Virtual object control method and device in game, equipment and storage medium

By setting up a teleportation device with virtual entrance and exit models in the SLG game, the problem of lower-level players having difficulty entering resource states is solved, resulting in a fairer and more enjoyable gaming experience.

CN120789655APending Publication Date: 2025-10-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510914895.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-03
Publication Date
2025-10-17

AI Technical Summary

Technical Problem

In SLG games, lower-level players or solo characters often struggle to join top factions and quickly enter resource-rich states to accelerate their development, resulting in a poor gaming experience.

Method used

Teleportation devices are set up in the game area. Through virtual entrance and virtual exit models, virtual objects are directly teleported from the birth state to the resource state. The entrance and exit relationships of the teleportation devices are randomly adjusted before the start of each game round, so that players of different levels have the opportunity to enter the resource state to catch up and develop.

Benefits of technology

It enhances the sense of participation and experience for lower-level players, improves the fairness and fun of the game, and ensures that virtual characters from each starting state have the opportunity to enter resource states and compete for resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual object control method and device in a game, equipment and a storage medium, and the method comprises the steps: responding to the opening of a first region, determining a virtual exit model corresponding to each virtual entrance model, responding to a target virtual object to enter a target virtual entrance model, and determining the virtual exit model corresponding to each virtual entrance model; and controlling the target virtual object to move out of a target virtual outlet model corresponding to the target virtual inlet model, so that the target virtual object enters the first area. Compared with a scheme that players occupy resources one by one in the prior art, the method and the device have the advantages that the virtual objects with lower levels can enter the first area as early as possible through the virtual entrance model after being opened in the first area so as to accelerate development, and the participation sense and the experience sense of the players in the game are improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a virtual object control method and device in a game, equipment and storage medium. BACKGROUND

[0002] In a game of SLG (Strategy Game) type, a player needs to compete with other players or AI through management, expansion, battle and other ways under a rule system, occupy more territories and obtain more resources.

[0003] In the existing SLG game, a player can develop in a birth state in a map, and when the level meets the preset requirement, join a head camp to enter a resource state to accelerate development.

[0004] However, the total amount of resources in the birth state is fixed, only the characters who join the head camp can quickly occupy the senior land in the birth state to quickly improve the level, and then can enter the resource state to accelerate development, while the characters with low level or the characters of the scattered people are difficult to join the head camp, so they cannot quickly enter the resource state to catch up with the development. This will lead to poor game experience of the players using the characters with low level or the characters of the scattered people. SUMMARY

[0005] The purpose of the present application is to solve the problem of poor player experience in the prior art by providing a virtual object control method and device in a game, equipment and storage medium.

[0006] To achieve the above purpose, the technical scheme adopted by the present application is as follows: In a first aspect, the present application provides a virtual object control method in a game, which provides a graphical user interface of the game through a terminal device, the game has a corresponding scene map, the scene map includes: a first area, a plurality of second areas, a plurality of virtual entrance models and a plurality of virtual exit models, each virtual entrance model is located in one second area, and each virtual exit model is located in the first area; the method comprises: In response to the first area being opened, determining the virtual exit model corresponding to each virtual entrance model; In response to a target virtual object entering a target virtual entrance model, controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model, so that the target virtual object enters the first area.

[0007] In a second aspect, the present application provides a virtual object control device in a game, which provides a graphical user interface of the game through a terminal device, the game having a corresponding scene map, the scene map including: a first area, a plurality of second areas, a plurality of virtual entrance models, and a plurality of virtual exit models, each virtual entrance model being located in one second area, and each virtual exit model being located in the first area; the device comprising: a first determination module configured to determine a virtual exit model corresponding to each virtual entrance model in response to the first area being opened; a first control module configured to control a target virtual object to move out of a target virtual exit model corresponding to a target virtual entrance model in response to the target virtual object entering the target virtual entrance model, so that the target virtual object enters the first area.

[0008] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium, and a bus, the storage medium storing machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine readable instructions to perform the steps of the virtual object control method in the game according to any one of the first aspect.

[0009] In a fourth aspect, an embodiment of the present application further provides a computer readable storage medium, the computer readable storage medium storing a computer program, when the computer program is run by a processor, the steps of the virtual object control method in the game according to any one of the first aspect are performed.

