Methods, devices, computer equipment, and storage media for controlling virtual game objects
By using polygonal attribute graphs and server retrieval technology, players can directly select target virtual game objects, solving the problem of low efficiency in traditional methods and achieving efficient and convenient selection of game objects.
Patent Information
- Application Number
- CN202211209830.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-30
- Publication Date
- 2025-10-31
- Estimated Expiration
- 2042-09-30
AI Technical Summary
In traditional methods, gamers need to browse character names and attributes one by one when selecting virtual game objects, resulting in low selection efficiency and reduced gaming experience.
By displaying a polygon attribute graph, vertices are associated with the ability attributes of virtual game objects. The graph is updated in response to player adjustments, the target virtual game object is determined based on the new graph, and the final object is determined by searching and matching on the server.
It improves the efficiency and convenience of selecting virtual game objects, expands the range of choices for players, and enhances the gaming experience.
Smart Images

Figure CN115531882B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, computer device, and storage medium for controlling virtual game objects. Background Technology
[0002] With the rapid development of internet technology, people have increasingly higher demands for entertainment. For example, in role-playing games, players interact by playing different characters. Due to the differences in abilities and attributes between different characters, players can freely choose different virtual game objects within the limitations of their abilities and attributes.
[0003] However, in the traditional method, when gamers select different virtual game objects, unless they have memorized the names and attributes of each virtual game object, they can only browse through the names and attributes of different virtual game objects one by one in the virtual game object selection interface in order to select the appropriate virtual game object. This results in problems such as low efficiency in virtual game object selection and reduces the gamer's gaming experience. Summary of the Invention
[0004] Therefore, it is necessary to provide a method, apparatus, computer device, and storage medium for controlling virtual game objects that can improve the efficiency of virtual game object selection, in order to address the aforementioned technical problems.
[0005] Firstly, a method for controlling a virtual game object is provided, the method comprising:
[0006] Display the first polygon attribute graph; each vertex of the first polygon attribute graph is associated with different types of ability attributes of the virtual game object; the position of the vertex is associated with the parameter value of the corresponding ability attribute;
[0007] In response to a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph, the first polygonal attribute graph is updated according to the position of each vertex after the target adjustment operation to obtain a second polygonal attribute graph.
[0008] The parameter values of each target capability attribute are determined based on the second polygon attribute diagram; the parameter values of each target capability attribute are used to determine the target virtual game object.
[0009] In one embodiment, the method further includes: sending an object acquisition request to a server, the object acquisition request carrying parameter values of each target capability attribute; receiving data of the target virtual game object returned by the server, the server performing a search and matching in the virtual game object database according to the parameter values of each target capability attribute to determine the target virtual game object.
[0010] In one embodiment, determining a target virtual game object involves searching and matching in a virtual game object database based on the parameter values of each target ability attribute, including: determining a target adjustment range for the parameter values of the corresponding target ability attribute based on the parameter values of each target ability attribute; the upper limit of the target adjustment range is the sum of the parameter value of the corresponding target ability attribute and a first adjustment factor; the lower limit of the target adjustment range is the difference between the parameter value of the corresponding target ability attribute and a second adjustment factor; searching and matching in the virtual game object database based on each target adjustment range to obtain each candidate virtual game object; and determining the target virtual game object based on the selection operation in response to the selection operation for each candidate virtual game object.
[0011] In one embodiment, displaying a first polygonal attribute map includes: obtaining parameter values for each capability attribute; determining attribute feature points corresponding to a preset polygonal attribute reference map based on the parameter values for each capability attribute; and generating and displaying the first polygonal attribute map based on the attribute feature points.
[0012] In one embodiment, the method further includes: determining a parameter value for the maximum capability attribute; determining the parameter value for the maximum capability attribute based on the maximum value among the parameter values of each capability attribute; and determining the character type of the virtual game object based on the capability attribute of the parameter value of the maximum capability attribute.
[0013] In one embodiment, the method further includes determining the character level of the virtual game object based on the average of the parameter values of each ability attribute or the area of the first polygonal attribute graph.
[0014] In one embodiment, the target adjustment operation is an adjustment operation that meets preset conditions, which are to maintain the average number or area unchanged when the role level does not change.
[0015] In one embodiment, the position of a vertex is determined based on the distance between the vertex and the center of the first polygonal attribute map; wherein, updating the first polygonal attribute map based on the position of each vertex after the target adjustment operation to obtain a second polygonal attribute map includes: obtaining the corresponding target distance based on the position of each vertex after the target adjustment operation; the target distance is the distance between the vertex after the target adjustment operation and the center of the first polygonal attribute map; and generating the second polygonal attribute map based on each target distance.
