Methods, devices, and electronic devices for controlling virtual characters in games
By providing resurrection controls and range adjustment functions in the game interface, the problem of not being able to see enemy characters when a virtual character resurrects has been solved, improving safety and player experience after resurrection.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-17
- Publication Date
- 2026-03-10
AI Technical Summary
In tactical competitive games, virtual characters cannot see enemy characters in the respawn area when they revive, making them easy to kill after reviving and reducing the player's experience.
The graphical user interface provides a resurrection control that displays the identifiers of hostile virtual characters within a first preset range and adjusts the range in response to touch input, allowing players to view and determine whether it is safe to resurrect.
By adjusting the display range, players can determine the number of hostile virtual characters in the resurrection area, improving the safety of resurrected virtual characters and enhancing the player experience.
Smart Images

Figure CN116474362B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the technical field of video games, and in particular to a method, apparatus, and electronic device for controlling virtual characters in games. Background Technology
[0002] In existing tactical competitive games, virtual characters engage in combat by attacking each other. If a player's virtual character is killed by another player's virtual character, that player's virtual character will be transformed into a spirit state. A virtual character in a spirit state cannot attack other virtual characters and must respawn in a designated area.
[0003] However, since virtual characters that have just been resurrected from their soul state usually have no weapons or equipment, they are likely to be killed again by other virtual characters in the resurrection area, thus reducing the player's experience. Summary of the Invention
[0004] In view of this, the purpose of the present invention is to provide a method, device and electronic device for controlling virtual characters in games, so as to improve the player's experience.
[0005] In a first aspect, embodiments of the present invention provide a method for controlling virtual characters in a game. A graphical user interface (GUI) for the game is provided via a terminal device. The game includes a game scene and virtual characters located within the game scene. The method includes: when a first virtual character is in a state awaiting resurrection, providing a resurrection control on the GUI and displaying an identifier corresponding to a second virtual character within a first preset range on the game map. The first virtual character is a virtual character controlled by the terminal device, and the second virtual character is a virtual character in an adversarial state with the first virtual character. The resurrection control is used to trigger the restoration of the first virtual character from the awaiting resurrection state to the resurrection state in response to a first touch operation; and in response to a second touch operation on the resurrection control, adjusting the first preset range to a second preset range according to the second touch operation, so as to display an identifier corresponding to the second virtual character within the second preset range on the game map.
[0006] In an optional embodiment of the present invention, the second virtual character is a virtual character in a state of waiting to be resurrected that is in an adversarial state with the first virtual character.
[0007] In an optional embodiment of the present invention, the step of providing a resurrection control in the graphical user interface and displaying the identifier of the second virtual character within a first preset range on the game map when the first virtual character is in a state of waiting to be resurrected includes: when the first virtual character is in a state of waiting to be resurrected and is located at a resurrection point, providing a resurrection control in the graphical user interface and displaying the identifier of the second virtual character within a first preset range centered on the resurrection point on the game map.
[0008] In an optional embodiment of the present invention, the step of adjusting the first preset range to the second preset range according to the second touch operation on the resurrection control in response to the second touch operation, so as to display the identifier corresponding to the second virtual character within the second preset range on the game map, includes: adjusting the first preset range to the second preset range according to the second touch operation on the resurrection control in response to the second touch operation, so as to display the identifier corresponding to the second virtual character within the second preset range centered on the resurrection point on the game map.
[0009] In an optional embodiment of the present invention, the step of adjusting the first preset range to the second preset range according to the second touch operation on the resurrection control, so as to display the identifier corresponding to the second virtual character within the second preset range on the game map, in response to the second touch operation on the resurrection control, includes: providing a slide rail at the resurrection control in response to the second touch operation on the resurrection control; determining to adjust the display scale of the game map in response to a sliding operation on the slide rail, so as to adjust the first preset range to the second preset range; and displaying the identifier corresponding to the second virtual character within the second preset range on the game map.
[0010] In an optional embodiment of the present invention, the size of the second preset range is positively correlated with the sliding distance corresponding to the sliding operation.
