Game interaction method and device, electronic equipment and storage medium
By obtaining and judging the charge preparation parameters of the target camp in the FPS mobile game, and issuing charge commands when triggering the charge event, solving the problem of low success rate caused by blind attack by players on the offensive side, and improving the offensive success rate and player participation.
Patent Information
- Application Number
- CN202510316249.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-17
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2045-03-17
AI Technical Summary
In the FPS mobile game, other players of the offensive side may attack blindly without being prepared for charge, resulting in a low offensive success rate.
By obtaining the charge preparation parameters of the target camp in the current game, we determine whether the game charge event is triggered, and issue a charge command to the virtual character in the charge ready state when the event is triggered, so that it can perform the charge action.
It improves the offensive success rate and improves the player's sense of participation and teamwork.
Smart Images

Figure CN119868956A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium. Background Art
[0002] First-Person Shooter Game Mobile (FPS mobile game) usually allows players to perform shooting operations from a first-person perspective, giving players an immersive gaming experience.
[0003] In FPS mobile games, multiple players are divided into two camps, the attacking side and the defending side, to compete for territory. When the game time is about to end and the attacking side fails to occupy the last stronghold, any player on the attacking side can initiate a charge to enable other players on the attacking side to charge towards the last stronghold together.
[0004] However, this will cause other players on the attacking side to attack blindly without being fully prepared for the charge, resulting in a low success rate for the attack. Summary of the invention
[0005] In view of this, the embodiments of the present application provide a game interaction method, device, electronic device and storage medium to solve the problem that other players on the attacking side blindly attack without being fully prepared for the charge, resulting in a low attack success rate.
[0006] In a first aspect, an embodiment of the present application provides a game interaction method, comprising:
[0007] Acquire charge preparation parameters of a target camp in a current game match, where the charge preparation parameters are used to indicate information of a virtual character in the target camp that is in a charge preparation state;
[0008] Determining whether the current game game triggers a game charge event according to the charge preparation parameter;
[0009] If the game charge event is triggered, a charge instruction is issued to each prepared virtual character in the target camp that is in the charge preparation state, so as to instruct each prepared virtual character to perform a charge action in the current game match.
[0010] In a second aspect, the embodiment of the present application further provides a game interaction device, including:
[0011] An acquisition module, used to acquire charge preparation parameters of a target camp in a current game match, wherein the charge preparation parameters are used to indicate information of a virtual character in the target camp that is in a charge preparation state;
[0012] A processing module, used for determining whether the current game game triggers a game charge event according to the charge preparation parameter;
[0013] The sending module is used to send a charge instruction to each prepared virtual character in the target camp that is in the charge preparation state if the game charge event is triggered, so as to instruct each prepared virtual character to perform a charge action in the current game match.
[0014] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to execute any one of the methods described in the first aspect.
[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the method described in any one of the first aspects is executed.
[0016] The present application provides a game interaction method, device, electronic device and storage medium, wherein the method includes: obtaining the charge preparation parameters of the target camp in the current game match, the charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state, judging whether the current game match triggers a game charge event according to the charge preparation parameters, and if the game charge event is triggered, issuing a charge instruction to each prepared virtual character in the target camp that is in the charge preparation state, so as to instruct each prepared virtual character to perform a charge action in the current game match. Thus, when the game charge event is triggered, each prepared virtual character in the charge preparation state in the target camp performs a charge action, which improves the success rate of the attack, and at the same time enhances the player's sense of participation and teamwork. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 1 ;
[0019] Figure 2 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ;
[0020] Figure 3 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 2 ;
[0021] Figure 4 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ;
[0022] Figure 5 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 3 ;
[0023] Figure 6 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ;
[0024] Figure 7 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 4 ;
[0025] Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 4 ;
[0026] Fig. 9 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 5 ;
[0027] Fig.10 A schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;
[0028] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0029] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0030] In one embodiment of the present application, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run 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.
[0031] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction method are completed on the cloud game server. The role of 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 function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0032] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0033] In a possible implementation, an embodiment of the present invention provides a game interaction method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0034] In response to the problem that when any player on the current attacking side initiates a charge, other players on the attacking side may charge towards the stronghold together, which may cause other players to blindly attack without being fully prepared for the charge, resulting in a low success rate of the attack. The present application provides a game interaction method, which first determines whether the current game game triggers a game charge event based on the charge preparation parameters of the target camp in the current game game, and when the game charge event is triggered, each prepared virtual character in the target camp that is in a charge preparation state executes the charge action, thereby improving the success rate of the attack and at the same time enhancing the player's sense of participation and teamwork.
[0035] Figure 1 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 1 The execution subject of this embodiment may be an electronic device, such as a terminal device or a server.
[0036] This solution can be applied to, for example, first-person shooter mobile games (First-Person Shooter GameMobile, FPS mobile games).
[0037] like Figure 1 As shown, the method may include:
[0038] S101. Obtain the charge preparation parameters of the target camp in the current game.
[0039] Among them, the target camp can be the attacking camp where the attacking party is located. The charge preparation parameters of the target camp in the current game match are used to indicate the virtual character information in the target camp that is in a charge preparation state. The virtual character information in a charge preparation state refers to the information of each prepared virtual character in a charge preparation state. Each prepared virtual character is a virtual character in a charge preparation state in the target camp.
[0040] The information of the virtual characters in the charge preparation state may include: quantity information of each prepared virtual character and / or capability status information of each prepared virtual character.
[0041] The quantity information of each prepared virtual character may include the number of each prepared virtual character, and / or the ratio of the number of each prepared virtual character to the number of all virtual characters in the target camp, that is, the ratio of the number of virtual characters prepared by the attacking party to the number of all virtual characters of the attacking party.
[0042] The ability status information of each prepared virtual character may include the health value and / or skill strength of each prepared virtual character.
[0043] S102. Determine whether the current game game triggers a game charge event according to the charge preparation parameters.