[0016] Secondly, a control device for a virtual game object is provided, the device including an attribute graph display module, an attribute graph update module, and a parameter update module.
[0017] The attribute graph display module is used to display the first polygon attribute graph; each vertex of the first polygon attribute graph is associated with different types of ability attributes of the virtual game object; the position of the vertex is associated with the parameter value of the corresponding ability attribute.
[0018] The attribute graph update module is used to update the first polygon attribute graph in response to a target adjustment operation on the position of at least one vertex of the first polygon attribute graph, based on the position of each vertex after the target adjustment operation, to obtain a second polygon attribute graph.
[0019] The parameter update module is used to determine the parameter values of each target capability attribute based on the second polygon attribute graph; the parameter values of each target capability attribute are used to determine the target virtual game object.
[0020] Thirdly, a computer device is provided, the storage device including a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the steps of any of the methods in the above method embodiments.
[0021] Fourthly, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of any of the methods described in the above method embodiments.
[0022] The aforementioned method, apparatus, computer device, and storage medium for controlling virtual game objects display a first polygonal attribute graph. Each vertex of the first polygonal attribute graph is associated with different types of ability attributes of the virtual game object; the position of each vertex is associated with the parameter value of the corresponding ability attribute. Then, in response to a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph, the first polygonal attribute graph is updated based on the positions of each vertex after the target adjustment operation to obtain a second polygonal attribute graph. Next, the parameter values of each target ability attribute are determined based on the second polygonal attribute graph; the parameter values of each target ability attribute are used to determine the target virtual game object. In other words, the player only needs to perform a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph on the terminal to directly select the second virtual game object they need. This avoids the need for the player to browse the character names and attributes of different virtual game objects in the virtual game object selection interface to select a suitable virtual game object, thus improving the efficiency and convenience of virtual game object selection. Attached Figure Description
[0023] Figure 1 This is an application environment diagram of a virtual game object control method in one embodiment;
[0024] Figure 2 This is a first flowchart illustrating a method for controlling a virtual game object in one embodiment.
[0025] Figure 3 This is a schematic diagram of the attribute graph of the first polygon in a specific example;
[0026] Figure 4 This is a second flowchart illustrating a method for controlling a virtual game object in one embodiment.
[0027] Figure 5 This is a schematic diagram of the third process of a method for controlling virtual game objects in one embodiment;
[0028] Figure 6 This is a schematic diagram of the fourth process of a method for controlling virtual game objects in one embodiment;
[0029] Figure 7 This is a flowchart illustrating the steps of retrieving and matching data in a virtual game object database based on the parameter values of each target capability attribute in one embodiment to obtain a second virtual game object.
[0030] Figure 8 This is a fifth flowchart illustrating the control method for a virtual game object in one embodiment;
[0031] Figure 9 This is a flowchart illustrating the steps of updating the first polygon attribute map to obtain the second polygon attribute map based on the position of each vertex after the target adjustment operation in one embodiment.
[0032] Figure 10 This is a structural block diagram of a control device for a virtual game object in one embodiment;
[0033] Figure 11 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation
[0034] To make the objectives, technical solutions, and advantages of this application 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 application.
[0035] To facilitate understanding of this application, a more complete description will be provided below with reference to the accompanying drawings, which illustrate embodiments of the present application. However, the present application can be implemented in many different forms and is not limited to the embodiments described herein. Rather, these embodiments are provided so that the disclosure of this application will be thorough and complete.
[0036] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application.
[0037] It is understood that the terms "first," "second," etc., used herein may be used to describe various elements, but these elements are not limited by these terms. These terms are only used to distinguish one element from another. For example, without departing from the scope of this application, a first resistor may be referred to as a second resistor, and similarly, a second resistor may be referred to as a first resistor. Both the first resistor and the second resistor are resistors, but they are not the same resistor.
[0038] It is understood that the term "connection" in the following embodiments should be understood as "electrical connection," "communication connection," etc., if the connected circuits, modules, units, etc., have electrical signal or data transmission with each other.
[0039] When used herein, the singular forms of “a,” “an,” and “the” may also include the plural forms unless the context clearly indicates otherwise. It should also be understood that the terms “comprising / including” or “having,” etc., specify the presence of the stated features, wholes, steps, operations, components, parts, or combinations thereof, but do not preclude the possibility of the presence or addition of one or more other features, wholes, steps, operations, components, parts, or combinations thereof. Meanwhile, the term “and / or” as used in this specification includes any and all combinations of the associated listed items.
