Method, apparatus, electronic device and storage medium for arranging virtual characters
By using the graphic user interface and thumbnail map of terminal devices in multiplayer tactical games, players can select different birth positions for virtual characters in the same team, solving the problem of insufficient freedom of tactical exercise in the existing technology and achieving higher tactical flexibility.
Patent Information
- Application Number
- CN202211098099.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-08
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2042-09-08
AI Technical Summary
In existing multiplayer tactical games, players cannot select different birth positions for different virtual characters in the same team before the game starts, which limits the freedom of tactical performance.
Provides a graphical user interface through the terminal device, including a thumbnail map, allowing players to select and invite virtual characters from the same team to be born at a specific location, display virtual character identification through the option area on the thumbnail map, and send an invitation message to determine the birth location of the target virtual character.
It realizes the tactical need for players to select specific birth positions for virtual characters in the same team, improves the freedom of tactical performance in the game and expands the game functions.
Smart Images

Figure CN115569376B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of games, and in particular, to a method, device, electronic device, and storage medium for arranging virtual characters. Background Art
[0002] In existing multiplayer tactical games, sometimes players need to select a birth position for the player character before the game starts to meet the tactical needs of the team where the player character is located. In the existing birth position selection method, players usually select a position on the map as the birth position of the player character or all virtual characters in the team where the player character is located. This operation method has low freedom and limits the tactical performance of players in the game. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a method, device, electronic device, and storage medium for arranging virtual characters to meet the tactical needs of players to select different birth positions for different friendly characters, thereby improving the freedom of players' tactical performance in the game.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for arranging virtual characters. A graphical user interface is provided through a terminal device; the graphical user interface includes a thumbnail map of at least a part of the game scene, and the method includes: in response to a second position point selection operation on the thumbnail map, displaying an option area including corresponding identifiers of second virtual characters; where the second virtual characters and a first virtual character of the user of the terminal device belong to the same team; in response to a selection operation on the corresponding identifier of the second virtual character in the option area, determining a target virtual character from the second virtual characters; and sending an invitation message with the second position point as the birth position of the target virtual character to the client of the target virtual character.
[0005] In a second aspect, an embodiment of the present disclosure further provides a device for arranging virtual characters. A graphical user interface is provided through a terminal device; the graphical user interface includes a thumbnail map of at least a part of the game scene, and the device includes: a display module, configured to display an option area including corresponding identifiers of second virtual characters in response to a second position point selection operation on the thumbnail map; where the second virtual characters and a first virtual character of the user of the terminal device belong to the same team; a determination module, configured to determine a target virtual character from the second virtual characters in response to a selection operation on the corresponding identifier of the second virtual character in the option area; and an invitation message sending module, configured to send an invitation message with the second position point as the birth position of the target virtual character to the client of the target virtual character.
[0006] In a third aspect, embodiments of the present disclosure further provide an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned method for arranging virtual characters.
[0007] In a fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned method for arranging virtual characters.
[0008] Embodiments of the present disclosure provide a method, apparatus, electronic device, and storage medium for arranging virtual characters. By providing a graphical user interface on a terminal device, the graphical user interface includes at least a thumbnail map of a part of the game scene, so that a player can select a second position point for other virtual characters (i.e., the above-mentioned second virtual characters) in the same team for the thumbnail map. When the second position point is selected, an option area including the corresponding identifier of the second virtual character is displayed, so that the player can perform a selection operation on the corresponding identifier of the second virtual character in the option area, and then determine a target virtual character from the second virtual characters, and send an invitation message with the second position point corresponding to the second position point selection operation as the birth position of the target virtual character to the client of the target virtual character, realizing the selection of a specific birth position (i.e., the above-mentioned second position point, which can be different from the player's own position point) for other virtual characters in the same team, thereby meeting the tactical needs of the player to arrange different birth positions for different virtual characters, improving the freedom of the player's tactical play in the game, and also expanding the functions of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0010] Figure 1 It is a schematic diagram of an implementation environment in an embodiment of the present disclosure;
[0011] Figure 2 It is a schematic flowchart of a method for arranging virtual characters in an embodiment of the present disclosure;
[0012] Figure 3 It is a schematic diagram of a graphical user interface in an embodiment of the present disclosure;
[0013] Figure 4Schematic diagram of another graphical user interface in an embodiment of the present disclosure;
[0014] Figure 5 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;
[0015] Figure 6 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;
[0016] Figure 7 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;
[0017] Figure 8 Schematic diagram of the structure of a virtual character deployment device in an embodiment of the present disclosure;
[0018] Figure 9 Schematic diagram of the structure of an electronic device in an embodiment of the present disclosure. Detailed implementation manners
[0019] Next, the technical solutions of the present disclosure will be clearly and completely described in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.
[0020] First, the nouns involved in the present disclosure will be introduced:
[0021] (1) Virtual scene (game scene)
[0022] A virtual scene is a virtual scene displayed (or provided) when an application runs on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. An exemplary virtual scene may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or the virtual objects corresponding to the cards. An exemplary virtual scene may include elements such as a fighting ring, a duel field, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online battle arena game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. An exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, podiums, etc.
[0023] (2) Game interface
[0024] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. This interface includes a UI interface for players to interact with and a game screen. In an optional implementation, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0025] (3) Virtual object (virtual character)
[0026] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In one possible implementation, a user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0027] (4) Player character
[0028] A player character refers to a virtual object that can be manipulated by a player to move in a game environment, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, a virtual vehicle, etc.
[0029] For ease of understanding, the game scene applicable to this embodiment is first described.
