Virtual object control method and device, equipment, medium and product
By controlling the movement of virtual objects in the virtual scene in the auto-chess game and triggering the prop effect of virtual props, the problem of single user control method is solved, and the interactiveness and uncertainty of the game is improved.
Patent Information
- Application Number
- CN202311837340.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-28
- Publication Date
- 2025-07-01
AI Technical Summary
In the existing auto-chess game, users have a relatively single control over virtual objects, which affects the interaction between users and virtual scenes.
By displaying the scene interface of the virtual scene, in response to the user's movement operation, the virtual object is controlled to move in the scene, and the prop effect of the virtual prop is triggered when the virtual object moves to a specific position.
It enhances the interaction between users and virtual scenes, provides a new interaction mode, reduces players' sense of waiting during gameplay, increases uncertainty in game results, and improves the interactivity of the game.
Smart Images

Figure CN120227650A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of virtual environments, and particularly to a method, device, equipment, medium and product for controlling virtual objects. Background Art
[0002] An auto chess game is a turn-based board game where players need to select virtual chess pieces (usually referred to as "pieces") to be deployed from newly purchased virtual chess pieces or from the virtual chess pieces they already own, and then automatically battle against the enemy's virtual chess piece lineup.
[0003] In the related art, there is a virtual object that can be operated and moved by the player to represent the player character. During the draft phase, the player can move the virtual object to obtain chess pieces; after the battle ends, the player can move the virtual object to obtain loot, etc.
[0004] However, in the above solution, the control method of the virtual object by the user is relatively single, which affects the interaction effect between the user and the virtual scene. Summary of the Invention
[0005] The present application provides a method, device, equipment, medium and product for controlling virtual objects. The technical solutions are as follows:
[0006] According to one aspect of the present application, there is provided a method for controlling a virtual object, the method comprising:
[0007] Displaying a scene interface of a virtual scene, the virtual scene including at least one first virtual object and at least one virtual chess piece respectively corresponding to at least one of the first virtual objects;
[0008] In response to the virtual chess piece being in the battle phase, displaying at least one virtual item in the scene interface of the virtual scene;
[0009] In response to receiving a movement operation on the first virtual object, controlling the first virtual object to move;
[0010] In response to the first virtual object moving to a position corresponding to the virtual item, triggering the item effect corresponding to the virtual item.
[0011] According to another aspect of the present application, there is provided a device for controlling a virtual object, the device comprising:
[0012] A first display module for displaying a scene interface of a virtual scene, the virtual scene including at least one first virtual object and at least one virtual chess piece respectively corresponding to at least one of the first virtual objects;
[0013] A second display module, configured to display at least one virtual item in the scene interface of the virtual scene in response to the virtual chess piece being in a battle stage;
[0014] A control module, configured to control the movement of the first virtual object in response to receiving a movement operation on the first virtual object;
[0015] An item module, configured to trigger the item effect corresponding to the virtual item in response to the first virtual object moving to a position corresponding to the virtual item.
[0016] In some embodiments, the device further includes a third display device, configured to,
[0017] display a second virtual object in the scene interface of the virtual scene;
[0018] A second display device, configured to display an animation of the second virtual object dropping at least one of the virtual items in response to the virtual chess piece being in a battle stage and receiving an instruction to drop the virtual item;
[0019] display the virtual item dropped by the second virtual object in the scene interface of the virtual scene.
[0020] In some embodiments, the virtual scene further includes a virtual chessboard; the virtual chessboard is divided into a plurality of virtual squares; the virtual chess piece is located in the corresponding virtual square;
[0021] A second display device, configured to display one of the virtual items on at least one empty virtual square in the virtual chessboard in response to the virtual chess piece being in a battle stage.
[0022] In some embodiments, the second display device is configured to display a first marking element on at least one empty virtual square in response to the virtual chess piece being in a battle stage; the first marking element is used to indicate that the corresponding virtual square is about to display the virtual item;
[0023] In response to the display of the first marking element ending, display one of the virtual items on at least one empty virtual square respectively.
[0024] In some embodiments, the first marking element is further used to indicate the item effect of the virtual item about to be displayed on the corresponding virtual square.
[0025] In some embodiments, the item effect includes at least one of the following effects:
[0026] Issuing virtual resources, restoring the attribute values of the virtual chess pieces, adding the virtual chess pieces, issuing virtual equipment, refreshing the number of times the virtual chess pieces can be purchased, refreshing the skill cooldown duration of the virtual chess pieces, and applying a buff effect to the virtual chess pieces.
[0027] In some embodiments, the prop module is configured to trigger the prop effect corresponding to the first virtual prop in response to the first virtual object moving to the first virtual chess square where the first virtual prop is located; the first virtual prop is one of at least one of the virtual props;
[0028] Or,
[0029] In response to the first virtual object moving to the second virtual chess square and receiving a trigger operation on the second virtual prop, trigger the prop effect corresponding to the second virtual prop; the second virtual chess square is adjacent to the virtual chess square where the second virtual prop is located.
[0030] In some embodiments, the device further includes a trap device for,
[0031] Display a virtual trap in the scene interface of the virtual scene;
[0032] In response to the first virtual object moving to the virtual chess square where the virtual trap is located, apply the trap effect corresponding to the virtual trap to the first virtual object.
[0033] In some embodiments, the trap device is configured to respectively display a virtual trap on at least one idle virtual chess square in the virtual chessboard; the virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual prop is located.
[0034] In some embodiments, the trap device is configured to display a second marking element on at least one idle virtual chess square; the second marking element is used to indicate that the corresponding virtual chess square is about to display the virtual trap;
[0035] In response to the end of the display of the second marking element, respectively display a virtual trap on at least one idle virtual chess square.
[0036] In some embodiments, the second marking element is further used to indicate the trap effect of the virtual trap that the corresponding virtual chess square is about to display.
[0037] In some embodiments, the trap effect includes at least one of the following effects:
[0038] Prohibit the first virtual object from moving for a period of time, reduce the moving speed of the first virtual object.
[0039] In some embodiments, the virtual chess grid where the virtual trap is located is adjacent to the virtual chess grid where the virtual prop is located; or,
[0040] the virtual chess grid where the virtual trap is located is on the predicted path, and the predicted path is the shortest path between the position where the virtual object is located and the virtual chess grid where the virtual prop is located.
[0041] In some embodiments, the device further includes a hiding device for
[0042] hiding the virtual trap in response to the display duration of the virtual trap reaching a specified duration and the virtual trap not being triggered.
[0043] In some embodiments, the battle stage includes one or more battle rounds;
[0044] The second display module is configured to display at least one of the virtual props in the scene interface of the virtual scene in response to the start of a specified battle round among one or more of the battle rounds.
[0045] According to another aspect of the present application, there is provided a computer device, which includes: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of the virtual object as described above.
[0046] According to another aspect of the present application, there is provided a computer-readable storage medium, which stores a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual object as described above.
[0047] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the control method of the virtual object as described above.