[0040] The virtual game object control method provided in this application can be applied to, for example... Figure 1 In the application environment shown, terminal 102 communicates with game server 104 via a network. Terminal 102 can be, but is not limited to, various personal computers, laptops, smartphones, tablets, and portable wearable devices, and game server 104 can be implemented using a standalone server or a server cluster consisting of multiple servers.
[0041] In a specific example, terminal 102 can be, but is not limited to, the terminal where the browser running the web game is located. The terminal can establish a communication connection with game server 104 through the game application or browser, enabling the exchange of relevant game data during game operation between terminal 102 and game server 104. For example, terminal 102 can return the operation behavior data or game status data of the player on terminal 102 to the game server, and can also obtain game screen data or game status data of other players from game server 104, etc. The above are just specific examples; in actual applications, the settings can be flexibly configured according to user needs, and no restrictions are imposed here.
[0042] Firstly, such as Figure 2 As shown, a method for controlling virtual game objects is provided, which can be applied to... Figure 1 Taking terminal 102 as an example, the explanation includes the following steps 202 to 206.
[0043] Step 202: Display the first polygon attribute graph.
[0044] It is understood that the game running on the terminal in this application is configured with multiple virtual game objects. Specifically, the game mentioned in this application can be any type of game that involves switching between virtual game objects on the terminal side. For example, the game can be, but is not limited to, a role-playing game (RPG).
[0045] Specifically, virtual game objects refer to the objects that can be manipulated in a virtual game. Virtual game objects are typically designed and constructed by game developers, rather than being real-world objects. A virtual game object usually includes multiple characters, each defined by different attribute values.
[0046] It is understood that the first polygonal attribute graph is used to represent the various ability attributes of the virtual game object and the parameter values of each ability attribute. The number of vertices in the first polygonal attribute graph is the same as the number of ability attributes of the virtual game object. The number of vertices in the first polygonal attribute graph and the number of ability attributes of the virtual game object can be flexibly set according to user needs in practical applications, and are not limited here.
[0047] In a specific example, the first polygonal attribute graph can be directly generated based on the parameter values of the initial ability attributes corresponding to each ability attribute; the first polygonal attribute graph can also be the first polygonal attribute graph of the first virtual game object. The first virtual game object can be, but is not limited to, a pre-configured initial virtual game object or a pre-stored virtual game object selected in the previous round of the game. The above are only specific examples, and in actual applications, they can be flexibly set according to user needs, and are not limited here.
[0048] Specifically, each vertex of the first polygonal attribute graph is associated with different types of ability attributes of the virtual game object; that is, each vertex of the first polygonal attribute graph represents the corresponding ability attribute of the virtual game object, and there is a one-to-one correspondence between each vertex of the first polygonal attribute graph and the ability attribute of the virtual game object. The position of each vertex of the first polygonal attribute graph is associated with the parameter value of the corresponding ability attribute, that is, the position of each vertex of the first polygonal attribute graph corresponds one-to-one with the parameter value of the corresponding ability attribute.
[0049] In a specific example, the position of a vertex in the first polygonal attribute graph can be determined based on coordinates in a preset polar coordinate system. The origin of this preset polar coordinate system can be, but is not limited to, the center of the first polygonal attribute graph. Furthermore, the position of a vertex in the first polygonal attribute graph can also be determined based on the distance between that vertex and the center of the first polygonal attribute graph. The above is merely a specific example; in practical applications, the settings can be flexibly configured according to user needs, and no restrictions are imposed here.
