Game battle control method and device, equipment and storage medium

By adjusting the relative distance and number of rounds in the round -game battle game, the user experience problem of the single control method in the existing technology has been solved, and a richer gaming experience is achieved.

CN119345692APending Publication Date: 2025-01-24广州三七极耀网络科技有限公司
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Patent Information

Application Number
CN202411152745.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2025-01-24

AI Technical Summary

Technical Problem

The control method of turn battles in existing turn-based battle games is relatively single, resulting in poor user experience.

Method used

Through the response instructions to open the instruction, based on the first preset relative distance to generate the opposite of the opposite distribution, and control the battle of the number of multiple rounds. Subsequently, the relative distance between the combatant was adjusted to the second preset relative distance, controlled the battle of the number of second preset rounds, and generated the battle results based on the remaining objects of the detection.

Benefits of technology

Improving the diversity of control methods of rounds of battle and improved the player's game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game battle control method and device, equipment and a storage medium, and the method comprises the steps that in response to a battle starting instruction, a first battle party and a second battle party which are oppositely distributed are generated based on a first preset relative distance, and the first battle party and the second battle party respectively comprise a preset number of objects, controlling the first battle party and the second battle party to execute a first preset round number of battles so as to respectively remove objects included in the first battle party and the second battle party, adjusting the relative distance between the first battle party and the second battle party to a second preset relative distance, the second preset relative distance being smaller than the first preset relative distance, and the second preset relative distance being smaller than the first preset relative distance. And controlling the first battle party and the second battle party to execute battle of a second preset number of rounds, and generating and displaying battle results based on residual objects contained in the first battle party and the second battle party which are detected respectively. According to the scheme, the diversity of the control modes of the round fight and the game experience of players are improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of game technology, and in particular to a game battle control method, device, equipment and storage medium. Background Art

[0002] Turn-based games are a game control mode in which players take turns to fight virtual objects in a certain order rather than simultaneously. This game control mode originated from tabletop games and has been developed in computer games, especially in strategy and role-playing games. Turn-based games are usually presented in 2D, which does not emphasize the intuitive feeling of real-time combat, but focuses more on strategy.

[0003] In related turn-based battle games, the control method of turn-based battles is relatively simple. For example, multiple battle rounds of the same type of battle are controlled to obtain the battle result. This battle control method has a poor user experience and needs to be improved. Summary of the invention

[0004] The embodiments of the present application provide a game battle control method, device, equipment and storage medium, which solve the problem that the control method of turn-based battles in existing turn-based battle games is relatively single, resulting in poor user experience, and improves the diversity of turn-based battle control methods and the player's gaming experience.

[0005] In a first aspect, an embodiment of the present invention provides a game battle control method, comprising:

[0006] In response to a battle start instruction, generating a first battle party and a second battle party in opposite distribution based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects;

[0007] Controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively;

[0008] Adjusting the relative distance between the first combatant and the second combatant to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance;

[0009] The first opponent and the second opponent are controlled to perform a battle for a second preset number of rounds, and a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are respectively detected.

[0010] Optionally, before adjusting the relative distance between the first opposing party and the second opposing party to a second preset relative distance, the method further includes:

[0011] Respectively detecting whether the remaining objects in the first opponent and the second opponent meet a preset condition, and if the preset condition is met, adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, controlling the first opponent and the second opponent to fight for a second preset number of rounds, and generating and displaying a battle result based on the remaining objects in the first opponent and the second opponent respectively detected;

[0012] If the preset condition is not met, a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0013] Optionally, the respectively detecting whether the remaining objects in the first opponent and the second opponent meet a preset condition includes:

[0014] It is respectively detected whether the remaining objects in the first opponent and the second opponent are greater than a preset value.

[0015] Optionally, the battle includes:

[0016] Determine the area where the first opponent and the second opponent are located, move a first designated object in the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, and return to the original position after the attack event is executed.

[0017] Optionally, the battle includes:

[0018] The areas where the first opponent and the second opponent are located are determined, and a second designated object in the first opponent or the second opponent is controlled to execute an attack event at a current position toward the area where the opposing opponent is located.

[0019] Optionally, controlling the first opponent and the second opponent to perform a second preset number of rounds of fighting includes:

[0020] Detect the current round number, and when the current round number is greater than a preset round number, increase the combat attribute values ​​of the first opponent and the second opponent, and execute the combat between the first opponent and the second opponent after the combat attribute values ​​are increased.

[0021] Optionally, controlling the first opponent and the second opponent to perform a second preset number of rounds of fighting includes:

[0022] Detect the current round number, and when the current round number is greater than a preset round number, shorten the battle duration of each round, and execute the battle between the first opponent and the second opponent after the shortened battle duration.

[0023] In a second aspect, an embodiment of the present invention further provides a game battle control device, comprising:

[0024] A response module, configured to generate a first opponent and a second opponent in opposite distribution based on a first preset relative distance in response to a battle start instruction, wherein the first opponent and the second opponent respectively include a preset number of objects;

[0025] A first control module, used for controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting, so as to remove objects included in the first opponent and the second opponent respectively;

[0026] An adjustment module, configured to adjust the relative distance between the first opposing party and the second opposing party to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance;

[0027] A second control module, used for controlling the first opponent and the second opponent to fight for a second preset number of rounds;

[0028] A result determination module is used to generate and display a battle result based on the remaining objects contained in the first opponent and the second opponent that are detected respectively.