[0048] The beneficial effects brought by the technical solution provided by the embodiments of the present application at least include:
[0049] In the scenario of an auto-chess game, a computer device can display a scene interface of a virtual scene including a first virtual object and virtual chess pieces. When the virtual chess pieces are in the battle stage, at least one virtual item can be displayed in the scene interface of the virtual scene. When a movement operation on the first virtual object is received, the first virtual object can be controlled to move. When the first virtual object moves to a position corresponding to the virtual item, the item effect corresponding to the virtual item can be triggered. That is to say, in the above solution, when the virtual chess pieces are in the game, virtual items that players can operate to obtain are placed in the scene interface. After players obtain the virtual items, it can increase the winning rate of the game. This method provides an interaction mode in the auto-chess game, which can reduce the boredom of players only waiting for the game result when playing with virtual chess pieces. The virtual items can increase the uncertainty of the game result, which helps players adjust their game strategies when playing with virtual chess pieces and improves the interactivity of auto-chess games. BRIEF DESCRIPTION OF THE DRAWINGS
[0050] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0051] Figure 1 is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application;
[0052] Figure 2 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0053] Figure 3 is a schematic diagram of a battle round provided by an exemplary embodiment of the present application;
[0054] Figure 4 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0055] Figure 5 is a schematic diagram of a virtual chessboard provided by an exemplary embodiment of the present application;
[0056] Figure 6 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0057] Figure 7 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0058] Figure 8It is a schematic diagram of a scenario interface in the preparation stage provided by an exemplary embodiment of the present application;
[0059] Figure 9 It is a schematic diagram of an interface in the battle stage provided by an exemplary embodiment of the present application;
[0060] Figure 10 It is a schematic diagram of an interface for an NPC to deliver rewards provided by an exemplary embodiment of the present application;
[0061] Figure 11 It is a schematic diagram of an interface for a virtual object to go and pick up rewards provided by an exemplary embodiment of the present application;
[0062] Figure 12 It is a schematic diagram of an interface for a virtual object to obtain rewards provided by an exemplary embodiment of the present application;
[0063] Figure 13 It is a schematic diagram of an interface for a virtual object to obtain rewards provided by an exemplary embodiment of the present application;
[0064] Figure 14 It is a schematic diagram of an interface for placing a virtual trap provided by an exemplary embodiment of the present application;
[0065] Figure 15 It is a schematic diagram of an interface for a virtual object to trigger a trap provided by an exemplary embodiment of the present application;
[0066] Figure 16 It is a flowchart related to a special round provided by an exemplary embodiment of the present application;
[0067] Figure 17 It is a block diagram of a control device for a virtual object provided by an exemplary embodiment of the present application;
[0068] Figure 18 It is a block diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0069] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0070] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0071] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0072] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of this application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to a determination".
[0073] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0074] First, a brief introduction to the nouns involved in the embodiments of this application:
[0075] Auto chess: It is a general term for a type of electronic strategy turn-based chess and card game. The basic game rule is that players draw chess pieces, select combinations among different types of chess pieces, then arrange them on their own chessboards, and finally the system automatically battles with the chess pieces of other players until the player with surviving chess pieces wins this round. The loser of each round will have a certain amount of health deducted, and this process is repeated multiple times until only one player among multiple players survives.
[0076] Chessboard: It refers to the area in the auto chess game interface for preparing for and conducting battles. It can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit it. The chessboard is divided into a battle area and a preparation area. Among them, the battle area includes several battle squares of the same size, and this battle square is used to place the battle chess pieces during the battle; the preparation area includes several preparation squares, and this preparation square is used to place the preparation chess pieces. The preparation chess pieces do not participate in the battle during the battle, but can be dragged and placed in the battle area during the preparation stage. Players can sell, put on the field, or retain the chess pieces in the preparation area, and there is an upper limit to the capacity of the chess pieces in the preparation area.
[0077] Exemplarily, regarding the setting method of the chess grids in the battle area, in one possible implementation, the battle area includes n (rows) × m (columns) battle chess grids, where n is an integer multiple of 2, and adjacent rows of chess grids are aligned, or adjacent rows of chess grids are staggered. In addition, the battle area is evenly divided into two parts by rows, namely the user's own battle area and the enemy's battle area, and in the preparation stage, the user can only place chess pieces in the user's own battle area.
[0078] Virtual chess piece: It refers to the chess piece placed on the chessboard in the auto chess game, including battle virtual chess pieces and preparation virtual chess pieces. Among them, the battle virtual chess piece is the virtual chess piece located in the battle area, and the preparation virtual chess piece is the virtual chess piece located in the preparation area.
[0079] Optionally, in the battle area, when different virtual chess pieces have the same attribute and the quantity reaches the preset value (or called fetter), the battle virtual chess pieces with this attribute or all the battle virtual chess pieces in the battle area can obtain the buff effect corresponding to this attribute. For example, when there are 2 battle virtual chess pieces with the attribute of warrior on the battle area at the same time, all battle virtual chess pieces obtain a 10% defense bonus; when there are 4 battle virtual chess pieces with the attribute of warrior on the battle area at the same time, all battle virtual chess pieces obtain a 20% defense bonus; when there are 3 battle virtual chess pieces with the attribute of elf on the battle area at the same time, all battle virtual chess pieces obtain a 20% dodge probability bonus.
[0080] Gold coin: The basic resource (virtual resource) used to purchase chess pieces, upgrade and refresh the store in the game. A fixed amount of basic gold coins and 10% interest of the current gold coins (the interest does not exceed 5 at most, and there is no interest when the gold coins are less than 10) will be obtained per round. When winning or losing continuously, additional gold coins will be obtained according to the number of consecutive wins (losses).
[0081] Attribute: According to the type of the chess piece, each chess piece has different attributes, and different chess pieces can have the same attribute. The attribute includes at least one of the rank and the star level. Among them, the rank is the inherent attribute of the chess piece and is fixed. The star level is the non-inherent attribute of the chess piece, and the chess piece can improve its own star level by ascending stars. After the chess piece ascends stars, its basic attributes and skill intensity will be significantly improved, and the highest star level of the chess piece is 3 stars.
[0082] Rank: It refers to the inherent attribute of the chess piece. According to the rarity and skills of the chess piece, the chess piece will be divided into 1 / 2 / 3 / 4 / 5 ranks, and the corresponding purchase prices in the game store are different, which are 1 / 2 / 3 / 4 / 5 gold coins respectively.
[0083] Star Ascension: When there are 3 identical chess pieces (same star level and rarity) on the chessboard and in the preparation area, the chess pieces will automatically combine into a chess piece of a higher star level, and the rarity of the higher-star chess piece remains unchanged. This process is called star ascension. For example, when there are 3 identical 1-star and 1-rarity chess pieces, they will automatically ascend to 2-star and 1-rarity chess pieces; when there are 3 identical 2-star and 1-rarity chess pieces, they will automatically ascend to 3-star and 1-rarity chess pieces. The maximum star level of a chess piece is 3 stars. A total of 9 1-star chess pieces are required to ascend a 3-star chess piece. After a chess piece ascends in star level, its base attributes and skill strength will be significantly improved. It should be noted that players can purchase 1-star chess pieces in the in-game store and cannot directly purchase 2-star and 3-star chess pieces.
[0084] Please refer to Figure 1 , which shows a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
[0085] The first terminal 120 installs and runs an application program for turn-based board games, such as an auto chess game application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to purchase new virtual chess pieces, or sell owned virtual chess pieces during the preparation stage and / or the battle stage of the game. Alternatively, the first user uses the first terminal 120 to layout battle virtual chess pieces in the battle area of the chessboard during the preparation stage of the game, and the first terminal 120 automatically controls the battle virtual chess pieces to fight according to the attributes, skills, and layout of the battle virtual chess pieces on the game area during the battle stage.
[0086] The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
[0087] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142. The memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by the client, such as a request to view the lineup of the enemy's virtual chess pieces; the control module 1422 is used to control the rendering of the virtual environment screen; the sending module 1423 is used to send responses to the client, such as sending the lineup of the enemy's virtual chess pieces to the client. The server 140 is used to provide background services for the application program of the turn-based board game. Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server 140, the first terminal 120, and the second terminal 160 adopt a distributed computing architecture for collaborative computing.
[0088] The second terminal 160 installs and runs an application program for turn-based board games, such as an auto chess game application. The second terminal 160 is the terminal used by the second user. During the preparation stage and / or the battle stage of the game, the second user uses the second terminal 160 to purchase new virtual chess pieces, or sell the owned virtual chess pieces. Alternatively, during the preparation stage of the game, the second user uses the second terminal 160 to arrange the battle virtual chess pieces in the battle area of the chessboard, and the second terminal 160 automatically controls the battle virtual chess pieces to fight according to the attributes, skills and arrangements of the battle virtual chess pieces in the game area during the battle stage.