[0044] Get the charge preparation parameters of the target camp in the current game, and determine whether the current game triggers a game charge event based on the charge preparation parameters. The game charge event is used to instruct each prepared virtual character to perform a charge action.
[0045] In some embodiments, if the number of characters of each prepared virtual character reaches a preset number threshold, and / or the ratio of the number of characters of each prepared virtual character to the number of characters of all virtual characters in the target camp reaches a preset number ratio threshold, it is determined that the current game game triggers a game charge event.
[0046] Similarly, if the number of each prepared virtual character does not reach a preset number threshold, and / or the ratio of the number of each prepared virtual character to the number of all virtual characters in the target camp does not reach a preset number ratio threshold, it is determined that the current game match does not trigger a game charge event, wherein the preset number ratio threshold can be, for example, 70%.
[0047] In some embodiments, if the health value of each prepared virtual character exceeds the preset health value, and / or the skill strength possessed exceeds the preset skill strength, it is determined that the current game game triggers a game charge event. Similarly, if the health value of each prepared virtual character does not exceed the preset health value, and / or the skill strength possessed does not exceed the preset skill strength, it is determined that the current game game does not trigger a game charge event.
[0048] S103: If a game charge event is triggered, a charge instruction is issued to each prepared virtual character in a charge preparation state in the target camp to instruct each prepared virtual character to perform a charge action in the current game match.
[0049] If the current game game triggers a game charge event, a charge instruction is issued to each prepared virtual character in the target camp that is in a charging state. The charge instruction is used to instruct each prepared virtual character to perform a charge action in the current game game. The charge action is an action performed by the player to control each prepared virtual character, such as sprinting and releasing skills, etc. The specific action can be determined according to the specific operation of the player, and this embodiment does not specifically limit this.
[0050] In some embodiments, issuing a charge command to each prepared virtual character in a charge state in the target camp refers to sending a charge command to a device corresponding to each prepared virtual character, wherein the device corresponding to each prepared virtual character is a terminal device for controlling each prepared virtual character, and the player can control each prepared virtual character to perform a charge action in the current game through the corresponding terminal device, wherein each prepared virtual character is a controlled virtual character of the corresponding terminal device.
[0051] It is understandable that the server may issue a charge command to each virtual character in the target camp that is in a charge preparation state, or the terminal device may issue a charge command to each virtual character in a charge preparation state through the server.
[0052] In this embodiment, based on the charge preparation parameters of the target camp in the current game match, it is determined whether the current game match triggers a game charge event. When the game charge event is triggered, each prepared virtual character in the target camp that is in a charge preparation state executes a charge action, thereby improving the success rate of the attack and enhancing the player's sense of participation and teamwork.
[0053] In an optional implementation, the above step S103, issuing a charge instruction to each virtual character in the target camp that is in a charge preparation state, may include:
[0054] Send a charge display instruction to the device corresponding to each prepared virtual character, so that the device corresponding to each prepared virtual character displays charge status information, and the charge status information at least includes: the number information of each surviving prepared virtual character and / or charge instruction information.
[0055] The charge display instruction is used to instruct the devices corresponding to each prepared virtual character to display the charge status information, and the charge display instruction is sent to the devices corresponding to each prepared virtual character to display the charge status information on the devices corresponding to each prepared virtual character.
[0056] Among them, the charge status information at least includes: the number information of surviving prepared virtual characters and / or charge instruction information, the number information of surviving prepared virtual characters refers to the number of surviving prepared virtual characters among each prepared virtual character, for example, it can be "10", 10 is the number of surviving prepared virtual characters in the target camp, and / or, the ratio of the number of surviving prepared virtual characters to the number of all virtual characters in the target camp, that is, the ratio of the number of surviving prepared virtual characters of the attacking side to the number of all virtual characters of the attacking side.
[0057] The charge instruction information is used to instruct the target camp to charge and attack, for example, it can be "assembly completed, charge launched", so that the players corresponding to each prepared virtual character can know that they are currently in the charge and attack stage, and can control each prepared virtual character to perform the charge action, thereby enhancing the player's sense of participation and team cooperation.
[0058] It is worth noting that a graphical user interface is displayed on a device corresponding to each prepared virtual character, and the graphical user interface at least displays a portion of the game scene and the corresponding controlled virtual character.
[0059] Figure 2 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ,like Figure 2 As shown, when the number of characters of each prepared virtual character and the number of characters of all virtual characters in the target camp reach 70% (that is, the prepared number of people reaches 70% and starts to charge), the current game triggers a game charge event, and a charge display instruction is sent to the device corresponding to each prepared virtual character, so that the number of prepared virtual characters surviving in the target camp is displayed on the device corresponding to each prepared virtual character as 10, "Assembly is complete, charge is initiated", and "The number of prepared people reaches 70%".
[0060] In an optional implementation, the above step S103, issuing a charge instruction to each virtual character in the target camp that is in a charge preparation state, may include:
[0061] Send a charge play instruction to each device corresponding to the prepared virtual character, so that each device corresponding to the prepared virtual character plays the charge audio.
[0062] The charge play instruction is used to instruct the device corresponding to each prepared virtual character to play the charge audio, which can be a preset charge instruction audio. In this way, when the players corresponding to each prepared virtual character hear the charge audio, the players corresponding to each prepared virtual character can know that they are currently in the charge attack phase and can control each prepared virtual character to perform the charge action, thereby enhancing the player's sense of participation and teamwork.
[0063] Figure 3 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 2 ,like Figure 3 As shown, in an optional implementation, before the above step S101, obtaining the charge preparation parameters of the target camp in the current game, the method may further include:
[0064] S201, obtaining the battle status parameters of the current game.
[0065] The battle status parameter of the current game is used to indicate the battle status of each camp in the current game. The current game includes two camps, one is the target camp (offensive camp) where the attacker is located, and the other is the defensive camp where the defender is located.
[0066] In an optional implementation, the battle status parameters include at least one of: the number of surviving virtual characters of each camp, the remaining number of resurrections of each camp, and the remaining duration of the current game.