[0030] In a match game, there are multiple virtual characters participating, and each player corresponds to a virtual character; sometimes before the game starts, a player needs to select a birth position for the player character to meet the tactical needs of the team where the player character is located. When selecting a birth position, the player first selects a position on the map, and then sends a corresponding invitation to the other virtual characters in the team where the player character is located. After the other virtual characters agree to this requirement, they can be born from this position together with the player character at the start of the game.
[0031] In the above game scene, because the other characters in the team where the player character is located select different birth positions respectively, it is impossible to meet the tactical needs of the player to select different birth positions for different friendly characters, thus restricting the tactical play of the player in the game. Based on this, the embodiments of the present disclosure provide a method, device, electronic device and storage medium for arranging virtual characters, which can meet the tactical needs of the player to select different birth positions for different friendly characters, thereby improving the freedom of the player's tactical play in the game. This technology can be applied to the above game scene or the game scenes of other multiplayer tactical games.
[0032] The method for arranging virtual characters in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for arranging virtual characters runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0033] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and operation of the method for arranging virtual characters are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.
[0034] In an alternative embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0035] In a possible embodiment, the embodiment of the present disclosure provides a method for arranging virtual characters. A graphical user interface is provided through a terminal device, where the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. By providing a graphical user interface through the terminal device, the graphical user interface includes a thumbnail map of at least a part of the game scene. The game scene on the thumbnail map can include multiple areas, and each area includes at least one virtual location point. Taking the thumbnail map as a grid map as an example, each grid (or grid cell) in the thumbnail map can represent a virtual location point.
[0036] An embodiment of the present disclosure provides Figure 1 A schematic diagram of the illustrated implementation environment. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with clients for executing the display method of the game process provided by the present disclosure, and the game server is the server side for executing the layout method of the virtual character provided by the present disclosure. Through the client, the first terminal device and the second terminal device can respectively communicate with the game server.
[0037] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an alternative embodiment, the server establishes a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session may include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. In an alternative embodiment, the server determines a target game session for the client from the multiple established game sessions according to the game request of the client. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0038] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running a client. In an optional implementation, the server establishes a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session can include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game session for the client from the multiple established game sessions according to the game request of the client. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user. The virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0039] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual object in the graphical user interface according to the synchronized data sent by the server.
[0040] In this implementation, the virtual objects controlled by the first terminal device and the second terminal device are virtual objects in the same game session. Among them, the virtual objects controlled by the first terminal device and the second terminal device can have the same character attributes, or can have different character attributes.
[0041] It should be noted that the virtual objects in the current game session can include two or more virtual objects. Different virtual objects can correspond to different terminal devices respectively. That is to say, in the current game session, there are more than two terminal devices respectively sending and synchronizing game data with the game server.
[0042] The embodiments of the present disclosure provide a method for arranging virtual characters. This method is applied to a terminal device (such as a mobile phone, a computer, a Pad, etc.). A graphical user interface is provided through the terminal device. The graphical user interface includes a thumbnail map of at least a part of the game scene. The terminal device can be a touch device with touch function or a non-touch device. For a touch device, game operations can be performed by touching the controls on the first graphical user interface. For a non-touch device, game operations can be performed through external devices such as a mouse, a keyboard or a gamepad of the non-touch device. SeeFigure 2 A flowchart showing a method for arranging virtual characters. The execution entity of this method is illustrated by taking the terminal device on the side of the first virtual character as an example. This method includes the following steps:
[0043] Step S202: In response to a second position point selection operation on the thumbnail map, display an option area containing the corresponding identifier of the second virtual character; wherein, the second virtual character and the first virtual character of the user of the terminal device belong to the same team.
[0044] The above-mentioned second position point selection operation can be an operation of touching a specified position on the thumbnail map, an operation of clicking a specified position on the thumbnail map with a mouse, an operation of moving the cursor to a specified position on the thumbnail map and pressing a specified button on the handle or keyboard, etc. It can be specifically determined according to actual needs and is not limited thereto. The corresponding identifier of the above-mentioned second virtual character can specifically adopt graphics, text, etc., and is not limited thereto.
[0045] Taking the above thumbnail map as a grid map as an example, see Figure 3 As shown, the graphical user interface provided by the terminal device of Player A includes a thumbnail map of a part of the game scene (i.e., grid map 101), and the smallest unit of this grid map 101 is a square grid; the virtual characters corresponding to Player A, Player B, and Player C are respectively denoted as Character A, Character B, and Character C, and Character A, Character B, and Character C belong to the same team; Player A manipulates the handle to move the cursor to grid 103 in grid map 101 and long-presses the A button on the handle (i.e., performs the second position point selection operation). After the terminal device of Player A responds to this operation, an option area 130 will be displayed on the graphical user interface. This option area 130 contains the corresponding identifier of Character B ( Figure 3 represented by the words "Player B" in Figure 3 and the corresponding identifier of Character C (
[0046] Step S204: In response to a selection operation on the corresponding identifier of the second virtual character in the option area, determine the target virtual character from the second virtual characters.
[0047] The above-mentioned selection operation on the corresponding identifier of the second virtual character can be an operation of touching the corresponding identifier of the second virtual character, an operation of clicking the corresponding identifier of the second virtual character with a mouse, an operation of moving the cursor to the corresponding identifier of the second virtual character and pressing a specified button on the handle or keyboard, etc. It can be specifically determined according to actual needs and is not limited thereto.
[0048] Continuing with the previous example, see Figure 3, the solid triangle identifier 1021 within the grid 102 indicates that the birth position of player A corresponds to the grid 102. Player A manipulates the handle to move the cursor to the word "Player B" in the option area 130 (i.e., the identifier corresponding to character B) and briefly presses the A key on the handle; after the terminal device of player A responds to this operation, it will determine character B as the target virtual character.