[0089] Optionally, the battle virtual chess pieces arranged by the first user through the first terminal 120 and the second user through the second terminal 160 are located in different battle areas on the same chessboard, that is, the first user and the second user are in the same game.
[0090] Optionally, the application programs installed on the first terminal 120 and the second terminal 160 are the same, or the application programs installed on the two terminals are of the same type but on different control system platforms. The first terminal 120 can generally refer to one of multiple terminals, and the second terminal 160 can generally refer to one of multiple terminals. This embodiment only takes the first terminal 120 and the second terminal 160 as examples for illustration. The device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include at least one of smart phones, tablet computers, e-book readers, digital players, laptop computers and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.
[0091] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminal can be only one (that is, the user plays against the artificial intelligence), or the above terminal can be eight (1v1v1v1v1v1v1v1, and the eight users conduct round-robin games and eliminations among them, and finally the winner is determined), or a larger number. The embodiments of the present application do not limit the number and device type of the terminals.
[0092] A game method of arranging virtual chess pieces for a game is generally called an auto chess game. Players use virtual chess pieces to play the game, and can win by defeating the virtual chess pieces of the opponent. In the existing auto chess games, players mainly purchase virtual chess pieces for layout.
[0093] In some auto chess games, there are virtual object settings. The virtual object is a movable and interactive player representative role, which plays roles such as picking up orbs, equipping, and moving in the draft round to obtain chess pieces in the game.
[0094] Optionally, the virtual object has a certain degree of interactivity with the virtual chess piece and the virtual chessboard. For example, when the player moves the virtual chess piece, the virtual object will have corresponding actions; when the virtual object reaches the corresponding position on the virtual chessboard, the virtual chessboard will display the corresponding feedback of the chessboard effect, etc.
[0095] Optionally, in the draft stage, the player can move the virtual object to obtain virtual chess pieces; on the chessboard, when equipment or loot orbs drop, the player moves the virtual object to pick up the corresponding orb.
[0096] However, the virtual object is usually applied in the draft stage or when making effect-based interactions with the virtual chessboard and virtual chess pieces; there is no relevant interaction form between the virtual object and the in-game process.
[0097] To address the above problems, the present application provides an interesting turn-based form related to the combat process, enhancing the connection between the virtual object and the game. From simply watching the game originally, it has become that in specific rounds, the player actively operates the virtual object to provide assistance to the game, which can enrich the fun of the game and reduce the relatively boring problem in the original combat stage.
[0098] Please refer to Figure 2 , which shows a flowchart of a control method for a virtual object provided by an exemplary embodiment of the present application. This method is executed by a computer device, and this method is exemplified by being applied to Figure 1 the first terminal 120 shown or the turn-based chess application installed on the first terminal 120 or the second terminal 160 shown or the turn-based chess application installed on the second terminal 160. This method includes step 210, step 220, step 230, and step 240.
[0099] Step 210: Display the scene interface of the virtual scene. The virtual scene includes at least one first virtual object and at least one virtual chess piece respectively corresponding to the at least one first virtual object.
[0100] In the embodiment of the present application, the computer device displays the scene interface of the turn-based chess virtual game scene; one or more first virtual objects are displayed in the scene interface.
[0101] Among them, the first virtual object represents a player. Each player corresponds to a camp, and each camp corresponds to one or more virtual chess pieces.
[0102] As an example, a battle turn is a battle between two different camps. If the virtual chess pieces of one camp defeat the virtual chess pieces of the other camp, the victory of this battle turn can be achieved.
[0103] Please refer to Figure 3 , which shows a schematic diagram of a battle turn provided by an exemplary embodiment of the present application.
[0104] As shown Figure 3 in the figure, the scene interface contains two first virtual objects: virtual object 001 and virtual object 005; virtual object 001 corresponds to virtual chess pieces A and B, and virtual object 001 corresponds to virtual chess pieces 1 and 2; when entering the battle state, virtual chess pieces A and B automatically battle with virtual chess pieces 1 and 2.
[0105] Step 220: In response to the virtual chess pieces being in the battle stage, display at least one virtual item in the scene interface of the virtual scene.
[0106] In the embodiments of the present application, when the virtual chess pieces are in the battle stage, the computer device can display one or more virtual items in the scene interface of the virtual scene.
[0107] Among them, the player can control the corresponding first virtual object, move to the position where the virtual item is located, and pick up the corresponding virtual item to obtain the corresponding reward in the virtual item.
[0108] The reward in the virtual item can be used for the current battle to increase the chance of winning in the current battle.
[0109] As shown Figure 3 in the figure, there are multiple virtual items 006 displayed in the scene interface, and both players can control the corresponding virtual object 001 or virtual object 005 to go and pick up any one or more virtual items 006.
[0110] As an example, the form of the virtual item can be a spell orb, a package, a box, etc.
[0111] As an example, the corresponding reward in the virtual item can be rewards beneficial to the battle such as gold coins, chess pieces, equipment, buffs, etc.
[0112] As an example, the virtual item can be directly distributed by the computer device; it can also be placed through a virtual interaction object or a virtual interaction device to increase the fun and interactivity of the virtual game.
[0113] In some embodiments, the battle stage includes one or more battle rounds; step 220 can be implemented as:
[0114] In response to the start of a specified battle round among one or more battle rounds, display at least one virtual item in the scene interface of the virtual scene.
[0115] In the embodiments of the present application, the battle stage includes at least one battle round. When the specified battle round in the battle round starts, one or more virtual items are displayed in the scene interface of the virtual scene.
[0116] In other words, a battle phase may be composed of multiple battle rounds, and the computer device may specify one or more of the battle rounds to place virtual props.
[0117] That is to say, the computer device can display virtual props during part of the battle rounds in a battle stage.
[0118] Exemplarily, a battle phase includes eight battle rounds, and the computer device randomly designates three of the battle rounds as special rounds, and virtual props are displayed in the special rounds.
[0119] Among them, the virtual props displayed in different special rounds may be different.
[0120] There is a preparation phase before each battle round. During the preparation phase, players can prepare virtual chess pieces for the next battle round.
[0121] The rewards in the virtual props can be used in the current battle round. After the player controls the first virtual object to pick up the virtual props, the chances of winning the current battle round can be increased.
[0122] The embodiments of the present application provide a time to release virtual props. The virtual props are released during designated battle rounds, which can enhance the fun and interactivity of the virtual game, retain the existing gameplay, and add new interactive gameplay.
[0123] Step 230: In response to receiving a movement operation on the first virtual object, controlling the first virtual object to move.
[0124] In an embodiment of the present application, when a player's movement operation on the first virtual object is received, the computer device controls the first virtual object to move to a corresponding position.
[0125] Exemplarily, when receiving a signal from the player that a movement operation satisfies a specific condition, the movement speed of the first virtual object can be increased so that the first virtual object can quickly pick up a virtual item to add bonus to the game.
[0126] Step 240: In response to the first virtual object moving to a position corresponding to the virtual prop, triggering a prop effect corresponding to the virtual prop.
[0127] In the embodiment of the present application, when the player controls the first virtual object to move to the corresponding position of the virtual prop, the first virtual object can obtain the virtual prop and trigger the prop effect corresponding to the virtual prop.
[0128] In some embodiments, the prop effect includes at least one of the following effects:
[0129] Issuing virtual resources, restoring the attribute values of virtual chess pieces, adding virtual chess pieces, issuing virtual equipment, refreshing the number of purchasable virtual chess pieces, refreshing the skill cooldown duration of virtual chess pieces, and applying buff effects to virtual chess pieces.
