Role arrangement method and device in virtual scene, equipment and storage medium
By displaying the recommended lineup position and preset position in the character array interface of the auto-chess game and responding to the selection operation, the array layout of the recommended lineup position is realized, solving the problems of difficult and poor versatility in the existing technology, and improving the game experience.
Patent Information
- Application Number
- CN202410179171.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
The one-click arraying function in the existing auto-chess game can only be used for preset positions and cannot be used for recommended lineup positions customized by players, resulting in difficult and poor versatility.
It provides a character array method in a virtual scene, displaying the character array interface includes recommended lineup positions and preset positions, and in response to the operation of selecting the target position, displays the virtual character array in a virtual scene, supporting the array layout of recommended lineup positions and preset positions.
Improve the versatility and effectiveness of the one-click array layout function, simplifies the difficulty of players' array layout operation, and improves the game experience.
Smart Images

Figure CN120437587A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method, device, equipment and storage medium for arranging characters in a virtual scene. Background Art
[0002] Auto Chess is a general term for a type of electronic strategy board game. The basic rules of the game are that players choose a combination of different types of chess pieces, and then arrange them on their own chessboard. The system automatically fights with other players' chess pieces. The loser of each round will have a certain amount of health deducted. This process is repeated many times until only one player survives.
[0003] In related technologies, the auto chess game has a one-click chess piece arrangement function. After the game player selects the desired virtual character lineup, the system will calculate the combat power value of each selected virtual character through a reasonable formula, and match the virtual characters and grids one by one according to the priority of the combat power value from high to low and the priority of the grids in the chess and card game, to obtain the chessboard after one-click arrangement.
[0004] However, the one-click formation function in the above method is only for the preset positions in the game and cannot be applied to the player's customized recommended lineup positions. Summary of the Invention
[0005] The present invention provides a method, device, equipment, and storage medium for arranging characters in a virtual scene. The technical solutions provided by the present invention are as follows:
[0006] According to one aspect of an embodiment of the present application, a method for arranging characters in a virtual scene is provided, the method comprising:
[0007] Displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene;
[0008] In response to an operation of selecting a target position, at least one virtual character arranged based on the target position is displayed in the virtual scene, wherein the target position is the recommended lineup position or the preset position.
[0009] According to one aspect of an embodiment of the present application, a device for arranging characters in a virtual scene is provided, the device comprising:
[0010] a display module for displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene;
[0011] A formation module is used to display at least one virtual character arranged based on the target position in the virtual scene in response to an operation of selecting a target position, wherein the target position is the recommended lineup position or the preset position.
[0012] According to one aspect of an embodiment of the present application, a computer device is provided, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned method for arranging characters in a virtual scene.
[0013] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned method of deploying characters in a virtual scene.
[0014] According to one aspect of an embodiment of the present application, a computer program product is provided, which includes a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned character formation method in the virtual scene.
[0015] The technical solutions provided in the embodiments of the present application can bring the following beneficial effects:
[0016] By displaying at least one recommended lineup position and at least one preset position in the character formation interface, and in response to an operation to select a target position, at least one virtual character is displayed in the virtual scene in a formation based on the target position. Compared to the one-click formation function in the related art that can only form a formation based on preset positions, the technical solution provided by this application adds a one-click formation function that forms a formation based on recommended lineup positions. This allows the one-click formation function to be used to form at least one virtual character currently to be formed according to the recommended lineup position or the preset position, thereby improving the versatility and effectiveness of the one-click formation function, simplifying the formation operation difficulty for players, and enhancing the gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0018] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0019] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0020] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0021] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0022] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0023] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0024] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0025] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0026] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0027] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0028] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0029] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0030] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0031] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;
[0032] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0033] Figure 16 This is a flowchart of a method for arranging characters in a virtual scene provided by one embodiment of the present application;
[0034] Figure 17 This is a schematic diagram of a character formation interface before formation provided by an embodiment of the present application;
[0035] Figure 18 This is a schematic diagram of a character formation interface after a recommended lineup position arrangement according to an embodiment of the present application;
[0036] Figure 19 Schematic diagram of a mirror operation of a target station provided by an embodiment of the present application;
[0037] Figure 20 This is a schematic diagram of a character formation interface based on preset positions provided by an embodiment of the present application;
[0038] Figure 21 This is a schematic diagram of front and back row scoring of virtual characters and virtual equipment provided by one embodiment of the present application;
[0039] Figure 22 is a schematic diagram of a location priority table provided by one embodiment of the present application;
[0040] Figure 23 This is a flow chart of a formation algorithm corresponding to preset positions provided by an embodiment of the present application;
[0041] Figure 24 This is a flowchart of a formation algorithm corresponding to a recommended lineup position provided by an embodiment of the present application;
[0042] Figure 25 This is a block diagram of a device for arranging characters in a virtual scene provided by one embodiment of the present application;
[0043] Figure 26 This is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0044] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0045] The technical solution provided by this application can be applied to turn-based chess games. First, the terms involved in the embodiments of this application are introduced:
[0046] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before a game, and during the game, the "chess pieces" can automatically fight according to the pre-arranged formation. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually round-based. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optionally, the turn-based chess game includes Auto Chess.
[0047] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0048] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard 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 this.
[0049] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0050] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, 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. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0051] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0052] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.
[0053] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.
[0054] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.
[0055] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0056] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to arrange chess pieces in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and positions of the pieces in the battle area.
[0057] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to arrange the chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and positions of the pieces in the battle area.
[0058] Optionally, the chess pieces arranged by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces arranged by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and each round the six user accounts are matched up in pairs, and the two matched user accounts play against each other on the same chessboard during that round.
[0059] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 are the same or different device types, and the device type includes at least one of: a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group 4) player, a laptop computer, and a desktop computer. The following embodiment uses the example of a terminal including a smartphone.
[0060] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0061] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0062] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0063] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0064] In an illustrative example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124. User account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where user accounts are located. Battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. User-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.
[0065] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.
[0066] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.
[0067] The method includes:
[0068] Step 220: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand area, where at least one card is displayed in the hand area.
[0069] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0070] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0071] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0072] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0074] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0075] Step 240: In the preparation phase, in response to the playing operation of at least one card, perform preparation operations related to the own side.
[0076] A card-playing operation refers to the operation of playing one or more cards held. Illustratively, the card-playing operation is the operation of dragging a selected card toward the board area. Alternatively, the card-playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the card-playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0077] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0078] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0079] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0080] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.
[0081] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0082] The character deployment method in the virtual scene provided by the present application is a character deployment method for at least one chess piece of the player object preparing for battle in the chessboard area during the preparation phase, which is used to move at least one chess piece of the player object in preparation to the corresponding chess square in the battle area to form a target position, so as to increase the player's chance of winning.
[0083] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0084] The automatic battle between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess pieces' positions on the chessboard, chess pieces' attributes, chess pieces' levels, chess pieces' skills, chess pieces' attributes, joint enhancement attributes between chess pieces, and other factors, until all the chess pieces of one side are killed.