[0029] In a third aspect, an embodiment of the present invention further provides a game battle control device, the device comprising:

[0030] one or more processors;

[0031] a storage device for storing one or more programs,

[0032] When the one or more programs are executed by the one or more processors, the one or more processors implement the game battle control method described in the embodiment of the present invention.

[0033] In a fourth aspect, an embodiment of the present invention further provides a storage medium storing computer executable instructions, wherein the computer executable instructions, when executed by a computer processor, are used to execute the game battle control method described in the embodiment of the present invention.

[0034] In an embodiment of the present application, in response to a battle start instruction, a first opponent and a second opponent with opposite distribution are generated based on a first preset relative distance, wherein the first opponent and the second opponent respectively include a preset number of objects, and the first opponent and the second opponent are controlled to perform a battle of a first preset number of rounds to remove the objects included in the first opponent and the second opponent respectively, and the relative distance between the first opponent and the second opponent is adjusted to a second preset relative distance, the second preset relative distance is smaller than the first preset relative distance, and the first opponent and the second opponent are controlled to perform a battle of a second preset number of rounds, and a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent respectively detected. This solution solves the problem that the control method of round battles in existing turn-based battle games is relatively single, resulting in a poor user experience, and improves the diversity of the control method of round battles and the game experience of players. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] Figure 1 A flowchart of a game battle control method provided in an embodiment of the present application;

[0036] Figure 2 A schematic diagram of an opposing distribution of a first opposing party and a second opposing party provided in an embodiment of the present application;

[0037] Figure 3 A schematic diagram of a battle result display interface provided in an embodiment of the present application;

[0038] Figure 4 A flowchart of another game battle control method provided in an embodiment of the present application;

[0039] Figure 5 A flowchart of another game battle control method provided in an embodiment of the present application;

[0040] Figure 6 A flowchart of another game battle control method provided in an embodiment of the present application;

[0041] Figure 7 A flowchart of another game battle control method provided in an embodiment of the present application;

[0042] Figure 8 A flowchart of another game battle control method provided in an embodiment of the present application;

[0043] Fig. 9 A block diagram of the module structure of a game battle control device provided in an embodiment of the present application;

[0044] Fig.10 A schematic diagram of the structure of a game battle control device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0045] The embodiments of the present application are further described in detail below in conjunction with the accompanying drawings and embodiments. It is to be understood that the specific embodiments described herein are only used to explain the embodiments of the present application, rather than to limit the embodiments of the present application. It should also be noted that, for ease of description, only parts related to the embodiments of the present application are shown in the accompanying drawings, rather than all structures.

[0046] The terms "first", "second", etc. in the specification and claims of this application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable when appropriate, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and or or" in the specification and claims represents at least one of the connected objects, and the character "or" generally indicates that the objects associated before and after are in an "or" relationship.

[0047] The game battle control method provided in the embodiment of the present application can be applied to the battle scene of the turn-based battle game. The execution subject of each step of the game battle control method provided in the embodiment of the present application can be a computer device, which refers to any electronic device with data calculation, processing and storage capabilities, such as mobile phones, PCs (Personal Computers), tablet computers and other terminal devices, which are not limited in the embodiment of the present application.

[0048] Figure 1 A flowchart of a game battle control method provided in an embodiment of the present application, such as Figure 1 As shown, specifically including:

[0049] Step S101, in response to a battle start instruction, generating a first opponent and a second opponent with opposite distribution based on a first preset relative distance, wherein the first opponent and the second opponent respectively include a preset number of objects.

[0050] Wherein, the battle start instruction is an instruction for instructing the game battle to start, and the battle start instruction can be triggered when the battle start countdown displayed in the game display interface ends, or the battle start instruction can be generated when the "battle button" displayed in the display interface is clicked, and the battle start instruction is responded to to trigger the subsequent control of the game battle. Wherein, the first preset relative distance can be the relative distance between the first opponent and the second opponent to be generated in the battle interface after responding to the battle start instruction, and the first opponent and the second opponent are used to represent the two parties that are on opposite sides and fight each other during the game battle. Wherein, each opponent includes a preset number of objects, and the preset number can be the default number of objects of the two opponents in the battle game process, or it can be determined according to the attribute information of the two opponents, such as the number of the combat troops in this round, and the specific number size is not limited. Taking the battle between two game combat troops as an example, the above-mentioned preset number of objects is the specific troop units that fight between the two sides of the game during the game battle. Of course, for other different types of turn-based battle games, the above-mentioned preset number of objects can refer to different types of battle units, and the specific reference content is not limited.

