Game formation adjustment method and device, electronic equipment and storage medium
By adjusting the preset formation data through the control panel and sending it to the gaming device, the problem of low formation adjustment efficiency in the prior art is solved, and efficient and intuitive adjustment of the formation and virtual object positions is achieved.
Patent Information
- Application Number
- CN202111478052.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-06
- Publication Date
- 2025-10-14
- Estimated Expiration
- 2041-12-06
AI Technical Summary
In the prior art, formation and position adjustments in sports games rely on manual adjustments, which leads to low efficiency and inability to intuitively obtain the current formation, making it difficult to achieve accurate adjustments.
Enter formation data adjustment operations through the control panel, respond to and adjust preset formation data, and send the adjusted data to the gaming device for display. It supports the adjustment of out-of-game formations and in-game position data.
It improves the efficiency and accuracy of formation arrangement and virtual object position setting, realizes fast and intuitive display of formation adjustment, and simplifies the game development process.
Smart Images

Figure CN116212367B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game formation adjustment method, device, electronic device and storage medium. Background Art
[0002] With the rapid development of mobile Internet, more and more people choose games as a form of leisure and entertainment. Among many games, sports games, as a strategy game based on a virtual background, are popular among players because of their flexible tactical formulation and unique game background.
[0003] When developing sports games, game developers often need to adjust formations and positions to enrich gameplay. Currently, these adjustments rely on manual coordinate adjustments. This method prevents developers from intuitively understanding the current formation and making accurate adjustments. Furthermore, it is time-consuming and inefficient. Summary of the Invention
[0004] The purpose of the present invention is to address the deficiencies in the above-mentioned prior art and provide a game formation adjustment method, device, electronic device and storage medium so that developers can adjust the game formation simply and efficiently.
[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of the present application are as follows:
[0006] In a first aspect, an embodiment of the present application provides a method for adjusting a game formation, which is applied to a test device, wherein a control panel is displayed on the test device, and data of a preset formation for a preset game is displayed on the control panel; the method comprises:
[0007] In response to a formation data adjustment operation input through the control panel, adjusting the data of the preset formation;
[0008] The adjusted data of the preset formation is sent to a gaming device, so that the gaming device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation.
[0009] Optionally, before adjusting the data of the preset formation in response to the formation data adjustment operation input through the control panel, the method further includes:
[0010] Reading data of at least one preset formation for the preset game from the formation file of the preset game;
[0011] Data of the preset formation in the at least one formation is displayed on the control panel.
[0012] Optionally, the preset formation is the first formation among the at least one formation.
[0013] Optionally, the data of the preset formation includes: an identifier of the preset formation; and the method further includes:
[0014] In response to a formation switching operation inputted with respect to the identification of the preset formation, determining the formation after the formation switching operation is switched as a target formation;
[0015] displaying data of the target formation on the control panel;
[0016] The data of the switched target formation is sent to the game device, so that the game device displays the target formation in a graphical user interface according to the data of the target formation.
[0017] Optionally, the method further includes:
[0018] In response to a first save operation for the preset formation input through the control panel, data of the preset formation is stored.
[0019] Optionally, the data of the preset formation also includes: external formation data of the preset formation, and the external formation data is used to enable the game device to display the preset formation in a preset first scene graph according to the external formation data, and the first scene graph is a virtual scene graph of the preset battle area in the game.
[0020] Optionally, the off-game formation data includes: information on interactive positions of a plurality of virtual player cards, and information on tactical positions corresponding to the interactive positions of each virtual player card; wherein the interactive position of each virtual player card is the position of each virtual player card in the preset battle area;
[0021] The out-of-game formation data is used to enable the gaming device to display each virtual player card at an interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on a tactical position corresponding to each virtual player on each virtual player card.
[0022] Optionally, the adjusting the data of the preset formation in response to a formation data adjustment operation input through the control panel includes:
[0023] In response to an adjustment operation of the interactive position of the first virtual player card in the control panel, adjusting information of the interactive position of the first virtual player card in the out-of-game formation data;
[0024] The information of the adjusted interactive position of the first virtual player card is used to enable the gaming device to adjust the display position of the first virtual player card in the preset battle area.
[0025] Optionally, the adjusting the data of the preset formation in response to a formation data adjustment operation input through the control panel includes:
[0026] In response to an adjustment operation of the tactical position of the second virtual player card in the control panel, adjusting information of the tactical position of the second virtual player card in the outfield formation data;
[0027] The adjusted tactical position information of the second virtual player card is used to enable the gaming device to adjust the tactical position information displayed on the second virtual player card.
[0028] Optionally, the method further includes:
[0029] receiving a virtual player card selection message returned by the gaming device, the virtual player card selection message being sent in response to a virtual player card selection operation input through a graphical user interface displayed by the gaming device, the virtual player card selection message including: information about an interactive position of the selected virtual player card and information about a tactical position of the selected virtual player card;
[0030] The interactive position information of the selected virtual player card and the tactical position information of the selected virtual player card are displayed on the control panel.
[0031] Optionally, the method further includes:
[0032] receiving a virtual player card position change message returned by the game device, the virtual player card position change message being sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, the virtual player card position change message including information on an end position of the virtual player card drag operation;
[0033] The interactive position of the third virtual player card affected by the virtual player card dragging operation is updated in the control panel to the end position information.
[0034] Optionally, the data of the preset formation also includes: in-game position data of the preset formation, and the in-game position data is used to enable the game device to display the preset formation in a preset second scene graph according to the in-game position data, and the second scene graph is a real scene graph of the preset battle area in the game.
[0035] Optionally, the in-game position data includes: position information of multiple virtual players in the preset battle area;
[0036] The in-game position data is used to enable the game device to display each virtual player at a position of the each virtual player in the preset battle area in the second scene graph according to the position information of the each virtual player.
[0037] Optionally, the preset battle area comprises a plurality of squares; and the position information of the each virtual player comprises position information of a square where the each virtual player is located, initial position information of the each virtual player in the corresponding square, and offset information of the each virtual player in the corresponding square.
[0038] The position information of the each virtual player is used to enable the game device to determine a square of the each virtual player in the preset battle area according to the position information of the square where the each virtual player is located, and determine an actual position of the each virtual player in the corresponding square according to the initial position information and the offset information.
[0039] Optionally, the method further comprises:
[0040] adjusting position information of a current virtual player in the in-game position data in response to a position adjustment operation of the current virtual player through the control panel;
[0041] The adjusted position information of the current virtual player is used to enable the game device to adjust a position of the current virtual player in the preset battle area.
[0042] Optionally, the method further comprises:
[0043] receiving a virtual player position change message returned by the game device, the virtual player position change message being a message sent in response to a click operation on a current square input through a graphical user interface displayed by the game device, and the virtual player position change message comprising a click position of the click operation;
[0044] updating offset information of a virtual player in the current square in the control panel according to the click position.
[0045] Optionally, the method further comprises:
[0046] storing position information of a target virtual player in response to a second save operation of the target virtual player input through the control panel.
[0047] In a second aspect, an embodiment of the present application further provides a game formation adjustment apparatus, comprising an adjustment module and a sending module.
