjusted elimination operation region, which in some cases comprises at least part of the free area or at least part of the remaining area of the elimination operation region except the overlapping area, and in other cases comprises at least part of the free area and at least part of the remaining area of the elimination operation region except the overlapping area. In some cases, the arrangement area of the selected virtual object can overlap with both a part of the arrangement area and a part of the elimination operation region, and in this case, the free area of the arrangement area does not include the area overlapping with the arrangement area of the selected virtual object.
[0090] In some embodiments, the operation region adjusting method can further comprise the following steps: displaying an activation area in the game field; the activation area comprising a plurality of unit areas to be activated; and in response to the second type of elimination operation on the elimination operation region, adjusting the unit area to be activated associated with the second type of elimination operation to be part of the arrangement area. Figure 3(b) shows a case in this embodiment. In Figure 3(b), the activation area 350 comprises a plurality of unit areas 351 to be activated, one or more unit areas 351 can be activated by the second type of elimination operation. Activation can refer to changing the function, attribute or display form of an object. Specifically, for the unit area 351, activation refers to enabling the unit area 351 to have the function of the unit area 321 of the arrangement area 320, and enabling the unit area 351 to be used to arrange virtual objects. The second type of elimination operation is also an elimination operation performed on the elimination operation region 310, the difference is that the second type of elimination operation is associated with the unit area 351 to be activated instead of a virtual object. Figure 3(b) provides a fourth type of elimination object 314, and the user can perform the second type of elimination operation to eliminate the fourth type of elimination object 314, so that the unit area 351 to be activated associated with the fourth type of elimination object 314 is adjusted to be part of the arrangement area 320. This way improves the interest of the game, and at the same time increases the types of elimination objects in the elimination operation region 310 to some extent, and even requires to increase the number of elimination objects. Since the occupied area of the elimination operation region 310 in the embodiments of the present application can be flexibly adjusted, it can meet such requirements.
[0091] In some embodiments, especially when the operation area adjusting method is applied to a battle or tower defense game, at least two different virtual objects can have different attack release ranges, for example, two or more different defense towers or two or more different gun emplacements have different ranges. At this time, the operation area adjusting method can include the following steps: displaying a target object; controlling the already-placed virtual object to release an attack on the target object when the target object is located within the attack release range of the already-placed virtual object. Figure 3(b) shows a case in this embodiment. In Figure 3(b), the target object 340 is located in the game field 300 and is located outside the placement area 320. In other embodiments, the target object can be located in other set areas outside the game field, which is not particularly limited here. Figure 3(b) also shows three virtual objects, which are the first virtual object 331, the second virtual object 332, and the third virtual object 333, respectively, each occupying a different unit interval 321 in the placement area 320. In actual application scenarios, each virtual object often has a different attack release range, and if it is outside the attack release range, it will not be able to release an attack on the target object, so such games have strategic requirements for the placement position of the virtual object. Since the occupied area of the elimination operation area 310 in the embodiments of the present application can be flexibly adjusted, it is able to meet such requirements.