[0051] In one embodiment, the countdown to start the battle ends, and the battle between the two sides of the game is started in response to the battle start instruction. Accordingly, two team layout areas on opposite sides in the battle interface are determined, and a first opponent and a second opponent whose relative distance is a first preset relative distance are respectively generated in the two team layout areas. Optionally, the first opponent and the second opponent respectively include a melee team and a long-range team and one or more main generals, the melee team includes a first preset number of objects, the long-range team includes a second preset number of objects, and the team layout area includes a melee team area, a long-range team area, and a main general position area. The specific size values ​​of the first preset number and the second preset number can be adaptively generated according to the size of the team layout area, or default values ​​can be used. Exemplary, such as Figure 2 As shown, Figure 2 A schematic diagram of the opposing distribution of a first opposing party and a second opposing party provided in an embodiment of the present application, wherein the first opposing party includes object 01, object 03, object 04, object 05, and object 06; the second opposing party includes object 02, object 07, object 08, object 09, and object 10. Taking the opposing parties as two combat troops as an example, Figure 2The black dots in the middle represent soldier units in the team, object 01 is the main general of the first opponent, object 02 is the main general of the second opponent, objects 03 and 04 are the melee team of the first opponent, objects 05 and 06 are the ranged team of the first opponent, objects 07 and 08 are the melee team of the second opponent, objects 09 and 10 are the ranged team of the second opponent, and the first preset relative distance can be the length of the dotted line indicated by mark 11.

[0052] Step S102: Control the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively.

[0053] The first preset number of rounds is used to represent the number of corresponding types of battles when the first and second combatants complete the initial start of the battle, which can be the number of long-distance battles between the first and second combatants. In each round of the battle, as the battle progresses, the objects included by both parties will be removed accordingly. For example, when the first combatant attacks the second combatant, the objects included by the second combatant are removed, and when the second combatant attacks the first combatant, the objects included by the first combatant are removed. The objects removed during the above round of battles can be regarded as combat units lost by both parties during the battle.

[0054] In one embodiment, after generating a first opponent and a second opponent with opposing distributions based on a first preset relative distance, all objects in the first opponent are controlled to execute an attack event at a current position toward all objects in the second opponent, and after the first opponent completes the attack event, objects lost in the attack event in the second opponent are removed, and all objects in the second opponent are controlled to execute an attack event at a current position toward all objects in the first opponent, and after the second opponent completes the attack event, objects lost in the attack event in the first opponent are removed, and the end of a battle round is determined until the first preset number of rounds of the battle round are executed.

[0055] Optionally, the game battle mode of the first preset round can be a long-range round, for example: determining the area where the first opponent and the second opponent are located, controlling the second designated object in the first opponent or the second opponent to perform an attack event at the current position to the area where the opposing opponent is located, and the second designated object is used to represent some objects in the first opponent or the second opponent that perform the attack event, for example, referring to the long-range team.

[0056] Step S103: adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0057] Among them, the second preset relative distance is used to characterize the relative distance between the first opponent and the second opponent in the battle interface after the first preset number of rounds of battle is completed. In one embodiment, after controlling the first opponent and the second opponent to execute the first preset number of rounds of battle, determine the area where all objects in the current first opponent and the second opponent are located, and translate the first opponent and the second opponent to each other at the same time until the relative distance between the first opponent and the second opponent is the second preset distance. In one embodiment, the battle interface can be divided into 16 or 32 square grids, and the relative distance between the first opponent and the second opponent can be characterized by the number of grids. For example, the aforementioned first preset relative distance is the distance of four grids in the battle interface, and the second preset relative distance is the distance of two grids in the battle interface. The process of adjusting the first preset relative distance to the second preset relative distance can be: the first opponent and the second opponent are translated to each other at the same time by a grid distance, so as to adjust the relative distance between the first opponent and the second opponent from the first preset relative distance to the second preset relative distance. In another embodiment, the process of adjusting the first preset relative distance to the second preset relative distance may also be: after controlling the first opponent and the second opponent to complete the first preset number of rounds of fighting, determining the area where all objects in the current first opponent and the second opponent are located, and translating the first opponent or the second opponent toward each other until the relative distance between the first opponent and the second opponent is the second preset distance.

[0058] In one embodiment, before the relative distance between the first and second opponents is adjusted to the second preset relative distance, it also includes: respectively detecting whether the remaining objects in the first and second opponents meet the preset conditions. If the preset conditions are met, the relative distance between the first and second opponents is adjusted to the second preset relative distance, the first and second opponents are controlled to perform a second preset number of rounds of fighting, and the battle results are generated and displayed based on the remaining objects contained in the first and second opponents respectively detected; if the preset conditions are not met, the battle results are generated and displayed based on the remaining objects contained in the first and second opponents respectively detected. In this embodiment, before adjusting the relative distance between the first and second opponents, the remaining objects of the two parties are detected, and it can be determined whether the remaining objects of the two parties support entering the next battle, so as to determine whether the first and second opponents have won or lost. Among them, whether the remaining objects in the first battle party and the second battle party meet the preset conditions can be respectively detected whether the remaining objects in the first battle party and the second battle party are greater than a preset value. The preset value can be adaptively set according to the specific game design needs, and can be 0 or any value greater than 0.

[0059] Step S104: Control the first opponent and the second opponent to perform a second preset number of rounds of fighting, and generate and display a fighting result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0060] The second preset number of rounds is used to represent the number of times the first opponent and the second opponent complete the next type of battle after the first preset number of rounds are completed. Taking the first preset number of rounds as an example of a long-distance battle between the two parties, the second preset number of rounds may be a close-range battle between the first opponent and the second opponent. The battle result is used to represent the final victory or defeat of the first opponent and the second opponent at the end of the battle.

