Virtual object control method, device, equipment and storage medium in a game
By providing recovery controls on the graphical user interface of the game terminal device and hiding invalid game controls, directly controlling the virtual object to go to the resurrection point, solving the problem of cumbersome resurrection operation steps and improving the player's gaming experience.
Patent Information
- Application Number
- CN202111542868.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-16
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2041-12-16
AI Technical Summary
There are too many steps to operate virtual objects in existing games, resulting in a decrease in player experience.
Provide recovery controls on the graphical user interface of the terminal device, hide invalid game controls, and directly control the controlled virtual objects to go to the target virtual unit for resurrection, reducing player operation steps and avoiding visual obstruction.
Improves the player's gaming experience, reduces the operation steps during the resurrection process, and makes full use of the displayable area of the graphical user interface.
Smart Images

Figure CN116265050B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of games, and in particular, to a method, device, equipment, and storage medium for controlling virtual objects in a game. Background Art
[0002] With the development of mobile intelligent terminals and the game industry, a large number of mobile games with different themes have emerged to meet the needs of players. In some games, for example, various action competitive games, multiple players can form an online team to cooperate to complete a certain task in the same virtual environment. During the process of completing a certain task, the virtual object controlled by the player will inevitably be defeated when fighting against opponents.
[0003] Currently, when the virtual object controlled by the player is defeated by an opponent, that is, the virtual object in the soul state needs to be revived, the player can, according to actual needs, open the additional map of the game and select a target resurrection point from the additional map so that the virtual object in the soul state can be revived at the target resurrection point.
[0004] However, the existing resurrection method has too many operation steps, which will reduce the player experience. Summary of the Invention
[0005] The purpose of the present application is to provide a method, device, equipment, and storage medium for controlling virtual objects in a game to improve the player experience in view of the above deficiencies in the prior art.
[0006] To achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
[0007] In a first aspect, an embodiment of the present application provides a method for controlling a virtual object in a game. A graphical user interface of the game is provided through a terminal device. The game includes a game scene, a controlled virtual object located in the game scene, and at least one virtual unit. Among them, the virtual unit restores the controlled virtual object from a second game state to a first game state. The method includes:
[0008] In response to the controlled virtual object being in the first game state, at least one game control is provided in the graphical user interface. The game control is used to control the corresponding game operation of the controlled virtual object in the game scene in response to a touch operation;
[0009] In response to the controlled virtual object entering the second game state from the first game state, the game control is hidden, and at least one restoration control is provided in the graphical user interface, where the restoration control corresponds to at least one virtual unit;
[0010] In response to a trigger operation on a target recovery control, control the controlled virtual object to go to the target virtual unit corresponding to the target recovery control, so that the controlled virtual object is restored from the second game state to the first game state at the target virtual unit.
[0011] Optionally, the step of hiding the game control and providing at least one recovery control in the graphical user interface includes:
[0012] Determine at least one target game control from the game controls, and switch the target game control to a recovery control.
[0013] Optionally, the target game control includes any one or more of the following: an attack control, a skill control.
[0014] Optionally, the step of hiding the game control and providing at least one recovery control in the graphical user interface includes:
[0015] Hide the game control, and display the provided recovery control at the hidden game control.
[0016] Optionally, the step of controlling the controlled virtual object to go to the target virtual unit corresponding to the target recovery control includes:
[0017] Obtain the position of the target virtual unit in the game scene;
[0018] Provide a direction identifier pointing to the position in the graphical user interface to guide the controlled virtual object to go to the target virtual unit; or display a guiding information in the graphical user interface, where the guiding information is used to indicate the traveling path from the position where the controlled virtual object is located to the position of the target virtual unit.
[0019] Optionally, the step of providing at least one recovery control on the graphical user interface includes:
[0020] Provide each of the recovery controls in sequence in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0021] Optionally, the method further includes:
[0022] Display a game map on the graphical user interface, and provide a recovery control corresponding to the virtual unit in the game scene on the game map.
[0023] Optionally, the method further includes:
[0024] Determine the distance information between each virtual unit in the game scene and the location when the controlled virtual object enters the second game state from the first game state according to the location where the controlled virtual object is located;
[0025] Display the distance information between the virtual unit and the location at the recovery control corresponding to each virtual unit.
[0026] Optionally, the distance information includes: the distance from the location of the controlled virtual object to the target virtual unit, and / or, the time required to move from the location of the controlled virtual object to the target virtual unit.
[0027] Optionally, the method further includes:
[0028] Obtain the resource information of the area near each virtual unit in the game scene;
[0029] Display each of the resource information at the recovery control corresponding to each virtual unit.
[0030] Optionally, the method further includes:
[0031] Display a resurrection time limit on the graphical user interface, where the resurrection time limit is used to indicate the time limit for the controlled virtual object to recover from the second game state to the first game state.
[0032] Optionally, the method further includes:
[0033] Obtain the number of teammates information of each virtual unit in the game scene;
[0034] Display each of the number of teammates information at the recovery control corresponding to each virtual unit.