[0092] In some embodiments, the operation area adjustment method can further comprise the following steps: displaying the to-be-activated markers of the plurality of different virtual objects in the placement area. Accordingly, the step of determining the placement area of the selected virtual object can comprise: controlling the to-be-activated markers of the virtual object associated with the first type of elimination operation to flash; and in response to a selection operation on the flashing to-be-activated marker, determining the area where the selected to-be-activated marker is located as the placement area of the selected virtual object. FIG. 3(g) and FIG. 3(h) show some possible cases. In FIG. 3(g), in the placement area 320, a plurality of to-be-activated markers of a plurality of different virtual objects are displayed in a plurality of cell areas 321, and the to-be-activated markers include a to-be-activated marker 361 of a first virtual object 331, a to-be-activated marker 362 of a second virtual object 332, and a to-be-activated marker 363 of a third virtual object 333. At this time, the cell areas 321 where the to-be-activated markers are displayed are not placed with virtual objects. When a first type of elimination operation associated with a virtual object is detected, the to-be-activated marker associated with the virtual object flashes. Taking the second virtual object 332 as an example, when the first type of elimination operation eliminates the second type of elimination object 312, the second virtual object 332 is selected, and at this time, the to-be-activated markers 362 of a plurality of second virtual objects 332 flash to prompt the user that the currently selected virtual object is the second virtual object 332. The user can select a to-be-activated marker 362 of a second virtual object 332 from the to-be-activated markers 362 of a plurality of second virtual objects 332 through a selection operation, such as clicking a finger on a touch screen or clicking a mouse on a user interface, and the area where the selected to-be-activated marker 362 is located is determined as the placement area of the second virtual object 332. FIG. 3(h) shows a form in which a second virtual object 332 is placed in the placement area 320. This processing manner does not require the user to drag the virtual object to a specific position in the placement area for placement, improves the efficiency of determining the placement area of the selected virtual object, and enables the user to participate in the process of determining the placement area to some extent and determine the placement area according to the strategy needs. Through the flashing manner, the user can also be intuitively prompted about the virtual object to be placed, and the experience is improved.
[0093] In some embodiments, the operation area adjustment method further comprises: before detecting the selection operation, in response to a third type of elimination operation for eliminating the operation area, reselecting a virtual object associated with the third type of elimination operation; controlling a to-be-activated marker of the reselected virtual object to flash; in response to a new selection operation, determining a region where a to-be-activated marker selected by the new selection operation is located as a new placement region; and placing the reselected virtual object in the new placement region. The third type of elimination operation is also an elimination operation performed on the elimination operation area, but it is used to reselect a virtual object. Therefore, the third type of elimination operation also has an association with a virtual object. Generally, after detecting the first type of elimination operation, a virtual object is selected, and at this time, the to-be-activated marker of the selected virtual object flashes. The user can not perform a selection operation, but immediately perform a third type of elimination operation to eliminate a certain type of elimination object in the elimination operation area. At this time, the virtual object associated with the eliminated elimination object is the reselected virtual object. After reselecting the virtual object, the to-be-activated marker of the reselected virtual object can be controlled to flash, thereby providing the user with a placement region of the reselected virtual object. The user can perform a new selection operation to determine a region where a to-be-activated marker selected by the new selection operation is located as a new placement region, so that the reselected virtual object is placed in the new placement region. The aforementioned new selection operation refers to a selection operation corresponding to the reselected virtual object. This processing manner can ensure the consistency of the user's operation and the intended selected virtual object from multiple aspects, can reduce the impact of the previous first type of elimination operation on the game progress, and can improve the continuity of the user in the game operation.
[0094] In some optional embodiments, different virtual objects need to be selected by performing different numbers of first type of elimination operations. For example, there are multiple virtual objects, and the multiple virtual objects include a specific virtual object. At this time, step S202 can comprise: in response to more than two consecutive first type of elimination operations on the elimination operation area, selecting a specific virtual object associated with the two first type of elimination operations. In these embodiments, some virtual objects can be selected by performing one first type of elimination operation, and the specific virtual object can be selected by performing more than two consecutive first type of elimination operations. This processing manner can ensure the consistency of the user's operation and the intended selected virtual object from multiple aspects, can effectively reduce the probability that the user incorrectly determines a candidate object that does not match the intention, and can reduce the impact of the previous elimination operation on the game progress, and can improve the continuity of the user in the game operation.
[0095] It should be understood that, although Figure 2The steps in the flowcharts are shown in sequence according to the arrows, but the steps are not necessarily executed in the order indicated by the arrows. Figure 2 The steps shown and steps involved in other embodiments are not necessarily limited in order of execution unless otherwise specified herein. The steps can be executed in other orders. Also, at least some of the steps of the foregoing embodiments can include multiple sub-steps or multiple stages, which are not necessarily executed at the same time, but can be executed at different times, and which are not necessarily executed sequentially, but can be executed alternately or in rotation with at least some of the other steps or sub-steps or stages of other steps.