[0011] In an optional embodiment of the present invention, the second touch operation includes a pressing operation, and the size of the second preset range is positively correlated with the pressing duration or pressing value corresponding to the pressing operation.
[0012] In an optional embodiment of the present invention, the method further includes: if the number of second virtual characters is greater than a preset first quantity threshold, then displaying a prompt message on the graphical user interface.
[0013] In an optional embodiment of the present invention, the method further includes: if the number of second virtual characters is greater than a preset second quantity threshold, displaying guidance routes to other resurrection points on the graphical user interface.
[0014] In an optional embodiment of the present invention, the method further includes: when the first virtual character is in a state of waiting to be revived and is located at a revival point, responding to a first touch operation on the revival control, controlling the first virtual character to return from the state of waiting to be revived to the state of revival.
[0015] Secondly, embodiments of the present invention also provide a control device for virtual characters in a game. A graphical user interface for the game is provided via a terminal device. The game includes a game scene and virtual characters located within the game scene. The device includes: an identifier display module, used to provide a resurrection control on the graphical user interface and display an identifier corresponding to a second virtual character within a first preset range on the game map when a first virtual character is in a state awaiting resurrection. The first virtual character is a virtual character controlled by the terminal device, and the second virtual character is a virtual character in an adversarial state with the first virtual character. The resurrection control is used to trigger the restoration of the first virtual character from the awaiting resurrection state to the resurrection state in response to a first touch operation; and a range adjustment module, used to adjust the first preset range to a second preset range in response to a second touch operation on the resurrection control, so as to display an identifier corresponding to the second virtual character within the second preset range on the game map.
[0016] Thirdly, embodiments of the present invention also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the above-described method for controlling virtual characters in a game.
[0017] Fourthly, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the steps of the above-described method for controlling virtual characters in a game.
[0018] The embodiments of the present invention bring the following beneficial effects:
[0019] This invention provides a method, apparatus, and electronic device for controlling virtual characters in a game. When a first virtual character controlled by a terminal device is in a state awaiting resurrection, the terminal device can provide a resurrection control in a graphical user interface and display the identifiers of second virtual characters in an opposing state within a first preset range on the game map. Furthermore, in response to a second touch operation on the resurrection control, the terminal device can adjust the first preset range to a second preset range, thereby displaying the identifiers of the second virtual characters within the second preset range on the game map. In this method, players can observe the identifiers of the second virtual characters to determine the number of second virtual characters within the first or second preset range, thus deciding whether to resurrect the first virtual character. This ensures that the resurrected first virtual character is difficult to kill again by second virtual characters near the resurrection area, improving the player's experience.
[0020] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0021] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0022] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0023] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present invention;
[0024] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;
[0025] Figure 3 A flowchart illustrating a method for controlling a virtual character in a game, as provided in an embodiment of the present invention;
[0026] Figure 4 A flowchart illustrating another method for controlling a virtual character in a game, provided as an embodiment of the present invention;
[0027] Figure 5 A schematic diagram of a game map interface provided in an embodiment of the present invention;
[0028] Figure 6 A schematic diagram of a resurrection control provided in an embodiment of the present invention;
[0029] Figure 7 This is a schematic diagram of the structure of a control device for a virtual character in a game, provided by an embodiment of the present invention.
[0030] Figure 8 A schematic diagram of another control device for virtual characters in a game provided by an embodiment of the present invention;
[0031] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0032] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0033] Currently, in existing tactical competitive games, if a player-controlled virtual character is killed by another player-controlled virtual character, that player's virtual character enters a state awaiting resurrection (also known as a soul state), requiring them to respawn in a designated respawn area. However, while in a soul state, a virtual character cannot check if other hostile virtual characters are present in the respawn area. Since newly respawned virtual characters lack weapons and equipment, they are highly susceptible to being killed again by other virtual characters near the respawn area, thus diminishing the player experience.
[0034] First, let me introduce the terms used in this application:
[0035] (1) Game Scene
[0036] The game system can provide (or offer) a virtual game scene displayed when the application runs on a terminal device or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scenario in which the user controls the virtual character and establishes complete game logic.