[0130] In the embodiments of the present application, after the player controls the first virtual object to pick up a virtual item, the virtual rewards that can be obtained may include:
[0131] Virtual resources: Can be used to purchase chess pieces, upgrade, refresh the virtual store, etc.;
[0132] Restoring the attribute values of virtual chess pieces: Including rank, star level, health value, magic value, etc.;
[0133] Virtual chess pieces: Virtual chess pieces can be obtained without purchasing through virtual resources;
[0134] Virtual equipment: Can add bonus points to the existing skill points of virtual chess pieces or add new skill points;
[0135] Refresh times: Freely refresh the virtual store to purchase more virtual chess pieces;
[0136] Refreshing the skill cooldown duration: Making the cooling skills of virtual chess pieces recover or shortening the cooldown duration;
[0137] Buff effects: Making virtual chess pieces obtain buffs, such as increasing the overall attack power, spell power, attack speed, etc. of virtual chess pieces.
[0138] Among them, the embodiments of the present application only introduce the above virtual rewards as examples. Optionally, the above virtual rewards may also include more types of rewards, and the embodiments of the present application do not limit this.
[0139] The embodiments of the present application provide a feasible solution for the effects of items. Players can obtain various virtual rewards by moving the first virtual object to pick up the spell sphere, increasing the chance of winning in the battle and increasing the uncertainty of the game.
[0140] In summary, for the method for controlling a virtual object provided in the embodiments of the present application, in the scenario of an auto chess game, a computer device may display a scene interface of a virtual scene including a first virtual object and virtual chess pieces. When the virtual chess pieces are in the battle stage, at least one virtual item is displayed in the scene interface of the virtual scene. When a movement operation on the first virtual object is received, the first virtual object can be controlled to move. When the first virtual object moves to a position corresponding to the virtual item, the item effect corresponding to the virtual item can be triggered. That is to say, in the above solution, when the virtual chess pieces are in the game, virtual items that players can operate to obtain are placed in the scene interface. After obtaining the virtual items, players can increase the winning rate of the game. This method provides an interaction mode in the auto chess game, which can reduce the boredom of players only waiting for the game result when playing with virtual chess pieces. The virtual items can increase the uncertainty of the game result, which helps players adjust their game strategies when playing with virtual chess pieces and improves the interactivity of auto chess games.
[0141] Based on Figure 2 the method shown in the embodiment, please refer to Figure 4 , which shows a flowchart of the method for controlling a virtual object provided in an exemplary embodiment of the present application. Before the above step 220, there is also step 212, and step 220 can be implemented as the following step 220a and step 220b.
[0142] Step 212: Display a second virtual object in the scene interface of the virtual scene.
[0143] In the embodiments of the present application, the computer device displays a second virtual object in the scene interface of the virtual scene to prompt the player to enter a special round.
[0144] Exemplarily, the second virtual object may appear in the preparation stage so that the player can adjust the virtual chess pieces for combat.
[0145] Step 220a: In response to the virtual chess pieces being in the battle stage and receiving an instruction to place a virtual item, display an animation of the second virtual object placing at least one virtual item.
[0146] In the embodiments of the present application, when the virtual chess pieces are in the battle stage and an instruction to place a virtual item is received, the computer device places at least one virtual item and displays an animation effect of the second virtual object placing the corresponding virtual item.
[0147] Exemplarily, the animation of the second virtual object placing the virtual item may be a dynamic path indication from the second virtual object to the placement position. When the animation is displayed, the player can move the first virtual object in advance by predicting the path direction.
[0148] Exemplarily, the instruction to release the virtual props is pre-set by the developer in the computer device, and the issuance of the instruction can be random or can be triggered at certain specific moments in the battle.
[0149] For example, when any virtual chess piece is defeated; or at the 3rd or 5th second after the battle begins, etc.
[0150] Exemplarily, the second virtual object may be a virtual interactive object or a virtual interactive device.
[0151] Step 220b: Displaying the virtual props dropped by the second virtual object in the scene interface of the virtual scene.
[0152] In an embodiment of the present application, the computer device displays corresponding virtual props in the scene interface.
[0153] The virtual props are displayed at the corresponding position dropped by the second virtual object in step 220a.
[0154] The embodiment of the present application, by displaying the second virtual object and the animation of the second virtual object dropping virtual props, can not only enrich the graphics of the auto chess game, but also help the player to adjust the game strategy in a timely manner.
[0155] In some embodiments, the virtual scene further includes a virtual chessboard; the virtual chessboard is divided into a plurality of virtual chess squares; and the virtual chess pieces are located in corresponding virtual chess squares.
[0156] In an embodiment of the present application, a computer device displays a virtual chessboard including a plurality of virtual chess squares in a virtual scene, and a virtual chess piece is located in a corresponding virtual chess square.
[0157] Exemplarily, the virtual chessboard includes n rows×m columns of virtual chess squares, where n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered.
[0158] Please refer to Figure 5 , which shows a schematic diagram of a virtual chessboard provided by an exemplary embodiment of the present application. Figure 5 As shown, the virtual chessboard includes 8 rows×9 columns of virtual chess squares, and two adjacent rows of chess squares are staggered.
[0159] based on Figure 2 For the method shown in the embodiment, please refer to Figure 6 , which shows a flow chart of a method for controlling a virtual object provided by an exemplary embodiment of the present application, the above step 220 can be implemented as step 2201:
[0160] Step 2201: In response to the virtual chess piece being in the battle stage, display a virtual item on at least one empty virtual chess square in the virtual chessboard.
[0161] In the embodiment of the present application, when the virtual chess piece is in the battle stage, the computer device displays virtual items in one or more empty virtual chess squares.
[0162] Exemplarily, an empty virtual chess square refers to a virtual chess square without a virtual chess piece.
[0163] Exemplarily, the computer device determines whether there are empty virtual chess squares in the virtual chessboard;
[0164] If there are empty virtual chess squares in the virtual chessboard, display a virtual item in one or more empty virtual chess squares respectively.
[0165] The embodiment of the present application provides a feasible solution for the placement position of virtual items. Only when there are empty virtual chess squares in the virtual chessboard can virtual items be displayed at the corresponding positions; this solution can ensure the simplicity and fluency of the scene interface, and avoid visual interference caused by displaying too many pictures.
[0166] In some embodiments, the above step 2201 can be implemented as step 2201a and step 2201b.
[0167] Step 2201a: In response to the virtual chess piece being in the battle stage, display a first marking element on at least one empty virtual chess square; the first marking element is used to indicate that a virtual item will be displayed in the corresponding virtual chess square.
[0168] Step 2201b: In response to the end of the display of the first marking element, display a virtual item on at least one empty virtual chess square respectively.
[0169] In the embodiment of the present application, when the virtual chess piece is in the battle stage, the computer device displays a first marking element on one or more virtual chess squares where virtual items will be displayed, to prompt the player that a virtual item will appear in this virtual chess square.
[0170] Exemplarily, the first marking element can be a shape marking that can be distinguished in the virtual chess square; it can also be an animation displayed in the virtual chess square.
[0171] When the display of the first marking element ends, display a virtual item on one or more virtual chess squares where the first marking element is displayed.
[0172] Exemplarily, the computer device can display virtual items on all or some of the virtual chess squares where the first marking element is displayed.
[0173] The embodiment of the present application provides a reminder solution for virtual props. Before displaying a virtual prop on a virtual chessboard, a first marking element is first displayed on the corresponding virtual chessboard to remind the player that a virtual prop will appear on this virtual chessboard. This solution can prompt the player when the virtual prop is placed, which helps the player adjust the game strategy in a timely manner.
[0174] In some embodiments, the first marking element is also used to indicate the prop effect of the virtual prop that will be displayed on the corresponding virtual chessboard.
[0175] In the embodiment of the present application, the first marking element can also be used to indicate to the player the prop effect of the virtual prop that will be displayed on the corresponding virtual chessboard.
[0176] Exemplarily, different prop effects can be distinguished by the displayed color, picture or animation.
[0177] In the embodiment of the present application, virtual props corresponding to different prop effects can be displayed with different marking effects so that the player can know in advance the virtual prop that will appear. When multiple virtual props appear simultaneously, the player can judge the virtual props through the first marking element and go to the virtual chessboard where the virtual prop corresponding to the desired prop effect is located.