[0035] In a second aspect, an embodiment of the present application further provides a virtual object control device in a game. The graphical user interface of the game is provided through a terminal device. The game includes a game scene, a controlled virtual object located in the game scene, and at least one virtual unit, where the virtual unit restores the controlled virtual object from the second game state to the first game state. The device includes:
[0036] A response module, configured to, in response to the controlled virtual object being in the first game state, provide at least one game control in the graphical user interface, where the game control is used to control the controlled virtual object to perform corresponding game operations in the game scene in response to a touch operation;
[0037] A hiding module, configured to, in response to the controlled virtual object entering a second game state from a first game state, hide the game controls and provide at least one recovery control in the graphical user interface, where the recovery control corresponds to at least one virtual unit;
[0038] A control module, configured to, in response to a trigger operation acting on a target recovery control, control the controlled virtual object to go to the target virtual unit corresponding to the target recovery control, so that the controlled virtual object resumes from the second game state to the first game state at the target virtual unit.
[0039] Optionally, the hiding module is specifically configured to determine at least one target game control from the game controls and switch the target game control to a recovery control.
[0040] Optionally, the target game control includes any one or more of the following: an attack control, a skill control.
[0041] Optionally, the hiding module is further specifically configured to hide the game controls and display the provided recovery control at the position where the game controls are hidden.
[0042] Optionally, the control module is specifically configured to obtain the position of the target virtual unit in the game scene; provide a direction identifier pointing to the position in the graphical user interface to guide the controlled virtual object to go to the target virtual unit; or display a guiding message in the graphical user interface, where the guiding message is used to indicate the traveling path from the position where the controlled virtual object is located to the position of the target virtual unit.
[0043] Optionally, the device further includes: a cancellation module;
[0044] The cancellation module is configured to, in response to the controlled virtual object resuming from the second game state to the first game state, cancel the provided recovery control and redisplay the hidden game controls in the graphical user interface.
[0045] Optionally, the hiding module is further configured to sequentially provide each of the recovery controls in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0046] Optionally, the device further includes: a display module;
[0047] The display module is configured to sequentially provide each of the recovery controls in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0048] Optionally, the display module is further configured to display a game map on the graphical user interface, and provide a recovery control corresponding to a virtual unit in the game scene on the game map.
[0049] Optionally, the display module is further configured to determine distance information between each virtual unit in the game scene and its location when the controlled virtual object enters the second game state from the first game state; and display the distance information between the virtual unit and its location at the recovery control corresponding to each virtual unit.
[0050] Optionally, the distance information includes: the distance from the location of the controlled virtual object to the target virtual unit, and / or the time required to move from the location of the controlled virtual object to the target virtual unit.
[0051] Optionally, the display module is further configured to obtain resource information of areas near each virtual unit in the game scene; and display the resource information at the recovery control corresponding to each virtual unit.
[0052] Optionally, the display module is further configured to display a resurrection time limit on the graphical user interface, where the resurrection time limit is used to indicate the time limit for the controlled virtual object to recover from the second game state to the first game state.
[0053] Optionally, the display module is further configured to obtain the number of teammates of each virtual unit in the game scene; and display the number of teammates at the recovery control corresponding to each virtual unit.
[0054] In a third aspect, an embodiment of the present application provides a terminal device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the terminal device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method for controlling a virtual object in a game in the first aspect above.
[0055] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the method for controlling a virtual object in a game in the first aspect above.
[0056] The beneficial effects of the present application are:
[0057] An embodiment of the present application provides a method, apparatus, device, and storage medium for controlling virtual objects in a game. A graphical user interface of the game is provided through a terminal device. The game includes a game scene, a controlled virtual object located in the game scene, and at least one virtual unit. Among them, the virtual unit restores the controlled virtual object from a second game state to a first game state. The method includes: in response to the controlled virtual object being in the first game state, providing at least one game control in the graphical user interface, where the game control is used to control the controlled virtual object to perform corresponding game operations in the game scene in response to a touch operation; in response to the controlled virtual object entering the second game state from the first game state, hiding the game control and providing at least one restoration control in the graphical user interface, where the restoration control corresponds to at least one virtual unit; in response to a trigger operation acting on a target restoration control, controlling the controlled virtual object to go to the target virtual unit corresponding to the target restoration control, so that the controlled virtual object is restored from the second game state to the first game state at the target virtual unit.
[0058] By using the method, apparatus, device, and storage medium for controlling virtual objects in a game provided by the embodiments of the present application, when the controlled virtual object enters the second game state from the first game state, instead of opening the game map, the restoration control can be directly displayed on the graphical user interface of the terminal device, reducing the operation steps of the player; at the same time, when the restoration control is displayed, the invalid game controls displayed on the graphical user interface can also be hidden, avoiding the newly added control (restoration control) from blocking the player's vision, improving the player's experience, and making full use of the displayable area on the graphical user interface. BRIEF DESCRIPTION OF THE DRAWINGS
[0059] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0060] Figure 1 It is a flowchart of a method for controlling virtual objects in a game provided by an embodiment of the present application;
[0061] Figure 2 It is an interface diagram showing the positional relationship between game controls and restoration controls provided by an embodiment of the present application;
[0062] Figure 3 It is a flowchart of another method for controlling virtual objects in a game provided by an embodiment of the present application;
[0063] Figure 4A schematic diagram of an interface for displaying a display direction identifier provided by an embodiment of the present application;
[0064] Figure 5 A schematic diagram of an interface for sequentially displaying each recovery control provided by an embodiment of the present application;
[0065] Figure 6 A schematic flowchart of another method for controlling a virtual object in a game provided by an embodiment of the present application;
[0066] Figure 7 A schematic diagram of an interface for displaying time information near a recovery control provided by an embodiment of the present application;
[0067] Figure 8 A schematic structural diagram of a virtual object control device in a game provided by an embodiment of the present application;
[0068] Figure 9 A schematic structural diagram of a terminal device provided by an embodiment of the present application. Detailed implementation manners
[0069] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are some, but not all, of the embodiments of the present application. The components of the embodiments of the present application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.