[0037] A virtual character refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual person, a virtual animal, etc. Virtual people include anime characters, game characters, etc. This virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
[0038] (2) Player Role
[0039] A player character is a virtual character that can be controlled by a player and move around in a game environment. In some video games, they may also be called shikigami (spirit) characters or hero characters. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.
[0040] (3) Game Interface
[0041] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a user interface (UI) for player interaction and a game screen. In optional implementations, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional implementations, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual characters such as game characters, NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic within the virtual scene.
[0042] Based on this, the present invention provides a method, device, and electronic device for controlling virtual characters in games. This technology can be applied to devices that enable human-computer interaction, such as mobile phones, tablets, computers, and servers, and is especially suitable for mobile games and online games.
[0043] To facilitate understanding of this embodiment, a method for controlling a virtual character in a game, as disclosed in this embodiment of the invention, will first be described in detail.
[0044] In one embodiment of this disclosure, the method for controlling a virtual character in a game can run on a terminal device or a server. When the method for controlling a virtual character in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0045] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the control methods for the virtual characters in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0046] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0047] In one possible implementation, embodiments of the present invention provide a method for controlling virtual characters in a game, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI provided by the terminal device includes at least a portion of the game scene, the player character, and other virtual characters in the same game; as in the aforementioned embodiments, the player can control their character to attack other virtual characters.
[0048] See Figure 1 The diagram illustrates an implementation environment. This environment may include a first terminal device, a host, and a second terminal device. The first and second terminal devices communicate with a server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with a client that executes the game virtual character control method provided in this application, and the host is a server that executes the game virtual character control method provided in this application. Through the client, the first and second terminal devices can communicate with the host.
[0049] Taking the first terminal device as an example, the first terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0050] Taking a second terminal device as an example, the second terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0051] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual character in the graphical user interface according to the synchronization data sent by the server.
[0052] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual characters controlled by the first terminal device and the virtual characters controlled by the second terminal device may have the same character attributes or different character attributes.
[0053] It should be noted that the virtual characters in the current game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the host.
[0054] This embodiment provides a method for controlling virtual characters in a game. The game in this embodiment can be a multiplayer game such as a tactical competitive game. The terminal device in this embodiment can be a mobile phone, computer, tablet computer, game console, or other device with communication and human-computer interaction functions.
[0055] In this embodiment, the terminal device provides a graphical user interface (GUI) for the game. The game includes a game scene and virtual characters located within that scene. See also... Figure 2The diagram illustrates a graphical user interface (GUI). The GUI provides a revival control, allowing the user to execute the control method for the virtual character in the game provided in this embodiment. Furthermore, the GUI can also display the virtual character controlled by the terminal device and other virtual characters controlled by other terminal devices. Specifically, if the game is a third-person game, the GUI displays the virtual character controlled by the terminal device; if the game is a first-person game, the GUI does not display the virtual character controlled by the terminal device.
[0056] Based on the above description, see Figure 3 The flowchart shown illustrates a method for controlling a virtual character in a game, which includes the following steps:
[0057] Step S302: When the first virtual character is in a state of waiting to be revived, a revival control is provided in the graphical user interface and the identifier of the second virtual character within the first preset range is displayed on the game map.
[0058] The first virtual character is a virtual character controlled by the terminal device, the second virtual character is a virtual character that is in an adversarial state with the first virtual character, and the revival control is used to respond to the first touch operation to trigger the restoration of the first virtual character from the waiting revival state to the revival state.
[0059] In this embodiment, the terminal device can control one or more virtual characters. If a virtual character is killed, it can transition from a normal state to a spirit state. Virtual characters in the normal state can attack each other. If a player's virtual character is killed by another player's hostile virtual character (i.e., a second virtual character), the player's virtual character can transition to a spirit state (i.e., a state awaiting resurrection). A virtual character in the spirit state can differ from one in the normal state in several ways. For example, a spirit character cannot attack other virtual characters or pick up items; a spirit character can fly; and a spirit character has a faster movement and climbing speed.
[0060] It should be noted that if a virtual character is killed, it may not necessarily be able to transform into a soul state. There are certain conditions for transforming into a soul state. Only when a virtual character is killed and the conditions for soul state transformation are met can the virtual character transform into a soul state.