[0049] Step S206: Send an invitation message to the client of the target virtual character with the second position point as the birth position of the target virtual character.
[0050] The above step S206 can be automatically triggered by determining the target virtual character from the second virtual character, or can be manually triggered by an additional operation after determining the target virtual character from the second virtual character. This embodiment does not limit this.
[0051] The above additional operation can be an operation of touching a specified area in the graphical user interface, an operation of clicking a specified area in the graphical user interface with a mouse, an operation of controlling the cursor to move to a specified area in the graphical user interface and pressing a specified button on the handle or keyboard, etc. It can be specifically determined according to actual needs and is not limited here. The content of the above invitation message can include graphics, text, etc., and can be customized according to actual needs and is not limited here.
[0052] The above second position point is the position point selected by the second position point selection operation in step S202. Continuing the previous example, see Figure 3 , after the terminal device of player A determines character B as the target virtual character, it will directly send an invitation message with grid 103 as the birth position of character B to the client of character B.
[0053] Continuing the previous example, see Figure 4 , the graphical user interface provided by the terminal device of player A further includes a one-key invitation control 110, a first invitation control 112, and a second invitation control 122. Among them, the one-key invitation control 110 is used to send invitation messages to the clients of character B and character C simultaneously, the first invitation control 112 is used to send an invitation message to the client of character B, and the second invitation control 122 is used to send an invitation message to the client of character C; player A manipulates the handle to move the cursor to the first invitation control 112 and briefly presses the A key on the handle, and the terminal device of player A will send an invitation message with grid 103 as the birth position of character B to the client of character B in response to this operation.
[0054] The above-mentioned virtual character deployment method provided by the embodiment of the present disclosure provides a graphical user interface through a terminal device, and the graphical user interface includes a thumbnail map of at least a part of the game scene, so that the player can select a second position point for other virtual characters in the same team (i.e., the above-mentioned second virtual character) according to the thumbnail map. When the second position point is selected, an option area containing the corresponding identifier of the second virtual character is displayed, so that the player can perform a selection operation on the corresponding identifier of the second virtual character in the option area, and then determine the target virtual character from the second virtual characters, and send an invitation message to the client of the target virtual character with the second position point corresponding to the second position point selection operation as the birth position of the target virtual character, thereby realizing the selection of a specific birth position (i.e., the above-mentioned second position point, which may be different from the player's own position point) for other virtual characters in the same team, thereby meeting the player's tactical needs of deploying different birth positions for different virtual characters, thereby improving the player's freedom of tactical play in the game and expanding the function of the game.
[0055] As a possible implementation method, the above-mentioned virtual character deployment method may also include the following operation mode: in response to the consent invitation message fed back by the target virtual character, prompting a second position point as the birth position of the target virtual character; wherein, the first virtual character is located at the first position point at the start of the game, and the target virtual character is located at the second position point at the start of the game.
[0056] The above-mentioned method of prompting the second position point as the birth position of the target virtual character can specifically be to display a prompt graphic, display a prompt text, or voice broadcast prompt information, etc., and is not limited to this.
[0057] Continuing from the previous example, see Figure 5 or Figure 6, the target virtual character is Character B. After the client of Character B receives the invitation message sent by the terminal device of Player A with Grid 103 as the birth location of Character B, it will display the invitation message on the graphical user interface provided by this client. The invitation message includes the words "Player A invites you to be born at the position shown in the figure" 105, a thumbnail map of the entire game scene (i.e., Grid Map 108) with the birth position of Character B marked by a solid circle 1031 within the used grid 103, an approval control 106, and a rejection control 107; Player B manipulates the joystick to move the cursor to the approval control 106 and briefly presses the A key of the joystick. After the client of Character B responds to this operation, it will send an approval invitation message to the terminal device of Player A; after the terminal device of Player A receives this approval invitation message, a prompt text "XXX has approved your invitation" will float on the graphical user interface provided by this terminal device, where "XXX" is the name of Character B; then at the start of the game, Character A is located at the position corresponding to Grid 102 in the game scene, and Character B is located at the position corresponding to Grid 103 in the game scene.
[0058] As a possible implementation manner, the above method for arranging virtual characters may further include the following operation method: in response to a first position point selection operation performed on the thumbnail map for the first virtual character, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character. Taking the above thumbnail map as the grid map as an example, see Figure 4 shown in the figure, Player A clicks on the first position point (i.e., Grid 102) in the thumbnail map (i.e., Grid Map 101) with the left mouse button. After the terminal device of Player A responds to this operation, it will use Grid 102 as the birth position of Character A. By adopting this operation method, players can conveniently select the birth position for the first virtual character, which can meet the operation requirements of players for selecting the birth position of the first virtual character.
[0059] As a possible implementation manner, the above method for arranging virtual characters may further include the following operation method: in response to a first operation on the thumbnail map, determine that the first operation is a first position point selection operation performed on the first virtual character; in response to a second operation on the thumbnail map, determine that the second operation is a second position point selection operation performed on the second virtual character; wherein, the operation types of the first operation and the second operation are different.
[0060] Specifically, the above first operation may be a short press operation, and the above second operation may be a long press operation. For example, the first operation is to manipulate the joystick to move the cursor to the first position point in the thumbnail map and briefly press the A key of the joystick, and the second operation is to manipulate the joystick to move the cursor to the second position point in the thumbnail map and long press the A key of the joystick.
[0061] With the above operation method, it is convenient for the terminal device to distinguish the first position point selection operation and the second position point selection operation, that is, the operation of setting the birth position for the first virtual character by the player is independent of the operation of setting the birth position for the target virtual character, which can meet the operation requirements of the player to select different birth positions for the first virtual character and the target virtual character respectively, thus improving the freedom of the player's tactical play in the game.