[0070] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts fall within the scope of protection of the present application.
[0071] It should be noted that: Similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0072] Before explaining the embodiments of the present application in detail, the terminal device mentioned in the present application will be described first. A game program can be pre-stored on the terminal device, and by running the game program, a graphical user interface of the game is displayed on the display screen. The graphical user interface may include a game scene of the game, a controlled virtual object located in the game scene (such as a virtual object controlled by a player), and virtual units. Among them, the virtual unit can be understood as a resurrection point for resurrecting a controlled virtual object in the "soul" state (the second game state). After resurrection, the controlled virtual object, that is, the controlled virtual object in the first game state, can perform corresponding game operations in the game scene. It can be understood that each virtual unit has corresponding position information in the game scene.
[0073] It can be seen that the terminal device is a device with a display function and a data processing function, and players can interact with the terminal device through the graphical user interface.
[0074] Of course, the game program can also be pre-stored on a game server that interacts with the terminal device. By running the game program, the game server sends the compressed data of the generated game screen to the terminal device. The terminal device decompresses the compressed data of the game screen and displays the graphical user interface of the game on the display screen. The graphical user interface may include the content described above, which will not be elaborated here. It can be seen that the terminal device is a device with a function of displaying game screens and a function of data sending and receiving. It should be noted that the present application does not limit the specific performance of the terminal device.
[0075] The following will exemplarily illustrate the method for controlling virtual objects in the game mentioned in the present application with reference to the accompanying drawings. Figure 1 It is a schematic flowchart of a method for controlling virtual objects in a game provided by an embodiment of the present application. The execution subject of this method is the above-mentioned terminal device, and the terminal device can render and display the graphical user interface of the game. Among them, the specific form of the terminal device may include devices with a display function such as mobile phones, laptops, and personal computers. As Figure 1 shown, this method may include:
[0076] S101. In response to the controlled virtual object being in the first game state, provide at least one game control in the graphical user interface.
[0077] Among them, the game control is used to control the controlled virtual object to perform corresponding game operations in the game scene in response to a touch operation. The game control may include an attack control, a skill control, and other controls (such as a backpack control), etc., and the present application does not limit it. Optionally, when the controlled virtual object enters the game scene, some game controls can be displayed on the graphical user interface. Of course, after the player touches a shortcut key, the game control corresponding to the shortcut key can also be displayed on the graphical user interface.
[0078] For example, when the player touches the attack control displayed on the graphical user interface, such as clicking, the terminal device can control the controlled virtual object to attack the opponent with the currently held equipment.
[0079] It can be understood that the first game state can be a state in which the controlled virtual object has not entered the "soul" state, that is, the state when the health value of the controlled virtual object is greater than 0.
[0080] In an implementable embodiment, when the terminal device receives a touch instruction from the player for the attack control, the terminal device can determine that the controlled virtual object is in the first game state. In another implementable embodiment, when the terminal device determines that the health value of the controlled virtual object is greater than 0, it can be determined that the controlled virtual object is in the first game state.
[0081] S102. In response to the controlled virtual object entering the second game state from the first game state, hide the game control and provide at least one recovery control in the graphical user interface.
[0082] Among them, the recovery control corresponds to at least one virtual unit. In one example, one recovery control corresponds to one virtual unit. In another example, one recovery control corresponds to multiple virtual units, that is, one recovery control includes multiple sub-recovery controls, and one sub-recovery control corresponds to one virtual unit.
[0083] It can be understood that the second game state can be a state in which the controlled virtual object enters the "soul" state, that is, the state when the health value of the controlled virtual object is equal to 0. In an implementable embodiment, when the terminal device determines that the health value of the controlled virtual object is equal to 0, such as when the controlled virtual object is defeated by the opponent, the terminal device can determine that the controlled virtual object enters the second game state from the first game state.
[0084] When the terminal device determines that the controlled virtual object enters the second game state from the first game state, it can hide the game controls displayed on the graphical user interface. Exemplarily, all the game controls displayed on the graphical user interface can be hidden, that is, only the information about the game map is left; Another example is that some of the game controls displayed on the graphical user interface can be hidden, such as the attack control. It should be noted that the present application does not limit it.
[0085] While hiding the game controls, the terminal device can provide at least one recovery control on the graphical user interface. Here, an example is given where one recovery control corresponds to one virtual unit. In an implementable embodiment, the terminal device can display the recovery controls corresponding to the virtual units whose distances from the position where the controlled virtual object enters the second game state from the first game state meet the preset conditions on the graphical user interface. For example, the recovery controls corresponding to the virtual unit closest to the position (respawn point) and the virtual unit with the second-closest distance are both displayed on the graphical user interface, and each recovery control can also be marked as the closest respawn point and the second-closest respawn point.