[0085] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0086] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0087] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0088] Classification of card types:
[0089] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a player card.
[0090] Chess Cards:
[0091] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.
[0092] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0093] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0094] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0095] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0096] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0097] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.
[0098] Effect Cards:
[0099] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0100] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0101] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0102] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0103] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0104] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0105] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0106] 4. Increase the number of chess cards that your players can exchange for;
[0107] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0108] 6. Improve the level of at least one chess piece on the field;
[0109] 7. Add equipment to at least one chess piece on the field;
[0110] 8. Upgrade the equipment level of at least one chess piece on the field;
[0111] 9. Reduce energy consumption when playing / changing cards;
[0112] 10. Increase the probability of obtaining certain cards;
[0113] 11. Increase the number of cards that can be obtained;
[0114] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0115] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0116] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.
[0117] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0118] Equipment Cards:
[0119] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0120] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0121] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0122] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0123] Chess player cards:
[0124] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0125] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0126] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0127] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0128] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0129] Based on the introduction of the above four types of cards:
[0130] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0131] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0132] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0133] How to obtain cards:
[0134] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0135] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0136] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.
[0137] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0138] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0139] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0140] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.
[0141] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0142] Obtaining condition 8: Purchase card operation.
[0143] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.
[0144] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.
[0145] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0146] Player selection phase:
[0147] Step 320: Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.
[0148] Before each game begins, the player selects their desired player avatar. Different player avatars have different player skills. Player skills are typically related to obtaining player cards, but can also be related to other game factors.
[0149] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player object to obtain cards with special effects. For example, a player's skill effect is: every time three chess pieces are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0150] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0151] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0152] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0153] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0154] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0155] Preparation phase for each round:
[0156] Step 340: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.
[0157] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.
[0158] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0159] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0160] Step 360: In response to the playing operation of at least one card, execute the preparation operation related to the own chess piece.
[0161] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0162] Step 362: In response to the play operation on the chess piece card, perform a battle preparation operation related to at least one own chess piece in the chessboard area.
[0163] Step 364: In response to the play operation on the equipment card, all or part of the at least one chess piece are equipped with virtual equipment.
[0164] Step 366: In response to the play operation on the effect card, perform a preparation operation to add an effect to at least one factor in the game match.
[0165] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0166] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0167] Regarding step 362 (chess card):
[0168] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.
[0169] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.
[0170] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0171] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.
[0172] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0173] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0174] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0175] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.
[0176] Regarding step 364 (equip the card):
[0177] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0178] In response to a dragging operation of dragging the second indicator element to the second own chess piece, the second own chess piece is equipped with virtual equipment.
[0179] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0180] Regarding step 366 (effect card):
[0181] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0182] According to the objects of action, effect cards are divided into two categories:
[0183] Type 1: Increases the effect on your own chess pieces within the chessboard area.
[0184] Type 2: Adds effects to the card acquisition process.
[0185] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.
[0186] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0187] Regarding step 368 (player card):
[0188] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0189] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.
[0190] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0191] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0192] Card swap function:
[0193] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.
[0194] Delete card function:
[0195] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0196] Player level upgrade function:
[0197] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[0198] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0199] The battle phase of each round:
[0200] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0201] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0202] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0203] Battle settlement phase:
[0204] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0205] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0206] When the health value is deducted to zero, the player is eliminated from the game.
[0207] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.
[0208] In some embodiments, the damage settlement is determined based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0209] For example, reference Figure 15The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[0210] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0211] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0212] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.
[0213] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.
[0214] In a method for arranging characters in a virtual scene provided in an embodiment of the present application, before each round of game play, a player object performs a play operation on at least one chess card in an opponent's card area, thereby adding at least one player object to the board area. The player object can drag each player object's chess piece to any candidate square. Alternatively, in response to a play operation on a chess card, the player object can display the player object's chess piece in a predetermined area of the board area, for example, on a square in the upper left or lower right area of the board area. Furthermore, the player object can equip at least one piece of virtual equipment for each player object in the board area. The player object selects a target position from at least one recommended lineup position and at least one preset position. In response to the selection of the target position, the player object moves at least one player object to the square corresponding to the target position, thereby displaying the player object's chess piece in the board area, arranged based on the target position, thereby achieving a one-click arrangement effect for the player object.
[0215] Please refer to Figure 16 , which shows a flow chart of a method for arranging characters in a virtual scene provided by one embodiment of the present application. Each step of the method may be performed by a terminal device, such as the first terminal or the second terminal described above. The method may include at least one of the following steps 420 to 440:
[0216] Step 420, displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, and each position occupies at least one position among the multiple positions included in the virtual scene.
[0217] The character deployment interface refers to a screen that observes a virtual scene from the perspective of the player object. The virtual scene includes a chessboard area and N virtual characters (also referred to as N player pieces) to be deployed. The perspective of the player object can be the player object's first-person perspective or a fixed perspective of the chessboard area. The character deployment interface can be a display screen of the virtual scene captured by a virtual camera from the virtual scene. Optionally, the virtual camera captures the display interface of the virtual scene from the player object's first-person perspective. For example, the virtual camera is set directly in front of the player object. Through this virtual camera, the client observes the virtual scene from the player object's perspective, capturing and displaying a virtual environment image from the player object's first-person perspective. In addition, in an exemplary embodiment, the placement of the virtual camera is adjustable in real time. Optionally, the player can adjust the position and focal length of the virtual camera through touch operations on the virtual scene display interface, thereby capturing images corresponding to different positions and focal lengths. For example, the local player can adjust the position of the virtual camera by dragging the display interface of the virtual scene; for another example, the local player can adjust the focal length of the virtual camera by zooming in on the display details of the virtual scene.
[0218] Alternatively, the chessboard area may display only the friendly battle area and the N virtual characters to be deployed in the friendly battle area, or may display the friendly battle area and the N virtual characters to be deployed in the friendly battle area, as well as the enemy battle area and the virtual characters to be deployed in the enemy battle area. The N virtual characters to be deployed are virtual characters corresponding to the N chess pieces added to the chessboard area during the battle preparation phase, in response to playing operations on the N cards and performing battle preparation operations related to the friendly side. The specific implementation process can be referred to above step 240 and will not be further described here.
[0219] like Figure 17 As shown, the character formation interface displays a virtual scene 1701, at least one recommended lineup position 1702, and at least one preset position 1703. A position refers to the chessboard position occupied by each virtual character, and each position occupies at least one of the multiple positions included in the virtual scene (i.e., a chessboard position).