[0062] As a possible implementation manner, the above method for arranging virtual characters may further include the following operation method: in response to the first position point selection operation on the thumbnail map, display an option area including the corresponding identifier of the first virtual character and the corresponding identifier of the second virtual character; in response to the selection operation on the corresponding identifier of the first virtual character in the option area, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character.
[0063] Taking the above thumbnail map as a grid map as an example, see Figure 7 As shown, player A moves the mouse cursor to the first position point (i.e., grid 102) in the thumbnail map (i.e., grid map 101) and briefly presses the A key on the keyboard. After the terminal device of player A responds to this operation, an option area 130 will be displayed on the graphical user interface. This option area 130 includes the corresponding identifier of character A ( Figure 3 represented by the words "player A" in Figure 3 ), the corresponding identifier of character B ( Figure 3 represented by the words "player B" in
[0064] ), and the corresponding identifier of character C ( Figure 3 represented by the words "player C" in
[0064] ); player A clicks the words "player A" in the option area 130 with the left mouse button. After the terminal device of player A responds to this operation, grid 102 will be used as the birth position of character A.
[0065] As a possible implementation manner, there may be multiple second virtual characters, and the above second position point selection operation includes at least one time. Each time the second position point selection operation selects a birth position for at least one target virtual character among the multiple second virtual characters. See Figure 3As shown, the first virtual character is character A, and the second virtual characters are character B and character C; when player A selects a birth position for character B (i.e., one of the target virtual characters), the player needs to move the mouse cursor to grid 103 (i.e., the second position point) in the thumbnail map (i.e., grid map 101) and briefly press the A key on the keyboard, that is, player A needs to perform a second position point selection operation; similarly, when player A selects a birth position for character C (i.e., the other target virtual character), the player needs to move the mouse cursor to a grid in grid map 101 and briefly press the A key, and this grid can be grid 103 or other grids outside grids 102 and 103 in grid map 101, that is, player A needs to perform a second position point selection operation again. By using the above operation method, players can conveniently select birth positions for different target virtual characters, which can meet the operation requirements of players to select birth positions for different target virtual characters, thereby improving the freedom of players' tactical play in the game.
[0066] As a possible implementation manner, the above option area may include the identifiers corresponding to each virtual character belonging to the same team as the first virtual character and all identifiers, where the all identifiers correspond to all virtual characters belonging to the same team as the first virtual character; based on this, the above method for arranging virtual characters may further include the following operation method: in response to a selection operation for all identifiers in the option area, determine the second position point corresponding to the second position point selection operation as the birth position corresponding to all virtual characters belonging to the same team as the first virtual character.
[0067] See Figure 3 As shown, by the way that player A moves the mouse cursor to a certain grid (i.e., the second position point) in the thumbnail map (i.e., grid map 101) and presses the specified key on the keyboard, the terminal device of player A is triggered to display an option area 130 on the graphical user interface, and this option area 130 includes the identifier corresponding to character A ( Figure 3 represented by the word "player A" in Figure 3 ), the identifier corresponding to character B ( Figure 3 represented by the word "player B" in Figure 3 ), the identifier corresponding to character C ( represented by the word "player C" in ), and all identifiers ( Figure 3 represented by the word "all" in ); player A left-clicks on the word "all" in the option area 130, and after the terminal device of player A responds to this operation, it will use this grid as the birth position of character A, character B, and character C.
[0068] By using the above operation method, players can conveniently select birth positions for all virtual characters in the same team, which can meet the operation requirements of all virtual characters in the same team to be born at the same birth position, thereby improving the freedom of players' tactical play in the game.
[0069] As a possible implementation manner, the above step S206 (that is, sending an invitation message with the second location point as the birth location of the target virtual character to the client of the target virtual character) may include one of the following two operation manners:
[0070] Operation manner 1: In response to an invitation operation for the target virtual character corresponding to at least one second location point, send an invitation message with the second location point as the birth location of the target virtual character to the client of the target virtual character.
[0071] The above invitation operation is similar to the additional operation in the previous text, and will not be elaborated here.
[0072] Continuing with the previous example, refer to Figure 4 , in the graphical user interface provided by the terminal device of player A, the first invitation control 112 is used to send an invitation message to the client of character B, and the second invitation control 122 is used to send an invitation message to the client of character C; after player A selects the grid 103 (i.e., the second location point) in the thumbnail map (i.e., the grid map 101) as the birth location of character B, and clicks the left mouse button on the first invitation control 112, the terminal device of player A will, in response to this operation, send an invitation message with grid 103 as the birth location of character B to the client of character B, and this invitation message can represent the grid corresponding to the birth location of character B. Refer to Figure 5 , after the client of character B receives this invitation message, it will display the content as shown in Figure 5 in the graphical user interface provided by this client.
[0073] Adopting the above operation manner 1, after players select birth locations for different target virtual characters respectively, they can conveniently send invitation messages to different target virtual characters respectively, thereby avoiding interference between invitation messages corresponding to different target virtual characters and further improving the accuracy of sending invitation messages.
[0074] Operation manner 2: In response to an invitation operation for all second virtual characters as target virtual characters, send an invitation message with each second location point corresponding to each target virtual character as the birth location of the target virtual character to the clients of all target virtual characters.