[0010] The present application has the following beneficial effects: through the virtual entrance model and the virtual exit model in the first area, the virtual object can be directly transferred from the second area to the first area, and each second area is provided with a virtual entrance model, so that the virtual objects in each second area can enter the first area through the virtual entrance model to compete for resources. Compared with the scheme in which players occupy resource states one by one in the prior art, the present application enables virtual objects with lower levels to enter the first area as early as possible to accelerate development after the first area is opened, thereby improving the sense of participation and experience of players in the game.

[0011] In order to make the above objectives, characteristics and advantages of the present application more apparent and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS

[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be regarded as limiting the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor.

[0013] Figure 1 A distribution diagram of a birth state and a resource state provided by an embodiment of the present application is shown; Figure 2 A distribution diagram of a virtual entrance model and a virtual exit model provided by an embodiment of the present application is shown; Figure 3 A flowchart of a virtual object control method in a game provided by an embodiment of the present application is shown; Figure 4 A flowchart of a game settlement provided by an embodiment of the present application is shown; Figure 5 A distribution diagram of a virtual exit model and a sub-area in a first area provided by an embodiment of the present application is shown; Figure 6 A flowchart of determining occupation information provided by an embodiment of the present application is shown; Figure 7 A flowchart of another game settlement provided by an embodiment of the present application is shown; Figure 8 A flowchart of controlling a virtual object to move out of a first area provided by an embodiment of the present application is shown; Figure 9 A structural diagram of a virtual object control device in a game provided by an embodiment of the present application is shown; Figure 10 A structural diagram of an electronic device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0014] In order to make the purpose, technical solutions and advantages of the embodiments of the present application more clear, the following will combine the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments. The components of the embodiments of the present application described and shown in the drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of the present application.

[0015] It should be noted that the term "comprising" will be used in the embodiments of the present application to specify the presence of stated features, but does not exclude the presence of other features.

[0016] The virtual object control method in a game in the embodiments of the present disclosure can run on a local terminal device or a server. When the virtual object control method in a game runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0017] In an optional embodiment, various cloud applications, such as cloud games, can run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the virtual object control method in a game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0018] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0019] In a possible embodiment, the embodiments of the present application provide a virtual object control method in a game, a graphical user interface is provided through a terminal device, wherein the terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.

[0020] In the current SLG game, players can occupy areas in the birth state to obtain resources and continuously improve their own levels. The resource state is connected with the birth state, and when the player's level reaches the preset requirement, the player can enter the resource state to accelerate development.

[0021] Figure 1 Fig. 1 is a schematic diagram of a birth state and a resource state in a graphical user interface of an SLG game in the prior art, wherein the shaded area in the middle is a resource state, and the remaining area is a birth state. The birth state is adjacent to the resource state and located at the periphery of the resource state. The birth state and the resource state each include a plurality of sub-areas of different levels. The player can occupy a high-level area to improve his own level faster, and join a camp and enter the resource state to accelerate development when his own level reaches a preset level.

[0022] However, in the existing scheme, the resource distribution of different birth states is quite different, and the development speed of the player in the birth state is limited by the resource distribution of the birth state, and the time to reach the preset level will have a large difference.

[0023] Generally speaking, the head camp has stronger combat power, so after entering the resource state, it can quickly occupy the high-level area in the resource state and improve its own strength faster. However, players who have not joined the head camp and players who enter the resource state later will gradually lose the sense of purpose, resulting in poor game experience of the players.

[0024] Therefore, the present application provides a virtual object control method in a game. By setting a transfer device in the game area and randomly adjusting the corresponding relationship between the entrance and exit of the transfer device before the start of each game round, the player occupying the entrance of the transfer device can be quickly transferred from the birth state to the exit position of the resource state, so that players of different levels have the opportunity to enter the resource state for catch-up development, thereby improving the game experience of the players.

[0025] For ease of understanding, first explain the concepts of virtual object, first area, target camp, etc. mentioned in the following text of the present application in combination with the SLG game scenario.