[0067] The number of surviving virtual characters in each camp is the number of surviving virtual characters in each camp. In the game settings, each camp has a certain number of resurrections, for example, 600 resurrections, and the remaining number of resurrections is the remaining number of resurrections for each camp. The battlefield duration is also set in the game settings, that is, the duration of the current game, for example 1200 seconds, and the remaining duration of the current game is the remaining battlefield duration.
[0068] S202: Determine whether the current game game triggers a game charge preparation event based on the battle status parameters.
[0069] Among them, the game charge preparation event is used to indicate that the current game is about to end.
[0070] In some embodiments, if the battle status parameters satisfy at least one of the following conditions: the number of surviving virtual characters in the target camp does not exceed the number of surviving virtual characters in the enemy camp, the remaining number of resurrections of the target camp does not exceed the preset remaining number, the remaining number of resurrections of the enemy camp reaches the preset remaining number, and the remaining time of the current game game reaches the preset time, then it is determined that the current game game triggers a game charge preparation event.
[0071] Among them, the preset number of resurrections is, for example, 100 times, and the preset remaining time is, for example, 120 seconds. That is to say, as long as one of the conditions of the remaining number of resurrections being 100 times and the remaining time being 120 seconds is met, it is determined that the current game is about to end, and the current game is determined to trigger the game charge preparation event.
[0072] S203. If a game charge preparation event is triggered, a charge preparation instruction is issued to each surviving virtual character in the target camp to instruct and control each surviving virtual character to enter a charge preparation state in the current game match.
[0073] If the current game game triggers a game charge preparation event, a charge preparation instruction is issued to each surviving virtual character in the target camp, and the charge preparation instruction is used to instruct and control each surviving virtual character to enter a charge preparation state in the current game game.
[0074] In some embodiments, issuing a charge preparation instruction to each surviving virtual character in the target camp refers to sending a charge preparation instruction to a device corresponding to each surviving virtual character, wherein the device corresponding to each surviving virtual character is a terminal device for controlling each surviving virtual character, and the player can control the corresponding surviving virtual character to enter a charge preparation state in the current game through the corresponding terminal device.
[0075] It is understandable that the server may send a charge preparation instruction to each surviving virtual character, or the terminal device may send a charge preparation instruction to each surviving virtual character through the server.
[0076] In this embodiment, according to the battle state parameter, it is determined whether the current game game triggers the game charge preparation event, and when the game charge preparation event is triggered, each surviving virtual character in the target camp is controlled to enter the charge preparation state in the current game game. Thus, the player can control the corresponding surviving virtual character to enter the charge preparation state, which improves the player's sense of participation and teamwork.
[0077] In an optional implementation, the above step S203, issuing a charge preparation instruction to each surviving virtual character in the target camp, may include:
[0078] Sending a charge preparation display instruction to the device corresponding to each surviving virtual character so that the device corresponding to each surviving virtual character displays charge preparation status information, the charge preparation status information at least includes: charge preparation control and / or charge preparation indication information, or,
[0079] Send a charge preparation playback instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character plays the charge preparation audio.
[0080] Among them, the charge preparation display instruction is used to instruct the device corresponding to each surviving virtual character to display the charge preparation status information.
[0081] The charge preparation status information includes at least: a charge preparation control and / or a charge preparation indication information. The charge preparation indication information may be, for example, “final stage, charge assembly”.
[0082] The charge preparation play instruction is used to instruct the device corresponding to each surviving virtual character to play the charge preparation audio. In this way, by displaying the charge preparation state information or playing the charge preparation audio on the device corresponding to the surviving virtual character, the player can be reminded that the surviving virtual character can be controlled to enter the charge preparation state.
[0083] In an optional implementation, before the above step S203, controlling the controlled virtual character to enter the charge preparation state, the method may further include:
[0084] In response to the charge preparation triggering operation for each surviving virtual character, each surviving virtual character is controlled to enter a charge preparation state.
[0085] The player inputs a charge preparation trigger operation for each surviving virtual character through the device corresponding to each surviving virtual character, and controls each surviving virtual character to enter a charge preparation state.
[0086] In an optional implementation, before controlling each surviving virtual character to enter the charge preparation state, the method may further include:
[0087] In response to the movement operation for each surviving virtual character, each surviving virtual character is controlled to enter a preset map area corresponding to the target camp.
[0088] The movement operation for each surviving virtual character may be a trigger operation for a virtual joystick.
[0089] Before controlling each surviving virtual character to enter the charge preparation state, you can also respond to the movement operation of each surviving virtual character and control each surviving virtual character to enter the preset map area corresponding to the target camp. That is to say, when each surviving virtual character enters the preset map area and the player clicks the charge preparation control, each surviving virtual character is controlled to enter the charge preparation state.
[0090] In some embodiments, the player can trigger the charge preparation control only when each surviving virtual character is in the preset map area. That is to say, when each surviving virtual character is outside the preset map area, the charge preparation control cannot respond to the player's trigger operation.
[0091] The charge preparation trigger operation for each surviving virtual character may be: a trigger operation for the charge preparation control, which may be, for example, any one of a click operation, a double-click operation, a long press operation, and a short press operation, and this embodiment does not specifically limit this.
[0092] In this embodiment, by controlling the surviving virtual characters that are charging to be in the same map area, the success rate of the attack is further improved, while the players' sense of participation and teamwork are enhanced.
[0093] Figure 4 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ,like Figure 4 As shown, when the game charge preparation event is triggered in the current game match, the charge preparation control ("Prepare" control) and "Final Stage, Charge Assembly" are displayed on the device corresponding to the surviving virtual character. The player moves the surviving virtual character to the preset map area and clicks the "Prepare" control to control the surviving virtual character to enter the charge preparation state.
[0094] In an optional embodiment, the method may further include:
[0095] In response to the charge preparation cancellation operation for each surviving virtual character, each surviving virtual character is controlled to exit the charge preparation state.