[0075] Continuing with the previous example, refer to Figure 4, in the graphical user interface provided by player A's terminal device, the one-key invitation control 110 is used to send invitation messages to the clients of character B and character C simultaneously; after player A selects grid 103 in the grid map 101 as the birth position of character B and selects grid 104 in the grid map 101 as the birth position of character C, and then clicks the one-key invitation control 110 with the left mouse button, player A's terminal device will send the same invitation message to the clients of character B and character C in response to this operation. This invitation message can simultaneously represent the grids corresponding to the birth positions of character B and character C respectively. See Figure 6 , after the clients of character B and character C receive this invitation message, they will display this invitation message on the graphical user interfaces they provide. This invitation message includes the words "Player A invites you to be born at the position shown in the figure" 105, a thumbnail map (i.e., grid map 108) of the entire game scene with the birth position of character B marked by a solid circle identifier 1031 within grid 103 and the birth position of character C marked by a solid pentagon identifier 1041 within grid 104, an agree control 106, and a reject control 107.
[0076] By adopting the above operation method 2, players can conveniently send invitation messages to multiple target virtual characters simultaneously after selecting birth positions for multiple target virtual characters, further improving the convenience of sending invitation messages.
[0077] As a possible implementation manner, the above method for arranging virtual characters may further include the following operation method: marking the first position point as allocated to the first virtual character in the thumbnail map in the first display manner; marking the second position point as allocated to the target virtual character in the thumbnail map in the first display manner.
[0078] The above first display manner may specifically adopt ways such as displaying text, displaying graphics, etc., and is not limited thereto. Taking the way of displaying graphics in the above first display manner as an example, see Figure 4 , after player A's terminal device allocates grid 102 (i.e., the first position point) to character A, a solid triangle identifier 1021 will be generated within grid 102 to mark on the grid map 101 that grid 102 has been allocated to character A; after player A's terminal device allocates grid 103 (i.e., the second position point) to character B, a solid circle identifier 1031 will be generated within grid 103 to mark on the grid map 101 that grid 103 has been allocated to character B.
[0079] By adopting the above operation method, players can intuitively distinguish the position points in the thumbnail map that are allocated to the first virtual character and the target virtual character, improving the intuitiveness of players' selection of birth positions for the first virtual character and the target virtual character.
[0080] As a possible implementation manner, the above method for arranging virtual characters may further include the following operation manner: in response to a birth position arrangement notification from the client corresponding to the target virtual character, mark the third position point in the birth position arrangement notification in the thumbnail map in a second display manner as the birth position selected by the target virtual character side; wherein, the first display manner and the second display manner are different.
[0081] The difference between the above first display manner and the second display manner may specifically be manifested as differences in aspects such as color, shape, transparency, text, etc., and no limitation is imposed thereon. For example, the above second display manner is a display manner with a transparency greater than a set threshold, and the above first display manner is an opaque display.
[0082] See Figure 4 , when player A selects a birth position for character B through the terminal device, player B may also be selecting a birth position for character B through the client of character B, and a thumbnail map (i.e., grid map 101) will also be displayed on the graphical user interface provided by the client of character B; on the client side of character B, when player B selects a certain grid (i.e., the third position point) in the grid map 101 as the birth position of character B, the client of character B will send a birth position arrangement notification to the terminal device of player A after responding to this operation, and the birth position arrangement notification includes the position information of the grid selected by player B in the grid map 101; on the terminal device side of player A, after receiving the birth position arrangement notification, the terminal device of player A will determine the position where the grid selected by player B is located according to the position information included in the birth position arrangement notification, and generate a dotted-line circular identifier 1032 within the grid to mark the grid as the birth position selected by the character B side on the grid map 101. In addition, as a feasible implementation manner, Figure 4 in, the transparency of the dotted-line circular identifier 1032 is greater than the set threshold, and the solid-line circular identifier 1031 is opaque.
[0083] By adopting the above operation manner, players can intuitively distinguish the birth position they selected for the target virtual character from the birth position selected by the target virtual character side, so as to facilitate players to make corresponding tactical adjustments according to the birth position selected by the target virtual character side when selecting a birth position for the target virtual character.
[0084] As a possible implementation manner, the above method for arranging virtual characters may also mark the birth position selected by the target virtual character side for the first virtual character in the thumbnail map in a second display manner. For example Figure 4, when player A selects a birth location for character A, the birth locations selected by player B and player C for character A respectively can be marked on the thumbnail map (i.e., grid map 101) with graphic symbols of different shapes having a certain transparency, and this graphic symbol is different from Figure 4 the solid triangle symbol 1021 shown; similarly, the birth location selected by player A for character B can be synchronously displayed on the client of character B, and the birth location selected by player A for character C can be synchronously displayed on the client of character C. By adopting this operation method, players can intuitively distinguish the birth location selected for the first virtual character by themselves from the birth location selected for the first virtual character by the target virtual character side, so as to facilitate players to make corresponding tactical adjustments according to the birth location selected for the first virtual character by the target virtual character side when selecting a birth location for the first virtual character.
[0085] In addition, the above method for arranging virtual characters may not display on the client of the target virtual character the birth location selected for the first virtual character by the target virtual character side. For example Figure 4 , when player A selects a birth location for character A, the birth locations selected by player B and player C for character A respectively may not be synchronously displayed on the terminal device of player A; similarly, the birth location selected by player A for character B may not be synchronously displayed on the client of character B, and the birth location selected by player A for character C may not be synchronously displayed on the client of character C. By adopting this operation method, the performance overhead when the game device refreshes the interface can be further reduced, thus avoiding game lag.
[0086] As a possible implementation manner, after the step of displaying the option area including the identifier corresponding to the second virtual character, the above method for arranging virtual characters may further include the following operation method: in response to the end of the selection operation for the identifier corresponding to the second virtual character in the option area or the display duration of the option area reaching the set duration threshold, cancel the display of the option area. Refer to Figure 3 , the option area 130 disappears after player A finishes the operation of selecting the word "Player B" (i.e., the identifier corresponding to character B), or automatically disappears after being displayed for a period of time. By adopting this operation method, it is possible to prevent the option area from obscuring the graphical user interface for a long time, thus enhancing the gaming experience of players when selecting a birth location for the first virtual character and / or the target virtual character.