[0026] In the SLG game, the player can create a game character and form a plurality of troops for the game character. The virtual object described in the following text of the present application can be a troop owned by the game character created by the player. The player can control the troop to move in the game and perform operations such as defense, attack, and occupation of a city.

[0027] Meanwhile, the player can control the game character to join a camp, and after joining the camp, the player forms an ally relationship with other players in the camp. In the birth state, the players can compete for resources to improve their own strength, and after joining the alliance, the player can enter the resource state area, and in the resource state, the player controls the troops owned by the player in the form of a camp to occupy resources, thereby competing with other camps.

[0028] Figure 2 is a schematic diagram of a graphical user interface provided by the present application. Among them, the first area is the resource state area, the second area is the birth state area of the player, the number of the second area is multiple, and the second area is in the periphery of the first area. The red box is a virtual entrance model, and the green box is a virtual exit model. The virtual entrance model is located in a second area, and the virtual exit model is located in the first area.

[0029] Next, combined with Figure 3 The virtual object control method in the game of the present application is described with reference to Figure 3 The method comprises the following steps: S301, in response to the opening of the first area, determining the virtual exit model corresponding to each virtual entrance model.

[0030] Among them, the first area can be a resource state area in the scene map, for example Figure 1 The area composed of all the resource states in the first area. The first area includes a plurality of scattered sub-areas, and the sub-area can be a castle with different levels. The player can occupy the castle to obtain the resources included in the sub-area, thereby improving the level of the player.

[0031] In one possible implementation, the positions of the first area and each second area in the scene map of the game can be pre-set, and the positions and level information of each sub-area in the first area can be pre-determined. When the first area is not opened, the first area can be hidden in the scene map, for example, the display state of the first area is determined as a fog state, and the player cannot view the sub-area of the first area after clicking the first area. After the first area is opened, the first area is displayed in the scene map.

[0032] In another possible implementation, the sub-area in the first area can be determined before each opening. For example, the resource castle of the sub-area is randomly generated at the pre-set position coordinates of the first area, and the level information of the resource castle of the sub-area is determined.

[0033] During the game, the first area can experience multiple opening / closing cycles, and the opening duration of the first area can be determined based on actual business needs. When the first area is opened, the correspondence between the virtual entrance model and the virtual exit model can be adjusted, and the virtual entrance model and the virtual exit model with the correspondence form a set of transfer devices to transfer the virtual object in the virtual entrance model to the virtual exit model.

[0034] Alternatively, the positions of the virtual entrance model and the virtual exit model in the scene map can be fixed positions, for example, taking buildings in the scene map as virtual entrance models and virtual exit models. Alternatively, the positions of the virtual entrance model and the virtual exit model can also be not fixed, but randomly generated in the first area and the second area respectively each time the first area is opened. For example, a position is randomly determined in each second area and an entrance mark is added as a virtual entrance model, and a plurality of positions corresponding to the number of virtual entrance models are randomly determined in the first area and an exit mark is added as a virtual exit model, and the specific implementation mode is not limited by the present application.

[0035] It is worth noting that the correspondence between the virtual entrance model and the virtual exit model can be adjusted before each round of the game, for example Figure 2 The virtual entrance model "201" in the first round can be "211", and the virtual exit model corresponding to the second round can be adjusted to "212".

[0036] In the first implementation mode, referring to Figure 2 Each virtual entrance model corresponds to a virtual exit model, for example, the virtual entrance model 201 corresponds to the virtual exit model 212, and the player can control the virtual object to enter the virtual entrance model 201 to make the virtual object reach the exit position of the virtual exit model 212.

[0037] In the second implementation mode, each second area can include a plurality of virtual entrance models, and the plurality of virtual entrance models in the second area correspond to the virtual exit models in the first area. The player can control the virtual object to enter any one of the virtual entrance models in the second area to make the virtual object reach the exit position of the virtual exit model.

[0038] In the third implementation mode, each virtual entrance model in the second area can correspond to a plurality of virtual exit models in the first area. The player can control the virtual object to enter the virtual entrance model in the second area and select one of the plurality of virtual exit models corresponding to the virtual entrance model to enter to control the virtual object to reach the exit position of the selected virtual exit model.

[0039] S302, in response to the target virtual object entering the target virtual entrance model, controlling the target virtual object to move out of a target virtual exit model corresponding to the target virtual entrance model, so that the target virtual object enters the first area.