[0048] The adjustment module is used to adjust the data of the preset formation in response to the formation data adjustment operation input through the control panel;
[0049] The sending module is used to send the adjusted data of the preset formation to the game device, so that the game device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation.
[0050] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game formation adjustment method as described in any one of the first aspects.
[0051] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game formation adjustment method as described in any one of the first aspects are executed.
[0052] The beneficial effects of the present application are: the embodiment of the present application provides a game formation adjustment method, which responds to the formation data adjustment operation input through the control panel, adjusts the preset formation data, improves the efficiency and accuracy of the formation arrangement and the virtual object position setting, and can quickly implement the formation adjustment by inputting the adjustment operation on the control panel. After that, the adjusted preset formation data is sent to the game device to realize the graphical user interface display of the adjusted formation data, which is clear and intuitive. BRIEF DESCRIPTION OF THE DRAWINGS
[0053] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.
[0054] Figure 1 A schematic diagram of a control panel provided in one embodiment of the present application;
[0055] Figure 2 A flowchart of a game formation adjustment method provided in one embodiment of the present application;
[0056] Figure 3 A flowchart of displaying preset formation data in a game formation adjustment method provided in another embodiment of the present application;
[0057] Figure 4A flowchart of a game formation adjustment method provided in another embodiment of the present application;
[0058] Figure 5 A schematic diagram of a first scene graph provided in an embodiment of the present application;
[0059] Figure 6 A flowchart of adjusting data of a preset formation in a method for adjusting a game formation provided in yet another embodiment of the present application;
[0060] Figure 7 A flowchart of a game formation adjustment method provided in yet another embodiment of the present application;
[0061] Figure 8 A flowchart of a game formation adjustment method provided in yet another embodiment of the present application;
[0062] Figure 9 A flowchart of a game formation adjustment method provided in yet another embodiment of the present application;
[0063] Figure 10 A schematic diagram of a second scene diagram provided in an embodiment of the present application;
[0064] Figure 11 This is a flowchart of a game formation adjustment method provided in a fifth embodiment of the present application;
[0065] Figure 12 A schematic diagram of a control panel provided in yet another embodiment of the present application;
[0066] Figure 13 This is a flowchart of a method for adjusting a game formation provided in a sixth embodiment of the present application;
[0067] Figure 14 A schematic diagram of a game formation adjustment device provided in one embodiment of the present application;
[0068] Figure 15 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0069] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments.
[0070] In this application, unless otherwise expressly specified and limited, the terms "first" and "second" are used for descriptive purposes only and are not to be understood as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Thus, the features defined as "first" and "second" may explicitly or implicitly include at least one feature. In the description of the present invention, the meaning of "multiple" is at least two, such as two or three, unless otherwise clearly and specifically limited. The terms "comprise", "include" or any other variants thereof are intended to cover non-exclusive inclusion, so that the process, method, article or equipment including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or equipment. In the absence of further restrictions, the elements defined by the sentence "comprise a..." do not exclude the presence of other identical elements in the process, method, article or equipment including the elements.
[0071] First of all, it should be noted that the game formation adjustment method of the present application can be applied to sports strategy games based on virtual scenes. Sports games are based on sports-related rules, allowing players to participate in professional sports TV games or computer games. For example, it can be a game generated according to the relevant rules of sports such as baseball, football, handball, volleyball, basketball, ice hockey, and hockey.
[0072] Such games typically display (or provide) a virtual scene during runtime, in which players control the game by moving or arranging at least one virtual object within the virtual scene. This virtual scene can be a simulation of the real world (for example, the virtual scenes of sports games such as football and basketball are usually simulations of the relevant real-world sports scenes), a semi-simulated, semi-fictional three-dimensional world, or a purely fictional three-dimensional world.
[0073] For example, in a virtual scene of a game to which the game formation adjustment method of the present application is applicable, for example, the virtual scene can be used for a virtual scene competition between at least two virtual objects or two virtual teams. Optionally, the virtual scene includes two symmetrical areas, and through specific scoring means, the scoring object is thrown more times into the target position / area of the opponent's area as the winning goal.
[0074] It should be noted that the aforementioned virtual objects refer to movable objects in a virtual scene. The movable objects may be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual objects may be three-dimensional virtual models, each virtual object having its own shape and volume in the three-dimensional virtual scene and occupying a portion of the space in the three-dimensional virtual scene. Optionally, the virtual objects may be three-dimensional characters constructed based on three-dimensional human skeleton technology, and the virtual objects may achieve different appearances by wearing different skins, which is not limited in the embodiments of the present application.
[0075] The game formation adjustment method of the present application is applied to a test device, which can be a computer device such as a desktop computer or a laptop computer capable of running the program of the present application, or a server device, which is not limited in the present application. The test device can run a game testing platform (such as the Sunshine platform).
[0076] The test device can be connected to the gaming device for communication. The gaming device is a device that can display a virtual game scene. It should be noted that, depending on the type of game, the gaming device can be, for example, a desktop computer, a laptop computer, a tablet computer, a mobile phone, or other computer devices. This application does not limit this, as long as the gaming device can display the virtual game scene and meet the needs of game developers. It should also be noted that the communication connection between the test device and the gaming device can be a wired connection, such as using a USB data cable to achieve communication connection, or a wireless connection, such as using a wireless local area network to achieve communication connection. The above is only an example. The test device and the gaming device bracket may also have other forms of communication, such as based on remote procedure call (RPC) communication, or integrating the RPC function module into the communication-related modules of the gaming device and the test device to achieve communication, etc. This application does not limit this.
[0077] The test device and the gaming device, acting as array management tools, can independently or collaboratively implement the game formation adjustment method of the present application. In one possible implementation, the test device includes a data preprocessing module, a general data processing module, a data post-processing and storage module, an off-game user interface adjustment module, and an on-game position adjustment module. The data preprocessing module is primarily responsible for reading and formatting data from a preset database. The general data processing module is responsible for distributing data to the off-game user interface adjustment module and the on-game position adjustment module. The off-game user interface adjustment module is responsible for control of the control panel for this function and communication with relevant modules of the gaming device. The on-game position adjustment module is responsible for control of the control panel for this function and feedback interaction with the gaming device. The data post-processing and storage module is primarily responsible for format conversion and storage of the final result data. The gaming device includes an off-game user interface display module and an on-game virtual player position adjustment module. The off-game user interface display module controls the virtual scene display of the formation placement and the real-time adjustment logic of the virtual player cards. The on-game player module controls the display of the virtual scene within the game and real-time interaction with the test device.
[0078] In a specific implementation, the general data processing module organizes and summarizes the data processed by the data preprocessing module, and then sends it to the external user interface adjustment module and the internal station adjustment module. For example, Table 1 is an example table of preset database data, as shown in Table 1:
[0079] Table 1 Example table of preset database data
[0080]
[0081]
[0082] Each row in Table 1 represents a formation. For each formation, the virtual player card position (i.e., UI position - 1) and the virtual player's position information (e.g., dot matrix coordinates) are recorded. The general data processing module sequentially sends this data to the corresponding subsequent modules for data initialization.