[0050] In a specific example, such as Figure 3As shown, the first polygon attribute graph displayed on the character selection interface of a role-playing game is the first polygon attribute graph of the first virtual game object. The first virtual game object can be, but is not limited to, a pre-configured initial virtual game object or a pre-stored virtual game object selected in the previous round of the game. It is understood that upon entering the current game round, the terminal's display interface can show the first polygon attribute graph of the first virtual game object. This first polygon attribute graph has 5 edges and 5 vertices. The first virtual game object has 5 different ability attributes: "Metal," "Wood," "Water," "Fire," and "Earth." In this first polygon attribute graph, the first vertex corresponds to the ability attribute "Metal," the second vertex to the ability attribute "Wood," the third vertex to the ability attribute "Metal," the fourth vertex to the ability attribute "Fire," and the fifth vertex to the ability attribute "Earth." Simultaneously, the parameter value of the ability attribute is the ability attribute strength; that is, the position of a vertex in the first polygon attribute graph corresponds one-to-one with the corresponding ability attribute strength. The target distance of the vertex position in the first polygon attribute graph is determined; the target distance is the distance between the corresponding vertex and the center of the first polygon attribute graph. The position of the first vertex is determined by the distance to the first target, where a distance of 'a' indicates the strength of the "Metal" ability attribute is 'a'. The position of the second vertex is determined by the distance to the second target, where a distance of 'b' indicates the strength of the "Wood" ability attribute is 'b'. The position of the third vertex is determined by the distance to the third target, where a distance of 'c' indicates the strength of the "Water" ability attribute is 'c'. The position of the fourth vertex is determined by the distance to the fourth target, where a distance of 'd' indicates the strength of the "Fire" ability attribute is 'd'. The position of the fifth vertex is determined by the distance to the fifth target, where a distance of 'e' indicates the strength of the "Earth" ability attribute is 'e'. These are just examples; in actual applications, the settings can be flexibly adjusted according to user needs, and no restrictions are imposed here.
[0051] In a specific example, the first polygonal attribute graph can also be used in character creation scenarios. Each vertex of the first polygonal attribute graph is associated with different types of character features of the created character; the position of each vertex is associated with the parameter value of the corresponding character feature; adjusting the position of at least one vertex of the first polygonal attribute graph yields the target character based on the adjusted vertex positions. This is merely a specific example; in practical applications, it can be flexibly configured according to user needs, and no restrictions are imposed here.
[0052] In one embodiment, such as Figure 4 As shown, the first polygon attribute graph is displayed, including steps 401 to 403.
[0053] Step 401: Obtain the parameter values of each ability attribute.
[0054] Step 402: Determine the corresponding attribute feature points in the preset polygon attribute reference map based on the parameter values of each capability attribute.
[0055] Step 403: Generate and display the first polygonal attribute map based on the feature points of each attribute.
[0056] The parameter values of the aforementioned ability attributes can be the parameter values of the initial ability attributes pre-stored in the terminal, or the parameter values of the ability attributes of the first virtual game object pre-configured in the terminal. It is understood that the first virtual game object can be, but is not limited to, the pre-configured initial virtual game object or the virtual game object selected in the previous round of the game. It is also understood that upon entering the current round of the game, the terminal's display interface can show the first polygonal attribute diagram of the first virtual game object.
[0057] Specifically, the terminal can obtain the parameter values of each capability attribute; then, based on the parameter values of each capability attribute, it can determine the corresponding attribute feature points in the preset polygon attribute reference map; then, by connecting each attribute feature point in sequence, the first polygon attribute map can be generated and displayed.
[0058] In this embodiment, by determining the corresponding attribute feature points in the preset polygon attribute reference map based on the parameter values of each capability attribute, and generating and displaying the first polygon attribute map through each attribute feature point, the efficiency and convenience of generating and displaying the first polygon attribute map are improved.
[0059] In one embodiment, such as Figure 5 As shown, the above method also includes steps 501 and 502.
[0060] Step 501: Determine the parameter value of the maximum capability attribute.
[0061] Step 502: Determine the character type of the virtual game object based on the ability attribute parameter value of the maximum ability attribute.
[0062] The parameter value of the maximum ability attribute is determined by the maximum value among the parameter values of all ability attributes. After obtaining the parameter values of each ability attribute, the terminal can determine the parameter value of the maximum ability attribute based on the maximum value among the parameter values of all ability attributes; then, the character type of the virtual game object can be determined based on the ability attribute corresponding to the parameter value of the maximum ability attribute.
[0063] In this embodiment, by determining the parameter value of the maximum ability attribute, and by determining the ability attribute based on the parameter value of the maximum ability attribute, the role type of the first virtual object can be determined, thereby improving the management efficiency and convenience of virtual game objects.
[0064] Step 204: In response to a target adjustment operation on the position of at least one vertex of the first polygon attribute map, the first polygon attribute map is updated according to the position of each vertex after the target adjustment operation to obtain a second polygon attribute map.
[0065] The target adjustment operation is used to adjust the position of at least one vertex in the first polygon attribute graph. In practical applications, game players can perform the target adjustment operation by dragging, moving, or clicking, but not limited to these methods.