[0061] In one embodiment, taking the combat of the two opposing parties as troops as an example, after the relative distance between the first opposing party and the second opposing party is adjusted to the second preset relative distance, the first opposing party and the second opposing party are controlled to perform a second preset number of rounds of combat, the remaining objects in the first opposing party and the second opposing party are detected to obtain the corresponding first remaining quantity and second remaining quantity, the first remaining quantity and the second remaining quantity are compared, the opposing party with the larger comparison result is determined as the winner, and the opposing party with the smaller comparison result is determined as the loser, and the first remaining quantity and the second remaining quantity are compared according to the first remaining quantity and the second remaining quantity. The second remaining number is used to calculate the first number of casualties and the second number of casualties corresponding to the first and second parties, and the first number of casualties is simultaneously determined as the second number of enemies killed for the second party, and the second number of casualties is determined as the first number of enemies killed for the first party. The first number of casualties and the first number of enemies killed are substituted into the preset combat merit calculation formula to obtain the combat merit value of the first party, and the second number of casualties and the second number of enemies killed are substituted into the preset combat merit calculation formula to obtain the combat merit value of the second party, and the corresponding victory or defeat results, number of casualties, number of enemies killed and combat merit values ​​are displayed on the display interfaces of both parties.

[0062] In one embodiment, in the process of generating a battle result for display, the number of remaining objects in the first opponent and the second opponent is detected. For example, the first remaining number is 5725, the second remaining number is 12555, and the second remaining number is greater than the first remaining number, that is, the first opponent is the loser and the second opponent is the winner. When the battle between the first opponent and the second opponent starts, each of them includes 30,000 objects. Subtracting the first remaining number, the first loss number is 24,275, and subtracting the second remaining number is 12555. The second number of casualties is 17445, so the first number of enemies killed by the first opponent is 17445, and the number of enemies killed by the second opponent is 24275. Substituting the first number of casualties and the first number of enemies killed into the preset merit calculation formula, the first merit value is 25840, and substituting the second number of casualties and the second number of enemies killed into the preset merit calculation formula, the second merit value is 37690. The corresponding win-loss results, casualties, enemies killed, and merit values ​​are displayed on the display interfaces of both sides. For example, Figure 3 As shown, Figure 3 A schematic diagram of a battle result display interface provided in an embodiment of the present application, Figure 3 The battle result of the first combatant is displayed. The first combatant fails in the battle, the number of enemies killed is 17445, the number of soldiers lost is 24275, and the calculated combat merit value is 25840. In another embodiment, the number of remaining objects in the first combatant and the second combatant is detected, and the number of remaining objects in the first combatant and the second combatant is compared, the party with a larger number of remaining objects is determined as the winner, and the party with a smaller number of remaining objects is determined as the loser, and the battle failure or battle victory is displayed on the display interface of both parties. It should be noted that the content and specific values ​​contained in the above-mentioned battle results are only for illustrative purposes, and the content items contained therein can be increased or decreased, and the specific content of the content items can be adjusted according to the adaptability of different game battle scenarios.

[0063] In one embodiment, the fighting method of the second preset round is different from the fighting method of the first preset round, which can be: determining the area where the first opponent and the second opponent are located, moving the first designated object of the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, that is, using a close-range attack method to execute the battle of this round, and controlling the first designated object to return to the original position after the attack event is completed, wherein the first designated object, for example, refers to a melee team.

[0064] As can be seen from the above, in response to the battle start instruction, the present solution generates the first combatant and the second combatant with opposite distribution based on the first preset relative distance, the first combatant and the second combatant respectively include a preset number of objects, and controls the first combatant and the second combatant to perform the first preset number of rounds of battle, so as to remove the objects included in the first combatant and the second combatant respectively, adjust the relative distance between the first combatant and the second combatant to the second preset relative distance, the second preset relative distance is smaller than the first preset relative distance, control the first combatant and the second combatant to perform the second preset number of rounds of battle, and generate and display the battle results based on the remaining objects included in the first combatant and the second combatant respectively detected. The present solution solves the problem that the control method of the round battle in the existing round-based battle game is relatively single, resulting in poor user experience, and improves the diversity of the control method of the round battle and the game experience of the players.

[0065] Figure 4 A flowchart of another game battle control method provided in an embodiment of the present application, which provides an optional specific process of detecting whether to end the battle, such as Figure 4 As shown, specifically including:

[0066] Step S201: In response to a battle start instruction, a first battle party and a second battle party with opposing distribution are generated based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects.

[0067] Step S202: Control the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively.

[0068] Step S203, respectively detecting whether the remaining objects in the first opponent and the second opponent meet the preset conditions. If the preset conditions are met, adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0069] Among them, the remaining objects may be objects that still exist in the first opponent or the second opponent after the first preset number of rounds of battles are over. Optionally, a detection method may be: respectively detect whether the remaining objects in the first opponent and the second opponent are greater than a preset value. An exemplary example may be that the preset value is 8000, the number of remaining objects in the first opponent is detected to be 10000, the number of remaining objects in the second opponent is 20000, and the number of remaining objects in the first opponent and the second opponent is greater than the preset value 8000, then it is determined that the preset condition is met. Another exemplary example may be that the preset value is 8000, the number of remaining objects in the first opponent is detected to be 5000, the number of remaining objects in the second opponent is 10000, and the number of remaining objects in the first opponent is less than the preset value 8000, then it is determined that the preset condition is not met. In another embodiment, the numbers of remaining objects in the first opponent and the second opponent are detected respectively, and the ratio of the number of remaining objects in the first opponent to the number of remaining objects in the second opponent is calculated. When the ratio is greater than a preset number, it is determined that the preset condition is met; when the ratio is less than the preset number, it is determined that the preset condition is not met.