[0086] It can be seen that on the one hand, when the terminal device monitors that the controlled virtual object enters the second game state from the first game state, it can directly display the recovery control on the graphical user interface of the terminal device, which can avoid the phenomenon that players select the target respawn point from the game map after opening the game map and can reduce the player's operation steps. On the other hand, while displaying the recovery control on the graphical user interface of the terminal device, the game controls displayed on the graphical user interface can be hidden, which can avoid the newly added control (recovery control) from blocking the player's view and can make full use of the displayable area on the graphical user interface.
[0087] S103. Respond to the trigger operation on a target recovery control, and control the controlled virtual object to go to the target virtual unit corresponding to the target recovery control, so that the controlled virtual object is restored from the second game state to the first game state at the target virtual unit.
[0088] Among them, if multiple recovery controls are displayed on the graphical user interface, the player can select a target recovery control from the multiple recovery controls according to actual needs and perform a trigger operation on the target recovery control, such as click, double-click, long-press, press hard, etc.
[0089] Exemplarily, one recovery control corresponds to one virtual unit. After the player double-clicks on the target recovery control, the terminal device can control the controlled virtual object to go to the virtual unit (target virtual unit) corresponding to the target recovery control in the game scene. Another exemplarily, only one recovery control is displayed on the graphical user interface, and the recovery control may include multiple sub-recovery controls. One sub-recovery control corresponds to one virtual unit. After the player clicks on the recovery control (target recovery control), the sub-recovery controls included in the target recovery control can be displayed near the target recovery control. The player can select the target sub-recovery control from the multiple sub-recovery controls according to actual needs. After the player double-clicks on the target sub-recovery control, the terminal device can control the controlled virtual object to go to the virtual unit (target virtual unit) corresponding to the target sub-recovery control in the game scene.
[0090] It can be understood that the target virtual unit can be a region. After the controlled virtual object enters this region, the terminal device can control the controlled virtual object to recover from the "soul" state to the "resurrected" state, that is, to recover the controlled virtual object from the second game state to the first game state.
[0091] In summary, in the method for controlling a virtual object in a game provided by the embodiments of the present application, when the controlled virtual object enters the second game state from the first game state, instead of opening the game map, a recovery control can be directly displayed on the graphical user interface of the terminal device, reducing the player's operation steps; at the same time, when the recovery control is displayed, the invalid game controls displayed on the graphical user interface can also be hidden, avoiding the newly added control (recovery control) from blocking the player's field of view, improving the player's experience, and making full use of the displayable area on the graphical user interface.
[0092] On this basis, the player can clearly identify the recovery control displayed on the graphical user interface, quickly select the target recovery control, and timely recover the controlled virtual object that has gone to the target virtual unit corresponding to the target recovery control from the second game state to the first game state, that is, quickly resurrect the controlled virtual object.
[0093] Optionally, the step of hiding the game control and providing at least one recovery control in the graphical user interface includes: determining at least one target game control from the game controls and switching the target game control to a recovery control.
[0094] Among them, when the controlled virtual object enters the second game state from the first game state, the target game control can be first determined from multiple game controls according to the pre-set selection rule of the target game control. The present application does not limit the number of target game controls.
[0095] In an implementable embodiment, the selection rule of the preset target game control may be to use the control that becomes ineffective after the controlled virtual object enters the second game state as the target game control, such as the attack control, skill control, etc.; in another implementable embodiment, the selection rule of the preset target game control may be related to the resurrection mechanism. For example, if the resurrection mechanism is to directly teleport the controlled virtual object in the "soul" state to the target virtual unit, then the target game control may be a virtual joystick, and the virtual joystick can be used to control the movement of the controlled virtual object. It should be noted that the present application does not limit the category of the target game control.
[0096] After the target game control is determined, the terminal device can directly switch the target game control displayed on the graphical user interface to a recovery control. Exemplarily, the function of the target game control displayed on the graphical user interface can be switched to a resurrection function. For example, the attack function of the attack control is switched to a resurrection function. At this time, the target game control with the resurrection function can be called a recovery control.
[0097] It can be seen that the present application uses the control that becomes ineffective after the controlled virtual object enters the second game state as the target game control, which will greatly improve the utilization rate of the displayable area on the graphical user interface.
[0098] Optionally, the step of hiding the game control and providing at least one recovery control in the graphical user interface includes: hiding the game control and displaying the provided recovery control at the position of the hidden game control.
[0099] Among them, when the controlled virtual object enters the second game state, the terminal device can hide the control that becomes ineffective after the controlled virtual object enters the second game state and is displayed on the graphical user interface. For example, the attack control and skill control displayed on the graphical user interface can be hidden. Exemplarily, a corresponding number of game controls (such as attack controls, skill controls) can be hidden according to the number of recovery controls to be displayed, and the recovery controls are displayed at the positions corresponding to the hidden game controls; in another example, regardless of the number of recovery controls to be displayed, the terminal device can hide all the controls that become ineffective after the controlled virtual object enters the second game state, and at the same time, the terminal device can randomly display the provided recovery controls at the positions corresponding to the hidden game controls.
[0100] Optionally, when only one recovery control needs to be displayed, such as Figure 2As shown, the terminal device may first determine at least one target game control 200 from the game controls. When the controlled virtual object 20 enters the second game state from the first game state, the terminal device may hide the target game control 200 displayed on the graphical user interface, and at the same time, may display a recovery control 201 at the position of the target game control 200.