[0220] The recommended lineup position refers to the position of the recommended lineup composed of at least one recommended virtual character. The recommended virtual character refers to the virtual character that makes up the recommended lineup, and the recommended lineup includes at least one recommended virtual character. The number of recommended virtual characters included in the recommended lineup may exceed the number of chess cards held by the player object of this party, or may be less than the number of chess cards held by the player object of this party. This application does not limit this. The recommended virtual characters are virtual characters selected independently by the players of this party. For example, the virtual characters include virtual character 1, virtual character 2 and virtual character 3. The players of this party select virtual character 1 and virtual character 2 as the recommended virtual characters that make up the recommended lineup. The recommended lineup position is a lineup position customized by the players of this party, that is, a customized position for at least one recommended virtual character. The recommended lineup position limits the chess position of at least one recommended virtual character respectively. Reference Figure 17 As shown, our players can add operations for recommended lineup positions, select the chess squares where the recommended virtual characters are to be placed in the blank chessboard area, and set the chess squares corresponding to each recommended virtual character. For example, our players can place recommended virtual character 1 on chess square 2, recommended virtual character 2 on chess square 5, recommended virtual character 3 on chess square 10, and so on, thereby forming the recommended lineup positions.
[0221] Preset positions refer to pre-set positions, which are positions pre-programmed when the game program is written. The number of virtual characters contained in each preset position is the same, which is usually the maximum number of cards that the player object can hold. The chess squares occupied by the virtual characters are marked in the preset positions to indicate that the virtual characters can be placed in the chess square positions, and there is no limit on the virtual characters to be placed in each chess square. For example, the preset positions include chess square 1, chess square 2 and chess square 3, where chess square 1 can be used to place virtual character 1, and can also be used to place virtual character 2, or it can also be understood that virtual character 1 can be placed in any of the chess square positions among chess square 1, chess square 2 and chess square 3. Figure 17 As shown, there are 3 preset positions displayed in the character formation interface. Each preset position occupies 6 chess squares in the chessboard area, and there is no limit on the virtual character on each chess square position.
[0222] Step 440 , in response to the operation of selecting a target position, at least one virtual character arranged based on the target position is displayed in the virtual scene, wherein the target position is a recommended lineup position or a preset position.
[0223] The target position is a recommended lineup position or a preset position. It can be any of the recommended lineup positions and preset positions displayed in the character formation interface, or it can be a recommended lineup position added by the current add operation for the recommended lineup position.
[0224] After the player selects the target position, the chessboard area after the formation is directly displayed in the virtual scene, and the chessboard area includes at least one virtual character arranged based on the target position.
[0225] In some embodiments, in response to selecting a target position, at least one virtual character is displayed in a virtual scene in a formation based on the target position based on a formation algorithm. The formation algorithm implementation process can be executed on the terminal device side or on the server side, and this application does not limit this. The following explanation assumes that the formation algorithm is executed on the terminal device side.
[0226] In some embodiments, in response to an operation of selecting a target station, the target station displayed in the character formation interface is switched to a target mirror station, where the target mirror station is a station obtained by performing a mirroring operation on the target station.
[0227] The target mirror position is a mirror position of the target position, and at least one position in the virtual scene occupied by the target position is displayed in a mirror image with at least one position in the virtual scene occupied by the target position. Figure 19 As shown, the target station occupies squares 1, 2 and 3 in the first row of the chessboard area. After the target station is mirrored, squares 6, 7 and 8 in the first row of the chessboard area in the target mirror station are displayed as a mirror image of the squares occupied by the target station.
[0228] In response to the operation of selecting the target position, at least one virtual character is displayed in the virtual scene, with the formation based on the target position. At the same time, the target position displayed in the character formation interface is switched to the target mirror position. Therefore, in response to the operation of selecting the target position, the character formation interface displays at least one virtual character, with the formation based on the target position, and the target mirror position.
[0229] For example, Figure 17 It shows a schematic diagram of the character formation interface before formation. Figure 18 A schematic diagram of the character formation interface after the recommended lineup is shown. Figure 18 The position of at least one recommended virtual character in the virtual scene shown is consistent with Figure 18 The recommended lineup positions displayed in the game are displayed in a mirror image, that is, in response to the operation of selecting the recommended lineup positions, at least one virtual character arranged based on the recommended lineup positions is displayed in the virtual scene, and at the same time, the recommended lineup positions displayed in the character arrangement interface are switched to the mirror image positions of the recommended lineup positions, so Figure 18 The display area of the recommended lineup positions in the game is displayed as a mirror image of the recommended lineup positions.
[0230] Figure 20 A schematic diagram of the character formation interface after the preset position formation is shown, wherein: Figure 20 Figure (1) is a diagram of the character formation interface after the preset position 1 is formed. Figure 20 The display area of the preset station 1 in Figure (1) has been switched to display the mirror image of the preset station 1. Figure 20 Figure (2) is a diagram of the character formation interface after the preset position 2 is arranged. Figure 20 The display area of the preset station 2 in Figure (2) has been switched to display the mirror image of the preset station 2. Figure 20 Figure (3) is a diagram of the character formation interface after the preset position 3 is arranged. Figure 20 The display area of the preset station 3 in Figure (1) has been switched to display the mirror image of the preset station 3.
[0231] In some embodiments, in response to an operation of selecting a target mirror position, at least one virtual character arranged based on the target mirror position is displayed in the virtual scene.
[0232] The player on the team selects a target mirror position, and the chessboard area after the formation is displayed in the virtual scene. The chessboard area includes at least one virtual character arranged based on the target mirror position.
[0233] By switching the target position to the target mirror position after executing one-click formation, a quick way to switch positions is provided to the players on the team. Players can present another position by selecting the target mirror position, which makes it convenient for players to quickly change the position of virtual characters, simplifies the difficulty of players' formation operations, and improves the richness of the game.
[0234] The technical solution provided by the embodiments of the present application displays at least one recommended lineup position and at least one preset position in the character formation interface, and in response to an operation to select a target position, displays at least one virtual character in a virtual scene arranged based on the target position. Compared to the one-click formation function in the related art that can only arrange the formation based on the preset positions, the technical solution provided by the present application adds a one-click formation function for arranging the formation based on the recommended lineup positions, so that the one-click formation function can be used to arrange at least one virtual character currently to be arranged according to the recommended lineup position or the preset position, thereby improving the versatility and effectiveness of the one-click formation function, simplifying the difficulty of the player's formation operation, and enhancing the gaming experience.
[0235] The following is a detailed introduction to the execution process of the array arrangement algorithm, which includes at least one of the following steps 520 to 560.
[0236] Step 520: Allocate the N virtual characters to be deployed into M character groups. The character groups are divided according to the position type. Both N and M are positive integers.
[0237] One position type corresponds to one character group, and M character groups correspond to M position types. The position type is used to indicate the distribution area of the chess square positions occupied by the virtual characters in the chessboard area. This application does not limit the position area corresponding to each position type.
[0238] In some embodiments, the M character groups include a front-row character group and a back-row character group. The position type corresponding to the front-row character group is the front-row position type, and the position type corresponding to the back-row character group is the back-row position type. The front-row position type means that the distribution area of the chessboard positions occupied by the virtual characters is in the front-row area, and the back-row position type means that the distribution area of the chessboard positions occupied by the virtual characters is in the back-row area. The division of the front-row area and the back-row area is not limited. The front-row area refers to the area relative to the back-row area, that is, the area located before the back-row area. The back-row area refers to the area relative to the front-row area, that is, the area located after the front-row area. For example, the chessboard area includes 4 rows of squares. If the front-row area is the first 3 rows of squares, then the back-row area is the fourth row of squares. If the front-row area is the first row of squares, then the back-row area is the last 3 rows of squares.