[0066] Understandably, when a game player performs a target adjustment operation on the terminal's display interface, the terminal can recognize the target adjustment operation on the position of at least one vertex of the first polygon attribute map. Then, when the target adjustment operation on the position of at least one vertex of the first polygon attribute map is recognized, the first polygon attribute map is updated according to the position of each vertex after the target adjustment operation to obtain the second polygon attribute map.
[0067] Specifically, the relevant characteristics of the second polygonal attribute graph are the same as those of the first polygonal attribute graph. That is to say, each vertex of the second polygonal attribute graph is associated with different types of target ability attributes of the target virtual game object; the position of the vertex is associated with the parameter value of the corresponding target ability attribute.
[0068] Step 206: Determine the parameter values of each target capability attribute based on the second polygonal attribute map.
[0069] The parameter values of each target ability attribute are used to determine the target virtual game object. The terminal can determine the parameter values of each target ability attribute based on the position of each vertex in the second polygon attribute graph, enabling the terminal to determine the target virtual game object based on the parameter values of each target ability attribute.
[0070] Based on this, the aforementioned method for controlling virtual game objects displays a first polygonal attribute graph. Each vertex of the first polygonal attribute graph is associated with different types of ability attributes of the virtual game object. The position of each vertex is associated with the parameter value of the corresponding ability attribute. Then, in response to a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph, the first polygonal attribute graph is updated according to the positions of each vertex after the target adjustment operation, resulting in a second polygonal attribute graph. Next, the parameter values of each target ability attribute are determined based on the second polygonal attribute graph. These parameter values are used to determine the target virtual game object. In other words, game players only need to perform a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph on the terminal to directly select the desired target virtual game object. This avoids the need for game players to browse the character names and attributes of different virtual game objects in the virtual game object selection interface to select a suitable virtual game object, thus improving the efficiency and convenience of virtual game object selection.
[0071] In one embodiment, such as Figure 6 As shown, the above method also includes steps 601 and 602.
[0072] Step 601: Send an object retrieval request to the server.
[0073] Step 602: Receive the data of the target virtual game object returned by the server.
[0074] Understandably, the server has a pre-configured database of virtual game objects. The object retrieval request carries parameter values for each target ability attribute. The terminal sends an object retrieval request to the server; upon receiving this request, the server searches and matches the virtual game object in the database based on the parameter values of each target ability attribute to determine the target virtual game object; then, the server returns the target virtual game object data to the terminal; finally, the terminal receives the returned target virtual game object data. Furthermore, the terminal can display the target virtual game object based on the data returned by the server.
[0075] In this embodiment, a request for obtaining object parameters carrying various target ability attributes is sent to the server; then, the server returns data of the target virtual game object; wherein, the server searches and matches in the virtual game object database according to the parameter values of each target ability attribute to determine the target virtual game object. This improves the efficiency and convenience of selecting virtual game objects, and also enables the terminal to display the target virtual game object in a timely manner based on the data of the target virtual game object returned by the server.
[0076] In one embodiment, such as Figure 7 As shown, the second virtual game object is obtained by searching and matching in the virtual game object database according to the parameter values of each target ability attribute, including steps 701 to 703.
[0077] Step 701: Determine the target adjustment range of the parameter values of the corresponding target capability attributes based on the parameter values of each target capability attribute.
[0078] Step 702: Based on the adjustment range of each target, perform a search and matching in the virtual game object database to obtain each candidate virtual game object.
[0079] Step 703: In response to the selection operation of each candidate virtual game object, determine the second virtual game object according to the selection operation.
[0080] The upper limit of the target adjustment interval is the sum of the parameter value of the corresponding target capability attribute and the first adjustment factor; the lower limit of the target adjustment interval is the difference between the parameter value of the corresponding target capability attribute and the second adjustment factor. Furthermore, the first and second adjustment factors can be set to the same value or different values, depending on the user's needs in practical applications, and are not restricted here.
[0081] Understandably, the server determines the target adjustment range of the parameter values of each target ability attribute based on the parameter values of each target ability attribute. In other words, the parameter values of the target ability attributes can be adjusted to a reasonable and controllable range, i.e., the target adjustment range of the parameter values of the target ability attributes, through the first adjustment factor and the second adjustment factor. Then, based on each target adjustment range, a search and matching is performed in the virtual game object database to obtain each candidate virtual game object. Next, in response to the selection operation of each candidate virtual game object, the target virtual game object is determined based on the selection operation.