[0096] The embodiments of the present disclosure provide an operation area adjustment apparatus, such as Figure 4 As shown in the figure, the operation area adjustment apparatus 400 includes:
[0097] The display module 401 is configured to display an elimination operation area in a game field, and at least part of the game field other than the elimination operation area is a placement area for placing virtual objects.
[0098] The object selection module 402 is configured to select a virtual object associated with the first type of elimination operation in response to the first type of elimination operation on the elimination operation area.
[0099] The area determination module 403 is configured to determine a placement area of the selected virtual object.
[0100] The area adjustment module 404 is configured to adjust the occupied area of the elimination operation area in the game field when there is an overlapping area between the placement area and the elimination operation area, so that the selected virtual object can be placed in the synchronously adjusted placement area, and the placement area and the adjusted elimination operation area do not overlap.
[0101] In some embodiments, the area adjustment module 404 includes a first adjustment module (not shown) configured to reduce the elimination operation area so that the overlapping area is outside the reduced elimination operation area, or a second adjustment module (not shown) configured to translate the elimination operation area so that the overlapping area is outside the translated elimination operation area, or a third adjustment module (not shown) configured to adjust the shape of the elimination operation area so that the overlapping area is outside the adjusted elimination operation area.
[0102] In some embodiments, the third adjusting module comprises: an idle area determining unit, configured to determine an idle area of the placement area according to the placement area of each placed virtual object in the placement area and the placement area of the selected virtual object; and a reorganization area displaying unit, configured to display the adjusted elimination operation area in a reorganization area, the reorganization area comprising at least part of the idle area and / or at least part of the remaining area of the elimination operation area except the overlapping area.
[0103] In some embodiments, the operation area adjusting apparatus 400 can further comprise: a to-be-activated area displaying module (not shown), configured to display a to-be-activated area in the game field, the to-be-activated area comprising a plurality of to-be-activated unit areas; and a to-be-activated area adjusting module (not shown), configured to, in response to the second type of elimination operation on the elimination operation area, adjust the to-be-activated unit area associated with the second type of elimination operation to be part of the placement area.
[0104] In some embodiments, at least two different virtual objects have different attack release ranges, and the operation area adjusting apparatus 400 can further comprise: a target object displaying module (not shown), configured to display a target object; and an attack controlling module (not shown), configured to, when the target object is located within the attack release range of the placed virtual object, control the placed virtual object to release an attack on the target object.
[0105] In some embodiments, the operation area adjusting apparatus 400 can further comprise a marker displaying module (not shown), configured to display a plurality of different virtual objects in the placement area. The area determining module 403 comprises: a flickering controlling unit (not shown), configured to control the to-be-activated marker of the virtual object associated with the first type of elimination operation to flicker; and a selection unit (not shown), configured to, in response to a selection operation on the flickering to-be-activated marker, determine the area where the selected to-be-activated marker is located as the placement area of the selected virtual object.
[0106] In some embodiments, the operation area adjusting apparatus 400 can further comprise: a re-selection module (not shown), configured to, in response to a third type of elimination operation on the elimination operation area, re-select the virtual object associated with the third type of elimination operation before detecting the selection operation; a flickering controlling module (not shown), configured to control the to-be-activated marker of the re-selected virtual object to flicker; an operation responding module (not shown), configured to, in response to a new selection operation, determine the area where the selected to-be-activated marker is located as a new placement area; and an object placing module (not shown), configured to place the re-selected virtual object in the new placement area.
[0107] In some optional embodiments, different virtual objects are selected, and different numbers of the first type of elimination operations need to be performed. For example, there are multiple virtual objects, and the multiple virtual objects include a specific virtual object. In this case, the object selection module can include a specific virtual object selection unit configured to select a specific virtual object associated with the two first type of elimination operations in response to more than two first type of elimination operations on the elimination operation area.