[0101] It can be seen that in this application, the provided recovery control is displayed at the position corresponding to the hidden game control, which can improve the utilization rate of the display area on the graphical user interface and avoid blocking the player's vision.
[0102] Figure 3 It is a schematic flowchart of another method for controlling virtual objects in a game provided by an embodiment of this application. Optionally, as Figure 3 shown, the step of controlling the controlled virtual object to go to the target virtual unit corresponding to the target recovery control includes:
[0103] S301. Obtain the position of the target virtual unit in the game scene.
[0104] According to the above description, the virtual unit in the game scene can be understood as a resurrection point for resurrecting the controlled virtual object in the "soul" state (the second game state). Each resurrection point has corresponding position information in the game scene. Taking one recovery control corresponding to one virtual unit as an example, after the player performs a click trigger operation on the target recovery control, the terminal device can determine the target virtual unit corresponding to the target recovery control according to the correspondence between the recovery control and the virtual unit, and then determine the position of the target virtual unit in the game scene according to the position relationship between the virtual unit and the game scene.
[0105] S302. Provide a direction identifier pointing to the position on the graphical user interface; or display a guiding message on the graphical user interface.
[0106] In an implementable embodiment, after the terminal device determines the position of the target virtual unit in the game scene, it may generate a direction identifier according to the position of the controlled virtual object and the position of the target virtual unit in the game scene, and may directly display the direction identifier on the graphical user interface of the game. As Figure 4 shown, the display state of the direction identifier 400 may be an arrow icon. The direction identifier 400 can be used to guide the controlled virtual object to go to the target virtual unit. For example, after the player clicks on the target recovery control 401, the controlled virtual object 20 can be controlled to go to the target virtual unit 402 according to the arrow icon displayed on the interface of the terminal device.
[0107] In another implementable embodiment, after determining the position of the target virtual unit in the game scene, the terminal device can generate a guiding information according to the position of the controlled virtual object, the position of the target virtual unit in the game scene, and the principle of the optimal path. The guiding information can be displayed in the game scene in the form of an icon. Specifically, a colored line can be displayed on the optimal path between the position of the controlled virtual object and the position of the target virtual unit in the game scene. That is to say, the guiding information can be used to indicate the traveling path from the position of the controlled virtual object to the position of the target virtual unit. Of course, the guiding information can also be displayed in other display states, and the present application does not limit this.
[0108] It can be seen that after the player triggers the target recovery control, the identification of the controlled virtual object moving towards the target virtual unit, such as a direction identification and guiding information, can be displayed on the graphical user interface, which can guide the player to quickly move the controlled virtual object to the target virtual unit for resurrection. This can not only improve the player's gaming experience but also improve the efficiency of resurrecting the controlled virtual object.
[0109] Optionally, the method may further include: in response to the controlled virtual object recovering from the second game state to the first game state, canceling the provided recovery control and redisplaying the hidden game controls on the graphical user interface.
[0110] In one implementable embodiment, the terminal device can monitor the health value of the controlled virtual object in real time. When the health value of the controlled virtual object is greater than 0, it means that the controlled virtual object has recovered from the second game state to the first game state. At this time, the terminal device can cancel the recovery control displayed on the graphical user interface and at the same time redisplay the hidden game controls in the corresponding display area.
[0111] This can enable the resurrected controlled virtual object to enter the game state in a timely manner. For example, the player can timely use the attack control to manipulate the controlled virtual object to confront the opponent.
[0112] Optionally, the step of providing at least one recovery control on the above-mentioned graphical user interface includes: providing each recovery control in sequence in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0113] Among them, when the controlled virtual object enters the second game state from the first game state, the terminal device can sort each virtual unit according to the distance between the positions of each virtual unit in the game scene and the position where the controlled virtual object is located when entering the second game state, in the principle of from near to far.
[0114] In an implementable embodiment, the recovery controls corresponding to the N virtual units closest to the controlled virtual object may be sequentially provided on the graphical user interface. For example, the recovery controls corresponding to the virtual unit closest to the controlled virtual object and the second-closest virtual unit may be sequentially provided on the graphical user interface, and the recovery controls may be labeled as the closest resurrection point and the second-closest resurrection point, such as Figure 5 shown, the closest resurrection point 501 and the second-closest resurrection point 502 may be displayed on the graphical user interface in the order from left to right. It should be noted that Figure 5 this is just an example, and this application does not limit the number and position of the recovery controls displayed on the graphical user interface.
[0115] Furthermore, the terminal device may also determine the virtual units that the controlled virtual object often goes to according to the player's historical behavior habits, and the recovery control corresponding to the virtual unit may be displayed on the graphical user interface, such as Figure 5 the intelligent recommended resurrection point 503 in
[0116] Displaying the recovery controls sequentially on the graphical user interface according to the distance between the virtual unit and the controlled virtual object can help the player make a quick decision, which will greatly improve the resurrection speed of the controlled virtual object.
[0117] Optionally, the method further includes: displaying the game map on the graphical user interface and providing recovery controls corresponding to the virtual units in the game scene on the game map.