[0083] The control panel of the test device may display preset formation data for a preset game. For example, for a soccer game, the control panel may display preset soccer formation data, which may include one or more of the following: formation number, formation identifier, Chinese name, formation type, number of free virtual objects, virtual object IDs, and virtual object positions. In one possible implementation, an off-game user interface adjustment module is displayed via this control interface. This module primarily displays original or modified data in real time on the gaming device, thereby achieving data visualization. Figure 1 A schematic diagram of a control panel provided in one embodiment of the present application is shown in FIG. Figure 1As shown, the game is a football game, and the preset formation data of the football game displayed in the control panel can be:
[0084] Formation number: 1, formation identifier: tid_Team_Management_Formation_451, Chinese name: 451, formation type: 2, number of free virtual objects: 7, and the virtual object ID and virtual object position are further refined and displayed. For example, the virtual object ID of player card 1 is goalkeeper GK(1), and its virtual object position is x=9.00, y=-386.00; the virtual object ID of player card 2 is left back LB(3), and its virtual object position is ×=-401.00, y=-208.00*; the virtual object ID of player card 3 is center back CB(2), and its virtual object position is x=-175.00:y-278.00; the virtual object ID of player card 4 is center back CB(2), and its virtual object position is ×=193.00:y=-278.00, etc.
[0085] Figure 2 This is a flow chart of a method for adjusting a game formation provided in one embodiment of the present application; Figure 2 As shown, the method includes:
[0086] Step 101: In response to a formation data adjustment operation input through a control panel, the data of a preset formation is adjusted.
[0087] It should be noted that game developers can implement operations such as formation selection, new formation creation, formation deletion, and virtual object position adjustment within a formation by inputting corresponding formation data adjustment commands into the control panel. For example, the off-game user interface adjustment module displays information such as the formation ID, formation name (TID), Chinese name, formation type, number of free virtual objects, virtual object ID, virtual object position, and formation list on the game terminal's display device in a list or window format. It should also be noted that the formation adjustment operation in step 101 can be implemented based on the off-game user interface adjustment module.
[0088] In one possible implementation, game developers can modify virtual object position information data through touch, keystroke, mouse, or other operations. For example, the game developer selects a modification box or input box corresponding to the data to be modified and then enters the required data through a physical keyboard or soft keyboard. It should be noted that the above is merely an example, and the specific operation method of the display device and the types of operations that can be performed are not limited in this application.
[0089] Step 102: Sending the adjusted preset formation data to the gaming device, so that the gaming device displays the preset formation in a graphical user interface according to the adjusted preset formation data.
[0090] It should be noted that the test device can directly send the adjusted preset formation to the gaming device, or the test device can indirectly send the adjusted preset formation to the gaming device via a server. This application does not limit the specific transmission path of the adjusted preset formation data, as long as the test device can send it and the gaming device can receive it. In one possible implementation, the off-site user interface adjustment module sends the adjusted preset formation data to the off-site user interface display module of the gaming device, so that the off-site user interface display module displays the preset formation in the graphical user interface based on the adjusted preset formation data.
[0091] The game device obtains the preset formation data after analysis and adjustment, and displays the adjusted preset formation data in the graphical user interface as a preset formation.
[0092] In summary, the embodiments of the present application provide a game formation adjustment method, which responds to the formation data adjustment operation input through the control panel, adjusts the preset formation data, improves the efficiency and accuracy of the formation arrangement and the virtual object position setting, and can quickly implement the formation adjustment by inputting the adjustment operation on the control panel. After that, the adjusted preset formation data is sent to the game device to realize the graphical user interface display of the adjusted formation data, which is clear and intuitive.
[0093] Optional, in the above Figure 2 On the basis of this, the present application also provides a possible implementation method of displaying preset formation data on the control panel in a game formation adjustment method, Figure 3 A flowchart showing preset formation data in a game formation adjustment method provided in another embodiment of the present application; Figure 3 As shown, in response to a formation data adjustment operation input through the control panel, before adjusting the preset formation data, the method includes:
[0094] Step 201: Read data of at least one preset formation for a preset game from a formation file of a preset game.
[0095] It should be noted that in a preset game, a formation file is pre-set. This formation file can be a user-friendly file containing multiple formation data, or a template file containing only one type of formation data or a set of blank data. This application does not limit the content of the at least one set of formation data contained in the formation file, as long as it can be read. In one possible implementation, the data preprocessing module includes the formation file, the general data processing module organizes the data processed by the data preprocessing module, and sends at least one type of external formation data to the external user interface adjustment module, enabling the external user interface adjustment module to read it.
[0096] In a specific implementation, if the preset game is a football game, 24 types of formation data are stored in the formation file of the game, and any one of the 24 formation data can be read.
[0097] In another possible implementation, the reading of at least one formation data for a preset game can be specified, meaning the game developer can select at least one formation data to read. Alternatively, the reading of at least one formation data for a preset game can be default, meaning a default formation data is set and, unless the game developer selects or changes it, the default formation data is read. The above is merely an example; in actual implementation, other methods for reading formation data may exist, and this application does not limit this.
[0098] Step 202: Displaying data of at least one preset formation in the control panel.
[0099] The formation data selected by the game developer in step 201 or the default formation data is read as the preset formation data and displayed on the control panel. In a possible implementation, the external user interface adjustment module realizes the display of the formation data on the control panel.
[0100] By reading at least one formation data for a preset game from the formation file of the preset game and displaying it on the control panel, game developers can perform relevant operations for formation adjustment based on the displayed content, thereby optimizing the formation adjustment method and making the formation adjustment method of the present application more flexible and convenient for game developers to operate.
[0101] Optional, in the above Figure 3 On the basis of this, the present application also provides a lower-level implementation method for reading at least one formation data in a game formation adjustment method, wherein the preset formation data is the first formation data in the at least one formation data.
[0102] In one possible implementation, when there is at least one formation data in the formation file of the preset game, the first formation data therein is used as the preset formation data. That is, in the absence of other selections or specified reading object operations, the preset formation data is the first formation data in the formation file, thereby maintaining the stable operation of the game formation adjustment method of this application.
[0103] In another possible implementation, at least one type of formation data in a preset game's formation files can be sorted, for example, by frequency of use by game players or strength of formation, and the formation data ranked first can be set as the preset formation data. This allows game developers to access the control panel corresponding to the formation data without any additional steps, further simplifying adjustments.
[0104] Optional, in the above Figure 3 On the basis of this, the present application also provides a possible implementation of a game formation adjustment method, Figure 4 This is a flowchart of a method for adjusting a game formation provided by another embodiment of the present application; the target formation data includes: a target formation identifier, such as Figure 4 As shown, the method includes:
[0105] Step 301: In response to a formation switching operation inputted with respect to an identification of a preset formation, determining the formation after the formation switching operation is switched as a target formation.
[0106] It should be noted that the target formation data in the control panel also includes a preset formation identifier, which can uniquely identify a type of formation data. That is, a type of formation data can be uniquely determined based on a preset formation identifier. This preset formation identifier can be a digital identifier (for example, a serial number identifier such as 001, 002, 003, or a digital identifier representing a formation such as 433, 352, or 451), a text identifier (for example, a text identifier such as "four defenders" or "three defenders"), or a mixed digital and text identifier (for example, a mixed format identifier such as tid_Team_Management_Formation_451). This application does not limit the specific form of the preset formation identifier.