[0082] In this embodiment, a target adjustment range for the parameter values of each target ability attribute is determined based on the parameter values of each target ability attribute. Then, a search and matching process is performed in the virtual game object database based on each target adjustment range to obtain candidate virtual game objects. Next, in response to a selection operation on each candidate virtual game object, a second virtual game object is determined based on the selection operation. Compared to directly determining the target virtual game object by searching and matching in the virtual game object database based on the parameter values of each target ability attribute, this expands the range of target virtual game objects that players can choose, improves the interactivity and autonomy of players in selecting target virtual game objects, and enhances the player's gaming experience.
[0083] In one embodiment, such as Figure 8 As shown, the above method also includes step 801.
[0084] Step 801: Determine the character level of the virtual game object based on the average of the parameter values of each ability attribute or the area of the first polygon attribute graph.
[0085] The terminal can determine the virtual game object's character level based on the average value of each ability attribute's parameter value or the area of the first polygonal attribute graph. In other words, the virtual object's character level corresponds to the average value of each ability attribute's parameter value or the area of the first polygonal attribute graph. When the virtual game object's character level increases, the average value of each ability attribute's parameter value increases or the area of the first polygonal attribute graph increases; conversely, when the virtual game object's character level decreases, the average value of each ability attribute's parameter value decreases or the area of the first polygonal attribute graph decreases.
[0086] In this embodiment, the character level of the virtual game object is determined based on the average of the parameter values of each ability attribute or the area of the first polygon attribute graph, which improves the convenience and efficiency of obtaining the character level of the virtual game object.
[0087] In one embodiment, the target adjustment operation is an adjustment operation that meets preset conditions, which are to maintain the average number or area unchanged when the role level does not change.
[0088] The target adjustment operation is used to adjust the position of at least one vertex of the first polygon attribute graph. When the preset condition is to keep the average or area unchanged when the character level does not change, if the target adjustment operation detects that the character level has not changed during the execution process, it is necessary to complete the operation of adjusting the position of at least one vertex of the first polygon attribute graph while ensuring that the average value of the parameter values of each ability attribute or the area of the first polygon attribute graph remains unchanged.
[0089] In this embodiment, the target adjustment operation is set to an adjustment operation that meets preset conditions. These preset conditions are set to maintain the average number or area unchanged when the character level remains the same. This prevents players from indiscriminately changing the parameter values of various ability attributes by adjusting the position of at least one vertex of the first polygon attribute graph, thus improving the reliability and convenience of the target adjustment operation. This ensures the fairness of the selection of virtual game objects and enhances the player's gaming experience.
[0090] In one embodiment, the position of the vertex is determined based on the distance between the vertex and the center of the first polygonal attribute graph.
[0091] Among them, such as Figure 9 As shown, the first polygon attribute map is updated according to the position of each vertex after the target adjustment operation to obtain the second polygon attribute map, including steps 901 and 902.
[0092] Step 901: Adjust the position of each vertex after the operation according to the target to obtain the corresponding target distance.
[0093] Step 902: Generate a second polygonal attribute map based on the distances to each target.
[0094] The target distance is the distance between the vertices after the target adjustment operation and the center of the first polygon attribute map. The terminal obtains the corresponding target distance based on the position of each vertex after the target adjustment operation; then, it generates the second polygon attribute map based on each target distance.
[0095] In this embodiment, the position of each vertex after the target adjustment operation is obtained to obtain the corresponding target distance; then, a second polygonal attribute map is generated based on each target distance, which improves the accuracy and convenience of generating the second polygonal attribute map.
[0096] It should be understood that, although Figure 2 and Figure 4-9 The steps in the flowchart are shown sequentially as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order in which these steps are executed, and they can be performed in other orders. Furthermore, the flowchart... Figure 2 and Figure 4-9 At least some of the steps in the process may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed in turn or alternately with other steps or at least some of the sub-steps or stages of other steps.
[0097] Secondly, such as Figure 10 As shown, a control device for a virtual game object is provided. The device includes an attribute graph display module 1001, an attribute graph update module 1002, and a parameter update module 1003.
[0098] The attribute graph display module 1001 is used to display a first polygon attribute graph; each vertex of the first polygon attribute graph is associated with different types of ability attributes of the virtual game object; the position of the vertex is associated with the parameter value of the corresponding ability attribute; the attribute graph update module 1002 is used to update the first polygon attribute graph according to the position of each vertex after the target adjustment operation in response to a target adjustment operation on the position of at least one vertex of the first polygon attribute graph, to obtain a second polygon attribute graph; the parameter update module 1003 is used to determine the parameter value of each target ability attribute according to the second polygon attribute graph; the parameter value of each target ability attribute is used to determine the target virtual game object.