[0178] In some embodiments, the above step 240 can be implemented as:
[0179] In response to the first virtual object moving to the first virtual chessboard where the first virtual prop is located, trigger the prop effect corresponding to the first virtual prop. The first virtual prop is one of at least one virtual prop.
[0180] Or,
[0181] In response to the first virtual object moving to the second virtual chessboard and receiving a trigger operation on the second virtual prop, trigger the prop effect corresponding to the second virtual prop. The second virtual chessboard is adjacent to the virtual chessboard where the second virtual prop is located.
[0182] In the embodiment of the present application, when the player controls the first virtual object to move to the virtual chessboard where a virtual prop is located, or the adjacent virtual chessboard of the virtual chessboard where the virtual prop is located, the computer device triggers the prop effect of the virtual prop.
[0183] Exemplarily, the adjacent virtual chessboards of the first virtual chessboard include not only the virtual chessboards adjacent to the first virtual chessboard in the row where the first virtual chessboard is located, but also the virtual chessboards adjacent to the first virtual chessboard in the column where the first virtual chessboard is located.
[0184] An embodiment of the present application provides a trigger timing scheme for prop effects corresponding to virtual props. When a player controls a first virtual object to move to a virtual chess square where a virtual prop is located, or an adjacent virtual chess square, the virtual prop can be obtained. This scheme provides constraint conditions for the trigger timing, which can increase interactivity for players of auto chess games to obtain virtual props, thereby enriching the human-computer interaction method.
[0185] based on Figure 6 For the method shown in the embodiment, please refer to Figure 7 , which shows a flow chart of a method for controlling a virtual object provided by an exemplary embodiment of the present application, wherein step 232 and step 234 are included before step 240.
[0186] Step 232: Display the virtual trap in the scene interface of the virtual scene.
[0187] Step 234: In response to the first virtual object moving to the virtual chess square where the virtual trap is located, applying a trap effect corresponding to the virtual trap to the first virtual object.
[0188] In an embodiment of the present application, the computer device can display a virtual trap for increasing the difficulty in the scene interface; when the player controls the first virtual object to move to the virtual chess square where the virtual trap is located, the trap effect corresponding to the virtual trap is applied to the first virtual object, thereby preventing the player from obtaining virtual props by controlling the first virtual object.
[0189] Exemplarily, the virtual trap may appear simultaneously with the virtual props;
[0190] Alternatively, it appears from the moment when the player controls the first virtual object to start moving;
[0191] Alternatively, it may appear randomly during the process of the player controlling the first virtual object.
[0192] The embodiment of the present application provides a feasible solution for increasing the difficulty of obtaining virtual props, which specifically includes displaying a virtual trap in the scene interface. If the virtual trap is triggered by a first virtual object, a corresponding penalty is imposed on the first virtual object. This solution can increase the fun of auto chess games and increase the uncertainty of obtaining virtual props.
[0193] In some embodiments, the above step 232 may be implemented as step 232a.
[0194] Step 232a: Display a virtual trap on at least one free virtual chess square in the virtual chessboard; the virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual prop is located.
[0195] In the embodiment of the present application, the computer device displays virtual props in one or more idle virtual chess squares.
[0196] The virtual chess grid displaying the virtual trap is different from the virtual chess grid displaying the virtual prop.
[0197] That is to say, the idle virtual chess grid here refers to the virtual chess grid where no virtual chess pieces and virtual props exist.
[0198] Exemplarily, the computer device determines whether there is an idle virtual chess square in the virtual chessboard;
[0199] If there are idle virtual chess squares in the virtual chessboard, a virtual prop is displayed in one or more idle virtual chess squares respectively.
[0200] The embodiment of the present application provides a feasible solution for the placement of virtual traps. When there are empty virtual chess squares in the virtual chessboard, virtual props can be displayed at the corresponding positions. This solution can ensure the simplicity and smoothness of the pictures in the scene interface, and avoid visual interference caused by displaying too many pictures. At the same time, the virtual chess squares where the virtual traps are located are different from the virtual chess squares where the virtual props are located, which can avoid the situation where virtual props and virtual traps appear in one virtual chess square at the same time.
[0201] In some embodiments, the above step 232a may be implemented as step 232a1 and step 232a2.
[0202] Step 232a1: Display a second marking element on at least one idle virtual chess square; the second marking element is used to indicate that a virtual trap is about to be displayed on the corresponding virtual chess square.
[0203] Step 232a2: In response to the completion of displaying the second marking element, a virtual trap is displayed on at least one idle virtual chess square.
[0204] In the embodiment of the present application, the computer device displays a second marking element on one or more virtual chess squares where a virtual trap is about to be displayed, to remind the player that a virtual trap is about to appear on the virtual chess square;
[0205] The second marking element and the first marking element are completely different and easy for the player to distinguish, so as to avoid the player confusing the two and causing the first virtual object to fall into a virtual trap by mistake.
[0206] Exemplarily, the second marking element may be a shape mark that can be distinguished in the virtual chess grid; or may be an animation displayed in the virtual chess grid.
[0207] After the second marking element is displayed, a virtual trap is displayed on one or more virtual chess squares where the second marking element is displayed.
[0208] Exemplarily, the computer device may display virtual traps on all or some of the virtual chess squares where the second marking element is displayed.
[0209] In an embodiment of the present application, for a reminder scheme of virtual traps, before displaying a virtual trap on a virtual chess square, a second marking element is first displayed on the corresponding virtual chess square to remind the player that a virtual trap will appear on this virtual chess square; this scheme can prompt the player when placing a virtual trap, which helps the player adjust the moving direction of the first virtual object in time so that the player can avoid the virtual trap in time.
[0210] In some embodiments, the second marking element is also used to indicate the trap effect of the virtual trap that will be displayed on the corresponding virtual chess square.
[0211] In an embodiment of the present application, the second marking element can also be used to indicate to the player the trap effect of the virtual trap that will be displayed on the corresponding virtual chess square.
[0212] Exemplarily, different trap effects can be distinguished by the displayed color, picture or animation.
[0213] In an embodiment of the present application, virtual traps corresponding to different trap effects can be displayed with different marking effects so that the player can know in advance the virtual trap that will appear; when one or more virtual traps appear, the player can predict the virtual trap through the second marking element, thereby avoiding triggering the virtual trap.
[0214] In some embodiments, the trap effect includes at least one of the following effects:
[0215] Prohibiting the first virtual object from moving for a period of time and reducing the moving speed of the first virtual object.
[0216] In an embodiment of the present application, when the player controls the first virtual object to move to the virtual chess square where the virtual trap is located, the triggered trap effect includes:
[0217] Within a set time, the player cannot control the movement of the first virtual object until the set time ends and the movement of the first virtual object is restored;
[0218] Or, within a set time, the moving speed of the first virtual object becomes slower until the set time ends and the moving speed of the first virtual object is restored.
[0219] Exemplarily, the trap effect can be that the first virtual object is imprisoned for 3 seconds; or within 5 seconds after triggering the virtual trap, the moving speed of the first virtual object is reduced by 60%.
[0220] The embodiments of the present application provide a feasible solution for the trap effect. During the process of the player moving the first virtual object, a virtual trap that has a negative impact on the player is set, increasing the uncertainty of the game.
[0221] In some embodiments, the virtual chess grid where the virtual trap is located is adjacent to the virtual chess grid where the virtual item is located; or,
[0222] The virtual chess grid where the virtual trap is located is on the predicted path, and the predicted path is the shortest path between the position where the first virtual object is located and the virtual chess grid where the virtual item is located.
[0223] In the embodiments of the present application, the computer device can set the virtual trap in the adjacent virtual chess grid to the virtual chess grid where the virtual item is located;
[0224] It can also obtain the positions of the first virtual object and the virtual item, calculate a shortest path from the first virtual object to the virtual item, and set the virtual trap on this shortest path; this shortest path is the predicted path.