[0107] The game developer can input a formation identification switching operation (such as a list selection operation, an array identification input operation, etc.) for the target formation identification and select a formation identification. The test device responds to this operation and determines the formation data corresponding to the formation identification selected by the game developer as the target formation data.
[0108] Step 302: Display the target formation data on the control panel.
[0109] Step 303: Send the switched target formation data to the game device, so that the game device displays a graphical user interface according to the target formation data.
[0110] After the input formation identification switching operation is completed, the test device's control panel displays the data of the switched target formation for the game developer to review. Furthermore, the test device transmits the switched target formation data to the game device, which can then display a graphical user interface based on the acquired target formation data. In one possible implementation, the external user interface adjustment module transmits the switched target formation data to the external user interface display module, which then displays the graphical user interface based on the target formation data.
[0111] By inputting a formation identification switching operation, the formation data of the formation identification after the formation switching operation is determined as the target formation data. That is, the target formation data can be switched according to the switching formation identification, which is simple to operate and has clear logic. The switched target formation data is sent to the game device, so that the game device can display the obtained target formation data on a graphical user interface.
[0112] Optional, in the above Figure 2 On the basis of the above, the present application also provides a possible implementation of a game formation adjustment method, which further includes:
[0113] In response to a first saving operation for the preset formation input through the control panel, data of the preset formation is stored.
[0114] In one possible implementation, a game developer can input a first save operation for a preset formation on a control panel. After the test device responds to the first save operation, the data of the preset formation is stored. In another possible implementation, the first save operation can be implemented based on a data post-processing and storage module.
[0115] In one specific implementation, the control panel also displays a save control for a preset formation. The save control refers to an element on the control panel that can respond to operations performed by the game developer. It can be displayed in the form of a button, label, switch, etc. This application does not limit the specific display method of the save control. Based on the specific form of the save control, the game developer can enter a corresponding first save operation. The test device responds to this first save operation to store the data of the preset formation.
[0116] In one possible implementation, if the save control is a button, the control can be composed of two buttons, "Save" and "Save". The game developer can click on the save control through touch or external input. If the "Save" button is clicked, the test device can save it in the cache and / or provide a corresponding visual image for the game developer's reference; if the "Save" button is clicked, the test device can overwrite and modify the previous data with the new data, and store the data of the preset formation.
[0117] Optional, in the above Figure 2 On the basis of this, the present application also provides a possible implementation method of a game formation adjustment method, wherein the data of the preset formation also includes: external formation data of the preset formation, the external formation data is used to enable the game device to display the preset formation in a preset first scene map according to the external formation data, and the first scene map is a virtual scene map of a preset battle area in the game.
[0118] It should be noted that the first scene graph is a virtual scene graph of the preset battle area. The virtual scene graph is a visual representation of the game's virtual scene. In one possible implementation, the virtual scene graph can be an image obtained by projecting, compressing, and removing unnecessary environmental rendering of the virtual scene, and then adding a preset formation to the image. This image can visually display the external formation data. In one possible implementation, the display of the first scene graph is implemented based on the external user interface display module.
[0119] For example, Figure 5 A schematic diagram of a first scene graph provided in an embodiment of the present application is shown as follows: Figure 5 As shown, in football games, the virtual scene may be a three-dimensional scene, which includes situational settings such as a football field, a coach's seat, a spectator seat, and an exit passage. The scene is processed, and the preset battle area (i.e., the football field) is retained. The football field in the three-dimensional scene is projected and compressed to be displayed in a flat form, and unnecessary environmental rendering information (such as grass maps to improve realism, etc.) is deleted. Only necessary scene information (such as goals, goal areas, penalty areas, penalty arcs, corner kick areas, etc.) is retained, and then a preset formation is added.
[0120] Thus, the preset formation is displayed in the first scene graph, and the game developers can observe the current formation more intuitively, which assists the game developers in making formation adjustments.
[0121] Optionally, based on the above embodiment, the present application further provides a possible implementation of a method for adjusting a game formation, wherein the off-game formation data includes: information on the interaction positions of a plurality of virtual player cards, and information on the tactical position corresponding to the interaction position of each virtual player card; wherein the interaction position of each virtual player card is the position of each virtual player card in a preset battle area;
[0122] The out-of-game formation data is used to enable the gaming device to display each virtual player card at the interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on the tactical position corresponding to each virtual player on each virtual player card.
[0123] It should be noted that the interactive position information of multiple virtual player cards refers to the position of each virtual player card within the preset playing area. In one possible implementation, the interactive position can be indicated by setting positional punctuation, adding a pattern, or adding an icon on the virtual player card. For example, a point on the edge of the virtual player card (e.g., a vertex on a polygonal player card, a designated point on an irregularly shaped player card, etc.) or a point in the middle of the virtual player card (the center point or a designated point) can be set to indicate the virtual player's position within the preset playing area. For another example, the points selected in the above example can be marked with shapes, symbols, etc. to facilitate game developers in determining the position of the virtual player within the preset playing area. For example, in a football game, the virtual player card is a bilaterally symmetrical inverted pentagon, and the position of the isolated point at its bottom is set to represent the interactive position of the virtual player.
[0124] It should also be noted that each virtual player card may also display information about the tactical position of each virtual player in the form of text, symbols, etc. For example, in a soccer game, the tactical position information of each virtual player may be indicated on the player card in text, such as LM (Left Midfielder), LB (Left Back), CB (Centre Back), GK (Goal Keeper), RB (Right Back), RM (Right Midfielder), CAM (Centre Attack Midfielder), CDM (Centre Defender Midfielder), ST (Striker), etc.
[0125] The aforementioned off-game formation data can be used to graphically display the first scene diagram and virtual player cards on the gaming device. This allows for intuitive display of complex pre-set formation data, showing the positions of each virtual object on the field and the corresponding tactical positions.
[0126] Optionally, based on the above embodiment, the present application further provides a lower-level implementation method for adjusting the data of the preset formation. Figure 6 A flowchart of adjusting data of a preset formation of a game formation adjustment method provided in another embodiment of the present application; Figure 6 As shown, in response to a formation data adjustment operation input through the control panel, when adjusting the data of the preset formation, the method includes:
[0127] Step 401: In response to an adjustment operation of the interactive position of the first virtual player card in the control panel, information on the interactive position of the first virtual player card in the out-of-game formation data is adjusted.
[0128] It should be noted that the game developer can input an adjustment operation in the control panel to adjust the interactive position of the first virtual player card, thereby adjusting the interactive position information of the first virtual player card in the out-of-game formation data.
[0129] In one possible implementation, the game developer can adjust the interaction position by inputting the adjusted interaction position coordinates. For example, if the interaction position of the virtual player card 1 is x=9.00, y=-386.00, the game developer selects the corresponding input box and enters the modified coordinates in the input box, for example, enters 5.00 in the input box corresponding to x, to modify the interaction position. After the modification, the interaction position of the virtual player card 1 is x=5.00, y=-386.00.