[0239] In some embodiments, the position type can also be divided into a front row position type, a middle row position type, and a back row position type, and the M character groups include a front row character group, a middle row character group, and a back row character group. Alternatively, the position type can also be divided into a left column position type, a middle column position type, and a right column position type, and the distribution area corresponding to each position type occupies at least one column on the chessboard, and the M character groups include a left column character group, a middle column character group, and a right column character group. Alternatively, the position type can also be divided into an upper left position type, an upper right position type, a lower left position type, and a lower right position type, and the distribution area corresponding to each position type occupies a corner area on the chessboard, and the M character groups include an upper left character group, an upper right character group, a lower left character group, and a lower right character group.
[0240] Based on the scores of the N virtual characters for each of the M standing position types, the N virtual characters to be deployed are assigned to M character groups. The virtual characters in each character group are deployed in the standing area corresponding to the standing position type of the character group. For example, the virtual characters in the front row character group are deployed in the front row area corresponding to the front row standing position type.
[0241] Optionally, there may be a role group that does not include a virtual role.
[0242] In some embodiments, the above step 520 includes at least one sub-step of steps 521 to 525 (not shown in the figure).
[0243] In some embodiments, for the i-th virtual character among N virtual characters, the scores corresponding to the i-th virtual character for M standing types are determined to obtain M scores, where i is a positive integer less than or equal to N.
[0244] Determine each virtual character in the N virtual characters, and the scores corresponding to the M types of standing positions, to obtain M scores corresponding to each virtual character.
[0245] Step 521: For the j-th standing position type among the M standing position types, obtain the character score corresponding to the i-th virtual character for the j-th standing position type. The character score is used to represent the adaptability of the virtual character for the j-th standing position type, where j is a positive integer less than or equal to M.
[0246] Each virtual character is equipped with a character score for M standing positions. The character score is a score pre-programmed when the game program is written and is used to represent the virtual character's adaptability to each standing position type. The character score corresponding to the i-th virtual character for the j-th standing position type is used to represent the i-th virtual character's adaptability to the j-th standing position type, specifically the i-th virtual character's adaptability to the standing area corresponding to the j-th standing position type. If the i-th virtual character's character score for the j-th standing position type is the maximum value among the i-th virtual character's M character scores for the M standing positions, it means that the i-th virtual character is more adapted to the standing area corresponding to the j-th standing position type.
[0247] Different virtual characters have different role scores for the same position type. Specifically, the role score of the virtual character for the position type is related to the type of the virtual character (i.e., the chess piece type mentioned above) and the level of the virtual character (i.e., the chess piece level mentioned above). Figure 21 As shown in Figure (1), for the same virtual character, such as character 1, when its level is 1, the front row score of character 1 is 80, when its level is 2, the front row score of character 1 is 120, and when its level is 3, the front row score of character 1 is 160. It can be seen that the higher the level of the virtual character, the higher the character score of the virtual character for the same standing type. For different virtual characters of the same level, when character 1 is level 1, the corresponding front row score is 80, when character 2 is level 1, the corresponding front row score is 180, when character 3 is level 1, the corresponding front row score is 20, and when character 4 is level 1, the corresponding front row score is 80. It can be seen that the character score of the virtual character for the standing type is related to the type of the virtual character.
[0248] The role scores of the virtual character for different station types can be the same or different. Figure 21In Figure (1), each virtual character has a different character score for the front row position type and the back row position type. If the character score of the virtual character for the front row position type is greater than the character score of the virtual character for the back row position type, it means that the virtual character's adaptability to the front row position type is greater than that to the back row position type, such as character 2 and character 4.
[0249] Step 522: If the i-th virtual character is equipped with L virtual equipment, obtain the equipment score corresponding to each of the L virtual equipment for the j-th standing position type. The equipment score is used to represent the adaptability of the virtual equipment for the j-th standing position type, and L is a positive integer.
[0250] Each virtual equipment is equipped with an equipment score for M position types. The equipment score is a score pre-programmed when the game program is written and is used to characterize the virtual equipment's suitability for each position type. The equipment score of the lth virtual equipment for the jth position type is used to characterize the suitability of the lth virtual equipment for the jth position type, specifically the suitability of the lth virtual equipment when deployed in the virtual character's position area corresponding to the jth position type. If the equipment score of the lth virtual equipment for the jth position type is the maximum value among the M equipment scores of the lth virtual equipment for the M position types, it means that the lth virtual equipment is more suitable for the position area corresponding to the jth position type, where l is a positive integer less than or equal to L.
[0251] Each virtual character can be configured with at least one virtual equipment, and each virtual equipment is configured with an equipment score corresponding to a position type. If the i-th virtual character is equipped with L virtual equipment, then the equipment score corresponding to the j-th position type of the i-th virtual character is obtained based on the equipment scores of the L virtual equipment corresponding to the j-th position type. The equipment score corresponding to the j-th position type of the i-th virtual character can be the score obtained by adding the equipment scores of the L virtual equipment corresponding to the j-th position type, or the score obtained by weighted summation of the equipment scores of the L virtual equipment corresponding to the j-th position type, or the average score of the equipment scores of the L virtual equipment corresponding to the j-th position type, and this application does not limit this.
[0252] Different virtual equipment can have the same or different equipment ratings for the same position type. Figure 21As shown in Figure (2), for different virtual equipment, the front row scores corresponding to equipment 1 to equipment 4 are all 5, and the front row scores corresponding to equipment 5 to equipment 7 are all 15. If the equipment score of the virtual equipment for the front row position type is greater than the equipment score of the virtual equipment for the back row position type, it means that the adaptability of the virtual equipment for the front row position type is greater than the adaptability of the virtual equipment for the back row position type, such as equipment 5, equipment 6 and equipment 7.
[0253] In some embodiments, the virtual equipment has an upgradeable level, and the equipment score of the virtual equipment for the position type is related to the type of the virtual equipment and the level of the virtual equipment. The higher the level of the virtual equipment, the higher the equipment score of the virtual equipment for the same position type.
[0254] Step 523: Calculate the score of the i-th virtual character for the j-th position type based on the character score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type.
[0255] Optionally, the score corresponding to the i-th virtual character for the j-th standing position type can be the score obtained by adding the character score of the i-th virtual character for the j-th standing position type and the equipment score of each virtual equipment in the L virtual equipment for the j-th standing position type; it can also be the score obtained by weighted summing the character score of the i-th virtual character for the j-th standing position type and the equipment score of each virtual equipment in the L virtual equipment for the j-th standing position type; it can also be the character score of the i-th virtual character for the j-th standing position type and the average score of the equipment score of each virtual equipment in the L virtual equipment for the j-th standing position type, and so on.