[0225] Exemplarily, if there is a virtual item displayed on the virtual chess grid at the third column of the second row of the virtual chessboard, the computer device can set the virtual trap on the virtual chess grid at the fourth column of the second row.
[0226] The embodiments of the present application provide a feasible solution for the display position of the virtual trap, including the position adjacent to the virtual item, and the predicted path calculated by the computer device according to the positions of the virtual item and the first virtual object, providing multiple options for the placement position of the virtual trap, increasing the uncertainty during the battle stage, and enriching the experience of the player in the auto-chess game.
[0227] In some embodiments, the method shown in the above Figure 7 embodiments further includes:
[0228] In response to the display duration of the virtual trap reaching the specified duration and the virtual trap not being triggered, hide the virtual trap.
[0229] In the embodiments of the present application, the virtual trap is set with a specified display duration. When the display duration of the virtual trap reaches the specified duration and at the same time the virtual trap is not triggered by the first virtual object, the computer device will cancel the display of the virtual trap and hide the virtual trap.
[0230] Exemplarily, the developer can pre-set the specified duration set for the virtual trap in the computer device.
[0231] The embodiment of the present application provides a solution for timed hiding of a virtual trap. When the virtual trap is not triggered within a specified period of time, the virtual trap is hidden. This solution can ensure the simplicity and smoothness of the picture in the scene interface, automatically hide unnecessary display content, and avoid visual interference caused by displaying too much content.
[0232] During the draft stage, the effect of moving virtual objects to obtain virtual chess pieces was good, which made the draft process tense and exciting, brought good experience feedback, and also verified that the interaction of virtual objects can promote the tension and excitement of the battle and enhance the fun.
[0233] In view of the fact that the existing virtual object settings have little impact on the overall game and lack of interactive methods of the nature of the game, the embodiment of the present application provides a new form of interaction, that is, a special non-player character (NPC) appears in a specific round, and the NPC character throws a corresponding magic ball at an empty position on the virtual chessboard. Players can obtain corresponding resources or buff effects by moving virtual objects to pick up magic balls. For example, magic balls include gold magic balls, equipment magic balls, buffs, etc., which can increase the overall attack power, magic strength, attack speed, etc. of virtual chess pieces.
[0234] As an example, taking an auto chess game as an example, the control method of the virtual object provided in the embodiment of the present application is described in detail.
[0235] Please refer to Figure 8 , which shows a schematic diagram of a scenario interface in the preparation stage provided by an exemplary embodiment of the present application.
[0236] like Figure 8 As shown, there is a virtual object 001 on the scene interface to represent one of the players. In the preparation stage, the corresponding NPC 002 (i.e. the second virtual object) is displayed on the scene interface to prompt the player to enter a special round.
[0237] The chessboard is divided into a preparation area 003 and a battle area 004. There are virtual grids for players to place virtual chess pieces in the preparation area 003 and the battle area 004. Part of the virtual grids in the battle area 004 are used for one player to place virtual chess pieces, and the other part of the virtual grids are used to display virtual chess pieces used by the other player in the battle stage.
[0238] During the preparation phase, players can adjust their battle strategies, including selling virtual chess pieces in preparation area 003, dragging virtual chess pieces in preparation area 003 to battle area 004, dragging virtual chess pieces in battle area 004 to preparation area 003, replacing equipment for virtual chess pieces, etc.
[0239] Please refer to Figure 9, which shows a schematic diagram of the interface in the battle phase provided by an exemplary embodiment of the present application.
[0240] As Figure 9 shown, the virtual object 005 comes to the field (at this time, the side where the virtual object 001 is located is the home field). The virtual object 001 and the virtual object 005 have a hostile relationship. After entering the battle round, the virtual chess pieces of both sides start to fight.
[0241] In the virtual grids of the battle area 004, the combat chess pieces A, B, etc. of the virtual object 001, and the combat chess pieces 1, 2, etc. of the virtual object 005 are respectively displayed.
[0242] Among them, the battle is divided into the home field and the away field. If the side where the virtual object 001 is located is the away field, the side where the virtual object 001 is located goes to the opponent's field for battle, and the battle logic remains unchanged.
[0243] Please refer to Figure 10 , which shows a schematic diagram of the interface for NPC to deliver rewards provided by an exemplary embodiment of the present application.
[0244] After the battle starts, the NPC 002 randomly delivers the reward orbs 006 in the virtual grids above the battle area 004. As Figure 10 shown, the NPC 002 has delivered the reward orbs 006 in the virtual grids 007, 008, and 009 respectively.
[0245] Please refer to Figure 11 , which shows a schematic diagram of the interface for the virtual object to pick up the reward provided by an exemplary embodiment of the present application.
[0246] As Figure 11 shown, the player can control their own virtual character (virtual object 001 or virtual object 005) to go to the corresponding position of the reward orb 006 to obtain the reward orb 006.
[0247] Among them, the reward orb 006 randomly carries rewards such as virtual gold coins, virtual chess pieces, and in-round buff effects. After the player moves the corresponding virtual object to pick up the corresponding reward orb 006, they can obtain the reward corresponding to the reward orb 006.
[0248] Please refer to Figure 12 , which shows a schematic diagram of the interface for the virtual object to obtain the reward provided by an exemplary embodiment of the present application.
[0249] As Figure 12 shown, after the virtual object 001 picks up the reward orb 006 in the virtual grid 007 and obtains the reward of virtual gold coins, the number of gold coins owned by the player corresponding to the virtual object 001 increases correspondingly and is displayed in the gold coin column 010 of the virtual interface.
[0250] Please refer to Figure 13 , which shows a schematic diagram of the interface for a virtual object to obtain a reward provided by an exemplary embodiment of the present application.
[0251] As Figure 13 shown, after the virtual object 005 picks up the reward orb 006 of the virtual grid 008 and obtains a healing buff, the virtual piece corresponding to the virtual object 005 triggers an all-round healing effect. At the same time, an animation of the healing effect is displayed in the virtual interface, and the virtual piece corresponding to the virtual object 005 replenishes its health value.
[0252] Please refer to Figure 14 , which shows a schematic diagram of the interface for placing a virtual trap provided by an exemplary embodiment of the present application.
[0253] To increase the difficulty of acquisition, a trap-like device can be set in the virtual grid above the path where the virtual object reaches the corresponding reward orb 006. When the player controls the virtual object to reach the trap grid, the virtual object will trigger the trap. For example, within a certain period of time, the virtual object is controlled and immovable.
[0254] As Figure 14 shown, a virtual trap 011 is displayed in the empty grid near the virtual object 001.
[0255] Please refer to Figure 15 , which shows a schematic diagram of the interface for a virtual object to trigger a trap provided by an exemplary embodiment of the present application.
[0256] As Figure 15 shown, the virtual object 001 triggers the virtual trap 011, and the virtual object 001 is stunned, and an animation of the stun effect is displayed at the corresponding position in the scene interface.
[0257] In view of the potential of in-game virtual object interactions, the present application proposes a special method for players to obtain rewards by controlling virtual objects during a special round phase in the battle stage, that is, in a specific round, a specific NPC places reward items in the field, and the reward items are placed in any empty grid, and players can go to the grid to obtain resources.
[0258] Among them, when a grid appears, a prompt can be displayed. If there are multiple grids where reward items appear simultaneously, different colors will be used to preview the possible types of rewards, providing a strategic choice direction for players.
[0259] Considering the difficulty of item acquisition, relevant obstacles or traps can also be added to random chessboard grids to hinder players from operating virtual objects to obtain reward items.
[0260] Please refer to Figure 16, which shows the flowchart related to special rounds provided by an exemplary embodiment of the present application. For the terminal background side, the steps executed are as follows:
[0261] S1, the client determines whether it has entered a special round currently.
[0262] S2, if it has entered a special round, an NPC is displayed on the interface.
[0263] Among them, if it has not entered a special round, normal combat is carried out without interactive operations.