[0070] Step S204: Control the first opponent and the second opponent to perform a second preset number of rounds of fighting, and generate and display a fighting result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0071] Step S205: If the preset condition is not met, a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0072] As can be seen from the above, it is respectively detected whether the remaining objects in the first combatant and the second combatant meet the preset conditions. If the preset conditions are met, the relative distance between the first combatant and the second combatant is adjusted to the second preset relative distance, and the first combatant and the second combatant are controlled to perform a second preset number of rounds of combat, and the combat result is generated and displayed based on the remaining objects contained in the first combatant and the second combatant respectively detected. If the preset conditions are not met, the combat result is generated and displayed based on the remaining objects contained in the first combatant and the second combatant respectively detected. Before adjusting the relative distance between the first combatant and the second combatant, this scheme detects the remaining objects of both parties, and can determine whether the remaining objects of both parties support entering the next battle, so as to determine whether the first combatant and the second combatant have been determined.

[0073] Figure 5 A flowchart of another game battle control method provided in an embodiment of the present application, which provides a specific process of an optional battle, such as Figure 5 As shown, specifically including:

[0074] Step S301: In response to a battle start instruction, a first battle party and a second battle party with opposing distribution are generated based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects.

[0075] Step S302, controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively, wherein the fighting includes determining the area where the first opponent and the second opponent are located, and controlling the second designated object in the first opponent or the second opponent to perform an attack event at the current position toward the area where the opposing opponent is located.

[0076] Taking the Three Kingdoms game as an example, the second designated object can be the object in the first and second opponents that performs the ranged attack event. During the round of the battle, the main general objects included in the first and second opponents can release the set skills accordingly. Exemplarily, the second designated object is the ranged team in the first and second opponents. The ranged team in the first opponent is Figure 3 Object 05 and Object 06 in the second battle party, the long-range team is as follows Figure 3 09 and 10 in the object. For example, the current attacking party is the first combat party, the main general of the first combat party is Zhang San, the active attack skill of the ranged team associated with Zhang San in the first round is to ignite arrows and shoot at the enemy, causing 91% damage to the entire enemy army, the main general of the second combat party is Li Si, and the passive skill associated with Li Si in the first round is to restore 30% of the health of the entire army when attacked, that is, the ranged team of the first combat party ignites arrows at the current position and shoots at the area where the second combat party is located, causing 91% damage to the entire army of the second combat party, and the second combat party restores 30% of the health of the entire army when it is shot. Optionally, during the battle, if it is detected that there is an object with a health value reduced to 0% in the first combat party or the second combat party, the object is removed.

[0077] Step S303: adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0078] Step S304: Control the first opponent and the second opponent to perform a second preset number of rounds of fighting, and generate and display a fighting result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0079] As can be seen from the above, the first combatant and the second combatant are controlled to perform a first preset number of rounds of combat, so as to remove the objects included in the first combatant and the second combatant respectively. The combat includes determining the areas where the first combatant and the second combatant are located, and controlling the second designated object in the first combatant or the second combatant to perform an attack event at the current position toward the area where the opposing combatant is located. This solution sets a designated object in the combatant to perform a corresponding attack event, which can make the objects in the combat team work clearly, improve the diversity of combat methods and the game experience of players.

[0080] Figure 6 A flowchart of another game battle control method provided in an embodiment of the present application, which provides a specific process of an optional battle, such as Figure 6 As shown, specifically including:

[0081] Step S401: In response to a battle start instruction, a first battle party and a second battle party with opposing distribution are generated based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects.

[0082] Step S402: Control the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively.

[0083] Step S403: adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0084] Step S404, controlling the first opponent and the second opponent to perform a second preset number of rounds of fighting, wherein the fighting includes determining the area where the first opponent and the second opponent are located, moving a first designated object in the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, and returning to the original position after the attack event is completed.

[0085] Among them, the first designated object can be the object that performs melee attack events in the first opponent and the second opponent. In one embodiment, the current round number is determined, the active attack skills of the first designated object in the current round number and the passive skills of the opposing opponent associated with the main general in the first opponent or the second opponent are determined, and the first designated object in the first opponent or the second opponent is controlled to move to the area where the opposing opponent is located to perform the corresponding active attack skills, and return to the original position after the active attack skills are executed, and the attacked opponent triggers the corresponding passive skills after being attacked by the opposing opponent. Exemplarily, the first designated object is the melee team in the first opponent and the second opponent, and the melee team in the first opponent is such as Figure 3 Object 03 and Object 04 in the second battle party, the melee team in the second battle party is as follows Figure 3 For example, the current attacker is the first opponent, the main general of the first opponent is Zhang San, the active attack skill of the melee team associated with Zhang San in the first round is to attack the enemy's front or rear army 4 times, causing 69% damage each time, the main general of the second opponent is Li Si, and the passive skill associated with Li Si in the first round is to reduce the damage by 14.5% when attacked by the enemy, that is, the melee team of the first opponent moves to the front or rear army area of ​​the opposing opponent to attack 4 times, and causes 69% damage each time, and the object attacked in the second opponent reduces the damage by 14.5%. Optionally, during the battle, if it is detected that there is an object in the first opponent or the second opponent whose health is reduced to 0%, the object is removed.