[0061] When the virtual character controlled by the terminal device is in a spirit state, the terminal device can provide a resurrection control in the graphical user interface (GUI) and display the location information of a second virtual character in the GUI. For example, it can display an icon for the second virtual character within a first preset range on the game map. The icon for the second virtual character can be represented by symbols, patterns, etc. Specifically, the terminal device can use specific symbols (e.g., triangles, circles, etc.) to simply mark the location information of the second virtual character on the game map in the GUI, or it can directly display the game model of the second virtual character in the GUI for the player's convenience. The first preset range can be a game default setting or a setting made by the player.
[0062] Step S304: In response to a second touch operation on the resurrection control, the first preset range is adjusted to the second preset range according to the second touch operation, so as to display the identifier of the second virtual character within the second preset range on the game map.
[0063] In this embodiment, the player can perform a second touch operation on the revival control, and the terminal device can respond to the second touch operation to adjust the first preset range to the second preset range. For example, the user can adjust the size of the content displayed on the game map in the graphical user interface through the second touch operation on the revival control, thereby displaying the identifier corresponding to the second virtual character within the second preset range on the game map.
[0064] For example, if the first preset range is 100 meters and the second preset range is 200 meters, the game map can display the corresponding markers for the second virtual character over a larger area. This can increase the amount of location information of the second virtual character displayed on the game map in the graphical user interface, making it easier for players to view.
[0065] This invention provides a method for controlling virtual characters in a game. When a first virtual character controlled by a terminal device is in a state awaiting resurrection, the terminal device can provide a resurrection control in a graphical user interface and display the identifiers of second virtual characters in an opposing state within a first preset range on the game map. Furthermore, in response to a second touch operation on the resurrection control, the terminal device can adjust the first preset range to a second preset range, thereby displaying the identifiers of the second virtual characters within the second preset range on the game map. In this method, players can observe the identifiers of the second virtual characters to determine the number of second virtual characters within the first or second preset range, thus deciding whether to resurrect the first virtual character. This ensures that the resurrected first virtual character is difficult to kill again by second virtual characters near the resurrection area, improving the player's experience.
[0066] like Figure 4The flowchart shown is for another method of controlling a virtual character in a game, according to an optional embodiment. This method includes the following steps:
[0067] Step S402: When the first virtual character is in a state of waiting to be revived, a revival control is provided in the graphical user interface and the identifier of the second virtual character within the first preset range is displayed on the game map.
[0068] In this embodiment, when the first virtual character controlled by the terminal device is killed, it may be transformed into a soul state. For example, when the first virtual character in the normal state is killed and the first virtual character meets the preset soul state transformation conditions, the first virtual character in the normal state will be transformed into a soul state.
[0069] Generally, not every time a virtual character is killed, it can transform into a soul state. Only virtual characters that meet certain conditions for soul state transformation can transform into a soul state. These conditions include at least one of the following: the game session has lasted less than a preset time threshold, the number of times the virtual character has been killed is less than a preset quantity threshold, or the game mode and current game session settings allow virtual characters to transform into soul states.
[0070] For example, the conditions for soul state transformation can be that the game session is less than 10 minutes long, and the first virtual character can transform into a soul state upon being killed for the first time. Under these conditions, if the first virtual character is killed for the first time, and the game session when the first virtual character is killed has been running for 3 minutes, then the first virtual character meets the conditions for soul state transformation and can be resurrected; if the first virtual character is not killed for the first time, or if the game session when the first virtual character is killed has been running for more than 10 minutes, then the first virtual character does not meet the conditions for soul state transformation and cannot be resurrected.
[0071] In this embodiment, the terminal device can display the identifier corresponding to the second virtual character within a first preset range on the game map. Preferably, the second virtual character can be a virtual character in a state of waiting to be revived that is in an adversarial state with the first virtual character. That is, the terminal device can display the virtual character in a state of waiting to be revived that is in an adversarial state for the player to view.