[0108] The specific limitations of the operation area adjustment apparatus 400 can refer to the limitations of the operation area adjustment method described above, and will not be described here. Each module in the operation area adjustment apparatus 400 described above can be realized by software, hardware, and combinations thereof, in whole or in part. Each module described above can be embedded in or independent of the processor in the computer device in hardware form, or can be stored in the memory in the computer device in software form, so that the processor can call and execute the operations corresponding to each module.
[0109] In one embodiment, a computer device is provided, which can be a terminal, and its internal structure diagram can be as shown in Figure 5 The computer device includes a processor, a memory, a network interface, a display screen, and an input device connected through a system bus. The processor of the computer device is configured to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operating system and the computer program in the non-volatile storage medium to run. The network interface of the computer device is configured to communicate with external terminals through network connections. The computer program is executed by the processor to implement the operation area adjustment method in any of the embodiments herein. The display screen of the computer device can be a liquid crystal display screen or an electronic ink display screen. The input device of the computer device can be a touch layer overlaid on the display screen, or can be a key, trackball, or touchpad provided on the shell of the computer device. It can also be an external keyboard, touchpad, or mouse, etc.
[0110] Those skilled in the art can understand that Figure 5 The structure shown in the above
[0111] The computer device provided by the embodiments of the present disclosure includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, the following steps are implemented:
[0112] displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing a virtual object;
[0113] selecting a virtual object associated with the first type of elimination operation in response to the first type of elimination operation on the elimination operation area;
[0114] determining a placement area of the selected virtual object;
[0115] adjusting an occupied area of the elimination operation area in the game field when there is an overlapping area between the placement area and the elimination operation area, so that the selected virtual object can be placed in the placement area adjusted synchronously and the placement area does not overlap with the adjusted elimination operation area.
[0116] In some other embodiments, the processor, when executing the computer program, can also implement other steps in the operation area adjustment method in the foregoing embodiments, which are not repeated here.
[0117] The embodiments of the present disclosure provide a computer readable storage medium having a computer program stored thereon, and the computer program, when executed by a processor, implements the following steps:
[0118] displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing a virtual object;
[0119] selecting a virtual object associated with the first type of elimination operation in response to the first type of elimination operation on the elimination operation area;
[0120] determining a placement area of the selected virtual object;
[0121] adjusting an occupied area of the elimination operation area in the game field when there is an overlapping area between the placement area and the elimination operation area, so that the selected virtual object can be placed in the placement area adjusted synchronously and the placement area does not overlap with the adjusted elimination operation area.
[0122] In some other embodiments, the computer program, when executed by the processor, can also implement other steps in the operation area adjustment method in the foregoing embodiments, which are not repeated here.
[0123] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program. The aforementioned computer program can be stored in a non-volatile computer readable storage medium, and when the computer program is executed, the computer program can include the processes of the above-mentioned embodiments of the methods. Wherein, any reference to memory, storage, database or other medium used in each embodiment provided by the embodiments of the present disclosure can include non-volatile and / or volatile memory. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. As an illustration but not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDR SDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synch link) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.
[0124] Any combination of the technical features of the above embodiments can be made, and in order to make the description simple, not all possible combinations of the technical features in the above embodiments are described, however, as long as the combination of the technical features does not exist contradictory, it should be considered as the scope of the present disclosure.
[0125] The above embodiments only express some implementation manners of the present disclosure, and the description is specific and detailed, but it should not be understood as the limitation of the protection scope of the present disclosure. It should be noted that for those skilled in the art, without departing from the concept of the present disclosure, some modifications and improvements can be made, which are all within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the appended claims.