[0118] Exemplarily, when the controlled virtual object enters the second game state from the first game state, the terminal device may directly display the additional map of the game on the graphical user interface, and display the recovery controls on the game map in the manner of the above embodiment; alternatively, the terminal device may directly display the recovery controls corresponding to the virtual units in the game scene on the main game map where the controlled virtual object is currently located. This can reduce the complexity of resurrecting the controlled virtual object and save the time for resurrection.
[0119] Figure 6 This is a schematic flow diagram of another method for controlling a virtual object in a game provided by an embodiment of this application. Optionally, as Figure 6 shown, the method may further include:
[0120] S601. Determine the distance information between each virtual unit in the game scene and the location when the controlled virtual object enters the second game state from the first game state.
[0121] S602. Display the distance information between the virtual unit and the location at the recovery control corresponding to each virtual unit.
[0122] The distance information includes: the distance from the location of the controlled virtual object to the target virtual unit, and / or the time required to move from the location of the controlled virtual object to the target virtual unit.
[0123] The terminal device can obtain the location of the controlled virtual object when it is in the second game state, as well as the locations of each virtual unit in the game scene. In an implementable embodiment, the terminal device can determine the optimal path between each virtual unit and the location of the controlled virtual object, and can obtain the distance of the optimal path corresponding to each virtual unit, that is, the length information. It can also calculate the time information of the optimal path corresponding to each virtual unit according to the speed information and the length information.
[0124] Combined with Figure 5 For illustration, the terminal device can extract the distance and / or time information of the optimal path corresponding to the virtual units of the nearest resurrection point 501, the next nearest resurrection point 502, and the intelligent recommended resurrection point 503 displayed on the graphical user interface according to the distance and / or time information of the optimal path corresponding to each virtual unit. For example, assuming that the times of the optimal paths corresponding to the virtual units of the nearest resurrection point 501, the next nearest resurrection point 502, and the intelligent recommended resurrection point 503 are 10S, 12S, and 14S respectively, then 10S can be displayed near the next nearest resurrection point 502, 12S can be displayed near the next nearest resurrection point 502, and 14S can be displayed near the intelligent recommended resurrection point 503, as Figure 7 shown.
[0125] If the player pays more attention to the resurrection speed, a trigger operation can be performed on the next nearest resurrection point 502 to enable the controlled virtual object 20 to quickly reach the corresponding virtual unit for resurrection.
[0126] This can enable the player to have a more intuitive understanding of the relationship between the various recovery controls displayed on the graphical user interface, help the player quickly select the target recovery control, and thus can improve the resurrection speed of the controlled virtual object.
[0127] Optionally, the method may further include: obtaining the resource information of the areas near each virtual unit in the game scene; displaying the resource information at the recovery controls corresponding to each virtual unit.
[0128] The areas near each virtual unit can be understood as the areas enclosed by a preset radius with the virtual unit as the origin. It should be noted that the size of the nearby area is not limited in this application. After the locations of each virtual unit in the game scene are determined, the resource information of the areas near each virtual unit can be determined, such as the quantity information of virtual items, and each virtual unit can be associated and stored with the resource information.
[0129] Combined with Figure 5For illustration, the terminal device can extract the resource information corresponding to the virtual units of the nearest resurrection point 501, the next nearest resurrection point 502, and the intelligent recommended resurrection point 503 displayed on the graphical user interface according to the corresponding relationship between each virtual unit and the resource information. Furthermore, the extracted resource information (such as the quantity information of virtual items) can be displayed near the corresponding recovery control in a preset display state. Among them, the preset display state can be, for example, a star icon. The larger the star icon near the recovery control, the richer the resource information in the area near the virtual unit corresponding to the recovery control.
[0130] By displaying the resource information near each recovery control, players can more intuitively understand the richness of the resource information in the area near the virtual unit corresponding to each recovery control, which can help players select appropriate target recovery controls.
[0131] Optionally, the method may further include: obtaining the number of teammate information of each virtual unit in the game scene; and displaying the number of teammate information at the recovery control corresponding to each virtual unit.
[0132] The number of teammate information of each virtual unit can be understood as the number information of virtual objects that simultaneously resurrect at each virtual unit. In combination Figure 5 For illustration, the terminal device can extract the number of teammate information corresponding to the virtual units of the nearest resurrection point 501, the next nearest resurrection point 502, and the intelligent recommended resurrection point 503 displayed on the graphical user interface according to the corresponding relationship between each virtual unit and the teammate data information. Furthermore, the extracted teammate data information can be displayed near the corresponding recovery control in a preset display state. Among them, the preset display state can be, for example, a triangle icon. The larger the triangle icon near the recovery control, the more teammates go to resurrect at the virtual unit corresponding to the recovery control.
[0133] For example, when a player wants to conduct a team battle, the player can select the recovery control corresponding to the largest triangle icon as the target recovery control. In this way, the controlled virtual objects respectively manipulated by the player and multiple teammates can resurrect at the same resurrection point. After resurrection, the team battle can be carried out in a timely manner.
[0134] By displaying the number of teammate information near each recovery control, players can more intuitively understand the number of teammates on the virtual unit corresponding to each recovery control, which can help players select appropriate target recovery controls.
[0135] It should be noted that the present application does not limit the types and numbers of information displayed near the recovery control.
[0136] Optionally, the method may further include: displaying a resurrection time limit on the graphical user interface, where the resurrection time limit is used to indicate the time limit for the controlled virtual object to recover from the second game state to the first game state.