[0072] Generally, if a virtual character is in its normal state, the graphical user interface will only display the second virtual character in its normal state, and will not display the second virtual character in its spirit state. To facilitate players in viewing the location of the second virtual character, the graphical user interface can simultaneously display the location information of the second virtual character in both its spirit and normal states. Different identifiers can be used to distinguish between the second virtual character in its spirit state and the second virtual character in its normal state. For example, a dashed box can be used to indicate the second virtual character in its spirit state, and a solid box can be used to indicate the second virtual character in its normal state.
[0073] See Figure 5 The image shown is a schematic diagram of a game map interface. Figure 5 Solid-lined squares can identify the first virtual character controlled by the terminal device, while dashed-lined squares and circles can identify the second virtual character. Specifically, dashed-lined circles can identify the second virtual character in its normal state, and dashed-lined squares can identify the second virtual character in its spirit state. Thus, different symbols are used to mark the second virtual character in its normal state and the second virtual character in its spirit state on the game map, making it easier for players to distinguish them and improving the player experience.
[0074] Specifically, when the first virtual character is in a state of waiting to be revived, a revival control can be provided in the graphical user interface and an identifier corresponding to the second virtual character within a first preset range can be displayed on the game map through the following steps: when the first virtual character is in a state of waiting to be revived and is located at a revival point, a revival control can be provided in the graphical user interface and an identifier corresponding to the second virtual character within a first preset range centered on the revival point can be displayed on the game map.
[0075] In different games, the resurrection point can have different meanings. For example, the resurrection point can be the location of a virtual character's corpse, or it can be a designated location such as a fountain, hospital, or resurrection stone.
[0076] When the first virtual character is in a state of waiting to be revived and is located at the revival point, it can be assumed that the player needs to check whether there is a second virtual character near the revival point. Therefore, a revival control can be provided in the graphical user interface, and the corresponding icon of the second virtual character within a first preset range centered on the revival point (i.e., near the revival point) can be displayed on the game map.
[0077] Step S404: In response to a second touch operation on the resurrection control, the first preset range is adjusted to the second preset range according to the second touch operation, so as to display the identifier of the second virtual character within the second preset range on the game map.
[0078] Specifically, in response to a second touch operation on the resurrection control, the first preset range can be adjusted to the second preset range according to the second touch operation, so as to display the identifier of the second virtual character within the second preset range centered on the resurrection point on the game map.
[0079] Players can use a second touch operation to adjust the display range of the icon corresponding to the second virtual character, that is, adjust the first preset range to the second preset range, and adjust the range of the icon corresponding to the second virtual character from the first preset range centered on the respawn point to the second preset range centered on the respawn point.
[0080] Specifically, in this embodiment, in response to a second touch operation applied to the revival control, a slide rail can be provided at the revival control; in response to a sliding operation applied to the slide rail, the display scale of the game map can be adjusted to adjust the first preset range to the second preset range; and the identifier corresponding to the second virtual character within the second preset range can be displayed on the game map.
[0081] The revival control can have multiple representations; see [link / reference]. Figure 6 The diagram shown is a schematic of a resurrection control. Figure 6 The resurrection control uses a slider, allowing users to adjust the display scale of the game map. Sliding the resurrection control's slider can be used as a secondary touch operation. For example, if a user slides the display scale to 50x, the device will display the game map at that scale. Generally, the size of the second preset area is directly proportional to the sliding distance; the longer the player slides the slider, the larger the second preset area, and the larger the area displaying the second virtual character.
[0082] In addition to swiping, the second touch operation is also a press operation. The size of the second preset range is positively correlated with the press duration or press value. That is, the longer the player presses or the greater the press value, the larger the size of the second preset range, and the larger the area where the second virtual character is displayed.
[0083] In addition to setting the display scale, the resurrection control also allows you to directly set the distance displayed in the graphical user interface. For example, users can use the second touch operation of the resurrection control to set the second preset range of the graphical user interface display to 100 meters.
[0084] Since the resurrection control is used to revive the first virtual character, the graphical user interface of the terminal device may not display the resurrection control when the first virtual character cannot be revived or is not needed to be revived. For example, when the first virtual character in the spirit state is located in the resurrection area of the game, the resurrection control is displayed in the graphical user interface.