[0087] As a possible implementation manner, the above option area may be a pop-up window, and the identifier corresponding to the virtual character is displayed in this pop-up window. Alternatively, the above option area may also be a sub-interface newly added in the graphical user interface, and this sub-interface can be triggered to be displayed or hidden as needed.
[0088] As a possible implementation, after the step of sending the second location point as the birth location of the target virtual character to the client of the target virtual character, the method for arranging the virtual character may further include the following operation mode: in response to the rejection invitation message fed back by the target virtual character, prompt the target virtual character to reject using the second location point as the birth location of the target virtual character.
[0089] Continuing with the previous example, refer to Figure 5 or Figure 6 , the target virtual character is character B. After the client of character B receives the invitation message, player B manipulates the joystick to move the cursor to the rejection control 107 and briefly presses the A key on the joystick. After the client of character B responds to this operation, it will send a rejection invitation message to the terminal device of player A; after the terminal device of player A receives the rejection invitation message, a prompt text "XXX has rejected your invitation" will float across the graphical user interface provided by this terminal device, where "XXX" is the name of character B.
[0090] In addition, for the case where there are multiple target virtual characters, refer to Figure 6 , the target virtual characters are character B and character C. The content shown in Figure 6 is displayed in the graphical user interfaces provided by the clients of character B and character C respectively; player B triggers the client of character B to send a rejection invitation message to the terminal device of player A by operating the mouse to click on the rejection control 107, and player C triggers the client of character C to send an acceptance invitation message to the terminal device of player A by operating the mouse to click on the acceptance control 106; after the terminal device of player A receives the rejection invitation message sent by the client of character B, a prompt text "XXX has rejected your invitation" will float across the graphical user interface provided by this terminal device, where "XXX" is the name of character B; after the terminal device of player A receives the acceptance invitation message sent by the client of character C, a prompt text "XX has accepted your invitation" will float across the graphical user interface provided by this terminal device, where "XX" is the name of character C.
[0091] As a possible implementation, the method for arranging the virtual character may further include the following operation mode: in response to the follow-up operation on the second virtual character, use the birth location selected on the side of the second virtual character as the birth location of the first virtual character. Continuing with the previous example, refer to Figure 4, the graphical user interface provided by the terminal device of Player A further includes a first follow control 111 and a second follow control 121. Among them, the first follow control 111 is used to set the birth position selected by Player B for Character A as the birth position of Character A, and the second follow control 121 is used to set the birth position selected by Player C for Character A as the birth position of Character A; when Player A manipulates the joystick to move the cursor to the first follow control 111 and briefly presses the A button on the joystick, the terminal device of Player A will, after responding to this operation, set the birth position selected by Player B for Character A as the birth position of Character A; when Player A manipulates the joystick to move the cursor to the second follow control 111 and briefly presses the A button on the joystick, the terminal device of Player A will, after responding to this operation, set the birth position selected by Player C for Character A as the birth position of Character A.
[0092] As a possible implementation manner, when the above-mentioned terminal device also selects multiple position points in the thumbnail map at one time, it can display an option area, and this option area contains the identifiers corresponding to each position point selected by the player; after the player selects the identifier corresponding to a certain position point in this option area, a sub-area will be displayed near the identifier corresponding to this position point, and this sub-area includes the identifiers corresponding to all virtual characters belonging to the same team as the first virtual character. The player can select one or more identifiers corresponding to virtual characters from this sub-area, thereby triggering the terminal device to allocate this position point to this one or more virtual characters; these one or more virtual characters are located at the position in the game scene corresponding to this position point at the start of the game. By adopting this operation method, the player can establish the correspondence between the birth position and the virtual characters according to the game tactics, thereby improving the freedom of the player's tactical performance in the game.
[0093] When there are multiple second virtual characters, the above method can be used to select a second position point for each second virtual character. The second position points corresponding to different second virtual characters can be the same or different, or the second position points corresponding to some second virtual characters are the same, and the second position points corresponding to another part of the second virtual characters are different. As a possible implementation manner, when there are multiple second virtual characters, the first position point of the first virtual character (i.e., the player virtual character) is different from the second position points corresponding to some second virtual characters, and the birth positions of another part of the second virtual characters can also be arranged at the position where the first position point is located, that is, another part of the second virtual characters can correspond to the first position point together with the first virtual character. See Figure 4, the thumbnail map is a grid map 101, the first virtual character is character A, the second virtual characters are characters B, C, and D. Player A selects grid 102 (i.e., the first position point) as the birth position of character A, selects grid 103 (i.e., one of the second position points) as the birth position of character B, and selects grid 104 (i.e., the other second position point) as the birth position of character C. Based on this, player A can either select grid 102, grid 103, or grid 104 as the birth position of character D, or select other grids outside grids 102, 103, and 104 in the grid map 101 as the birth position of character D. In addition, player A can also adjust the corresponding relationship between the selected grid and the birth positions of characters A, B, C, and D according to the game tactics.
[0094] In addition to the above method of determining position points based on grids in the grid map, for a thumbnail map in a non-grid form, when performing a position point selection operation, the position point of the position point selection operation can also be determined according to the touch position or the mouse cursor position of the position point selection operation. For example, taking a touch operation as an example, a circular area within a set radius length with the touch position of the position point selection operation as the center can be used as the position point of the position point selection operation, or directly use the touch position of the position point selection operation as the position point of the position point selection operation.