[0096] When each surviving virtual character is in a charge preparation state, the player can also input a charge preparation cancel operation for each surviving virtual character through the corresponding device, respond to the charge preparation cancel operation, and control each surviving virtual character to exit the charge preparation state, thereby realizing flexible switching of the state of each surviving virtual character.
[0097] The charge preparation cancellation operation for each surviving virtual character includes: each surviving virtual character leaves a preset map area corresponding to the target camp.
[0098] Each surviving virtual character is controlled to leave the preset map area corresponding to the target camp, and each surviving virtual character exits the charge preparation state, thereby realizing flexible switching of the state of each surviving virtual character by changing the position of each surviving virtual character.
[0099] Figure 5 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 3 ,like Figure 5 As shown, in an optional implementation, after the above step S203, issuing a charge preparation instruction to each surviving virtual character in the target camp, the method may further include:
[0100] S301. Obtain the number of virtual characters in the target camp that are ready to charge.
[0101] S302: According to the number of virtual characters, control the device corresponding to each surviving virtual character to display ready status information.
[0102] A charge preparation instruction is issued to each surviving virtual character in the target camp to instruct and control each surviving virtual character to enter the charge preparation state in the current game match, and then the number of virtual characters entering the charge preparation state in the target camp is obtained, wherein the number of virtual characters is the number of virtual characters entering the charge preparation state among the surviving virtual characters in the target camp.
[0103] Then, according to the number of virtual characters, the device corresponding to each surviving virtual character is controlled to display prepared status information, wherein the prepared status information includes at least one of: the number of virtual characters, prepared indication information, and the proportion of the number of virtual characters in the target camp.
[0104] The prepared indication information is, for example, “prepared”, and the ratio of the number of virtual characters in the target camp is the ratio of the number of virtual characters entering the charge preparation state to the number of all virtual characters in the target camp.
[0105] Figure 6 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ,like Figure 6 As shown, the device corresponding to each surviving virtual character controls displays "Ready", 26 / 30, 26 represents the number of virtual characters entering the charge preparation state, and 30 represents the number of all virtual characters in the target camp.
[0106] In an optional embodiment, the method may further include:
[0107] In response to each surviving virtual character entering the charge preparation state, adjust the display style of each surviving virtual character in the game thumbnail map.
[0108] Among them, the device corresponding to each surviving virtual character displays a game thumbnail map. In response to each surviving virtual character entering a charge preparation state, the display style of each surviving virtual character in the game thumbnail map can be adjusted, such as changing the display color of the display icon of each surviving virtual character in the game thumbnail map, highlighting the display icon of each surviving virtual character in the game thumbnail map, surrounding the display icon of each surviving virtual character in the game thumbnail map, etc.
[0109] See also Figure 6 After the surviving virtual character enters the charge preparation state, the display icon of the surviving virtual character turns solid black on the game thumbnail map.
[0110] In this embodiment, when each surviving virtual character enters the charge preparation state, the display style of each surviving virtual character in the game thumbnail map is adjusted, so that the player can know the status and assembly distribution of each surviving virtual character.
[0111] In an optional embodiment, the method may further include:
[0112] In response to each surviving virtual character entering a charge preparation state, the devices corresponding to each surviving virtual character are controlled to display a first assembly special effect for each surviving virtual character.
[0113] The first assembly special effect can be a character assembly special effect pointing to the target stronghold, and the target stronghold is the charge point corresponding to the game charge event, such as the last stronghold, that is, each prepared virtual character performs a charge action towards the target stronghold in the current game. The first assembly special effect may include static and / or dynamic special effects, so that the players corresponding to the defensive camp can further feel that a concentrated attack has been formed in the current game, effectively organize the gathering to sprint to the stronghold in one go, and enhance the player's sense of participation and team cooperation.
[0114] In an optional embodiment, the method may further include:
[0115] In response to each surviving virtual character entering a charge preparation state, rally information for each surviving virtual character is sent to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display a second rally special effect for each surviving virtual character.
[0116] In response to each surviving virtual character entering a charge preparation state, assembly information of each surviving virtual character is sent to the devices corresponding to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display a second assembly special effect for each surviving virtual character. The second assembly special effect may include static and / or dynamic special effects, so that the corresponding players in the enemy camp can feel the assembly state of the target camp, so as to adopt corresponding combat strategies, thereby enhancing the fun of the game.
[0117] The second rally special effect may be a character rally special effect pointing from the target stronghold, the direction pointed from the target stronghold being opposite to the direction pointing to the target stronghold, presenting to the corresponding players of the enemy camp an effect of the surviving virtual characters of the defense camp rushing into the target stronghold from all directions. Of course, the prepared indication information may also be displayed on the virtual character devices of the enemy camp.
[0118] Figure 7 Schematic diagram of the process of the game interaction method provided in the embodiment of the present application Figure 4 ,like Figure 7 As shown, in an optional implementation, controlling the devices corresponding to the surviving virtual characters to display the first gathering special effects for the surviving virtual characters may include:
[0119] S401. Divide each surviving virtual character into regions according to position information of each surviving virtual character in the current game match to obtain divided regions.
[0120] S402, controlling the device display corresponding to each surviving virtual character to respectively display the regional assembly special effects corresponding to each divided area.
[0121] The position information of each surviving virtual character in the current game is obtained, and each surviving virtual character is divided into regions to obtain each divided region, and for each divided region, the device corresponding to each surviving virtual character is controlled to display the corresponding regional assembly special effect, wherein the first assembly special effect includes: regional assembly special effect, which is used to indicate the surviving virtual characters in the divided region and the pointing direction from the divided region to the target base.
[0122] In some embodiments, the regional assembly special effects can, for example, divide the area into pentagons pointing to the target stronghold. The pentagons are of fixed size, facing the target stronghold, and can be seen through the wall, giving players a feeling of rushing into the target stronghold from all directions. Each regional assembly special effect can be a highlighted special effect.