[0085] If the first virtual character is not in a spirit state, then the first virtual character has not been killed or has been killed but cannot be resurrected. In this case, the first virtual character does not need to be resurrected, and the graphical user interface may not display the resurrection control. Generally, the first virtual character can only be resurrected within the game's resurrection area. If the first virtual character in a spirit state is not located within the game's resurrection area, then the first virtual character also does not need to be resurrected, and the graphical user interface may not display the resurrection control.
[0086] Therefore, when the first virtual character in soul form is located in the resurrection area of the game, a resurrection control can be displayed in the graphical user interface. This way, when the first virtual character cannot be resurrected or there is no need to resurrect the first virtual character, the graphical user interface does not need to display the resurrection control. The resurrection control will not obstruct the player's view, which can improve the player's experience.
[0087] Players can view the number of second virtual characters displayed in the graphical user interface to determine whether to revive the first virtual character. If the player decides to revive the first virtual character, for example, when the first virtual character is in a waiting-to-revive state and is located at the revival point, the system responds to the first touch operation on the revival control, controlling the first virtual character to return from the waiting-to-revive state to the revival state.
[0088] Generally, the first virtual character can only be resurrected within the game's resurrection area. When the first virtual character is within the resurrection area, the player can perform a first touch operation (i.e., a resurrection operation). This first touch operation can include: clicking on a resurrection stone item within the resurrection area, using a resurrection item within the resurrection area, etc. The terminal device can respond to these first touch operations to resurrect the first virtual character, transforming the first virtual character from a spirit state into a normal state. Specifically, the terminal device can resurrect the first virtual character within the resurrection area or other designated areas.
[0089] Step S406: If the number of second virtual characters is greater than the preset first quantity threshold, a prompt message is displayed on the graphical user interface.
[0090] If there are too many second virtual characters in the resurrection area, the terminal device can proactively prompt the player to be cautious when resurrecting virtual characters. For example, the preset first threshold can be 3. If there are 5 second virtual characters in the resurrection area, the terminal device can display a prompt message to the player through text, sound, animation, etc. in the graphical user interface. For example, it can display the text message "Resurrection is not recommended at this time" or "Resurrection is not recommended here" in the graphical user interface.
[0091] Additionally, if the number of second virtual characters exceeds a preset second threshold, the graphical user interface can display directions to other respawn points, allowing players to navigate to these points and revive their first virtual character.
[0092] The method provided in this embodiment of the invention allows players to observe the location information of the second virtual character, determine the number of second virtual characters in the game's resurrection area, and thus decide whether to revive the first virtual character. This ensures that the revived first virtual character is difficult to kill again by the second virtual character near the resurrection area, thereby improving the player's experience.
[0093] Furthermore, the terminal device can display identifiers for the second virtual character in spirit form and the second virtual character in normal form within the graphical user interface. The terminal device can also display the location information of the second virtual character on the game map using symbols, making it easier for players to distinguish and view them, thereby improving the player experience. Additionally, the terminal device can display prompts in the graphical user interface to indicate that there are a large number of second virtual characters in the respawn area, further enhancing the player experience.
[0094] Corresponding to the above method embodiments, this invention provides a control device for virtual characters in a game, providing a graphical user interface for the game through a terminal device. The game includes a game scene and virtual characters located within the game scene; for example... Figure 7 The diagram shown illustrates the structure of a control device for a virtual character in a game. The control device for the virtual character in the game includes:
[0095] The identification display module 71 is used to provide a resurrection control in the graphical user interface and display the identification of the second virtual character within a first preset range on the game map when the first virtual character is in a state of waiting to be resurrected. The first virtual character is a virtual character controlled by the terminal device, and the second virtual character is a virtual character in a state of hostility with the first virtual character. The resurrection control is used to respond to the first touch operation to trigger the restoration of the first virtual character from the state of waiting to be resurrected to the state of resurrection.
[0096] The range adjustment module 72 is used to respond to a second touch operation on the resurrection control, and adjust the first preset range to a second preset range according to the second touch operation, so as to display the identifier of the second virtual character within the second preset range on the game map.