[0099] In one embodiment, the above-described apparatus further includes a request sending module and a data receiving module.
[0100] The request sending module is used to send object retrieval requests to the server. The object retrieval requests carry parameter values of each target ability attribute. The data receiving module is used to receive the data of the target virtual game object returned by the server. The server searches and matches in the virtual game object database according to the parameter values of each target ability attribute to determine the target virtual game object.
[0101] In one embodiment, determining a target virtual game object involves searching and matching in a virtual game object database based on the parameter values of each target ability attribute, including: determining a target adjustment range for the parameter values of the corresponding target ability attribute based on the parameter values of each target ability attribute; the upper limit of the target adjustment range is the sum of the parameter value of the corresponding target ability attribute and a first adjustment factor; the lower limit of the target adjustment range is the difference between the parameter value of the corresponding target ability attribute and a second adjustment factor; searching and matching in the virtual game object database based on each target adjustment range to obtain each candidate virtual game object; and determining the target virtual game object based on the selection operation in response to the selection operation for each candidate virtual game object.
[0102] In one embodiment, the attribute graph display module 1001 includes an attribute graph generation unit. The attribute graph generation unit is used to obtain the parameter values of each capability attribute; the attribute graph generation unit is used to determine the corresponding attribute feature points in a preset polygon attribute reference graph based on the parameter values of each capability attribute; the attribute graph generation unit is used to generate and display a first polygon attribute graph based on each attribute feature point.
[0103] In one embodiment, the above-described apparatus further includes a role type determination module.
[0104] The character type determination module is used to determine the parameter value of the maximum ability attribute; the parameter value of the maximum ability attribute is determined based on the maximum value among the parameter values of each ability attribute; the character type determination module is used to determine the character type of the virtual game object based on the ability attribute with the parameter value of the maximum ability attribute.
[0105] In one embodiment, the device further includes a role level determination module.
[0106] The character level determination module is used to determine the character level of a virtual game object based on the average of the parameter values of each ability attribute or the area of the first polygon attribute graph.
[0107] In one embodiment, the target adjustment operation is an adjustment operation that meets preset conditions, which are to maintain the average number or area unchanged when the role level does not change.
[0108] In one embodiment, the position of the vertex is determined based on the distance between the vertex and the center of the first polygonal attribute map; wherein, the attribute map update module 1002 includes a distance determination unit and a target attribute map generation unit.
[0109] The distance determination unit is used to obtain the corresponding target distance based on the position of each vertex after the target adjustment operation; the target distance is the distance between the vertex after the target adjustment operation and the center of the first polygon attribute map; the target attribute map generation unit is used to generate the second polygon attribute map based on each target distance.
[0110] Specific limitations regarding the control device for virtual game objects can be found in the limitations on the control methods for virtual game objects described above, and will not be repeated here. Each module in the aforementioned control device for virtual game objects can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in hardware or independently of the processor in the computer device, or stored in software in the memory of the computer device, so that the processor can call and execute the operations corresponding to each module.
[0111] In one embodiment, a computer device is provided, which may be a terminal, and its internal structure diagram may be as follows: Figure 11 As shown, the computer device includes a processor, memory, network interface, display screen, and input devices connected via a system bus. The processor provides computing and control capabilities. The memory includes non-volatile storage media and internal memory. The non-volatile storage media stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage media. The network interface is used to communicate with external terminals via a network connection. When the computer program is executed by the processor, it implements a method for controlling virtual game objects. The display screen can be an LCD screen or an e-ink screen. The input devices can be a touch layer covering the display screen, buttons, a trackball, or a touchpad mounted on the computer device casing, or an external keyboard, touchpad, or mouse.
[0112] Those skilled in the art will understand that Figure 11 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0113] Thirdly, a computer device is provided, the storage device including a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the steps of any of the methods in the above method embodiments.
[0114] Fourthly, a computer-readable storage medium is provided, on which a computer program is stored. When executed by a processor, the computer program implements the steps of any of the methods in the above-described method embodiments. Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When executed, the computer program can include the processes of the embodiments of the above methods. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), dual data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link DRAM (SLDRAM), RAMbus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
[0115] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0116] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the invention patent. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this patent application should be determined by the appended claims.