[0130] In another possible implementation, game developers can adjust the interactive position using an up or down button according to a preset step size. For example, the interactive position is represented by two coordinates, x and y, and each coordinate is followed by a set of up and down buttons. According to the preset step size, clicking an up button increases the corresponding coordinate data by the preset step size, and clicking a down button decreases the corresponding coordinate data by the preset step size. For example, in a football game, the interactive position of the first virtual player card is x = 9.00, y = -386.00. Each coordinate is followed by a set of up and down buttons, and the preset step size is 0.2. Clicking the up button corresponding to x increases the data corresponding to the x coordinate by 0.2 based on the existing data, and clicking the down button corresponding to x decreases the data corresponding to the x coordinate by 0.2 based on the existing data.
[0131] Step 402: The information of the adjusted interactive position of the first virtual player card is used to enable the gaming device to adjust the display position of the first virtual player card in the preset game area.
[0132] According to the adjusted interactive position of the first virtual player, the display position of the first virtual player card displayed in the game device is adjusted in the preset battle area. In a possible implementation, by adjusting Figure 1 The coordinate value after the x coordinate or y coordinate corresponding to the UI position is used to adjust the display position of the first virtual player card in the preset battle area.
[0133] Game developers can adjust the interactive position of the virtual player card in the control panel on the test device, and the changes to the interactive position can be displayed in real time on the game device. Game developers can intuitively obtain the modified results of the interactive position through the game device, making the modification simpler and more intuitive.
[0134] Optionally, based on the above embodiment, the present application further provides a lower-level implementation method for adjusting the data of the preset formation. Figure 7 This is a flowchart of a game formation adjustment method provided in yet another embodiment of the present application; Figure 7 As shown, in response to a formation data adjustment operation input through the control panel, when adjusting the data of the preset formation, the method includes:
[0135] Step 501: In response to an adjustment operation of the tactical position of the second virtual player card in the control panel, information on the tactical position of the second virtual player card in the out-of-game formation data is adjusted.
[0136] It should be noted that the game developer can input an adjustment operation in the control panel to adjust the tactical position of the second virtual player card, thereby adjusting the tactical position information of the second virtual player card in the off-game formation data. Figure 1 The selection of pos_id in the code is used to adjust the tactical position information of the second virtual player card.
[0137] In one possible implementation, game developers can use tactical position adjustment buttons to select tactical positions according to their operation mode. For example, there is a selection button corresponding to a tactical position. This selection button can be used to open or pop up a tactical position selection window. By clicking and selecting any tactical position, the tactical position of the second virtual player card can be adjusted.
[0138] In another possible implementation, the game developer can adjust the tactical position by inputting the adjusted tactical position through the keyboard or handwriting. For example, if the tactical position of the second virtual player card is GK (goalkeeper), the game developer selects the corresponding input box and enters the modified tactical position in the input box. For example, the game developer enters RM, or right midfielder, in the input box to modify the interactive position. After modification, the tactical position of the second virtual player card is RM (right midfielder).
[0139] Step 502: The adjusted tactical position information of the second virtual player card is used to enable the gaming device to adjust the tactical position information displayed on the first virtual player card.
[0140] According to the adjusted tactical position of the second virtual player, the tactical position information of the second virtual player card displayed in the game device is adjusted.
[0141] Game developers can adjust the tactical position of the virtual player card in the control panel on the test device, and the changes to the tactical position can be displayed in real time on the game device. Game developers can intuitively obtain the modified results of the interactive position through the game device, making the modification simpler and more intuitive.
[0142] Optionally, based on the above embodiment, the present application also provides a possible implementation method of a game formation adjustment method. Figure 8 Flowchart of a method for adjusting a game formation provided by the third embodiment of the present application; Figure 8 As shown, the method includes:
[0143] Step 601: Receive a virtual player card selection message returned by a gaming device. The virtual player card selection message is sent in response to a virtual player card selection operation input through a graphical user interface displayed by the gaming device. The virtual player card selection message includes information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card.
[0144] Game developers can select a virtual player card in the graphical interface of a gaming device by clicking or touching it. This involves inputting a virtual player card selection operation on the gaming device. After the operation is executed, the test device receives a virtual player card selection message from the gaming device. For example, the game developer selects a virtual player card through the off-game user interface display module, which then sends the virtual player card selection message to the off-game user interface adjustment module.
[0145] In one possible implementation, the virtual player card selection message includes: information about the interactive position of the selected virtual player card, and information about the tactical position of the selected virtual player card. In addition, the virtual player card selection message may also include historical modification information of the selected virtual player card, recommended modification information (i.e., modification guidance information) of the selected virtual player card, etc. The above is merely an example, and this application does not limit the specific type of information obtained after selecting a virtual player card.
[0146] Step 602: Displaying information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card on the control panel.
[0147] The control panel of the test device displays a virtual player card selection message for the virtual player card selected by the game developer on the game device. This message can be displayed in a list, pop-up window, or other form. This application does not limit the specific display method of the control panel. That is, after the user performs a selection operation on the game device, the control panel simply displays the selection message for the selected virtual player card. In one possible implementation, the selection message for the virtual player card is displayed in a specific area of the control panel. If no virtual player card selection message is received from the game device, this area is not displayed or only displays a blank directory or data headers. Upon receiving a virtual player card selection message from the game device, the selection message for the virtual player card is displayed.
[0148] In a possible implementation, the off-game user interface adjustment module displays information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card in the control panel.
[0149] The selected information of the virtual player card selected by the game developer through the game device is displayed on the control panel, and the game developer can further understand the detailed data information corresponding to the virtual player card through the control panel.
[0150] Optionally, based on the above embodiment, the present application also provides a possible implementation method of a game formation adjustment method. Figure 9 This is a flowchart of a game formation adjustment method provided in yet another embodiment of the present application; Figure 9 As shown, the method includes:
[0151] Step 701: Receive a virtual player card reposition message returned by a gaming device. The virtual player card reposition message is sent in response to a virtual player card drag operation input via a graphical user interface displayed by the gaming device. The virtual player card reposition message includes information about the end position of the virtual player card drag operation.
[0152] When a game developer inputs a drag operation on a virtual player card through the graphical user interface of a gaming device, thereby changing the position of the virtual player card, a position change message is sent to the testing device. This position change message includes the identification information of the changed virtual player card and the ending position of the virtual player card drag operation. The testing device receives this position change message. For example, if a game developer inputs a virtual player card drag operation through the off-game user interface display module, the off-game user interface display module will send the virtual player card position change message to the off-game user interface adjustment module.
[0153] It should be noted that game developers can implement the dragging operation of the virtual player card on the game device by touching or dragging the mouse, and this application does not limit the specific form of implementing this dragging operation.
[0154] Step 702: updating the interactive position of the third virtual player card affected by the virtual player card dragging operation to the end position information in the control panel.
[0155] After receiving the position change message, the test device updates the interactive position corresponding to the identification information of the changed virtual player card (i.e., the third virtual player card) to the end position of the drag operation. For example, the off-game user interface adjustment module displays the end position information of the third virtual player card on the control panel.
[0156] Game developers can change the position of virtual player cards by dragging them on the game device. The changes made by game developers on the graphical user interface can be converted into data in real time and displayed on the control panel. This input method of positional operation gets rid of the unintuitive problem of adjusting the position through coordinates.