[0097] This invention provides a control method for virtual characters in a game. When a first virtual character controlled by a terminal device is in a state awaiting resurrection, the terminal device can provide a resurrection control in a graphical user interface and display the identifiers of second virtual characters in an opposing state within a first preset range on the game map. Furthermore, in response to a second touch operation on the resurrection control, the terminal device can adjust the first preset range to a second preset range, thereby displaying the identifiers of the second virtual characters within the second preset range on the game map. In this method, players can observe the identifiers of the second virtual characters to determine the number of second virtual characters within the first or second preset range, thus deciding whether to resurrect the first virtual character. This ensures that the resurrected first virtual character is difficult to kill again by second virtual characters near the resurrection area, improving the player's experience.
[0098] The aforementioned second virtual character is a virtual character in a state of being hostile to the first virtual character and awaiting resurrection.
[0099] The aforementioned identifier display module is used to provide a resurrection control in the graphical user interface and display an identifier for the second virtual character within a first preset range centered on the resurrection point on the game map when the first virtual character is in a state of waiting to be resurrected and is located at the resurrection point.
[0100] The aforementioned range adjustment module is used to respond to a second touch operation on the resurrection control, and adjust the first preset range to a second preset range according to the second touch operation, so as to display the identifier of the second virtual character within the second preset range centered on the resurrection point on the game map.
[0101] The aforementioned range adjustment module is used to respond to a second touch operation applied to the resurrection control, providing a slide rail at the resurrection control; responding to a sliding operation applied to the slide rail, determining to adjust the display scale of the game map to adjust the first preset range to the second preset range; and displaying the identifier corresponding to the second virtual character within the second preset range on the game map.
[0102] The size of the second preset range is positively correlated with the sliding distance corresponding to the sliding operation.
[0103] The second touch operation mentioned above includes a press operation, and the size of the second preset range is positively correlated with the press duration or press value corresponding to the press operation.
[0104] See Figure 8 The diagram shows another control device for virtual characters in a game. This control device for virtual characters in the game also includes: a prompt information module 73, which is connected to the identification display module 71. The prompt information module 73 is used to display a prompt information on the graphical user interface if the number of second virtual characters is greater than a preset first quantity threshold.
[0105] like Figure 8 As shown, the control device for the virtual characters in the game also includes: a route guidance module 74, which is connected to the identifier display module 71. The route guidance module 74 is used to display the route guidance for other resurrection points on the graphical user interface if the number of the second virtual characters is greater than a preset second number threshold.
[0106] like Figure 8 As shown, the control device for the virtual character in the game also includes: a character resurrection module 75, which is connected to the identification display module 71. The character resurrection module 75 is used to respond to the first touch operation on the resurrection control when the first virtual character is in the waiting-to-resurrection state and is located at the resurrection point, and control the first virtual character to restore from the waiting-to-resurrection state to the resurrection state.
[0107] The control device for virtual characters in games provided in this embodiment of the invention has the same technical features as the control method for virtual characters in games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0108] This invention also provides an electronic device for running the control method for virtual characters in the aforementioned game; see also Figure 9 The diagram shows the structure of an electronic device, which includes a memory 100 and a processor 101. The memory 100 is used to store one or more computer instructions, which are executed by the processor 101 to implement the control method of the virtual character in the game.
[0109] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0110] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0111] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0112] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the aforementioned method for controlling virtual characters in the game. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0113] The computer program products of the control method, device and electronic device for virtual characters in games provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0114] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and / or device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0115] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0116] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, electronic device, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0117] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0118] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method of controlling a virtual character in a game, characterized by, The method comprises the following steps: providing a graphical user interface of the game by a terminal device, the game comprising a game scene and a virtual character located in the game scene, the method comprising: when the first virtual character is in the state of being revived, providing a revive control on the graphical user interface and displaying the second virtual character corresponding to the first preset range on the game map, wherein the first virtual character is a virtual character controlled by the terminal device, the second virtual character is a virtual character in an enemy state with the first virtual character, and the revive control is used to trigger the first virtual character to be restored from the state of being revived to the state of being revived in response to a first touch operation; 2. The method of claim 1, wherein, in response to a second touch operation on the revive control, adjusting the first preset range to a second preset range according to the second touch operation, and displaying the second virtual character corresponding to the second preset range on the game map.