Claims
1. A method for controlling a virtual game object, characterized in that, The method includes: A first polygonal attribute graph is displayed; each vertex of the first polygonal attribute graph is associated with different types of ability attributes of the virtual game object; the position of the vertex is associated with the parameter value of the corresponding ability attribute; The character level of the virtual game object is determined based on the average of the parameter values of each of the aforementioned ability attributes or the area of the first polygonal attribute graph. In response to a target adjustment operation on the position of at least one vertex of the first polygonal attribute graph, the first polygonal attribute graph is updated according to the position of each vertex after the target adjustment operation to obtain a second polygonal attribute graph; wherein, the target adjustment operation is an adjustment operation that satisfies a preset condition, the preset condition being that the average number or the area remains unchanged when the character level does not change. The parameter values of each target ability attribute are determined based on the second polygonal attribute map; the parameter values of each target ability attribute are used to determine the target virtual game object; The method further includes: Send an object retrieval request to the server, the object retrieval request carrying parameter values of each target capability attribute; The server receives data of the target virtual game object returned by the server; the server searches and matches the virtual game object database according to the parameter values of each target ability attribute to determine the target virtual game object.
2. The method according to claim 1, characterized in that, The step of retrieving and matching the target virtual game object in the virtual game object database based on the parameter values of each of the target ability attributes to determine the target virtual game object includes: The target adjustment range for the parameter value of each target capability attribute is determined based on the parameter value of each target capability attribute; the upper limit of the target adjustment range is the sum of the parameter value of the corresponding target capability attribute and the first adjustment factor; the lower limit of the target adjustment range is the difference between the parameter value of the corresponding target capability attribute and the second adjustment factor. Based on the target adjustment ranges, a search and matching process is performed in the virtual game object database to obtain each candidate virtual game object; In response to the selection operation of each of the candidate virtual game objects, the target virtual game object is determined according to the selection operation.
3. The method according to claim 1, characterized in that, The process of displaying the first polygon attribute graph includes: Obtain the parameter values of each of the aforementioned capability attributes; Based on the parameter values of each capability attribute, determine the corresponding attribute feature points in the preset polygon attribute reference map; The first polygonal attribute map is generated and displayed based on each attribute feature point.
4. The method according to claim 3, characterized in that The method further includes: Determine the parameter value of the maximum capability attribute; the parameter value of the maximum capability attribute is determined based on the maximum value among the parameter values of each capability attribute. The character type of the virtual game object is determined based on the parameter value of the maximum ability attribute.
5. The method according to claim 1, characterized in that, The position of the vertex of the first polygonal attribute graph is determined according to the coordinates in a preset polar coordinate system, the origin of which is the center of the first polygonal attribute graph.
6. The method according to claim 1, characterized in that, The first polygonal attribute map is used for character creation scenarios.
7. The method according to claim 1, characterized in that, The position of the vertex is determined based on the distance between the vertex and the center of the first polygonal attribute graph; The step of updating the first polygon attribute map based on the positions of each vertex after the target adjustment operation to obtain the second polygon attribute map includes: Based on the positions of each vertex after the target adjustment operation, the corresponding target distance is obtained; the target distance is the distance between the vertex after the target adjustment operation and the center of the first polygon attribute map; The second polygonal attribute map is generated based on the distances to each of the targets.
8. A control device for a virtual game object, characterized in that, The device includes: The attribute graph display module is used to display the first polygon attribute graph of the first virtual game object; each vertex of the first polygon attribute graph is associated with different types of ability attributes of the first virtual game object; the position of the vertex is associated with the parameter value of the corresponding ability attribute; A character level determination module determines the character level of the virtual game object based on the average of the parameter values of each of the ability attributes or the area of the first polygonal attribute graph. An attribute graph update module is used to update the first polygon attribute graph according to the vertex positions after the target adjustment operation in response to a target adjustment operation on the position of at least one vertex of the first polygon attribute graph, thereby obtaining a second polygon attribute graph; wherein the target adjustment operation is an adjustment operation that satisfies a preset condition, the preset condition being that the average number or the area remains unchanged when the character level does not change. The parameter update module is used to update the parameter values of each ability attribute of the first virtual game object according to the second polygonal attribute map, so as to obtain the parameter values of each target ability attribute of the second virtual game object, and to determine the second virtual game object according to the parameter values of each target ability attribute. The device further includes a request sending module and a data receiving module; The request sending module is used to send an object retrieval request to the server, wherein the object retrieval request carries parameter values of each target capability attribute; The data receiving module is used to receive data of the target virtual game object returned by the server; the server searches and matches in the virtual game object database according to the parameter values of each target ability attribute to determine the target virtual game object.
9. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 7.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 7.