[0256] Optionally, the score of the i-th virtual character for the j-th position type can be calculated based on the character score of the i-th virtual character for the j-th position type and the equipment score of the i-th virtual character for the j-th position type. The score of the i-th virtual character for the j-th position type can be the score obtained by adding the character score of the i-th virtual character for the j-th position type and the equipment score of the i-th virtual character for the j-th position type; it can also be the score obtained by weighted summation of the character score of the i-th virtual character for the j-th position type and the equipment score of the i-th virtual character for the j-th position type; it can also be the average score of the character score of the i-th virtual character for the j-th position type and the equipment score of the i-th virtual character for the j-th position type, and so on.
[0257] The score corresponding to the i-th virtual character for the j-th standing position type is used to represent the comprehensive adaptability of the virtual character for the j-th standing position type.
[0258] In some embodiments, if the i-th virtual character is not equipped with virtual equipment, the score of the i-th virtual character for the j-th standing position type is obtained based on the character score of the i-th virtual character for the j-th standing position type. For example, the character score of the i-th virtual character for the j-th standing position type can be directly determined as the score of the i-th virtual character for the j-th standing position type.
[0259] Step 524 : Obtain M scores based on the scores of the i-th virtual character corresponding to the M types of standing positions.
[0260] By combining the character score of the virtual character for the position type and the equipment score of the virtual equipment for the position type when calculating the score of the virtual character for the position type, the final score of the virtual character for the position type comprehensively considers the position type of the virtual character, as well as the characteristic attributes of the virtual character and the virtual equipment. The resulting score can more accurately represent the adaptability of the virtual character for the position type, thereby improving the accuracy and rationality of subsequent grouping.
[0261] Step 525 : assign the i-th virtual character to a character group corresponding to a target position type among the M position types, wherein the target position type refers to a position type corresponding to the maximum value among the M scores.
[0262] After obtaining the scores corresponding to the i-th virtual character for M types of standing positions, the maximum value among the M scores is determined, and the standing position type corresponding to the maximum value among the M scores is determined as the target standing position type corresponding to the i-th virtual character, thereby assigning the i-th virtual character to the character group corresponding to the target standing position type.
[0263] For example, if the scores of the i-th virtual character corresponding to the M standing position types are 80, 90, and 95 respectively, the i-th virtual character is assigned to the character group corresponding to the standing position type corresponding to 95 points.
[0264] In some embodiments, the M character groups include a front-row character group and a back-row character group. If the score corresponding to the i-th virtual character for the front-row position type is greater than the score corresponding to the i-th virtual character for the back-row position type, then the i-th virtual character is assigned to the front-row character group. The front-row position type is the target position type corresponding to the i-th virtual character, and therefore, the i-th virtual character is assigned to the front-row character group corresponding to the front-row position type.
[0265] If the score of the i-th virtual character for the back row position type is greater than the score of the i-th virtual character for the front row position type, then the i-th virtual character is assigned to the back row character group. The back row position type is the target position type for the i-th virtual character, so the i-th virtual character is assigned to the back row character group corresponding to the back row position type.
[0266] Through the above steps, the score corresponding to the i-th virtual character for the j-th position type is obtained, thereby obtaining the scores corresponding to the i-th virtual character for the M position types. According to the scores corresponding to each virtual character for the M position types, the comprehensive adaptability of each virtual character for the M position types is determined, and the virtual character is assigned to the character group corresponding to the position type with the highest adaptability, so that the chess position of each virtual character after the formation is more reasonable and more in line with the characteristic attributes of the virtual character, so as to reduce the player's operating pressure and increase the probability of winning.
[0267] Step 540 : Determine the position of each virtual character in the M character groups in the virtual scene according to the target position and the position types corresponding to the M character groups.
[0268] According to the target station and the station types corresponding to the M character groups, the position of each virtual character in the M character groups in the target station is determined.
[0269] In some embodiments, the above step 540 includes at least one sub-step of steps 541 to 547 (not shown in the figure).
[0270] When the target station is a preset station, at least one sub-step of steps 541 to 542 is included.
[0271] Step 541: Obtain position priority data corresponding to the preset positions for M types of positions, where the position priority data is used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer.
[0272] For each preset position, a position priority table corresponding to each position type is pre-programmed during game programming. The position priority data refers to the data corresponding to the position priority table. The position priority table includes T positions in the virtual scene, arranged in descending order of priority. The T positions refer to T chess square positions on the chessboard area in the virtual scene, where the chessboard area contains a total of T chess square positions.
[0273] Figure 22A schematic diagram of the position priority table is shown. Each preset station corresponds to two station types, and each station type corresponds to a position priority data, T is 6. For the front row station type of preset station 1, the T positions in the virtual scene arranged in descending order of priority are (3,3) (4,3) (1,3) (6,3) (2,3) (5,3), where (3,3) represents the third row and third column in the chessboard area.
[0274] Step 542: For the jth standing position type among the M standing position types, each virtual character in the jth character group among the M character groups is occupied starting from the available position with the highest priority among the T positions in descending order of the scores corresponding to the virtual characters for the jth standing position type, and the position of each virtual character in the jth character group in the virtual scene is determined. The standing position type corresponding to the jth character group is the jth standing position type, and j is a positive integer less than or equal to M.
[0275] For each virtual character in the j-th character group among the M character groups, sort them from high to low according to the score corresponding to the j-th position type of the virtual character, and occupy them starting from the available position with the highest priority among the T positions in order from high to low. Among them, the available position refers to the position where the virtual character can be placed. In some embodiments, the player of the party or the enemy player can use effect cards to occupy part of the chess squares in the chess and card area, and the occupied chess squares cannot be used to place virtual characters. In some embodiments, when the virtual characters in other character groups are arranged, part of the chess square positions have been occupied, and other virtual characters cannot be placed in the occupied chess squares. Therefore, the available position refers to the chess square position that is not occupied by the effect card and has not been placed by other virtual characters.
[0276] For example, for Figure 22 In the position priority table shown, the front row position type of the preset position 1 is shown. The virtual characters in the front row character group are ranked from highest to lowest according to their scores for the jth position type: virtual character 1, virtual character 2, and virtual character 3. Therefore, virtual characters 1, 2, and 3 are placed in order, starting from the highest priority available position among the six positions. Among them, (4,3) and (1,3) are unavailable positions. Therefore, virtual character 1 is placed in the position corresponding to (3,3), skipping (4,3) and (1,3). Virtual character 2 is placed in the position corresponding to (6,3), and virtual character 3 is placed in the position corresponding to (2,3).
[0277] In some embodiments, the number of virtual characters in each character group is obtained, and the virtual characters in each character group are arranged in formation in ascending order of the number of virtual characters. Exemplarily, if the first character group contains 3 virtual characters, the second character group contains 4 virtual characters, and the third character group contains 2 virtual characters, then the virtual characters in the third character group are arranged in formation first, followed by the virtual characters in the first character group, and finally the virtual characters in the second character group.