[0123] In some embodiments, a nine-square grid method is used to divide the graphical user interface into a 3x3 grid, the position of the controlled virtual character is set as the center grid, and the states of the surrounding eight grids are synchronized. If more than or equal to a preset number of surviving virtual characters are in the same nine-square grid, it can be regarded as a cluster. That is, if more than or equal to a preset number of surviving virtual characters are in the same grid, it is determined that more than or equal to a preset number of surviving virtual characters are in a divided area. The preset number can be 3, for example.
[0124] In an optional embodiment, the method may further include:
[0125] Controls the display of regional assembly marks of surviving virtual characters in each divided area on the game thumbnail map.
[0126] After the surviving virtual characters are divided into regions, the regional assembly marks of the surviving virtual characters in each divided region can be displayed in the game thumbnail map, wherein the regional assembly mark is used to select the surviving virtual characters in the divided region in the game thumbnail map and point the direction from the divided region to the target base. The regional assembly mark can be a pentagon.
[0127] Figure 8 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 4 ,like Figure 8 As shown in the figure, there are two divided areas, and the special effects of each area will select the surviving virtual characters in the corresponding divided area, and point the divided area to the target base. In the figure, due to display problems, some regional assembly special effects are not fully displayed, but in the game thumbnail map, you can see the effect of the surviving virtual characters in each divided area rushing into the target base from all directions.
[0128] In some embodiments, for the devices corresponding to the virtual characters of the enemy camp, another regional assembly special effect can also be displayed on the devices corresponding to the virtual characters of the enemy camp, and the other regional assembly special effect is used to indicate the surviving virtual characters in the divided area and the direction from the target base to the divided area. For the regional division rules, please refer to the above related description.
[0129] In addition, on the devices corresponding to the virtual characters in the enemy camp, another area assembly mark of the surviving virtual characters in each divided area can be displayed in the game thumbnail map, wherein the another area assembly mark is used to frame the surviving virtual characters in the divided area and point the target base to the direction of the divided area. The another area assembly mark can be, for example, a pentagon.
[0130] Fig. 9 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 5 ,like Fig. 9As shown in the figure, there are two divided areas, and the special effects of each area will select the surviving virtual characters in the corresponding divided area, and point to the divided area from the target base. In the figure, due to display problems, some regional assembly special effects are not fully displayed, but the corresponding players of the enemy camp can see the effect of the surviving virtual characters in each divided area rushing into the target base from all directions in the game thumbnail map.
[0131] Fig.10 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application, which can be integrated into an electronic device.
[0132] like Fig.10 As shown, the device may include:
[0133] An acquisition module 501 is used to acquire a charge preparation parameter of a target camp in a current game match, where the charge preparation parameter is used to indicate information of a virtual character in a charge preparation state in the target camp;
[0134] Processing module 502, used to determine whether the current game game triggers a game charge event according to the charge preparation parameter;
[0135] The sending module 503 is used to send a charge instruction to each prepared virtual character in the target camp that is in a charge preparation state if a game charge event is triggered, so as to instruct each prepared virtual character to perform a charge action in the current game match.
[0136] In an optional implementation, the charge preparation parameters include: quantity information of each prepared virtual character and / or capability status information of each prepared virtual character.
[0137] In an optional implementation manner, the sending module 503 is specifically configured to:
[0138] Send a charge display instruction to the device corresponding to each prepared virtual character, so that the device corresponding to each prepared virtual character displays charge status information, and the charge status information at least includes: the number information of surviving prepared virtual characters and / or charge indication information.
[0139] In an optional implementation manner, the sending module 503 is specifically configured to:
[0140] Send a charge play instruction to each device corresponding to the prepared virtual character, so that each device corresponding to the prepared virtual character plays the charge audio.
[0141] In an optional implementation, the acquisition module 501 is further configured to:
[0142] Get the battle status parameters of the current game;
[0143] The processing module 502 is further used to determine whether the current game game triggers a game charge preparation event according to the battle status parameter;
[0144] The sending module 503 is also used to send a charge preparation instruction to each surviving virtual character in the target camp if a game charge preparation event is triggered, so as to instruct and control each surviving virtual character to enter a charge preparation state in the current game match.
[0145] In an optional implementation, the battle status parameters include at least one of: the number of surviving virtual characters of each camp, the remaining number of resurrections of each camp, and the remaining duration of the current game.
[0146] In an optional implementation manner, the sending module 503 is specifically configured to:
[0147] Sending a charge preparation display instruction to the device corresponding to each surviving virtual character so that the device corresponding to each surviving virtual character displays charge preparation status information, the charge preparation status information at least includes: charge preparation control and / or charge preparation indication information, or,
[0148] Send a charge preparation playback instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character plays the charge preparation audio.
[0149] In an optional implementation, the processing module 502 is further configured to:
[0150] In response to the charge preparation triggering operation for each surviving virtual character, each surviving virtual character is controlled to enter a charge preparation state.
[0151] In an optional implementation, the processing module 502 is further configured to:
[0152] In response to the movement operation for each surviving virtual character, each surviving virtual character is controlled to enter a preset map area corresponding to the target camp.
[0153] In an optional implementation, the acquisition module 501 is further configured to:
[0154] Get the number of virtual characters in the target camp that are ready to charge;
[0155] According to the number of virtual characters, the device corresponding to each surviving virtual character is controlled to display prepared status information, and the prepared status information includes at least one of: the number of virtual characters, prepared indication information, and the proportion of the number of virtual characters in the target camp.
[0156] In an optional implementation, the processing module 502 is further configured to:
[0157] In response to the charge preparation cancellation operation for each surviving virtual character, each surviving virtual character is controlled to exit the charge preparation state.
[0158] In an optional implementation, the charge preparation cancellation operation for each surviving virtual character includes: each surviving virtual character leaves a preset map area corresponding to the target camp.