3. The method of claim 1, wherein, The second virtual character is a virtual character in an enemy state with the first virtual character and in the state of being revived. The step of providing a revive control on the graphical user interface and displaying the second virtual character corresponding to the first preset range on the game map when the first virtual character is in the state of being revived comprises:
4. The method of claim 3, wherein, when the first virtual character is in the state of being revived and located at a revive point, providing a revive control on the graphical user interface and displaying the second virtual character corresponding to the first preset range centered on the revive point on the game map. The step of adjusting the first preset range to a second preset range according to the second touch operation in response to a second touch operation on the revive control, and displaying the second virtual character corresponding to the second preset range on the game map comprises:
5. The method according to any one of claims 1 to 4, characterized in that, in response to a second touch operation on the revive control, adjusting the first preset range to a second preset range according to the second touch operation, and displaying the second virtual character corresponding to the second preset range centered on the revive point on the game map. The step of adjusting the first preset range to a second preset range according to the second touch operation in response to a second touch operation on the revive control, and displaying the second virtual character corresponding to the second preset range on the game map comprises: in response to a second touch operation on the revive control, adjusting the first preset range to a second preset range according to the second touch operation, and displaying the second virtual character corresponding to the second preset range centered on the revive point on the game map. The step of adjusting the first preset range to a second preset range according to the second touch operation in response to a second touch operation on the revive control, and displaying the second virtual character corresponding to the second preset range on the game map comprises:
6. The method of claim 5, wherein, in response to a second touch operation on the revive control, adjusting the first preset range to a second preset range according to the second touch operation, and displaying the second virtual character corresponding to the second preset range centered on the revive point on the game map.
7. The method of claim 5, wherein, The step of adjusting the first preset range to a second preset range according to the second touch operation in response to a second touch operation on the revive control, and displaying the second virtual character corresponding to the second preset range on the game map comprises:
8. The method of claim 1, wherein, in response to a second touch operation on the revive control, adjusting the first preset range to a second preset range according to the second touch operation, and displaying the second virtual character corresponding to the second preset range centered on the revive point on the game map. The second preset range is positively correlated with the sliding distance corresponding to the sliding operation.
9. The method of claim 3, wherein, The second touch operation comprises a pressing operation, and the size of the second preset range is positively correlated with the pressing time or the pressing value corresponding to the pressing operation. The method further comprises: if the number of the second virtual characters is greater than a preset first quantity threshold, displaying a prompt information on the graphical user interface. The method further comprises: If the number of the second virtual characters is greater than a preset second number threshold, the graphic user interface displays a guide route of another resurrection point.
10. The method of claim 1, wherein, The method further includes: When the first virtual character is in the resurrection pending state and is located at the resurrection point, in response to a first touch operation on the resurrection control, the first virtual character is controlled to recover from the resurrection pending state to the resurrection state.
11. A control apparatus for a virtual character in a game, characterized by comprising: A terminal device provides a graphic user interface of the game, the game including a game scene and a virtual character located in the game scene, and the device includes: An identification display module is configured to, when the first virtual character is in the resurrection pending state, provide a resurrection control in the graphic user interface and display, on a game map, an identification corresponding to a second virtual character within a first preset range, wherein the first virtual character is a virtual character controlled by the terminal device, the second virtual character is a virtual character in an enemy state with the first virtual character, and the resurrection control is configured to trigger recovery of the first virtual character from the resurrection pending state to the resurrection state in response to a first touch operation. A range adjustment module is configured to, in response to a second touch operation on the resurrection control, adjust the first preset range to a second preset range according to the second touch operation, and display, on the game map, an identification corresponding to a second virtual character within the second preset range.
12. An electronic device, comprising: A processor and a memory are included, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the steps of the method for controlling a virtual character in a game according to any one of claims 1-10.
13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by the processor, the computer executable instructions cause the processor to implement the steps of the method for controlling a virtual character in a game according to any one of claims 1-10.
Citation Information
Patent Citations
Game control method and device, terminal and storage medium
CN113398565A
Game control method and device, terminal and storage medium
CN113633963A