[0278] Figure 23 The flowchart of the arrangement algorithm corresponding to the preset positions is shown. The M character groups include the front-row character group and the back-row character group. The front-row character group corresponds to the front-row position type, and the back-row character group corresponds to the back-row position type. First, obtain the character scores of each virtual character for the front-row position type and the character scores of each virtual character for the back-row position type, and obtain the equipment scores of the virtual equipment equipped by each virtual character for the front-row position type and the equipment scores of the virtual equipment equipped by each virtual character for the back-row position type. According to the character scores of each virtual character for the position type and the equipment scores of the virtual equipment equipped by each virtual character for the position type, calculate the score of each virtual character for the front-row position type (i.e., Figure 22 the front-row score in Figure 22 ) and the score of each virtual character for the back-row position type (i.e., Figure 22 the back-row score in
[0279] ). For each virtual character, if the front-row score is greater than the back-row score, then assign the virtual character to the front-row character group; if the back-row score is greater than the front-row score, then assign the virtual character to the back-row character group. In this way, the front-row character group and the back-row character group are obtained. As
[0280] shown, the front-row character group contains a virtual characters, and the back-row character group contains b virtual characters. If b > a, then arrange the virtual characters in the front-row character group first and then arrange the virtual characters in the back-row character group; if b < a, then arrange the virtual characters in the back-row character group first and then arrange the virtual characters in the front-row character group. The arrangement will start occupying from the available position with the highest priority in descending order of the scores of the virtual characters corresponding to the position type, and obtain the positions of each virtual character in each character group in the virtual scene, that is, the final arrangement result.
[0279] By configuring the corresponding position priority data for each of the M position types of the preset positions, each virtual character in the character group can start occupying from the available position with the highest priority in descending order of the scores of the virtual characters corresponding to the position type, so that each virtual character can determine a position with a high degree of fitness for it in the virtual scene, thereby improving the rationality of the arrangement of virtual characters, reducing the operation pressure of players, and increasing the winning probability of one's own side.
[0280] When the target position is the recommended lineup position, at least one sub-step of steps 543 to 547 is included.
[0281] Step 543: Allocate at least one recommended virtual character to M recommended character groups. The recommended character groups are divided according to the station type.
[0282] At least one recommended virtual character in the recommended lineup position is obtained, and referring to the embodiment corresponding to the above step 520, the at least one recommended virtual character is assigned to M recommended character groups. Optionally, there may be a recommended character group that does not contain a recommended virtual character.
[0283] Step 544, for the j-th standing position type among the M standing position types, determine the position sorting data corresponding to the j-th recommended character group according to the scores corresponding to the j-th standing position type of each recommended virtual character in the j-th recommended character group among the M recommended character groups, the position sorting data is used to indicate K positions in the virtual scene arranged in descending order according to the scores corresponding to the recommended virtual characters for the j-th standing position type, where K is a positive integer.
[0284] The j-th recommended character group contains K recommended virtual characters. According to the scores corresponding to the j-th standing type of each recommended virtual character in the j-th recommended character group, the positions of the K recommended virtual characters in the virtual scene are sorted in descending order to obtain the sorted K positions.
[0285] For example, if the j-th recommended character group includes recommended virtual character 1, recommended virtual character 2 and recommended virtual character 3, and the scores corresponding to each recommended virtual character for the j-th standing position type are, in descending order, recommended virtual character 2, recommended virtual character 1 and recommended virtual character 3, then the three sorted positions included in the position sorting data corresponding to the j-th recommended character group are, respectively, recommended position 2 corresponding to recommended virtual character 2, recommended position 1 corresponding to recommended virtual character 1 and recommended position 3 corresponding to recommended virtual character 3.
[0286] Step 545, occupy each virtual character in the j-th character group among the M character groups, starting from the available position with the highest score among the K positions, in descending order of the scores corresponding to the j-th standing position type of the virtual characters, to determine the position of each virtual character in the j-th character group in the virtual scene, the standing position type corresponding to the j-th character group is the j-th standing position type, and j is a positive integer less than or equal to M.
[0287] For example, if the number of available positions in the K positions is greater than or equal to the number of virtual characters in the j-th character group, the virtual characters in the j-th character group will be occupied starting from the available position with the highest score in the K positions in descending order of the scores corresponding to the j-th standing type of the virtual characters, to determine the position of each virtual character in the j-th character group in the virtual scene.
[0288] For example, the number of available positions in the K positions is 3. In descending order of the scores corresponding to the recommended virtual characters for the j-th standing position type, the positions are ranked as recommended position 2, recommended position 1, and recommended position 3. The number of virtual characters in the j-th character group is 2. In descending order of the scores corresponding to the virtual characters for the j-th standing position type, the positions are ranked as virtual character 1 and virtual character 2. Therefore, virtual character 1 is placed in recommended position 2, and virtual character 2 is placed in recommended position 1.
[0289] By sorting each position in the recommended lineup according to the score, each virtual character in the character group can occupy the available position with the highest score in the recommended character group in descending order of the score corresponding to the virtual character for the position type, so that each virtual character can determine a position with high adaptability to it in the virtual scene, thereby improving the rationality of the virtual character's lineup, reducing the player's operating pressure, and increasing the probability of winning.
[0290] Step 546: If the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, then obtain the target position priority data corresponding to the target preset positions for the M types of positions, respectively. The target position priority data is used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer.
[0291] For example, the number of available positions in K positions is 3, and they are arranged in descending order according to the scores of the recommended virtual characters for the j-th standing position type as recommended position 2, recommended position 1, and recommended position 3. The number of virtual characters in the j-th character group is 4, and they are arranged in descending order according to the scores of the virtual characters for the j-th standing position type as virtual character 1, virtual character 2, virtual character 3, and virtual character 4. Referring to the embodiment of steps 543 to 545 above, virtual character 1, virtual character 2, and virtual character 3 are arranged to determine the positions of virtual character 1, virtual character 2, and virtual character 3 in the virtual scene, that is, virtual character 1 corresponds to recommended position 2, virtual character 2 corresponds to recommended position 1, and virtual character 3 corresponds to recommended position 3. For determining the position of virtual character 4 in the virtual scene, reference may be made to the embodiments of steps 541 to 542 above, which will not be repeated here.
[0292] The target preset position is one of the preset positions. The selection rule for the target preset position can be a preset position defined by the game programmer when writing the game, or a preset position selected by the player independently, or a preset position that is used more frequently as determined by the game program based on the usage probability of the preset positions in big data. This application does not limit this.
[0293] Step 547, the remaining virtual characters in the j-th character group are occupied starting from the highest priority available position among the T positions corresponding to the target position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.
[0294] The remaining virtual characters in the j-th character group are positioned in the virtual scene according to the embodiments of steps 541 to 542 .
[0295] By arranging the remaining virtual characters according to the arrangement algorithm corresponding to the preset positions, the system's arrangement difficulty is reduced and the rationality of the virtual character arrangement is improved while ensuring the compatibility of the virtual characters with the positions in the virtual scene.