[0040] Optionally, the target virtual object can be a game character controlled by the player in the game. In an SLG game, the game character can have multiple troops, and the target virtual object can be a troop controlled and moved by the player in the game. The player can issue instructions through a graphical user interface to control the target virtual object to move in the scene map. When the player controls the target virtual object to control the target virtual entrance model, it can be determined whether the virtual object can enter the target virtual entrance model, and when the virtual object can enter the target virtual entrance model, the virtual object is transmitted to the target virtual exit model in response to the action of the virtual object entering the target virtual entrance model.

[0041] After the player controls the target virtual object to enter the target virtual entrance model on the graphical user interface, the displayed map content can be switched from the map area of the target virtual entrance model to the map area of the target virtual exit model.

[0042] Optionally, the target virtual entrance model can be a virtual entrance model selected and successfully entered by the target virtual object. The player can add the game character to a camp, and the virtual entrance model and the camp to which the virtual object belongs can have a corresponding relationship. For example, after the camp to which the virtual object belongs occupies the virtual entrance model, the camp identifier can be displayed on the virtual entrance model, and all virtual objects in the camp can enter the virtual entrance model.

[0043] In another example, the virtual entrance model can also be pre-set with an entry restriction condition, such as the attribute of the virtual object being a preset attribute, the area to which the virtual object belongs being within a preset area range, the level of the virtual object meeting a preset requirement, etc. When the entry restriction condition is met, a preset identifier can be displayed on the virtual entrance model of the graphical user interface of the player, and the player can control the target virtual object to enter the first area through the virtual entrance model.

[0044] It is worth noting that when the target virtual entrance model is a fixed building in the scene map, if the first area is not opened, the player controlling the target virtual object to enter the target virtual entrance model will not trigger the transmission of the target virtual object to the first area. That is, only when the first area is opened and the target virtual object enters the target virtual entrance model, the target virtual object is triggered to be transmitted from the second area to the first area.

[0045] Optionally, after the target virtual object enters the target virtual entrance model, the electronic device can move the target virtual object out of the target virtual exit model, so that the target virtual object enters the first area. After the player controls the target virtual object to enter the first area, the player can compete for resources with other players who have already entered the first area, for example, occupying sub-areas in the first area. When the first area is closed, the settlement can be made according to the sub-areas occupied by the target virtual object in the first area and the occupation situation.

[0046] In the embodiments of the present application, the virtual entrance model and the virtual exit model in the first area can be used to directly transfer the virtual object from the second area to the first area, and the virtual entrance model is arranged in each second area, so that the virtual objects in each second area can enter the first area through the virtual entrance model to compete for resources. Compared with the scheme in the prior art in which players occupy resources state one by one, the present application enables virtual objects with a lower level to enter the first area as early as possible through the virtual entrance model to accelerate development after the first area is opened, thereby improving the sense of participation and experience of players in the game.

[0047] After the target virtual object enters the first area, the occupation information of the target virtual object in the first area can be recorded to make settlement when the first area is closed. As shown in Figure 4 , which is a further illustration of the process, the settlement process includes: S401, in response to the first area being closed, determining the occupation information of the target virtual object in the first area.

[0048] Optionally, the occupation information includes the sub-areas occupied by the target virtual object in the first area and the occupation time length of each sub-area.

[0049] Referring to Figure 5 , the first area includes a plurality of sub-areas marked by orange boxes, and the green box is a virtual exit model. The sub-areas are dispersedly distributed in the first area, and the virtual exit models are dispersedly distributed between the sub-areas. For example, the virtual exit models can be distributed in pairs in the first area, that is, each two virtual exit models are taken as a group and distributed in the blank area between the sub-areas.

[0050] In the embodiments of the present application, by dispersively distributing the sub-areas in the first area and dispersively distributing the virtual exit models between the sub-areas, players entering the first area through the virtual exit models can reach each sub-area from a more fair starting position, thereby improving the fairness of the game.