[0137] As Figure 7 shown, the resurrection time limit 700 can be displayed on the graphical user interface. The initial state of the resurrection time limit 700 can be displayed as 60S. This application does not limit it. The resurrection time limit 700 can be dynamically displayed on the graphical user interface in a countdown manner. If the controlled virtual object controlled by the player does not move to the target virtual unit corresponding to the target recovery control within the resurrection time limit 700, the controlled virtual object will enter the death state. That is to say, through the resurrection time limit 700, the player can intuitively understand the death timing information of the controlled virtual object they control. The resurrection time limit 700 can help the player select the appropriate target recovery control and remind the player to adjust the movement strategy to the target virtual unit according to the specific time shown by the resurrection time limit 700, such as accelerating the movement speed.
[0138] Figure 8 The figure is a schematic structural diagram of a virtual object control device in a game provided by an embodiment of this application. Through the terminal device, a graphical user interface of the game is provided. The game includes a game scene, a controlled virtual object located in the game scene, and at least one virtual unit. Among them, the virtual unit restores the controlled virtual object from the second game state to the first game state. The device includes:
[0139] A response module 801, configured to provide at least one game control in the graphical user interface in response to the controlled virtual object being in the first game state;
[0140] A hiding module 802, configured to hide the game control and provide at least one recovery control in the graphical user interface in response to the controlled virtual object entering the second game state from the first game state;
[0141] A control module 803, configured to control the controlled virtual object to move to the target virtual unit corresponding to the target recovery control in response to a trigger operation on a target recovery control, so that the controlled virtual object recovers from the second game state to the first game state at the target virtual unit.
[0142] Optionally, the hiding module 802 is specifically configured to determine at least one target game control from the game controls and switch the target game control to a recovery control.
[0143] Optionally, the target game control includes any one or more of the following: an attack control, a skill control.
[0144] Optionally, the hiding module 802 is further specifically configured to hide the game control and display the provided recovery control at the position of the hidden game control.
[0145] Optionally, the control module 803 is specifically configured to obtain the position of the target virtual unit in the game scene; provide a direction identifier pointing to the position in the graphical user interface to guide the controlled virtual object to the target virtual unit; or display a guiding message in the graphical user interface, where the guiding message is used to indicate the traveling path from the position where the controlled virtual object is located to the position of the target virtual unit.
[0146] Optionally, the device further includes: a cancellation module;
[0147] The cancellation module is configured to cancel the provided recovery control in response to the controlled virtual object recovering from the second game state to the first game state, and redisplay the hidden game controls in the graphical user interface.
[0148] Optionally, the hiding module 802 is further configured to provide each recovery control in sequence in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0149] Optionally, the device further includes: a display module;
[0150] The display module is configured to provide each recovery control in sequence in the graphical user interface according to the distance between the virtual unit corresponding to each recovery control and the controlled virtual object.
[0151] Optionally, the display module is further configured to display a game map on the graphical user interface and provide recovery controls corresponding to the virtual units in the game scene on the game map.
[0152] Optionally, the display module is further configured to determine the distance information between each virtual unit in the game scene and the location where the controlled virtual object is located when the controlled virtual object enters the second game state from the first game state; and display the distance information between the virtual unit and the location where the controlled virtual object is located at the recovery control corresponding to each virtual unit.
[0153] Optionally, the distance information includes: the distance from the location where the controlled virtual object is located to the target virtual unit, and / or, the time required to move from the location where the controlled virtual object is located to the target virtual unit.
[0154] Optionally, the display module is further configured to obtain the resource information of the area near each virtual unit in the game scene; and display each resource information at the recovery control corresponding to each virtual unit.
[0155] Optionally, the display module is further configured to display a resurrection time limit on the graphical user interface, where the resurrection time limit is used to indicate the time limit for the controlled virtual object to recover from the second game state to the first game state.
[0156] Optionally, the display module is further configured to obtain the number of teammates of each virtual unit in the game scene, and display the number of teammates at the recovery control corresponding to each virtual unit.
[0157] The above device is used to execute the method provided in the foregoing embodiment. The implementation principle and technical effects are similar and will not be elaborated here.
[0158] The above modules may be one or more integrated circuits configured to implement the above method. For example, one or more application specific integrated circuits (ASICs), or one or more digital signal processors (DSPs), or one or more field programmable gate arrays (FPGAs), etc. Again, when a certain module above is implemented in the form of a processing element dispatching program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0159] Figure 9 A schematic structural diagram of a terminal device provided by an embodiment of the present application is shown in Figure 9 As shown, the terminal device may include: a processor 901, a storage medium 902, and a bus 903. The storage medium 902 stores machine-readable instructions executable by the processor 901. When the terminal device runs, the processor 901 communicates with the storage medium 902 through the bus 903, and the processor 901 executes the machine-readable instructions to execute the steps of the above method embodiment. The specific implementation manner and technical effects are similar and will not be elaborated here.
[0160] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the above method embodiment. The specific implementation manner and technical effects are similar and will not be elaborated here.
[0161] In several embodiments provided in the present application, 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 the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections between each other can be through some interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.
[0162] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0163] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of hardware plus software functional units.
[0164] The above-mentioned integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above-mentioned software functional units stored in a storage medium include several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.