[0157] Optional, in Figure 2 Based on the embodiments, the present application also provides a possible implementation method of a game formation adjustment method, wherein the data of the preset formation also includes: in-game position data of the preset formation, the in-game position data is used to enable the game device to display the preset formation in a preset second scene graph according to the in-game position data, and the second scene graph is a real scene graph of the preset battle area in the game.
[0158] It should be noted that the second scene graph is a real scene graph of the preset battle area in the game, that is, the virtual scene of the preset battle area in the game and the virtual object entities set in the virtual scene. The virtual object entities are displayed according to the in-game position data of the preset formation. For example Figure 10 A schematic diagram of a second scene diagram provided in an embodiment of the present application is shown as follows: Figure 10 As shown, in a football game, the second scene graph is a real scene graph of a football field, for example, with a real football field as the background, and the entities of the players are displayed (in Figure 10 Each player's entity is positioned according to the in-game position data of the preset formation. In one possible implementation, the second scene graph is displayed based on the in-game virtual player position adjustment module.
[0159] The second scene graph is the actual game scene when the game player plays the game. Through this, game developers can intuitively see the actual game scene (i.e., the second scene graph) and the formation on this second scene graph. Through this real scene graph, game developers can also analyze the aesthetics and rationality of the formation.
[0160] Optionally, based on the above embodiment, the present application further provides a possible implementation method for a game formation adjustment method, wherein the in-game position data includes position information of multiple virtual players in a preset competition area. The in-game position data is used to cause the gaming device to display each virtual player at the position of each virtual player in the preset competition area in the second scene graph based on the position information of each virtual player.
[0161] It should be noted that the in-game position data also includes: position information of multiple virtual players (i.e., entities of virtual objects) in a preset battle area. The game device can display the virtual player at the position of each virtual player in the second scene graph based on the position information of each virtual player in the in-game position data.
[0162] In one possible implementation, each virtual player is positioned at a position indicated by the virtual player's position information in a preset second scene graph based on the in-game position data of the preset formation. For example, in a soccer game, each virtual player is displayed at the position of each virtual player in the second scene graph based on the in-game position data of the preset formation.
[0163] It should also be noted that the position information of multiple virtual players in the preset battle area in the in-game position data can be converted to the interactive position of the virtual player card. For example, the position information of multiple virtual players in the preset battle area in the in-game position data is set in the UI coordinate system. In this coordinate system, the position information of each virtual player is the coordinate of the UI coordinate system; the interactive position of the virtual player card is in the player card coordinate system, and the position information of each virtual player card is in the player card coordinate system. The coordinates of the UI coordinate system are defined as pos(x, y), and the coordinates of the player card coordinate system are defined as (posx, posy). α and β are respectively the scaling coefficients of x and y in the UI coordinate system in the player card coordinate system. For example, α = 0.66 and β = 0.66 can be taken.
[0164] pos(x,y)=(posx*α,posy*β).
[0165] This allows each virtual player to position themselves according to their position information in the second scene graph. Using the second scene graph allows game developers to intuitively experience the game effects.
[0166] Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, wherein the preset battle area includes: a plurality of squares; the position information of each virtual player includes: position information of the square where each virtual player is located, initial position information of each virtual player in the corresponding square, and offset information of each virtual player in the corresponding square;
[0167] The position information of each virtual player is used to enable the gaming device to determine the square of each virtual player in the preset battle area based on the position information of the square in which each virtual player is located, and to determine the actual position of each virtual player in the corresponding square based on the initial position information and offset information.
[0168] It should be noted that if Figure 10As shown in the figure, the area outlined by the thick solid circle represents a square matrix, which divides the preset playing area into multiple square matrices. Each virtual player's position information includes the position information of the square matrix, the virtual player's initial position information within the square matrix, and the offset information within the square matrix. To determine the virtual player's position, the square matrix is first determined based on the position information. Then, the offset information within the square matrix is added to the initial position information to obtain the virtual player's actual position within the square matrix.
[0169] In one possible implementation, the position information of the matrix can be represented by matrix coordinates, the initial position information of the virtual player in the matrix can be represented by Cartesian coordinate values with the lower left corner of the matrix as the origin, and the offset information in the matrix can be represented by a coordinate format identical to the Cartesian coordinate format, thereby realizing the confirmation of the position of the virtual player.
[0170] For example, in a soccer game, the preset playing area can be divided into 30 squares, with square (0,0) at the bottom left. These squares are numbered in an upward and rightward direction. For example, the square where virtual player 1 is located has coordinates (1.00, 2.00), which represents the second row from bottom to top and the third square from left to right. After the square is determined, virtual player 1's initial position in this square is (0.00, -10.50), and the offset information is (-0.12, 1.69). Therefore, virtual player 1's position is (-0.12, -8.81) in the (1.00, 2.00) square.
[0171] Through the formation, initial position information, and offset information, the position of the virtual player is gradually confirmed from large areas to small areas.
[0172] Optionally, based on the above embodiment, the present application also provides a possible implementation method of a game formation adjustment method. Figure 11 This is a flowchart of a game formation adjustment method provided in the fifth embodiment of the present application; Figure 11 As shown, the method includes:
[0173] Step 801: In response to a position adjustment operation of the current virtual player in the control panel, the position information of the current virtual player in the in-game position data is adjusted;
[0174] The control panel displays the position information, initial position information, and offset information of the current virtual player's phalanx. Game developers can adjust the position information of the current virtual player by adjusting the above information in the control panel. In one possible implementation, the game developer can adjust the position information, initial position information, or offset information of the current virtual player's phalanx by inputting the adjusted position information, initial position information, or offset information of the phalanx at the corresponding position; in another possible implementation, the game developer can adjust the position information, initial position information, or offset information of the current virtual player's phalanx according to a preset step size using the up or down buttons. The above is only an example, and there are other ways to adjust the position information, initial position information, or offset information of the current virtual player's phalanx, which are not limited by this application.
[0175] Figure 12 A schematic diagram of a control panel provided in yet another embodiment of the present application is shown in FIG. Figure 12 As shown, in the control panel, game developers can Figure 12 By modifying the x and y coordinate data after the array coordinates, the position information of the array can be modified; by modifying the x and y coordinate data after the starting position column, the initial position information can be modified; by modifying the x and y coordinate data after the offset column, the offset information can be modified.
[0176] In a possible implementation, the position information of the current virtual player in the in-game position data is adjusted by performing a position adjustment operation on the current virtual player in the in-game position adjustment module.
[0177] Step 802: The adjusted position information of the current virtual player is used to enable the gaming device to adjust the position of the current virtual player in the preset battle area.
[0178] After adjusting the position information of the current virtual player, such as the position information of the current virtual player's phalanx, the initial position information, or the offset information, the gaming device adjusts the position of the current virtual player in the preset battle area according to the adjusted position information.
[0179] In this way, the position of the current virtual player in the preset battle area can be adjusted by modifying only three data items, which are simple to modify. Game developers can make large-scale adjustments or fine-tuning of the virtual player based on the three data items. The adjustment method is simple, intuitive, and time-saving.