[0051] In one possible implementation, the position and level information of each sub-area in the first area can be randomly determined when the first area is opened. For example, when the first area is opened for the first time, Figure 5The sub-region in the middle left upper corner is primary, and is opened for the second time, Figure 5 The sub-region in the middle left upper corner can be determined as middle. By randomly determining the position of each sub-region and the level information each time the first region is opened, the player can avoid learning the resource distribution in the first region based on historical game experience, so that all players have the same initial cognition of the resource distribution in the first region, thereby improving the fairness of the game and the game experience of the players.

[0052] Each sub-region may be a city in the first region, for example, and when the player controls the virtual object to occupy the sub-region, the time when the virtual object occupies the sub-region can be recorded, and the sub-region and the occupation time of the sub-region can be taken as an occupation information.

[0053] It should be understood that the sub-regions in the first region can be occupied by multiple virtual objects in succession, and a virtual object can also occupy the same sub-region multiple times, and the occupation time can be the total time when the virtual object occupies the sub-region.

[0054] S402, determining the settlement result of the target virtual object in the current game round according to the occupation information of the target virtual object in the first region.

[0055] In the first implementation manner, each sub-region in the first region can have different resource levels, and the settlement result of the target virtual object in the current game round can be determined according to the levels of each sub-region occupied by the target virtual object in the first region.

[0056] In the second implementation manner, the settlement result of the target virtual object in the current game round can also be determined according to the levels of each sub-region occupied by the target virtual object in the first region and the occupation time of the virtual object in each sub-region. By determining the settlement result according to the occupation time, even if the final sub-region is occupied by the head camp, the performance of the player in the participation process can also be taken as a consideration factor for settlement, thereby improving the sense of participation of the player in the game.

[0057] The following is a further description of the above determination of the occupation information of the target virtual object in the first region, as shown in the following table: Figure 6 The above S401 step includes: S601, obtaining the occupation time of the target virtual object in each sub-region in the first region after entering the first region.

[0058] Alternatively, the occupation duration can be the time from the start of occupation to the end of occupation. If a sub-area is occupied multiple times, the occupation duration can be the duration of the target virtual object occupying the sub-area. In one possible implementation, after target virtual object A occupies a sub-area, a faction marker can be added to the sub-area. When the sub-area is occupied by another virtual object B, the faction marker is replaced by the newly occupied faction. At this time, the marking duration of the target virtual object A's faction marker can be accumulated into the occupation duration.

[0059] After the player controls the target virtual object to enter the first area, the player can move between the sub-areas of the first area and occupy the sub-areas. For example, the player can control the target virtual object to control and occupy the sub-areas adjacent to the occupied sub-area one by one. After the target virtual object occupies the sub-area, the duration of the target virtual object's occupation of the sub-area begins to be recorded.

[0060] S602: Utilize the occupation time of the target virtual object in each sub-area of ​​the first area after entering the first area as occupation information of the target virtual object in the first area.

[0061] In one possible implementation, if the target virtual object occupies multiple sub-areas after entering the first area, the cumulative occupation time of each sub-area occupied by the target virtual object can be recorded, and the sub-areas occupied by the target virtual object and the occupation time of each sub-area can be used as the occupation information of the target virtual object in the first area.

[0062] In another possible implementation, when the target virtual object occupies a sub-area of ​​the first area in the form of a camp, the occupation time of the camp of the target virtual object in each sub-area of ​​the first area can be recorded, and the sub-areas occupied by the camp to which the target virtual object belongs in the first area and the cumulative occupation time of each sub-area can be used as the occupation information of the target virtual object in the first area.

[0063] The following is a further explanation of the above-mentioned determination of the settlement result of the target virtual object in the current game round based on the occupation information of the target virtual object in the first area. Figure 7 As shown, the above step S402 includes: S701: Determine a benchmark score for each sub-area in a first area.

[0064] Optionally, the benchmark score may be a weight value of each sub-area in the first area, or a score value per unit time.

[0065] For example, different weight values ​​may be preset for each sub-region of the first region, for example Figure 5 A higher weight value is set for the sub-region in the middle, and a lower weight value is set for the sub-region at the edge, and the weight value of each sub-region is used as the benchmark score of the sub-region.

[0066] In another example, the middle region can be set to score M points for each minute occupied, and the edge region can be set to score X points for each minute occupied, and finally the settlement is based on the length of time occupied and the score value per unit time of each sub-region.