[0296] Figure 24A flowchart of a formation algorithm corresponding to recommended lineup positions is shown. M character groups include a front-row character group and a back-row character group. The front-row character group corresponds to the front-row position type, and the back-row character group corresponds to the back-row position type. First, for at least one recommended virtual character in the recommended lineup position, a score corresponding to the front-row position type and a score corresponding to the back-row position type are calculated for each recommended virtual character. Based on the scores for each recommended virtual character for each position type, the at least one recommended virtual character is assigned to the front-row recommended character group and the back-row recommended character group, respectively. Simultaneously, for at least one virtual character in the player lineup, a score corresponding to the front-row position type and a score corresponding to the back-row position type are calculated for each virtual character. Based on the scores for each virtual character for each position type, the at least one virtual character is assigned to the front-row character group and the back-row character group, respectively. The front-row recommended character group contains s recommended virtual characters, and the back-row recommended character group contains t recommended virtual characters. Each recommended virtual character corresponds to a recommended chess square. According to the front-row recommended character group and the ranking within the front-row character group, each virtual character in the front-row character group is sequentially placed on the recommended chess square corresponding to each recommended virtual character in the front-row recommended character group. Also, according to the back-row recommended character group and the ranking within the back-row character group, each virtual character in the back-row character group is sequentially placed on the recommended chess square corresponding to each recommended virtual character in the back-row recommended character group. For the remaining virtual characters in the character group, the formation is arranged according to the formation algorithm corresponding to the preset positions to determine the chess square position of each remaining virtual character in the virtual scene.
[0297] Step 560: Display at least one virtual character arranged based on the target position in the virtual scene according to the position of each virtual character in the M character groups in the virtual scene.
[0298] After determining the position of each virtual character in the M character groups in the virtual scene, each virtual character in the M character groups is placed on the corresponding chessboard position in the virtual scene, and at least one virtual character is arranged based on the target position. The character arrangement interface is displayed as the chessboard interface after the arrangement.
[0299] By adopting a formation algorithm based on the corresponding target position, the N virtual characters to be formed are formed, so that each virtual character can determine the position that best matches the target position in the virtual scene, thereby improving the rationality of the virtual character formation, meeting the player's gaming experience requirements, and reducing the player's operating pressure and difficulty.
[0300] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0301] Please refer to Figure 25 , which shows a block diagram of a device for arranging characters in a virtual scene, provided by one embodiment of the present application. This device has the function of implementing the aforementioned method for arranging characters in a virtual scene. This function can be implemented by hardware, or by hardware executing corresponding software. This device can be the terminal device described above, or it can be installed in a terminal device.
[0302] like Figure 25 As shown, the apparatus 600 may include:
[0303] The display module 610 is used to display a character formation interface, in which a virtual scene and at least one recommended lineup position and at least one preset position are displayed. The recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position. Each of the positions occupies at least one position among the multiple positions included in the virtual scene.
[0304] The formation module 620 is used to display at least one virtual character arranged based on the target position in the virtual scene in response to an operation of selecting the target position, wherein the target position is the recommended lineup position or the preset position.
[0305] In some embodiments, the array module 620 includes:
[0306] The role allocation unit is used to allocate N virtual characters to be deployed into M role groups, where the role groups are divided according to position types, and N and M are both positive integers.
[0307] A position determining unit is configured to determine a position of each virtual character in the M character groups in the virtual scene according to the target position and the position types corresponding to the M character groups.
[0308] The array unit is configured to display at least one virtual character arranged based on the target position in the virtual scene according to the position of each virtual character in the M character groups in the virtual scene.
[0309] In some embodiments, the role allocation unit is configured to:
[0310] For the i-th virtual character among the N virtual characters, determine the scores corresponding to the i-th virtual character for the M types of standing positions, to obtain M scores, where i is a positive integer less than or equal to N;
[0311] The i-th virtual character is assigned to a character group corresponding to a target standing type among the M standing types, wherein the target standing type refers to a standing type corresponding to a maximum value among the M scores.
[0312] In some embodiments, the role allocation unit is configured to:
[0313] For the j-th standing position type among the M standing position types, obtaining a character score corresponding to the i-th virtual character for the j-th standing position type, where the character score is used to represent the adaptability of the virtual character for the j-th standing position type, where j is a positive integer less than or equal to M;
[0314] If the i-th virtual character is equipped with L virtual equipment, then obtain an equipment score corresponding to each of the L virtual equipment for the j-th standing position type, where the equipment score is used to represent the adaptability of the virtual equipment for the j-th standing position type, and L is a positive integer;
[0315] Calculate the score of the i-th virtual character for the j-th position type based on the character score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type;
[0316] The M scores are obtained according to the scores of the i-th virtual character corresponding to the M types of standing positions.
[0317] In some embodiments, the position determination unit is configured to:
[0318] When the target station is the preset station, obtaining position priority data corresponding to the preset station for the M types of station, the position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer;
[0319] For the jth standing position type among the M standing position types, each virtual character in the jth character group among the M character groups is occupied starting from the available position with the highest priority among the T positions in descending order of the scores corresponding to the virtual characters for the jth standing position type, and the position of each virtual character in the jth character group in the virtual scene is determined. The standing position type corresponding to the jth character group is the jth standing position type, and j is a positive integer less than or equal to M.
[0320] In some embodiments, the position determination unit is configured to:
[0321] When the target position is the recommended lineup position, assigning the at least one recommended virtual character to M recommended character groups, wherein the recommended character groups are divided according to position type;
[0322] For a j-th standing position type among the M standing position types, determining position ranking data corresponding to the j-th recommended character group based on scores corresponding to the j-th standing position type for each recommended virtual character in the j-th recommended character group among the M recommended character groups, the position ranking data being used to indicate K positions in the virtual scene arranged in descending order according to scores corresponding to the recommended virtual characters for the j-th standing position type, where K is a positive integer;
[0323] Each virtual character in the j-th character group among the M character groups is occupied starting from the available position with the highest score among the K positions in descending order of the scores corresponding to the j-th standing position type of the virtual characters, and the position of each virtual character in the j-th character group in the virtual scene is determined. The standing position type corresponding to the j-th character group is the j-th standing position type, and j is a positive integer less than or equal to M.
[0324] In some embodiments, the position determination unit is configured to:
[0325] If the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, obtaining target position priority data corresponding to the M types of target preset positions, the target position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer;
[0326] The remaining virtual characters in the j-th character group are occupied starting from the available position with the highest priority among the T positions corresponding to the target position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.
[0327] In some embodiments, the M character groups include a front-row character group and a back-row character group, the standing position type corresponding to the front-row character group is a front-row standing position type, and the standing position type corresponding to the back-row character group is a back-row standing type; the character allocation unit is used to:
[0328] If the score of the i-th virtual character corresponding to the front row standing type is greater than the score of the i-th virtual character corresponding to the back row standing type, assigning the i-th virtual character to the front row character group;
[0329] If the score of the i-th virtual character corresponding to the back row standing type is greater than the score of the i-th virtual character corresponding to the front row standing type, the i-th virtual character is assigned to the back row character group.
[0330] In some embodiments, the apparatus 600 further includes a mirror display module, wherein the mirror display module is configured to:
[0331] In response to the operation of selecting the target station, the target station displayed in the character formation interface is switched to a target mirror station, where the target mirror station is a station obtained by performing a mirror operation on the target station.