[0086] Step S405: Generate and display a battle result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0087] As can be seen from the above, the first opponent and the second opponent are controlled to perform a second preset number of rounds of fighting, and the fighting includes determining the area where the first opponent and the second opponent are located, moving the first designated object in the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, and returning to the original position after the attack event is completed. This solution sets a designated object in the opponent to execute a corresponding attack event, which can make the objects in the fighting team work clearly, improve the diversity of the fighting methods and the game experience of the players.

[0088] Figure 7 A flowchart of another game battle control method provided in an embodiment of the present application is provided, which provides a specific process of conducting a fierce battle in an optional battle, which can be understood as a battle round between the two sides, such as Figure 7 As shown, specifically including:

[0089] Step S501: In response to a battle start instruction, a first battle party and a second battle party with opposing distribution are generated based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects.

[0090] Step S502: Control the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively.

[0091] Step S503: adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0092] Step S504, controlling the first opponent and the second opponent to execute a second preset number of rounds of combat, and detecting the current number of rounds, and when the current number of rounds is greater than the preset number of rounds, increasing the combat attribute values ​​of the first opponent and the second opponent, and executing the combat between the first opponent and the second opponent after the combat attribute values ​​are increased.

[0093] Among them, the combat attribute value can be the damage value of the attack skill during the battle. In one embodiment, the first opponent and the second opponent are controlled to perform a battle of the second preset number of rounds. During the battle, the current number of rounds is detected. When the current number of rounds is greater than the preset number of rounds, the combat attribute values ​​of the first opponent and the second opponent are increased by a preset percentage, and the battle between the first opponent and the second opponent after the combat attribute value is increased is performed. If the remaining objects in the first opponent and the second opponent meet the preset conditions, the combat attribute value after the increase of the previous number of rounds is progressively increased by a preset percentage, and so on, until the remaining objects in the first opponent and the second opponent do not meet the preset conditions. An exemplary example can be that the total number of the second preset number of rounds is 7, the preset number of rounds for conditional judgment is 2, and the preset percentage is 10%. For example, when it is detected that during the execution of the second preset number of rounds, the current number of rounds is 3, and it is determined that it is greater than the preset number of rounds, the damage value of the active attack skills of the first and second opponents is increased by 10%, and the remaining objects in the first and second opponents meet the preset conditions, and enter the fourth round. The damage value of the active attack skills of the first and second opponents is increased by another 10% on the basis of the increase in the third round, and so on, until the remaining objects in the first and second opponents do not meet the preset conditions. It should be noted that the specific numerical values ​​and damage increase methods mentioned above are only illustrative examples to explain the game battle control method of the two opponents in this round. Different game scenes and game content can be adaptively adjusted according to the game settings, and the specific gameplay is not the part that this patent wants to protect.

[0094] Step S505: Generate and display a battle result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0095] As can be seen from the above, the first combatant and the second combatant are controlled to perform a battle for a second preset number of rounds, and the current number of rounds is detected. When the current number of rounds is greater than the preset number of rounds, the combat attribute values ​​of the first combatant and the second combatant are increased, and the battle between the first combatant and the second combatant after the combat attribute values ​​are increased is performed. This solution can quickly advance the battle to an end by increasing the combat attribute values ​​of the combatants when the number of rounds is too large, thereby avoiding a long battle time that affects the player's gaming experience.

[0096] Figure 8 A flowchart of another game battle control method provided in an embodiment of the present application is provided, which provides a specific process of conducting a fierce battle in an optional battle, which can be understood as a battle round between the two sides, such as Figure 8 As shown, specifically including:

[0097] Step S601: In response to a battle start instruction, a first opponent and a second opponent with opposite distribution are generated based on a first preset relative distance, wherein the first opponent and the second opponent respectively include a preset number of objects.

[0098] Step S602: Control the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively.

[0099] Step S603: adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance.

[0100] Step S604, controlling the first opponent and the second opponent to fight for a second preset number of rounds, and detecting the current number of rounds. When the current number of rounds is greater than the preset number of rounds, shortening the fighting time of each round, and fighting between the first opponent and the second opponent after the shortened fighting time.

[0101] Among them, the battle duration is used to characterize the time used for a battle round. In one embodiment, the first opponent and the second opponent are controlled to execute the second preset number of rounds of the battle process, the current number of rounds is detected, and when the current number of rounds is greater than the preset number of rounds, the playing speed of the attack animation of the first opponent and the second opponent in the battle interface is accelerated by a preset percentage to shorten the battle duration of each round, and the battle of the first opponent and the second opponent after the shortened battle duration is executed. Among them, if the remaining objects in the first opponent and the second opponent meet the preset conditions, the preset percentage is progressively increased based on the playing speed of the attack animation after the previous round number is accelerated, and so on, until the remaining objects in the first opponent and the second opponent do not meet the preset conditions. An exemplary example can be that the total number of the second preset number of rounds is 7, the preset number of rounds for conditional determination is 2, and the preset percentage is 10%. For example, if it is detected that the current number of rounds is 3, which is greater than the preset number of rounds, the playback speed of the attack animations of the first and second parties in the battle interface will be increased by 10%, and the remaining objects in the first and second parties meet the preset conditions, entering the fourth round, and the playback speed of the attack animations of the first and second parties in the battle interface will be increased by another 10% based on the speed increased in the third round, and so on, until the remaining objects in the first and second parties do not meet the preset conditions.