[0095] Based on the above method embodiments, the embodiments of the present disclosure also provide a device for arranging virtual characters. Refer to Figure 8 As shown, the above device may include the following modules:
[0096] A display module 802, configured to display an option area including the corresponding identifier of the second virtual character in response to a second position point selection operation on the thumbnail map; wherein, the second virtual character and the first virtual character of the user of the terminal device belong to the same team.
[0097] A determination module 804, configured to determine a target virtual character from the second virtual characters in response to a selection operation on the corresponding identifier of the second virtual character in the option area.
[0098] An invitation message sending module 806, configured to send an invitation message to the client of the target virtual character with the second position point as the birth position of the target virtual character.
[0099] An embodiment of the present disclosure provides an arrangement device for virtual characters. A graphical user interface is provided through a terminal device. The graphical user interface includes a thumbnail map of at least a part of a game scene, enabling a player to select a second position point for other virtual characters (i.e., the above-mentioned second virtual characters) in the same team with respect to the thumbnail map. When the second position point is selected, an option area containing the corresponding identifier of the second virtual character is displayed, enabling the player to perform a selection operation on the corresponding identifier of the second virtual character in the option area, and then determining a target virtual character from the second virtual characters, so as to send an invitation message with the second position point corresponding to the second position point selection operation as the birth position of the target virtual character to the client of the target virtual character, realizing the selection of a specific birth position (i.e., the above-mentioned second position point, which can be different from the player's own position point) for other virtual characters in the same team, thereby meeting the tactical requirement of the player to arrange different birth positions for different virtual characters, improving the freedom of the player's tactical performance in the game, and also expanding the functions of the game.
[0100] See Figure 8 As shown, the device may further include:
[0101] A prompt module 808, configured to prompt the second position point as the birth position of the target virtual character in response to the consent invitation message fed back by the target virtual character; wherein, the first virtual character is located at a first position point at the start of the game, and the target virtual character is located at the second position point at the start of the game.
[0102] The above-mentioned determination module 804 may further be configured to: in response to a first position point selection operation for the first virtual character with respect to the thumbnail map, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character.
[0103] The above-mentioned determination module 804 may further be configured to: in response to a first operation on the thumbnail map, determine that the first operation is a first position point selection operation for the first virtual character; in response to a second operation on the thumbnail map, determine that the second operation is a second position point selection operation for the second virtual character; wherein, the operation types of the first operation and the second operation are different.
[0104] The above-mentioned first operation may be a short press operation, and the above-mentioned second operation may be a long press operation.
[0105] The above display module 802 can also be used to: in response to a first position point selection operation on the thumbnail map, display an option area including the identification corresponding to the first virtual character and the identification corresponding to the second virtual character; in response to a selection operation on the identification corresponding to the first virtual character in the option area, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character.
[0106] There can be multiple of the above second virtual characters, and the above second position point selection operation can include at least one time. Each time the second position point selection operation selects a birth position for at least one target virtual character among the multiple second virtual characters.
[0107] The above option area can include the identifications corresponding to each virtual character belonging to the same team as the first virtual character and all identifications, where the all identifications correspond to all virtual characters belonging to the same team as the first virtual character; based on this, the above determination module 804 can also be used to: in response to a selection operation on the all identifications in the option area, determine the second position point corresponding to the second position point selection operation as the birth position corresponding to all virtual characters belonging to the same team as the first virtual character.
[0108] The above invitation message sending module 806 can also be used to: in response to an invitation operation for at least one target virtual character corresponding to the second position point, send an invitation message to the client of the target virtual character with the second position point as the birth position of the target virtual character.
[0109] The above invitation message sending module 806 can also be used to: in response to an invitation operation where all the above second virtual characters are used as target virtual characters, send an invitation message to the clients of all the target virtual characters with each second position point corresponding to each target virtual character as the birth position of that target virtual character.
[0110] The above display module 802 can also be used to: mark in the thumbnail map in a first display manner that the first position point has been assigned to the first virtual character; mark in the thumbnail map in the first display manner that the second position point has been assigned to the second virtual character.
[0111] The above display module 802 can also be used to: in response to a birth position layout notification from the client corresponding to the target virtual character, mark in the thumbnail map in a second display manner that the third position point in the birth position layout notification is the birth position selected by the target virtual character side; where the first display manner and the second display manner are different.
[0112] The above second display mode may be a display mode with a transparency greater than a set threshold value, and the above first display mode may be an opaque display.
[0113] See Figure 8 As shown, the device may further include:
[0114] A display cancellation module 810, configured to cancel the display of the option area in response to the end of a selection operation for the corresponding identifier of the second virtual character in the option area or when the display duration of the option area reaches a set duration threshold value.
[0115] For the virtual character layout device provided in the embodiments of the present disclosure, its implementation principle and the technical effects generated are the same as those in the foregoing embodiments of the virtual character layout method. For the sake of brief description, for the parts not mentioned in the embodiments of the virtual character layout device, reference may be made to the corresponding content in the foregoing embodiments of the virtual character layout.
[0116] Embodiments of the present disclosure further provide an electronic device, such as Figure 9 As shown, it is a schematic structural diagram of the electronic device. Among them, the electronic device 100 includes a processor 91 and a memory 90. The memory 90 stores computer-executable instructions that can be executed by the processor 91, and the processor 91 executes the computer-executable instructions to implement the above virtual character layout method.
[0117] In Figure 9 the shown embodiment, the electronic device further includes a bus 92 and a communication interface 93. Among them, the processor 91, the communication interface 93, and the memory 90 are connected through the bus 92.
[0118] Among them, the memory 90 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 93 (which may be wired or wireless), a communication connection between the system network element and at least one other network element is realized, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 92 may be an ISA (Industry Standard Architecture, industrial standard architecture) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or an EISA (Extended Industry Standard Architecture, extended industrial standard architecture) bus, etc. The bus 92 may be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 9It is represented by only one bi-directional arrow, but it does not mean that there is only one bus or one type of bus.