[0159] In an optional implementation, the processing module 502 is further configured to:
[0160] In response to each surviving virtual character entering a charge preparation state, the devices corresponding to each surviving virtual character are controlled to display a first assembly special effect for each surviving virtual character.
[0161] In an optional implementation, the processing module 502 is specifically configured to:
[0162] According to the position information of each surviving virtual character in the current game, each surviving virtual character is divided into regions to obtain each divided region;
[0163] The devices corresponding to each surviving virtual character are controlled to respectively display the regional assembly special effects corresponding to each divided area, and the first assembly special effect includes: regional assembly special effects.
[0164] In an optional implementation manner, the sending module 503 is further configured to:
[0165] In response to each surviving virtual character entering a charge preparation state, rally information for each surviving virtual character is sent to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display a second rally special effect for each surviving virtual character.
[0166] In an optional implementation, the processing module 502 is further configured to:
[0167] In response to each surviving virtual character entering the charge preparation state, adjust the display style of each surviving virtual character in the game thumbnail map.
[0168] In an optional implementation, the processing module 502 is further configured to:
[0169] Controls the display of regional assembly marks of surviving virtual characters in each divided area on the game thumbnail map.
[0170] In this embodiment, the acquisition module is used to acquire the charge preparation parameters of the target camp in the current game match, and the charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state. The processing module is used to determine whether the current game match triggers a game charge event according to the charge preparation parameters. The sending module is used to send a charge instruction to each prepared virtual character in the charge preparation state in the target camp if the game charge event is triggered, so as to instruct each prepared virtual character to perform a charge action in the current game match. Therefore, when the game charge event is triggered, each prepared virtual character in the charge preparation state in the target camp performs a charge action, which improves the success rate of the attack and enhances the player's sense of participation and teamwork.
[0171] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application, such as Fig.11 As shown, the device may include: a processor 601, a memory 602 and a bus 603, the memory 602 stores machine-readable instructions executable by the processor 601, when the electronic device is running, the processor 601 communicates with the memory 602 through the bus 603, and the processor 601 executes the machine-readable instructions to perform the following steps:
[0172] Obtain the charge preparation parameters of the target camp in the current game match, where the charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state;
[0173] Determine whether the current game triggers a game charge event based on the charge preparation parameters;
[0174] If a game charge event is triggered, a charge instruction is issued to each prepared virtual character in the target camp that is in a charge preparation state, so as to instruct each prepared virtual character to perform a charge action in the current game match.
[0175] In an optional implementation, the charge preparation parameters include: quantity information of each prepared virtual character and / or capability status information of each prepared virtual character.
[0176] In an optional implementation, issuing a charge instruction to each virtual character in a charge preparation state in the target camp includes:
[0177] Send a charge display instruction to the device corresponding to each prepared virtual character, so that the device corresponding to each prepared virtual character displays charge status information, and the charge status information at least includes: the number information of surviving prepared virtual characters and / or charge indication information.
[0178] In an optional implementation, issuing a charge instruction to each virtual character in a charge preparation state in the target camp includes:
[0179] Send a charge play instruction to each device corresponding to the prepared virtual character, so that each device corresponding to the prepared virtual character plays the charge audio.
[0180] In an optional implementation, before obtaining the charge preparation parameters of the target camp in the current game, the method further includes:
[0181] Get the battle status parameters of the current game;
[0182] According to the battle status parameters, determine whether the current game game triggers the game charge preparation event;
[0183] If the game charge preparation event is triggered, a charge preparation instruction is issued to each surviving virtual character in the target camp to instruct and control each surviving virtual character to enter the charge preparation state in the current game match.
[0184] In an optional implementation, the battle status parameters include at least one of: the number of surviving virtual characters of each camp, the remaining number of resurrections of each camp, and the remaining duration of the current game.
[0185] In an optional implementation, issuing a charge preparation instruction to each surviving virtual character in the target camp includes:
[0186] Sending a charge preparation display instruction to the device corresponding to each surviving virtual character so that the device corresponding to each surviving virtual character displays charge preparation status information, the charge preparation status information at least includes: charge preparation control and / or charge preparation indication information, or,
[0187] Send a charge preparation playback instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character plays the charge preparation audio.
[0188] In an optional implementation, after issuing a charge preparation instruction to each surviving virtual character in the target camp, the method further includes:
[0189] In response to the charge preparation triggering operation for each surviving virtual character, each surviving virtual character is controlled to enter a charge preparation state.
[0190] In an optional implementation, before controlling each surviving virtual character to enter the charge preparation state, the method further includes:
[0191] In response to the movement operation for each surviving virtual character, each surviving virtual character is controlled to enter a preset map area corresponding to the target camp.
[0192] In an optional implementation, after issuing a charge preparation instruction to each surviving virtual character in the target camp, the method further includes:
[0193] Get the number of virtual characters in the target camp that are ready to charge;
[0194] According to the number of virtual characters, the device corresponding to each surviving virtual character is controlled to display prepared status information, and the prepared status information includes at least one of: the number of virtual characters, prepared indication information, and the proportion of the number of virtual characters in the target camp.
[0195] In an optional embodiment, the method further comprises:
[0196] In response to the charge preparation cancellation operation for each surviving virtual character, each surviving virtual character is controlled to exit the charge preparation state.
[0197] In an optional implementation, the charge preparation cancellation operation for each surviving virtual character includes: each surviving virtual character leaves a preset map area corresponding to the target camp.
[0198] In an optional embodiment, the method further comprises:
[0199] In response to each surviving virtual character entering a charge preparation state, the devices corresponding to each surviving virtual character are controlled to display a first assembly special effect for each surviving virtual character.
[0200] In an optional implementation, controlling the devices corresponding to the surviving virtual characters to display the first gathering special effects for the surviving virtual characters includes:
[0201] According to the position information of each surviving virtual character in the current game, each surviving virtual character is divided into regions to obtain each divided region;
[0202] The devices corresponding to each surviving virtual character are controlled to respectively display the regional assembly special effects corresponding to each divided area, and the first assembly special effect includes: regional assembly special effects.