[0067] S702, according to the reference score value of each sub-region in the first region and the length of time occupied by the target virtual object in each sub-region, determine the settlement result of each target virtual object in the current game round.

[0068] When the first region is closed, the settlement result of the target virtual object in the current game round can be calculated according to the recorded length of time occupied by the target virtual object in each sub-region and the reference score value.

[0069] For example, the sum of the product of the reference score value of each sub-region and the length of time occupied in the sub-region can be taken as the settlement result of the current game round.

[0070] In the embodiments of the present application, by settling according to the length of time occupied by the target virtual object in each sub-region in the first region, combining the virtual entrance model and the virtual exit model, the player can enter the first region in the second region, so that the player has equal opportunity to develop in the first region, and the settlement is based on the length of time occupied by the player in each sub-region, rather than the final occupied sub-region. Even if the level difference between players is large, the final settlement reward can be obtained, and the player's experience of the game is improved.

[0071] Next, the implementation of determining the virtual exit model corresponding to each virtual entrance model is described.

[0072] In a first implementation, the virtual exit model corresponding to each virtual entrance model can be randomly determined in the virtual exit model of the first region.

[0073] Optionally, for each virtual entrance model, a virtual exit model can be randomly determined in the virtual exit model of the first region as the virtual exit model corresponding to the virtual entrance model.

[0074] For example, a simple random shuffle algorithm can be used to randomly shuffle the virtual entrance model and the virtual exit model, and then match them again to determine the virtual exit model corresponding to each virtual entrance model.

[0075] If the number of virtual entrance models and virtual exit models is not consistent, a probability allocation method can be used. First, a virtual exit model is randomly allocated to each virtual entrance model, and the remaining virtual entrance models or virtual exit models are allocated to the remaining virtual exit models or virtual entrance models according to a certain probability.

[0076] In the embodiments of the present application, by randomly matching the corresponding relationship between the virtual entrance model and the virtual exit model before the first area is opened, the player can randomly enter different positions in the first area through the virtual entrance model each time the first area is opened, so that the starting position of the player entering the first area is not limited by the birth state position of the player, that is, even if the birth state position of the player is remote, the player also has the opportunity to enter a sub-area with more abundant resources in the first area through the virtual exit model corresponding to the randomly determined virtual entrance model, thereby improving the fairness of the game and improving the game experience of the player.

[0077] When the target virtual object enters the virtual entrance model, it can be determined whether the target virtual object can enter the virtual entrance model. Before that, the camp to which the target virtual object belongs needs to occupy the virtual entrance model, so as to be transmitted from the second area to the first area through the virtual entrance model and the virtual exit model corresponding to the virtual entrance model, that is, before determining the virtual exit model corresponding to each virtual entrance model, the method of the present application further comprises: In response to the virtual entrance model being occupied by the target camp, the virtual entrance model is taken as the virtual entrance model corresponding to the target camp.

[0078] Optionally, the target camp can occupy at least one virtual entrance model in the second area. When the target camp occupies the virtual entrance model, the camp information of the target camp can be added in the attribution information of the virtual entrance model. When the target virtual object needs to enter the virtual entrance model, if the camp information of the target virtual object and the camp information recorded in the virtual entrance model are consistent, the target virtual object can enter the first area through the virtual entrance model.

[0079] Optionally, after the target camp occupies the virtual entrance model, the method of the present application further comprises: Displaying the mark of the target camp on the virtual entrance model.

[0080] Optionally, after the target camp occupies the virtual entrance model, the mark of the target camp can be displayed on the position of the virtual entrance model on the graphical user interface. For example, after the target camp occupies the virtual entrance model, the flag, camp badge and other camp information of the target camp are displayed above the virtual entrance model, so that other players can determine which camp occupies the virtual entrance model through the displayed mark.

[0081] The second implementation manner for determining the virtual exit model corresponding to each virtual entrance model comprises: According to the level information of the target camp corresponding to each virtual entrance model and the position of each virtual exit model in the first area, the virtual exit model corresponding to each virtual entrance model is determined.

[0082] The player can control the virtual object to join a camp, after joining the camp, enter the first area through the virtual entrance model, and compete with other camps in the form of the camp to occupy the sub-area in the first area.