[0264] S3, after entering the combat round, the system determines whether there are chess pieces on the grid, that is, whether there are empty grids.
[0265] S4, if there are empty grids, control the NPC to randomly place reward orbs of random quantity and random type on the empty grids;
[0266] The specific steps are as follows:
[0267] The client identifies the existing empty positions on the current field and feeds them back to the server;
[0268] The server randomly configures reward orbs of random quantity and random type. The reward categories are not limited to gold coins, chess pieces, refresh times, round buffs, round enemy debuffs, etc., such as the whole body healing effect, or enemy debuff effects such as reducing the enemy's attack speed;
[0269] After the configuration is completed, the server feeds back the data to the client, and the client randomly places these reward orbs at the empty grid positions.
[0270] Among them, if there are no empty grids, no orbs are placed.
[0271] S5, traps appear in random grids;
[0272] The specific steps are as follows:
[0273] The server will also add trap settings to other empty grids at the same time;
[0274] Among them, the time when the trap appears can be inconsistent with that of the reward orb to increase randomness. For example, there was no trap at the original grid position, and when the player was about to walk to it, the trap was suddenly triggered.
[0275] S6, determine whether a virtual object triggers a trap, that is, determine whether the player moves the virtual object into the trap grid.
[0276] S7, if a trap trigger operation is received, that is, the player moves the virtual object to the trap grid and triggers the trap, then the virtual object can only move after being stunned / imprisoned for a certain period of time.
[0277] Among them, if the player does not enter the trap area, the corresponding effect is not triggered.
[0278] S8, determine whether a virtual object reaches the corresponding spell grid, that is, determine whether the virtual object picks up the spell.
[0279] S9, if the virtual object picks up the spell, the corresponding reward effect is obtained:
[0280] Taking the reward effect of "refreshing times" as an example, the client will feedback the information of "the player has obtained the reward times" to the server; the server distributes the times to the store of the client; the player can refresh the corresponding times for free in the store.
[0281] Among them, if the player does not pick up the spell, the corresponding effect is not triggered.
[0282] In summary, the embodiment of the present application provides an interaction mode applied to auto chess, which reduces the boredom of players having to wait for the battle result during the battle round, adds a specific gameplay of interactively obtaining rewards to change the battle situation in specific rounds, and enriches the player's gaming experience. Among them, the random rewards will make the battle result more uncertain, the powerful round buff rewards can enable the player to turn defeat into victory in the current game, and the economic rewards can also enable the player to obtain more battle tolerance opportunities.
[0283] Please refer to Figure 17 , which shows the structural block diagram of the control device of the virtual object provided by an exemplary embodiment of the present application. The control device includes:
[0284] The first display module 1701 is used to display the scene interface of the virtual scene. The virtual scene includes at least one first virtual object and at least one virtual chess piece corresponding to each of the at least one first virtual object;
[0285] The second display module 1702 is used to display at least one virtual item in the scene interface of the virtual scene in response to the virtual chess piece being in the battle stage;
[0286] The control module 1703 is used to control the movement of the first virtual object in response to receiving a movement operation on the first virtual object;
[0287] The item module 1704 is used to trigger the item effect corresponding to the virtual item in response to the first virtual object moving to the position corresponding to the virtual item.
[0288] In some embodiments, the above Figure 17 device further includes a third display device for
[0289] displaying a second virtual object in the scene interface of the virtual scene;
[0290] The second display device is used for displaying an animation of a second virtual object dropping at least one virtual prop in response to the virtual chess piece being in a battle phase and receiving an instruction to drop a virtual prop;
[0291] In the scene interface of the virtual scene, the virtual props dropped by the second virtual object are displayed.
[0292] In some embodiments, the virtual scene further includes a virtual chessboard; the virtual chessboard is divided into a plurality of virtual chess squares; the virtual chess pieces are located in corresponding virtual chess squares;
[0293] The second display device is used to display a virtual prop on at least one idle virtual chess square in the virtual chessboard in response to the virtual chess piece being in the battle stage.
[0294] In some embodiments, the second display device is used to display a first marking element on at least one idle virtual chess square in response to the virtual chess piece being in a battle phase; the first marking element is used to indicate that the corresponding virtual chess square is about to display a virtual prop;
[0295] In response to the completion of displaying the first marking element, a virtual prop is displayed on at least one idle virtual chess square.
[0296] In some embodiments, the first marking element is also used to indicate the prop effect of the virtual prop that will be displayed on the corresponding virtual chess square.
[0297] In some embodiments, the prop effect includes at least one of the following effects:
[0298] Distribute virtual resources, restore the attribute values of virtual chess pieces, increase virtual chess pieces, distribute virtual equipment, refresh the number of virtual chess pieces that can be purchased, refresh the skill cooldown time of virtual chess pieces, and apply buff effects to virtual chess pieces.
[0299] In some embodiments, the prop module 1704 is configured to trigger a prop effect corresponding to the first virtual prop in response to the first virtual object moving to the first virtual square where the first virtual prop is located; the first virtual prop is one of the at least one virtual prop;
[0300] or,
[0301] In response to the first virtual object moving to the second virtual chess grid and receiving a triggering operation on the second virtual prop, the prop effects corresponding to the second virtual props are triggered; the second virtual chess grid is adjacent to the virtual chess grid where the second virtual prop is located.
[0302] In some embodiments, the above Figure 17 The device also includes a trap device for,
[0303] In the scene interface of the virtual scene, display a virtual trap;
[0304] In response to the first virtual object moving to the virtual chess grid where the virtual trap is located, apply the trap effect corresponding to the virtual trap to the first virtual object.
[0305] In some embodiments, a trap device is used to respectively display a virtual trap on at least one idle virtual chess grid in the virtual chessboard; the virtual chess grid where the virtual trap is located is different from the virtual chess grid where the virtual item is located.
[0306] In some embodiments, a trap device is used to display a second marking element on at least one idle virtual chess grid; the second marking element is used to indicate that a virtual trap will be displayed on the corresponding virtual chess grid;
[0307] In response to the end of the display of the second marking element, respectively display a virtual trap on at least one idle virtual chess grid.
[0308] In some embodiments, the second marking element is further used to indicate the trap effect of the virtual trap that will be displayed on the corresponding virtual chess grid.
[0309] In some embodiments, the trap effect includes at least one of the following effects:
[0310] Prohibit the first virtual object from moving for a period of time and reduce the moving speed of the first virtual object.
[0311] In some embodiments, the virtual chess grid where the virtual trap is located is adjacent to the virtual chess grid where the virtual item is located; or,
[0312] The virtual chess grid where the virtual trap is located is on the predicted path, and the predicted path is the shortest path between the position where the virtual object is located and the virtual chess grid where the virtual item is located.
[0313] In some embodiments, the above Figure 17 device further includes a hiding device for,
[0314] In response to the display duration of the virtual trap reaching the specified duration and the virtual trap not being triggered, hide the virtual trap.
[0315] In some embodiments, the battle stage includes one or more battle rounds;
[0316] A second display module is used to display at least one virtual item in the scene interface of the virtual scene in response to the start of a specified battle round among one or more battle rounds.
[0317] It should be noted that when the device provided in the above embodiments realizes its functions, only the division of the above-mentioned functional modules is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.
[0318] Regarding the device in the above embodiments, the specific manners in which each module performs operations have been described in detail in the embodiments related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiments related to the method, and will not be elaborated here in detail.
[0319] Please refer to Figure 18 , which shows the structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0320] The computer device 1800 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1800 may also be referred to by other names such as a user device, a portable terminal, etc.
[0321] Generally, the computer device 1800 includes: a processor 1801 and a memory 1802.
[0322] The processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1801 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.
[0323] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may further include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the control method of the virtual object provided in the embodiments of the present application.
[0324] In some embodiments, the computer device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1804, a touch display screen 1805, a camera 1806, an audio circuit 1807, and a power supply 1808.