[0180] Optionally, based on the above embodiment, the present application also provides a possible implementation method of a game formation adjustment method. Figure 13 This is a flowchart of a method for adjusting a game formation provided in the sixth embodiment of the present application; Figure 13 As shown, the method includes:
[0181] Step 901: Receive a virtual player position change message returned by a game device. The virtual player position change message is sent in response to a click operation on a current square input through a graphical user interface displayed by the game device. The virtual player position change message includes: a click position of the click operation;
[0182] When a game developer inputs a click operation on the current square through the game device's graphical user interface, thereby changing the position of a virtual player within the current square, a position change message is sent to the test device. This position change message includes the click location of the input click operation. In one possible implementation, the game developer can input the click operation through the in-game player module, which then sends the virtual player position change message to the in-game position adjustment module.
[0183] Step 902: Update the offset information of the virtual players in the current square in the control panel according to the click position.
[0184] The offset information in the control panel is changed based on the clicked position, thereby adjusting the position of the virtual players. For example, the in-game position adjustment module updates the offset information of the virtual players in the current formation based on the clicked position.
[0185] Game developers can adjust the offset information of virtual players in the current formation by clicking, getting rid of the problem of unintuitive adjustment through input.
[0186] Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, which includes:
[0187] In response to a second save operation for the target virtual player input through the control panel, the position information of the target virtual player is stored. In a possible implementation, the second save operation can be implemented based on a data post-processing and storage module.
[0188] In one possible implementation, a game developer can input a second save operation for a target virtual player on a control panel. After the test device responds to the second save operation, the target virtual player's position information is stored. The second save operation can also be implemented based on a save control. This application does not limit the specific implementation of the second save operation.
[0189] Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, which includes:
[0190] A virtual player position information copy message returned from a game device is received. The virtual player position information copy message is a message sent in response to a virtual player position information copy operation input through a graphical user interface displayed by the game device. The virtual player position information copy message includes: position information of the square where the virtual player is located, initial position information, and offset information.
[0191] Or receive a virtual player's position information cutting message returned from the game device, where the virtual player's position information cutting message is a message sent in response to a virtual player's position information cutting operation input through a graphical user interface displayed by the game device, and the virtual player's position information cutting message includes: the position information of the square where the virtual player is located, the initial position information, and the offset information.
[0192] The received virtual player position information copy message or the virtual player position information cut message is stored in the clipboard. It should be noted that the clipboard can be stored in a cache form or in the memory, and this application does not limit this.
[0193] A virtual player position information paste message returned from a game device is received, wherein the virtual player position information paste message is a message sent in response to a virtual player position information paste operation input through a graphical user interface displayed by the game device, and the virtual player position information paste message includes: a paste target matrix.
[0194] The position information, initial position information, and offset information of the virtual players' square in the target square are updated based on the position information, initial position information, and offset information of the virtual players' square in the clipboard. This allows for copying and pasting or cutting and pasting of the virtual players' position information, thereby enabling batch processing of the virtual players' position information.
[0195] Optionally, based on the above embodiment, the present application also provides a possible implementation method of a game formation adjustment method, which includes: screening virtual players of a preset game and not modifying the position information of virtual players with fixed positions.
[0196] The following describes the game formation adjustment device, electronic device, storage medium, etc. provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.
[0197] The embodiments of the present application provide a possible implementation example of a game formation adjustment device, which can execute the game formation adjustment method provided in the above embodiments. Figure 14 This is a schematic diagram of a game formation adjustment device provided in one embodiment of the present application. Figure 14As shown, the game formation adjustment device 100 includes: an adjustment module 1001 and a sending module 1003;
[0198] An adjustment module 1001 is configured to adjust the data of a preset formation in response to a formation data adjustment operation input via the control panel;
[0199] The sending module 1003 is used to send the adjusted preset formation data to the game device, so that the game device displays the preset formation in the graphical user interface according to the adjusted preset formation data.
[0200] Optionally, the above-mentioned game formation adjustment device further includes: a reading module and a display module;
[0201] A reading module, configured to read data of at least one preset formation for a preset game from a formation file of the preset game;
[0202] The display module is used to display data of at least one preset formation in the control panel.
[0203] Optionally, the above-mentioned game formation adjustment device further includes: a processing module;
[0204] a processing module, configured to respond to a formation switching operation inputted with respect to an identification of a preset formation, and determine that a formation switched by the formation switching operation is a target formation;
[0205] A display module, used for displaying target formation data on a control panel;
[0206] The sending module 1003 is configured to send data of the switched target formation to the game device, so that the game device displays the target formation in a graphical user interface according to the data of the target formation.
[0207] Optionally, the above-mentioned game formation adjustment device further includes: a storage module;
[0208] The storage module is used for storing the data of the preset formation in response to a first saving operation for the preset formation input through the control panel.
[0209] Optionally, the adjustment module 1001 is used to adjust the information of the interactive position of the first virtual player card in the out-of-game formation data in response to the adjustment operation of the interactive position of the first virtual player card through the control panel; the adjusted information of the interactive position of the first virtual player card is used to enable the gaming device to adjust the display position of the first virtual player card in the preset battle area.
[0210] Optionally, the adjustment module 1001 is used to adjust the tactical position information of the second virtual player card in the out-game formation data in response to the adjustment operation of the tactical position of the second virtual player card through the control panel; the adjusted tactical position information of the second virtual player card is used to enable the gaming device to adjust the tactical position information displayed on the second virtual player card.
[0211] Optionally, the above-mentioned game formation adjustment device further includes: a receiving module;
[0212] a receiving module, configured to receive a virtual player card selection message returned by the gaming device, the virtual player card selection message being sent in response to a virtual player card selection operation input via a graphical user interface displayed by the gaming device, the virtual player card selection message including: information about an interactive position of the selected virtual player card, and information about a tactical position of the selected virtual player card;
[0213] The display module is used to display information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card in the control panel.
[0214] Optionally, the receiving module is configured to receive a virtual player card position change message returned by the gaming device, the virtual player card position change message being sent in response to a virtual player card drag operation input via a graphical user interface displayed by the gaming device, the virtual player card position change message including information on an end position of the virtual player card drag operation;
[0215] The display module is configured to update, in the control panel, the interactive position of the third virtual player card affected by the virtual player card dragging operation to information of the end position.
[0216] Optionally, the adjustment module 1001 is used to respond to the position adjustment operation of the current virtual player through the control panel, and adjust the position information of the current virtual player in the in-game position data; the adjusted position information of the current virtual player is used to enable the game device to adjust the position of the current virtual player in the preset battle area.
[0217] Optionally, the receiving module is configured to receive a virtual player position change message returned by the gaming device, the virtual player position change message being a message sent in response to a click operation on the current square input through a graphical user interface displayed by the gaming device, the virtual player position change message including: a click position of the click operation;
[0218] The adjustment module 1001 is used to update the offset information of the virtual players in the current square in the control panel according to the click position.
[0219] Optionally, the saving module is configured to store the position information of the target virtual player in response to a second saving operation inputted through the control panel for the target virtual player.
[0220] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0221] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), one or more digital singnal processors (DSPs), or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0222] An embodiment of the present application provides a possible implementation example of an electronic device that can execute the game formation adjustment method provided in the above embodiment. Figure 15 A schematic diagram of an electronic device provided in an embodiment of the present application, which can be integrated into a terminal device or a chip of a terminal device. The terminal can be a computing device with data processing capabilities. In one possible implementation, the electronic device can be a testing device.