[0119] The processor 91 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 91 or the instructions in the form of software. The above-mentioned processor 91 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method for arranging virtual characters disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 91 reads the information in the memory and combines its hardware to complete the steps of the method for arranging virtual characters in the foregoing embodiments.
[0120] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above method for arranging virtual characters. For the specific implementation, reference may be made to the foregoing method embodiments and will not be elaborated herein.
[0121] The computer program product of the method, device, and electronic device for arranging virtual characters provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the methods described in the foregoing method embodiments. For the specific implementation, reference may be made to the method embodiments and will not be elaborated herein.
[0122] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0123] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.
[0124] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0125] Finally, it should be noted that the above-mentioned embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for arranging virtual characters, characterized in that Provide a graphical user interface through a terminal device; The graphical user interface includes a thumbnail map of at least a part of a game scene, and the method includes: In response to a first position point selection operation for a first virtual character on the thumbnail map, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character; In response to a second position point selection operation on the thumbnail map, display an option area including an identifier corresponding to a second virtual character; wherein, the second virtual character and the first virtual character of the user of the terminal device belong to the same team; In response to a selection operation on the identifier corresponding to the second virtual character in the option area, determine a target virtual character from the second virtual characters; Send an invitation message with the second position point as the birth position of the target virtual character to the client of the target virtual character; In response to an invitation acceptance message feedback by the target virtual character, prompt the second position point as the birth position of the target virtual character; wherein, the first virtual character is located at the first position point at the start of the game, and the target virtual character is located at the second position point at the start of the game.
2. The method according to claim 1, characterized in that, The method further includes: In response to a first operation on the thumbnail map, determine that the first operation is a first position point selection operation for a first virtual character; in response to a second operation on the thumbnail map, determine that the second operation is a second position point selection operation for a second virtual character; wherein, the operation types of the first operation and the second operation are different.
3. The method according to claim 2, wherein The first operation is a short press operation, and the second operation is a long press operation.
4. The method according to claim 1, wherein The method further includes: In response to a first position point selection operation on the thumbnail map, display an option area including an identifier corresponding to the first virtual character and an identifier corresponding to a second virtual character; In response to a selection operation on the identifier corresponding to the first virtual character in the option area, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character.
5. The method according to claim 1, characterized in that, There are multiple second virtual characters, and the second position point selection operation includes at least one time, and each time the second position point selection operation selects a birth position for at least one target virtual character among the multiple second virtual characters.
6. The method according to claim 1, wherein The option area includes identifiers corresponding to each virtual character belonging to the same team as the first virtual character and a full identifier, wherein the full identifier corresponds to all virtual characters belonging to the same team as the first virtual character; the method further includes: In response to a selection operation on the full identifier in the option area, determine the second position point corresponding to the second position point selection operation as the birth position corresponding to all virtual characters belonging to the same team as the first virtual character.
7. The method according to claim 5 or 6, characterized in that Sending an invitation message with the second position point as the birth position of the target virtual character to the client of the target virtual character includes: In response to an invitation operation for the target virtual character corresponding to at least one of the second position points, send an invitation message to the client of the target virtual character with the second position point as the birth position of the target virtual character; or, In response to an invitation operation where all of the second virtual characters are target virtual characters, send an invitation message to the clients of all the target virtual characters with each second position point corresponding to each target virtual character as the birth position of that target virtual character.
8. The method according to claim 1, characterized in that The method further includes: Mark in the thumbnail map in a first display manner that the first position point has been assigned to the first virtual character; Mark in the thumbnail map in the first display manner that the second position point has been assigned to the target virtual character.
9. The method according to claim 8, wherein The method further includes: In response to a birth position layout notification from the client corresponding to the target virtual character, mark in the thumbnail map in a second display manner the third position point in the birth position layout notification as the birth position selected by the target virtual character side; wherein, the first display manner and the second display manner are different.
10. The method according to claim 9, wherein The second display manner is a display manner with a transparency greater than a set threshold value, and the first display manner is an opaque display.
11. The method according to claim 1, characterized in that, After the step of displaying the option area containing the identification corresponding to the second virtual character, the method further includes: In response to the end of the selection operation for the identification corresponding to the second virtual character in the option area or the display duration of the option area reaching a set duration threshold, cancel the display of the option area.
12. An arrangement device for virtual characters, characterized in that, Provide a graphical user interface through a terminal device; The graphical user interface includes a thumbnail map of at least a part of the game scene, and the device includes: A display module, configured to display an option area containing an identification corresponding to a second virtual character in response to a second position point selection operation on the thumbnail map; wherein, the second virtual character and the first virtual character of the user of the terminal device belong to the same team; A determination module, configured to determine a target virtual character from the second virtual characters in response to a selection operation for the identification corresponding to the second virtual character in the option area; and in response to a first position point selection operation for the first virtual character on the thumbnail map, use the first position point corresponding to the first position point selection operation as the birth position of the first virtual character; An invitation message sending module, configured to send an invitation message to the client of the target virtual character with the second position point as the birth position of the target virtual character; A prompt module, configured to prompt the second position point as the birth position of the target virtual character in response to an invitation approval message fed back by the target virtual character; wherein, the first virtual character is located at the first position point at the start of the game, and the target virtual character is located at the second position point at the start of the game.
13. An electronic device, characterized in that, Includes a processor and a memory, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when called and executed by a processor, cause the processor to implement the method according to any one of claims 1 to 11.
Citation Information
Patent Citations
Fight control method and device based on virtual roles, equipment and medium
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Virtual character control method and device, storage medium and electronic equipment
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