[0325] The peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0326] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0327] The touch display screen 1805 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above the surface of the touch display screen 1805. The touch signal can be input to the processor 1801 as a control signal for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, which is disposed on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens 1805, which are respectively disposed on different surfaces of the computer device 1800 or in a foldable design; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is disposed on a curved surface or a folding surface of the computer device 1800. Even further, the touch display screen 1805 may also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1805 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0328] The camera module 1806 is used to collect images or videos. Optionally, the camera module 1806 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are respectively any one of a main camera, a depth-of-field camera, and a wide-angle camera, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1806 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0329] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may further include a headphone jack.
[0330] The power supply 1808 is used to supply power to each component in the computer device 1800. The power supply 1808 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0331] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0332] The acceleration sensor 1810 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for the collection of game or user movement data.
[0333] The gyroscope sensor 1811 can detect the body orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the 3D actions of the user on the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0334] The pressure sensor 1812 can be disposed on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, it can detect the holding signal of the user on the computer device 1800, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1812 is disposed on the lower layer of the touch display screen 1805, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0335] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera module 1806 according to the ambient light intensity collected by the optical sensor 1813.
[0336] The proximity sensor 1814, also known as the distance sensor, is usually disposed on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from the lit screen state to the off screen state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from the off screen state to the lit screen state.
[0337] Those skilled in the art can understand that Figure 18 the structure shown in does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine some components, or adopt different component arrangements.
[0338] In an exemplary embodiment, an embodiment of the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the control method of the virtual object provided in the above method embodiment.
[0339] An embodiment of the present application provides a computer-readable storage medium, which stores a computer program. The computer program is loaded and executed by a processor to implement the control method of the virtual object provided in the above method embodiment.
[0340] An embodiment of the present application provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the control method of the virtual object provided in the above method embodiment.
[0341] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0342] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing related hardware. The program can be stored in a computer-readable storage medium. The computer-readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disc, etc.
[0343] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, where communication media includes any medium that facilitates the transfer of a computer program from one place to another. The storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0344] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A control method for a virtual object, characterized in that, The method includes: Displaying a scene interface of a virtual scene, where the virtual scene includes at least one first virtual object and at least one virtual chess piece corresponding to each of the at least one first virtual object; In response to the virtual chess piece being in a battle stage, displaying at least one virtual item in the scene interface of the virtual scene; In response to receiving a movement operation on the first virtual object, controlling the movement of the first virtual object; In response to the first virtual object moving to a position corresponding to the virtual item, triggering the item effect corresponding to the virtual item.
2. The method according to claim 1, characterized in that, Before the step of, in response to the virtual chess piece being in a battle stage, displaying at least one virtual item in the scene interface of the virtual scene, the method further includes: Displaying a second virtual object in the scene interface of the virtual scene; The step of, in response to the virtual chess piece being in a battle stage, displaying at least one virtual item in the scene interface of the virtual scene includes: In response to the virtual chess piece being in a battle stage and receiving an instruction to place the virtual item, displaying an animation of the second virtual object placing at least one of the virtual items; Displaying the virtual item placed by the second virtual object in the scene interface of the virtual scene.
3. The method according to claim 1, wherein The virtual scene further includes a virtual chessboard; the virtual chessboard is divided into multiple virtual chess squares; the virtual chess pieces are located in the corresponding virtual chess squares; The step of, in response to the virtual chess piece being in a battle stage, displaying at least one virtual item in the scene interface of the virtual scene includes: In response to the virtual chess piece being in a battle stage, respectively displaying one of the virtual items on at least one empty virtual chess square in the virtual chessboard.
4. The method according to claim 3, wherein The step of, in response to the virtual chess piece being in a battle stage, respectively displaying one of the virtual items on at least one empty virtual chess square in the virtual chessboard includes: In response to the virtual chess piece being in a battle stage, displaying a first marking element on at least one empty virtual chess square; the first marking element is used to indicate that the corresponding virtual chess square is about to display the virtual item; In response to the display of the first marking element ending, respectively displaying one of the virtual items on at least one empty virtual chess square.
5. The method according to claim 4, characterized in that, The first marking element is further used to indicate the item effect of the virtual item that is about to be displayed on the corresponding virtual chess square.
6. The method according to any one of claims 1 to 5, characterized in that The item effect includes at least one of the following effects: Issuing virtual resources, restoring the attribute value of the virtual chess piece, increasing the virtual chess piece, issuing virtual equipment, refreshing the number of times the purchasable virtual chess piece can be purchased, refreshing the skill cooldown duration of the virtual chess piece, and applying a buff effect to the virtual chess piece.
7. The method according to any one of claims 3 to 5, characterized in that, The step of, in response to the first virtual object moving to a position corresponding to the virtual item, triggering the item effect corresponding to the virtual item includes: In response to the first virtual object moving to the first virtual chess square where the first virtual item is located, triggering the item effect corresponding to the first virtual item; the first virtual item is one of the at least one virtual item; Or, In response to the first virtual object moving to the second virtual chess square and receiving a triggering operation on the second virtual item, trigger the item effect corresponding to the second virtual item; the second virtual chess square is adjacent to the virtual chess square where the second virtual item is located.
8. The method according to any one of claims 3 to 5, characterized in that Before triggering the item effect corresponding to the virtual item in response to the first virtual object moving to the position corresponding to the virtual item, it further includes: Display a virtual trap in the scene interface of the virtual scene; In response to the first virtual object moving to the virtual chess square where the virtual trap is located, impose the trap effect corresponding to the virtual trap on the first virtual object.
9. The method according to claim 8, wherein The displaying a virtual trap in the scene interface of the virtual scene includes: Display a virtual trap on at least one idle virtual chess square in the virtual chessboard; the virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual item is located.
10. The method according to claim 9, characterized in that, The displaying a virtual trap on at least one idle virtual chess square in the virtual chessboard includes: Display a second marking element on at least one idle virtual chess square; the second marking element is used to indicate that the corresponding virtual chess square is about to display a virtual trap; In response to the display of the second marking element ending, display a virtual trap on at least one idle virtual chess square respectively.
11. The method according to claim 10, wherein The second marking element is further used to indicate the trap effect of the virtual trap that the corresponding virtual chess square is about to display.
12. The method according to claim 8, wherein The trap effect includes at least one of the following effects: Forbid the first virtual object to move for a period of time, reduce the moving speed of the first virtual object.
13. The method according to claim 8, wherein, The virtual chess square where the virtual trap is located is adjacent to the virtual chess square where the virtual item is located; or, The virtual chess square where the virtual trap is located is on a predicted path, and the predicted path is the shortest path between the position where the virtual object is located and the virtual chess square where the virtual item is located.
14. The method according to claim 8, wherein The method further includes: In response to the display duration of the virtual trap reaching a specified duration and the virtual trap not being triggered, hide the virtual trap.
15. The method according to any one of claims 1 to 5, characterized in that The battle stage includes one or more battle rounds; The responding to the virtual chess piece being in the battle stage and displaying at least one virtual item in the scene interface of the virtual scene includes: In response to the start of a specified battle round among one or more battle rounds, display at least one virtual item in the scene interface of the virtual scene.
16. A control device for a virtual object, characterized in that, The device includes: A first display module for displaying the scene interface of the virtual scene, where the virtual scene includes at least one first virtual object and at least one virtual chess piece respectively corresponding to at least one of the first virtual objects; A second display module for displaying at least one virtual item in the scene interface of the virtual scene in response to the virtual chess piece being in the battle stage; A control module for controlling the movement of the first virtual object in response to receiving a movement operation on the first virtual object; The prop module is configured to trigger the prop effect corresponding to the virtual prop in response to the movement of the first virtual object to the position corresponding to the virtual prop.
17. A computer device, characterized in that, The computer device includes: a processor and a memory. The memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of the virtual object as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual object as described in any one of claims 1 to 15.
19. A computer program product, characterized in that, The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium, and the processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the control method of the virtual object as described in any one of claims 1 to 15.