[0332] In some embodiments, the mirror display module is used to:
[0333] In response to an operation of selecting the target mirror position, at least one virtual character arranged based on the target mirror position is displayed in the virtual scene.
[0334] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0335] Please refer to Figure 26 , which shows a block diagram of a computer device 700 provided in one embodiment of the present application. The computer device 700 can be any electronic device with data computing, processing, and storage capabilities. The computer device 700 can be used to implement the character formation method in the virtual scene provided in the above embodiment.
[0336] Typically, the computer device 700 includes a processor 701 and a memory 702 .
[0337] The processor 701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 701 may also include an AI processor for processing computing operations related to machine learning.
[0338] The memory 702 may include one or more computer-readable storage media, which may be non-transitory. The memory 702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 702 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned method for character formation in the virtual scene.
[0339] Those skilled in the art will understand that Figure 26 The structure shown in the figure does not constitute a limitation on the computer device 700, and the computer device 700 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0340] In an exemplary embodiment, a computer-readable storage medium is also provided, storing a computer program that, when executed by a processor of a computer device, implements the aforementioned method for arranging characters in a virtual scene. Optionally, the computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, or an optical data storage device.
[0341] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the above-described method for arranging characters in a virtual scene.
[0342] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting the user's relevant data and during the process of collecting the user's relevant data. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes it to collect the data. Subsequent data use and processing are carried out within the scope of authorization of laws and regulations and the personal information subject, and the collection, use and processing of relevant user data must comply with the relevant laws, regulations and standards of relevant countries and regions.
[0343] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.
[0344] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for arranging characters in a virtual scene, characterized in that: The method comprises: Displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; In response to an operation of selecting a target position, at least one virtual character arranged based on the target position is displayed in the virtual scene, wherein the target position is the recommended lineup position or the preset position.
2. The method according to claim 1, characterized in that The displaying of at least one virtual character arranged based on the target position in the virtual scene includes: Assign N virtual characters to be deployed into M character groups, where the character groups are divided according to their position types, and N and M are both positive integers; Determining the position of each virtual character in the M character groups in the virtual scene according to the target position and the position types corresponding to the M character groups; According to the position of each virtual character in the M character groups in the virtual scene, at least one virtual character arranged based on the target position is displayed in the virtual scene.
3. The method according to claim 2, characterized in that The step of allocating the N virtual characters to be deployed into the M character groups includes: For the i-th virtual character among the N virtual characters, determine the scores corresponding to the i-th virtual character for the M types of standing positions, to obtain M scores, where i is a positive integer less than or equal to N; The i-th virtual character is assigned to a character group corresponding to a target standing type among the M standing types, wherein the target standing type refers to a standing type corresponding to a maximum value among the M scores.
4. The method according to claim 3, characterized in that Determining the scores corresponding to the i-th virtual character for the M types of standing positions to obtain M scores includes: For the j-th standing position type among the M standing position types, obtaining a character score corresponding to the i-th virtual character for the j-th standing position type, where the character score is used to represent the adaptability of the virtual character for the j-th standing position type, where j is a positive integer less than or equal to M; If the i-th virtual character is equipped with L virtual equipment, then obtain an equipment score corresponding to each of the L virtual equipment for the j-th standing position type, where the equipment score is used to represent the adaptability of the virtual equipment for the j-th standing position type, and L is a positive integer; Calculate the score of the i-th virtual character for the j-th position type based on the character score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type; The M scores are obtained according to the scores of the i-th virtual character corresponding to the M types of standing positions.
5. The method according to claim 3, characterized in that Determining the position of each virtual character in the M character groups in the virtual scene according to the target position and the position types corresponding to the M character groups includes: When the target station is the preset station, obtaining position priority data corresponding to the preset station for the M types of station, the position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer; For the jth standing position type among the M standing position types, each virtual character in the jth character group among the M character groups is occupied starting from the available position with the highest priority among the T positions in descending order of the scores corresponding to the virtual characters for the jth standing position type, and the position of each virtual character in the jth character group in the virtual scene is determined. The standing position type corresponding to the jth character group is the jth standing position type, and j is a positive integer less than or equal to M.
6. The method according to claim 3, characterized in that Determining the position of each virtual character in the M character groups in the virtual scene according to the target position and the position types corresponding to the M character groups includes: When the target position is the recommended lineup position, assigning the at least one recommended virtual character to M recommended character groups, wherein the recommended character groups are divided according to position type; For a j-th standing position type among the M standing position types, determining position ranking data corresponding to the j-th recommended character group based on scores corresponding to the j-th standing position type for each recommended virtual character in the j-th recommended character group among the M recommended character groups, the position ranking data being used to indicate K positions in the virtual scene arranged in descending order according to scores corresponding to the recommended virtual characters for the j-th standing position type, where K is a positive integer; Each virtual character in the j-th character group among the M character groups is occupied starting from the available position with the highest score among the K positions in descending order of the scores corresponding to the j-th standing position type of the virtual characters, and the position of each virtual character in the j-th character group in the virtual scene is determined. The standing position type corresponding to the j-th character group is the j-th standing position type, and j is a positive integer less than or equal to M.
7. The method according to claim 6, characterized in that The method further comprises: If the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, obtaining target position priority data corresponding to the M types of target preset positions, the target position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer; The remaining virtual characters in the j-th character group are occupied starting from the available position with the highest priority among the T positions corresponding to the target position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.
8. The method according to claim 3, characterized in that The M character groups include a front-row character group and a back-row character group, the standing position type corresponding to the front-row character group is the front-row standing position type, and the standing position type corresponding to the back-row character group is the back-row standing type; The assigning the i-th virtual character to a character group corresponding to a target position type among the M position types includes: If the score of the i-th virtual character corresponding to the front row standing type is greater than the score of the i-th virtual character corresponding to the back row standing type, assigning the i-th virtual character to the front row character group; If the score of the i-th virtual character corresponding to the back row standing type is greater than the score of the i-th virtual character corresponding to the front row standing type, the i-th virtual character is assigned to the back row character group.
9. The method according to claim 1, characterized in that The method further comprises: In response to the operation of selecting the target station, the target station displayed in the character formation interface is switched to a target mirror station, where the target mirror station is a station obtained by performing a mirror operation on the target station.
10. The method according to claim 9, characterized in that The method further comprises: In response to an operation of selecting the target mirror position, at least one virtual character arranged based on the target mirror position is displayed in the virtual scene.
11. A device for arranging characters in a virtual scene, characterized in that: The device comprises: a display module for displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; A formation module is used to display at least one virtual character arranged based on the target position in the virtual scene in response to an operation of selecting a target position, wherein the target position is the recommended lineup position or the preset position.
12. A computer device, characterized in that: The computer device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the method for arranging characters in a virtual scene according to any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method for arranging characters in a virtual scene according to any one of claims 1 to 10.
14. A computer program product, characterized in that The computer program product includes a computer program, which is loaded and executed by a processor to implement the method for arranging characters in a virtual scene according to any one of claims 1 to 10.