[0102] Optionally, the first opponent and the second opponent are controlled to execute a battle of a second preset number of rounds. During the battle, the current number of rounds is detected. When the current number of rounds is greater than the preset number of rounds, the combat attribute values ​​of the first opponent and the second opponent are increased, and the battle duration of each round is shortened. The battle between the first opponent and the second opponent after the combat attribute values ​​are increased and the battle duration is shortened is executed. An illustrative example may be that the second preset number of rounds is 7, the preset number of rounds is 2, the preset percentage is 10%, and the current number of rounds is detected to be 3, which is greater than the preset number of rounds, then the damage value of the active attack skills of the first opponent and the second opponent is increased by 10%, and the playback speed of the attack animation of the first opponent and the second opponent in the battle interface is increased by 10%, and the remaining objects of the first opponent and the second opponent meet the preset conditions and enter the fourth round, and the damage value of the active attack skills of the first opponent and the second opponent is increased by another 10% on the basis of the increase in the third round, and the playback speed of the attack animation of the first opponent and the second party in the battle interface is increased by another 10% on the basis of the acceleration in the third round, and so on, until the remaining objects of the first opponent and the second party do not meet the preset conditions.

[0103] Step S605: Generate and display a battle result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0104] As can be seen from the above, the first combatant and the second combatant are controlled to fight for the second preset number of rounds, and the current number of rounds is detected. When the current number of rounds is greater than the preset number of rounds, the battle duration of each round is shortened, and the battle between the first combatant and the second combatant after the shortened battle duration is executed. This solution shortens the battle duration of each round when the number of rounds is too large, which can quickly advance the battle to the end, avoiding the battle time being too long and affecting the player's gaming experience.

[0105] Fig. 9 This is a module structure diagram of a game battle control device provided in an embodiment of the present application. The device is used to execute the game battle control method provided in the above embodiment, and has the corresponding functional modules and beneficial effects of the execution method. Fig. 9 As shown, the device specifically includes:

[0106] A response module 101 is used for generating a first opponent and a second opponent with opposite distribution based on a first preset relative distance in response to a battle start instruction, wherein the first opponent and the second opponent respectively include a preset number of objects;

[0107] A first control module 102, configured to control the first opponent and the second opponent to perform a first preset number of rounds of fighting, so as to remove objects included in the first opponent and the second opponent respectively;

[0108] An adjustment module 103, configured to adjust the relative distance between the first opposing party and the second opposing party to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance;

[0109] A second control module 104, used for controlling the first opponent and the second opponent to fight for a second preset number of rounds;

[0110] The result determination module 105 is used to generate and display a battle result based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0111] It can be seen from the above scheme that in response to the battle start instruction, the first combatant and the second combatant are generated based on the first preset relative distance, and the first combatant and the second combatant respectively include a preset number of objects. The first combatant and the second combatant are controlled to perform a battle of the first preset number of rounds to remove the objects included in the first combatant and the second combatant respectively, and the relative distance between the first combatant and the second combatant is adjusted to the second preset relative distance, the second preset relative distance is smaller than the first preset relative distance, and the first combatant and the second combatant are controlled to perform a battle of the second preset number of rounds, and the battle results are generated and displayed based on the remaining objects included in the first combatant and the second combatant respectively detected. This scheme solves the problem that the control method of the turn-based battle in the existing turn-based battle game is relatively single, resulting in a poor user experience, and improves the diversity of the control method of the turn-based battle and the game experience of the players.

[0112] In a possible embodiment, a detection module is further included, which is specifically used to:

[0113] Respectively detecting whether the remaining objects in the first opponent and the second opponent meet preset conditions;

[0114] The adjustment module 103 is specifically used for:

[0115] If the preset condition is met, adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance;

[0116] The second control module 104 is specifically configured to:

[0117] Controlling the first opponent and the second opponent to fight for a second preset number of rounds;

[0118] The result determination module 105 is specifically used for:

[0119] Generate and display a battle result based on the remaining objects included in the first opponent and the second opponent detected respectively;

[0120] If the preset condition is not met, a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

[0121] In a possible embodiment, the detection module is further used to:

[0122] It is respectively detected whether the remaining objects in the first opponent and the second opponent are greater than a preset value.

[0123] In a possible embodiment, the second control module 104 is further configured to:

[0124] Determine the area where the first opponent and the second opponent are located, move a first designated object in the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, and return to the original position after the attack event is executed.

[0125] In a possible embodiment, the first control module 104 is specifically configured to:

[0126] The areas where the first opponent and the second opponent are located are determined, and a second designated object in the first opponent or the second opponent is controlled to execute an attack event at a current position toward the area where the opposing opponent is located.

[0127] In a possible embodiment, the second control module 104 is further configured to:

[0128] Detect the current round number, and when the current round number is greater than a preset round number, increase the combat attribute values ​​of the first opponent and the second opponent, and execute the combat between the first opponent and the second opponent after the combat attribute values ​​are increased.