[0223] The electronic device includes a processor 1101, a storage medium 1102, and a bus. The storage medium stores program instructions executable by the processor. When the control device is in operation, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to perform the steps of the above-mentioned game formation adjustment method. The specific implementation methods and technical effects are similar and will not be repeated here.
[0224] An embodiment of the present application provides a possible implementation example of a computer-readable storage medium, which can execute the game formation adjustment method provided in the above embodiment. A computer program is stored on the storage medium, and when the computer program is run by a processor, the steps of the above game formation adjustment method are executed.
[0225] A computer program stored in a storage medium may include instructions for causing a computer device (such as a personal computer, server, or network device) or a processor to execute some of the steps of the methods of various embodiments of the present invention. Such storage media include various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical disks.
[0226] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0227] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0228] In addition, the functional units in various embodiments of the present invention may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or hardware plus software functional units.
[0229] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to perform some steps of the methods of various embodiments of the present invention. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.
[0230] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.
Claims
1. A method for adjusting a game formation, characterized in that: Applied to a test device, the test device is provided with a control panel, the control panel displays data of a preset formation for a preset game; the method comprises: In response to a formation data adjustment operation input through the control panel, adjusting the data of the preset formation; Sending the adjusted data of the preset formation to a gaming device, so that the gaming device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation; The preset formation data further includes: external formation data of the preset formation, the external formation data being used to enable the gaming device to display the preset formation in a preset first scene graph according to the external formation data, the first scene graph being a virtual scene graph of a preset battle area in the game; The off-game formation data includes: information about the interactive positions of a plurality of virtual player cards, and information about the tactical position corresponding to the interactive position of each virtual player card; wherein the interactive position of each virtual player card is the position of each virtual player card in the preset battle area; The out-of-game formation data is used to enable the gaming device to display each virtual player card at an interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on a tactical position corresponding to each virtual player on each virtual player card.
2. The method according to claim 1, characterized in that Before adjusting the data of the preset formation in response to the formation data adjustment operation input through the control panel, the method further includes: Reading data of at least one preset formation for the preset game from the formation file of the preset game; Data of the preset formation in at least one formation is displayed on the control panel.
3. The method according to claim 2, characterized in that The preset formation is the first formation among the at least one formation.
4. The method according to claim 2, characterized in that The data of the preset formation includes: an identifier of the preset formation; the method further includes: In response to a formation switching operation inputted with respect to the identification of the preset formation, determining the formation after the formation switching operation is switched as a target formation; displaying data of the target formation on the control panel; The data of the switched target formation is sent to the game device, so that the game device displays the target formation in a graphical user interface according to the data of the target formation.
5. The method according to claim 1, wherein The method further comprises: In response to a first save operation for the preset formation input through the control panel, data of the preset formation is stored.
6. The method according to claim 1, characterized in that The step of adjusting the data of the preset formation in response to the formation data adjustment operation input through the control panel includes: In response to an adjustment operation of the interactive position of the first virtual player card in the control panel, adjusting information of the interactive position of the first virtual player card in the out-of-game formation data; The information of the adjusted interactive position of the first virtual player card is used to enable the gaming device to adjust the display position of the first virtual player card in the preset battle area.
7. The method according to claim 1, characterized in that The step of adjusting the data of the preset formation in response to the formation data adjustment operation input through the control panel includes: In response to an adjustment operation of the tactical position of the second virtual player card in the control panel, adjusting information of the tactical position of the second virtual player card in the outfield formation data; The adjusted tactical position information of the second virtual player card is used to enable the gaming device to adjust the tactical position information displayed on the second virtual player card.
8. The method according to claim 1, characterized in that The method further comprises: receiving a virtual player card selection message returned by the gaming device, the virtual player card selection message being sent in response to a virtual player card selection operation input through a graphical user interface displayed by the gaming device, the virtual player card selection message including: information about an interactive position of the selected virtual player card and information about a tactical position of the selected virtual player card; The interactive position information of the selected virtual player card and the tactical position information of the selected virtual player card are displayed on the control panel.
9. The method according to claim 1, characterized in that The method further comprises: receiving a virtual player card position change message returned by the game device, the virtual player card position change message being sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, the virtual player card position change message including information on an end position of the virtual player card drag operation; The interactive position of the third virtual player card affected by the virtual player card dragging operation is updated in the control panel to the end position information.
10. The method according to claim 1, characterized in that The data of the preset formation also includes: the in-game position data of the preset formation, and the in-game position data is used to enable the game device to display the preset formation in a preset second scene graph according to the in-game position data, and the second scene graph is a real scene graph of the preset battle area in the game.
11. The method according to claim 10, characterized in that The in-game position data includes: position information of multiple virtual players in the preset battle area; The in-game position data is used to enable the gaming device to display each virtual player at the position of each virtual player in the preset battle area in the second scene graph according to the position information of each virtual player.
12. The method according to claim 11, characterized in that The preset battle area includes: a plurality of squares; the position information of each virtual player includes: position information of the square where each virtual player is located, initial position information of each virtual player in the corresponding square, and offset information of each virtual player in the corresponding square; The position information of each virtual player is used to enable the gaming device to determine the square of each virtual player in the preset battle area based on the position information of the square in which each virtual player is located, and to determine the actual position of each virtual player in the corresponding square based on the initial position information and the offset information.
13. The method according to claim 11, characterized in that The method further comprises: In response to a position adjustment operation of the current virtual player in the control panel, adjusting the position information of the current virtual player in the in-game position data; The adjusted position information of the current virtual player is used to enable the gaming device to adjust the position of the current virtual player in the preset battle area.
14. The method according to claim 12, characterized in that The method further comprises: receiving a virtual player position change message returned by the game device, wherein the virtual player position change message is sent in response to a click operation on a current square input through a graphical user interface displayed by the game device, and the virtual player position change message includes: a click position of the click operation; According to the click position, the offset information of the virtual players in the current square is updated in the control panel.
15. The method according to claim 11, characterized in that The method further comprises: In response to a second save operation inputted through the control panel for the target virtual player, the position information of the target virtual player is stored.
16. A game formation adjustment device, characterized in that: include: Adjustment module, sending module; The adjustment module is used to adjust the data of the preset formation in response to the formation data adjustment operation input through the control panel; The sending module is configured to send the adjusted data of the preset formation to the gaming device, so that the gaming device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation; The preset formation data further includes: external formation data of the preset formation, the external formation data being used to enable the gaming device to display the preset formation in a preset first scene graph according to the external formation data, the first scene graph being a virtual scene graph of a preset battle area in the game; The off-game formation data includes: information about the interactive positions of a plurality of virtual player cards, and information about the tactical position corresponding to the interactive position of each virtual player card; wherein the interactive position of each virtual player card is the position of each virtual player card in the preset battle area; The out-of-game formation data is used to enable the gaming device to display each virtual player card at an interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on a tactical position corresponding to each virtual player on each virtual player card.
17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executed by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to perform the steps of the game formation adjustment method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that The storage medium stores a computer program, which, when executed by a processor, executes the steps of the game formation adjustment method according to any one of claims 1 to 15.
Citation Information
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