[0165] It should be noted that in this document, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprise", "include" or any other variant thereof are intended to cover non-exclusive inclusion, such that a process, method, article or device comprising a series of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article or device. Without further limitation, an element defined by the phrase "comprising an..." does not exclude the presence of additional identical elements in the process, method, article or device comprising said element.
[0166] The above are only the preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application. It should be noted that similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not require further definition and explanation in subsequent drawings. The above are only the preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.
Claims
1. A method for controlling virtual objects in a game, characterized in that, Providing a graphical user interface of the game through a terminal device, the game including a game scene, a controlled virtual object located in the game scene, and at least one virtual unit, wherein the virtual unit restores the controlled virtual object from a second game state to a first game state, the method comprising: In response to the controlled virtual object being in the first game state, providing at least one game control in the graphical user interface, the game control being used to control the controlled virtual object to perform corresponding game operations in the game scene in response to a touch operation; In response to the controlled virtual object entering the second game state from the first game state, hiding the game control and providing at least one restoration control in the graphical user interface, wherein the restoration control corresponds to at least one virtual unit; In response to a trigger operation acting on a target restoration control, controlling the controlled virtual object to go to the target virtual unit corresponding to the target restoration control, so that the controlled virtual object is restored from the second game state to the first game state at the target virtual unit; The step of controlling the controlled virtual object to go to the target virtual unit corresponding to the target restoration control includes: Obtaining the position of the target virtual unit in the game scene; Providing a direction identifier pointing to the position in the graphical user interface to guide the controlled virtual object to go to the target virtual unit; or displaying a guiding information in the graphical user interface, the guiding information being used to indicate a travel path from the position where the controlled virtual object is located to the position of the target virtual unit.
2. The method according to claim 1, wherein The step of hiding the game control and providing at least one restoration control in the graphical user interface includes: Determining at least one target game control from the game controls and switching the target game control to a restoration control.
3. The method according to claim 2, wherein The target game control includes any one or more of the following: an attack control, a skill control.
4. The method according to claim 1, wherein The step of hiding the game control and providing at least one restoration control in the graphical user interface includes: Hiding the game control and displaying the provided restoration control at the position where the game control is hidden.
5. The method according to claim 1, wherein The method further includes: In response to the controlled virtual object being restored from the second game state to the first game state, canceling the provided restoration control and redisplaying the hidden game control in the graphical user interface.
6. The method according to claim 1, wherein The step of providing at least one restoration control on the graphical user interface includes: Providing each of the restoration controls in sequence in the graphical user interface according to the distance between the virtual unit corresponding to each restoration control and the controlled virtual object.
7. The method according to claim 1, characterized in that The method further includes: Displaying a game map on the graphical user interface and providing a restoration control corresponding to the virtual unit in the game scene on the game map.
8. The method according to claim 1, wherein The method further includes: Determining distance information between each virtual unit in the game scene and the position where the controlled virtual object is located when entering the second game state from the first game state; Displaying the distance information between the virtual unit and the position where the controlled virtual object is located at the restoration control corresponding to each virtual unit.
9. The method according to claim 8, characterized in that, The distance information includes: the distance from the location of the controlled virtual object to the target virtual unit, and / or the time required for the controlled virtual object to move from its location to the target virtual unit.
10. The method according to claim 1, characterized in that, The method further includes: Obtaining resource information of areas near each virtual unit in the game scene; Displaying each of the resource information at a recovery control corresponding to each virtual unit.
11. The method according to claim 1, characterized in that The method further includes: Displaying a resurrection time limit on the graphical user interface, where the resurrection time limit is used to indicate the time limit for the controlled virtual object to recover from the second game state to the first game state.
12. The method according to claim 1, wherein The method further includes: Obtaining the number of teammates of each virtual unit in the game scene; Displaying each of the teammate number information at a recovery control corresponding to each virtual unit.
13. A virtual object control device in a game, characterized in that, Providing a graphical user interface of the game through a terminal device, where the game includes a game scene, a controlled virtual object located in the game scene, and at least one virtual unit, and where the virtual unit restores the controlled virtual object from a second game state to a first game state. The device includes: A response module, configured to, in response to the controlled virtual object being in the first game state, provide at least one game control in the graphical user interface, where the game control is used to control the controlled virtual object to perform corresponding game operations in the game scene in response to a touch operation; A hiding module, configured to, in response to the controlled virtual object entering the second game state from the first game state, hide the game control and provide at least one recovery control in the graphical user interface, where the recovery control corresponds to at least one virtual unit; A control module, configured to, in response to a trigger operation acting on a target recovery control, control the controlled virtual object to go to the target virtual unit corresponding to the target recovery control, so that the controlled virtual object recovers from the second game state to the first game state at the target virtual unit; The control module is specifically configured to obtain the location of the target virtual unit in the game scene; provide a direction identifier pointing to the location in the graphical user interface to guide the controlled virtual object to the target virtual unit; or display a guiding information in the graphical user interface, where the guiding information is used to indicate the travel path from the location of the controlled virtual object to the location of the target virtual unit.
14. A terminal device, characterized in that, Includes: A processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the terminal device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object control method in the game according to any one of claims 1-12.
15. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the virtual object control method in the game according to any one of claims 1-12.
Citation Information
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