[0203] In an optional embodiment, the method further comprises:
[0204] In response to each surviving virtual character entering a charge preparation state, rally information for each surviving virtual character is sent to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display a second rally special effect for each surviving virtual character.
[0205] In an optional embodiment, the method further comprises:
[0206] In response to each surviving virtual character entering the charge preparation state, adjust the display style of each surviving virtual character in the game thumbnail map.
[0207] In an optional embodiment, the method further comprises:
[0208] Controls the display of regional assembly marks of surviving virtual characters in each divided area on the game thumbnail map.
[0209] In this embodiment, the processor executes machine-readable instructions to obtain the charge preparation parameters of the target camp in the current game match. The charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state. According to the charge preparation parameters, it is determined whether the current game match triggers a game charge event. If the game charge event is triggered, a charge instruction is issued to each prepared virtual character in the charge preparation state in the target camp to instruct each prepared virtual character to perform a charge action in the current game match. Therefore, when the game charge event is triggered, each prepared virtual character in the charge preparation state in the target camp performs a charge action, which improves the success rate of the attack and enhances the player's sense of participation and teamwork.
[0210] The embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and the computer program is executed by a processor to perform the following steps:
[0211] Obtain the charge preparation parameters of the target camp in the current game match, where the charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state;
[0212] Determine whether the current game triggers a game charge event based on the charge preparation parameters;
[0213] If a game charge event is triggered, a charge instruction is issued to each prepared virtual character in the target camp that is in a charge preparation state, so as to instruct each prepared virtual character to perform a charge action in the current game match.
[0214] In an optional implementation, the charge preparation parameters include: quantity information of each prepared virtual character and / or capability status information of each prepared virtual character.
[0215] In an optional implementation, issuing a charge instruction to each virtual character in a charge preparation state in the target camp includes:
[0216] Send a charge display instruction to the device corresponding to each prepared virtual character, so that the device corresponding to each prepared virtual character displays charge status information, and the charge status information at least includes: the number information of surviving prepared virtual characters and / or charge indication information.
[0217] In an optional implementation, issuing a charge instruction to each virtual character in a charge preparation state in the target camp includes:
[0218] Send a charge play instruction to each device corresponding to the prepared virtual character, so that each device corresponding to the prepared virtual character plays the charge audio.
[0219] In an optional implementation, before obtaining the charge preparation parameters of the target camp in the current game, the method further includes:
[0220] Get the battle status parameters of the current game;
[0221] According to the battle status parameters, determine whether the current game game triggers the game charge preparation event;
[0222] If the game charge preparation event is triggered, a charge preparation instruction is issued to each surviving virtual character in the target camp to instruct and control each surviving virtual character to enter the charge preparation state in the current game match.
[0223] In an optional implementation, the battle status parameters include at least one of: the number of surviving virtual characters of each camp, the remaining number of resurrections of each camp, and the remaining duration of the current game.
[0224] In an optional implementation, issuing a charge preparation instruction to each surviving virtual character in the target camp includes:
[0225] Sending a charge preparation display instruction to the device corresponding to each surviving virtual character so that the device corresponding to each surviving virtual character displays charge preparation status information, the charge preparation status information at least includes: charge preparation control and / or charge preparation indication information, or,
[0226] Send a charge preparation playback instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character plays the charge preparation audio.
[0227] In an optional implementation, after issuing a charge preparation instruction to each surviving virtual character in the target camp, the method further includes:
[0228] In response to the charge preparation triggering operation for each surviving virtual character, each surviving virtual character is controlled to enter a charge preparation state.
[0229] In an optional implementation, before controlling each surviving virtual character to enter the charge preparation state, the method further includes:
[0230] In response to the movement operation for each surviving virtual character, each surviving virtual character is controlled to enter a preset map area corresponding to the target camp.
[0231] In an optional implementation, after issuing a charge preparation instruction to each surviving virtual character in the target camp, the method further includes:
[0232] Get the number of virtual characters in the target camp that are ready to charge;
[0233] According to the number of virtual characters, the device corresponding to each surviving virtual character is controlled to display prepared status information, and the prepared status information includes at least one of: the number of virtual characters, prepared indication information, and the proportion of the number of virtual characters in the target camp.
[0234] In an optional embodiment, the method further comprises:
[0235] In response to the charge preparation cancellation operation for each surviving virtual character, each surviving virtual character is controlled to exit the charge preparation state.
[0236] In an optional implementation, the charge preparation cancellation operation for each surviving virtual character includes: each surviving virtual character leaves a preset map area corresponding to the target camp.
[0237] In an optional embodiment, the method further comprises:
[0238] In response to each surviving virtual character entering a charge preparation state, the devices corresponding to each surviving virtual character are controlled to display a first assembly special effect for each surviving virtual character.
[0239] In an optional implementation, controlling the devices corresponding to the surviving virtual characters to display the first gathering special effects for the surviving virtual characters includes:
[0240] According to the position information of each surviving virtual character in the current game, each surviving virtual character is divided into regions to obtain each divided region;
[0241] The devices corresponding to each surviving virtual character are controlled to respectively display the regional assembly special effects corresponding to each divided area, and the first assembly special effect includes: regional assembly special effects.
[0242] In an optional embodiment, the method further comprises:
[0243] In response to each surviving virtual character entering a charge preparation state, rally information for each surviving virtual character is sent to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display a second rally special effect for each surviving virtual character.
[0244] In an optional embodiment, the method further comprises:
[0245] In response to each surviving virtual character entering the charge preparation state, adjust the display style of each surviving virtual character in the game thumbnail map.
[0246] In an optional embodiment, the method further comprises:
[0247] Controls the display of regional assembly marks of surviving virtual characters in each divided area on the game thumbnail map.