Claims
1. An operating area adjustment method characterized by comprising: The method comprises: displaying an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects; displaying an area to be activated in the game field; the area to be activated comprises a plurality of unit areas to be activated; displaying activation marks of a plurality of different virtual objects in the placement area; in response to a second type of elimination operation on the elimination operation area, adjusting the unit area to be activated associated with the second type of elimination operation to be part of the placement area; in response to a first type of elimination operation on the elimination operation area, selecting a virtual object associated with the first type of elimination operation; controlling the activation mark of the virtual object associated with the first type of elimination operation to flash, so that a selection operation is performed on the flashing activation mark, and the selection operation is used to determine the area where the selected activation mark is located as the placement area of the selected virtual object; before detecting the selection operation, in response to a third type of elimination operation on the elimination operation area, reselecting a virtual object associated with the third type of elimination operation; controlling the activation mark of the reselected virtual object to flash; in response to a new selection operation, determining the area where the activation mark selected by the new selection operation is located as a new placement area; placing the reselected virtual object in the new placement area; when there is an overlapping area between the new placement area and the elimination operation area, adjusting the occupied area of the elimination operation area in the game field, so that the reselected virtual object can be placed in the placement area after the synchronous adjustment, and the placement area does not overlap with the adjusted elimination operation area.
2. The method of claim 1, wherein, The adjustment of the occupied area of the elimination operation area in the game field comprises: shrinking the elimination operation area, so that the overlapping area is located outside the shrunk elimination operation area; or, translating the elimination operation area, so that the overlapping area is located outside the translated elimination operation area; or, adjusting the shape of the elimination operation area, so that the overlapping area is located outside the elimination operation area after the shape adjustment.
3. The method of claim 2, wherein, The adjustment of the shape of the elimination operation area comprises: determining a free area of the placement area according to the placement areas of each placed virtual object in the placement area and the placement area of the reselected virtual object; displaying the elimination operation area after the shape adjustment in a reorganization area, and the reorganization area comprises at least part of the free area and / or at least part of the remaining area of the elimination operation area other than the overlapping area.
4. The method according to any one of claims 1 to 3, characterized in that, At least two different virtual objects have different attack release ranges. The method further comprises: displaying a target object; when the target object is located within the attack release range of a placed virtual object, controlling the placed virtual object to release an attack on the target object.
5. An operating region adjustment device, characterized by The device comprises: a display module configured to display an elimination operation area in a game field, at least part of the game field other than the elimination operation area being a placement area for placing virtual objects; an object selecting module, configured to select a virtual object associated with the first type of elimination operation in response to the first type of elimination operation on the elimination operation area; an area determining module, configured to determine a placement area of the selected virtual object; the area determining module comprises: a flashing control unit, configured to control the flashing of the to-be-activated marker of the virtual object associated with the first type of elimination operation; and a selecting unit, configured to determine the area in which the to-be-activated marker selected by a selecting operation is located as the placement area of the selected virtual object in response to the selecting operation on the flashing to-be-activated marker; an area adjusting module, configured to adjust the occupied area of the elimination operation area in the game field when there is an overlapping area between the placement area and the elimination operation area, so that the selected virtual object can be placed in the synchronously adjusted placement area, and the placement area is not overlapped with the adjusted elimination operation area; a to-be-activated area displaying module, configured to display a to-be-activated area in the game field, the to-be-activated area comprising a plurality of to-be-activated unit areas; a to-be-activated area adjusting module, configured to adjust the to-be-activated unit area associated with the second type of elimination operation as a partial area of the placement area in response to the second type of elimination operation on the elimination operation area; a marker displaying module, configured to display the to-be-activated markers of a plurality of different virtual objects in the placement area; a reselecting module, configured to reselect a virtual object associated with the third type of elimination operation in response to the third type of elimination operation on the elimination operation area before detecting the selecting operation; a flashing control module, configured to control the flashing of the to-be-activated marker of the reselected virtual object; an operation responding module, configured to determine the area in which the to-be-activated marker selected by a new selecting operation is located as a new placement area in response to the new selecting operation; an object placing module, configured to place the reselected virtual object in the new placement area.
6. A computer device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor executes the computer program to implement the steps of the method in any one of claims 1 to 4.
7. A computer-readable storage medium having stored thereon a computer program, characterized in that The computer program is executed by the processor to implement the steps of the method in any one of claims 1 to 4.
Citation Information
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