[0129] In a possible embodiment, the second control module 104 is further configured to:

[0130] Detect the current round number, and when the current round number is greater than a preset round number, shorten the battle duration of each round, and execute the battle between the first opponent and the second opponent after the shortened battle duration.

[0131] Fig.10 A schematic diagram of the structure of a game battle control device provided in an embodiment of the present application, such as Fig.10 As shown, the device includes a processor 201, a memory 202, an input device 203 and an output device 204; the number of processors 201 in the device can be one or more. Fig.10 A processor 201 is taken as an example; the processor 201, memory 202, input device 203 and output device 204 in the device can be connected by a bus or other means. Fig.10The example of connecting via a bus is taken. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions or modules corresponding to a game battle control method in an embodiment of the present application. The processor 201 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 202, that is, implements the above-mentioned game battle control method. The input device 203 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the device. The output device 204 may include a display device such as a display screen.

[0132] The embodiment of the present application further provides a storage medium containing computer executable instructions, wherein the computer executable instructions are used to execute a game battle control method when executed by a computer processor, the method comprising:

[0133] In response to a battle start instruction, generating a first battle party and a second battle party in opposite distribution based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects;

[0134] Controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively;

[0135] Adjusting the relative distance between the first combatant and the second combatant to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance;

[0136] The first opponent and the second opponent are controlled to perform a battle for a second preset number of rounds, and a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are respectively detected.

[0137] It is worth noting that in the above-mentioned embodiment of the game battle control method system, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the protection scope of the embodiments of the present application.

[0138] Note that the above are only preferred embodiments of the present application and the technical principles used. Those skilled in the art will understand that the present application is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made to the present application without departing from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the appended claims.

Claims

1. A game battle control method, characterized in that: The method comprises: In response to a battle start instruction, generating a first battle party and a second battle party in opposite distribution based on a first preset relative distance, wherein the first battle party and the second battle party respectively include a preset number of objects; Controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting to remove objects included in the first opponent and the second opponent respectively; Adjusting the relative distance between the first combatant and the second combatant to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance; The first opponent and the second opponent are controlled to perform a battle for a second preset number of rounds, and a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are respectively detected.

2. The game battle control method according to claim 1, characterized in that: Before adjusting the relative distance between the first combatant and the second combatant to a second preset relative distance, the method further includes: Respectively detecting whether the remaining objects in the first opponent and the second opponent meet a preset condition, and if the preset condition is met, adjusting the relative distance between the first opponent and the second opponent to a second preset relative distance, controlling the first opponent and the second opponent to fight for a second preset number of rounds, and generating and displaying a battle result based on the remaining objects in the first opponent and the second opponent respectively detected; If the preset condition is not met, a battle result is generated and displayed based on the remaining objects included in the first opponent and the second opponent that are detected respectively.

3. The game battle control method according to claim 2, characterized in that: The respectively detecting whether the remaining objects in the first opponent and the second opponent meet the preset conditions includes: It is respectively detected whether the remaining objects in the first opponent and the second opponent are greater than a preset value.

4. The game battle control method according to any one of claims 1 to 3, characterized in that: The battles include: Determine the area where the first opponent and the second opponent are located, move a first designated object in the first opponent or the second opponent to the area where the opposing opponent is located to execute an attack event, and return to the original position after the attack event is executed.

5. The game battle control method according to any one of claims 1 to 3, characterized in that: The battles include: The areas where the first opponent and the second opponent are located are determined, and a second designated object in the first opponent or the second opponent is controlled to execute an attack event at a current position toward the area where the opposing opponent is located.

6. The game battle control method according to any one of claims 1 to 3, characterized in that: The controlling the first opponent and the second opponent to perform a battle for a second preset number of rounds includes: Detect the current round number, and when the current round number is greater than a preset round number, increase the combat attribute values ​​of the first opponent and the second opponent, and execute the combat between the first opponent and the second opponent after the combat attribute values ​​are increased.

7. The game battle control method according to any one of claims 1 to 3, characterized in that: The controlling the first opponent and the second opponent to perform a battle for a second preset number of rounds includes: Detect the current round number, and when the current round number is greater than a preset round number, shorten the battle duration of each round, and execute the battle between the first opponent and the second opponent after the shortened battle duration.

8. A game battle control device, characterized in that: include: A response module, configured to generate a first opponent and a second opponent in opposite distribution based on a first preset relative distance in response to a battle start instruction, wherein the first opponent and the second opponent respectively include a preset number of objects; A first control module, used for controlling the first opponent and the second opponent to perform a first preset number of rounds of fighting, so as to remove objects included in the first opponent and the second opponent respectively; An adjustment module, configured to adjust the relative distance between the first opposing party and the second opposing party to a second preset relative distance, wherein the second preset relative distance is smaller than the first preset relative distance; A second control module, used for controlling the first opponent and the second opponent to fight for a second preset number of rounds; A result determination module is used to generate and display a battle result based on the remaining objects contained in the first opponent and the second opponent that are detected respectively.

9. A game battle control device, the device comprising: one or more processors; A storage device for storing one or more programs, when the one or more programs are executed by the one or more processors, the one or more processors implement the game battle control method as described in any one of claims 1-7.

10. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the game battle control method according to any one of claims 1 to 7 when executed by a computer processor.