[0248] In this embodiment, the computer program is executed by the processor to obtain the charge preparation parameters of the target camp in the current game match. The charge preparation parameters are used to indicate the information of the virtual characters in the target camp that are in the charge preparation state. According to the charge preparation parameters, it is determined whether the current game match triggers a game charge event. If the game charge event is triggered, a charge instruction is issued to each prepared virtual character in the charge preparation state in the target camp to instruct each prepared virtual character to perform a charge action in the current game match. Therefore, when the game charge event is triggered, each prepared virtual character in the charge preparation state in the target camp performs a charge action, which improves the success rate of the attack and enhances the player's sense of participation and teamwork.
[0249] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.
[0250] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.
[0251] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0252] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0253] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0254] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0255] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A game interaction method, characterized in that: include: Acquire charge preparation parameters of a target camp in a current game match, where the charge preparation parameters are used to indicate information of a virtual character in the target camp that is in a charge preparation state; Determining whether the current game game triggers a game charge event according to the charge preparation parameter; If the game charge event is triggered, a charge instruction is issued to each prepared virtual character in the target camp that is in the charge preparation state, so as to instruct each prepared virtual character to perform a charge action in the current game match.
2. The method according to claim 1, characterized in that The charge preparation parameters include: quantity information of each prepared virtual character and / or capability status information of each prepared virtual character.
3. The method according to claim 1 or 2, characterized in that: The issuing of a charge instruction to each virtual character in the target camp that is in the charge preparation state includes: Sending a charge display instruction to the device corresponding to each prepared virtual character so that the device corresponding to each prepared virtual character displays charge status information, wherein the charge status information at least includes: quantity information of surviving prepared virtual characters and / or charge indication information.
4. The method according to claim 1 or 2, characterized in that: The issuing of a charge instruction to each virtual character in the target camp that is in the charge preparation state includes: Send a charge play instruction to the devices corresponding to the prepared virtual characters, so that the devices corresponding to the prepared virtual characters play the charge audio.
5. The method according to claim 1, characterized in that Before obtaining the charge preparation parameters of the target camp in the current game, the method further includes: Obtaining battle status parameters of the current game; According to the battle status parameter, determining whether the current game game triggers a game charge preparation event; If the game charge preparation event is triggered, a charge preparation instruction is issued to each surviving virtual character in the target camp to instruct and control each surviving virtual character to enter a charge preparation state in the current game match.
6. The method according to claim 5, characterized in that The battle status parameters include at least one of: the number of surviving virtual characters of each camp, the remaining number of resurrections of each camp, and the remaining duration of the current game.
7. The method according to claim 5, characterized in that The issuing of a charge preparation instruction to each surviving virtual character in the target camp includes: Sending a charge preparation display instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character displays charge preparation status information, wherein the charge preparation status information at least includes: a charge preparation control and / or a charge preparation indication information, or, Send a charge preparation playback instruction to the device corresponding to each surviving virtual character, so that the device corresponding to each surviving virtual character plays the charge preparation audio.
8. The method according to claim 5, characterized in that After issuing the charge preparation instruction to each surviving virtual character in the target camp, the method further includes: In response to the charge preparation triggering operation for each surviving virtual character, each surviving virtual character is controlled to enter the charge preparation state.
9. The method according to claim 8, characterized in that Before controlling each surviving virtual character to enter a charge preparation state, the method further includes: In response to the movement operation on each surviving virtual character, each surviving virtual character is controlled to enter a preset map area corresponding to the target camp.
10. The method according to claim 5, characterized in that After issuing the charge preparation instruction to each surviving virtual character in the target camp, the method further includes: Obtaining the number of virtual characters in the target camp that have entered the charge preparation state; According to the number of virtual characters, the device corresponding to each surviving virtual character is controlled to display prepared status information, and the prepared status information at least includes: at least one of the number of virtual characters, prepared indication information, and the proportion of the number of virtual characters in the target camp.
11. The method according to claim 5, characterized in that The method further comprises: In response to the charge preparation cancellation operation for each surviving virtual character, each surviving virtual character is controlled to exit the charge preparation state.
12. The method according to claim 11, characterized in that The charge preparation cancellation operation for each surviving virtual character includes: each surviving virtual character leaves the preset map area corresponding to the target camp.
13. The method according to claim 5, characterized in that The method further comprises: In response to each surviving virtual character entering the charge preparation state, the devices corresponding to each surviving virtual character are controlled to display a first assembly special effect for each surviving virtual character.
14. The method according to claim 13, characterized in that The controlling the devices corresponding to the surviving virtual characters to display the first gathering special effects for the surviving virtual characters includes: According to the position information of each surviving virtual character in the current game match, each surviving virtual character is divided into regions to obtain divided regions; The devices corresponding to the surviving virtual characters are controlled to respectively display the regional assembly special effects corresponding to the divided areas, and the first assembly special effects include: the regional assembly special effects.
15. The method according to claim 5, characterized in that The method further comprises: In response to each surviving virtual character entering the charge preparation state, rally information for each surviving virtual character is sent to each virtual character in the enemy camp, so that the devices corresponding to each virtual character in the enemy camp display the second rally special effects for each surviving virtual character.
16. The method according to claim 5, characterized in that The method further comprises: In response to each surviving virtual character entering the charge preparation state, the display style of each surviving virtual character in the game thumbnail map is adjusted.
17. The method according to claim 14, characterized in that The method further comprises: Control to display the regional assembly marks of the surviving virtual characters in each divided area in the game thumbnail map respectively.
18. A game interaction device, characterized in that: include: An acquisition module, used to acquire charge preparation parameters of a target camp in a current game match, wherein the charge preparation parameters are used to indicate information of a virtual character in the target camp that is in a charge preparation state; A processing module, used for determining whether the current game game triggers a game charge event according to the charge preparation parameter; The sending module is used to send a charge instruction to each prepared virtual character in the target camp that is in the charge preparation state if the game charge event is triggered, so as to instruct each prepared virtual character to perform a charge action in the current game match.
19. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 17 is executed.
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