[0083] Optionally, the target camp can be a camp that occupies the virtual entrance model, the target camp includes multiple virtual objects, and the level information of the target camp can be determined based on the level information of each virtual object in the camp or based on the level information of the first N virtual objects in the camp. The specific manner is not limited herein.

[0084] In the embodiments of the present application, in order to further improve the experience of the player in the game and improve the fairness of the game, the virtual exit model corresponding to each virtual entrance model can be determined according to the level of the camp and the position of the virtual exit model in the first area. If the camp that occupies the virtual entrance model A and the virtual entrance model B has similar levels and similar combat forces, the virtual exit model C and the virtual exit model D with similar positions in the first area can be determined as the virtual exit models corresponding to the virtual entrance model A and the virtual entrance model B respectively, so as to match the camps with similar levels and similar combat forces to the similar sub-areas in the first area, form a competitive relationship between the camps with similar combat forces, and in this way, the player with a lower level can also be matched to a camp with a similar level, thereby improving the experience of the player in the game.

[0085] The process of determining the virtual exit model corresponding to each virtual entrance model according to the level information of the target camp corresponding to each virtual entrance model and the position of each virtual exit model in the first area includes: If the difference between the level information of the target camp corresponding to the first virtual entrance model and the level information of the target camp corresponding to the second virtual entrance model is less than a first preset threshold, the first virtual exit model and the second virtual exit model with a distance less than a second preset threshold are selected from the first area, the first virtual exit model is determined as the virtual exit model corresponding to the first virtual entrance model, and the second virtual exit model is determined as the virtual exit model corresponding to the second virtual entrance model.

[0086] The first preset threshold and the second preset threshold can be any value greater than 0, and the specific value is determined based on actual business requirements, which is not limited herein.

[0087] The target camp corresponding to the first virtual entrance model can be a camp that occupies the first virtual entrance model, and the target camp corresponding to the second virtual entrance model can be a camp that occupies the second virtual entrance model.

[0088] The first virtual entrance model and the second virtual entrance model may be any two virtual entrance models in the virtual entrance models of the second area. The first virtual exit model and the second virtual exit model may be any two virtual exit models in the first area whose distance is less than a second preset threshold.

[0089] For example, assuming that the level difference between camp A and camp B is 2, which is less than the first preset threshold, the two virtual exit models in the first area whose distance is less than the second preset threshold can be determined as the virtual exit model corresponding to the virtual entrance model occupied by camp A and the virtual exit model corresponding to the virtual entrance model occupied by camp B, respectively, so that camp A and camp B have the same starting position in the first area and have a greater possibility of competition.

[0090] In a third implementation, each virtual entrance model may correspond to multiple virtual exit models in the first area to determine a virtual exit model corresponding to each virtual entrance model, including: If the virtual entrance model has multiple corresponding virtual exit models, in response to the selection instruction of the camp where the target virtual object is located, a virtual exit model corresponding to the virtual entrance model is determined from the multiple corresponding virtual exit models of the virtual entrance model.

[0091] Optionally, after the player controls the target virtual object to enter the virtual entrance model, all virtual exit models of the virtual entrance model can be displayed on the graphical user interface, and the position of each virtual exit model in the first area, or the number of virtual objects near each virtual exit model can be displayed. Players in the camp can vote to select a virtual exit model corresponding to the virtual entrance model from multiple virtual exit models, or the captain of the camp can select a virtual exit model to make the target virtual object move out of the virtual exit model selected by the player.

[0092] In another possible implementation, when a virtual entrance model has multiple corresponding virtual exit models, each virtual object in the camp can respectively determine a virtual exit model, that is, it can respond to the selection instruction of the target virtual object and determine one virtual exit model as the final exit from the multiple virtual exit models of the virtual entrance model.

[0093] Optional, such as Figure 8 As shown, the process of responding to the target virtual object entering the target virtual entrance model and controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model includes: S801: In response to a target virtual object entering a target virtual entrance model, determining whether the target virtual object belongs to a target camp corresponding to the target virtual entrance model.

[0094] Optionally, when the player controls the target virtual object to enter the virtual entrance model, the system can compare the camp information of the target virtual object with the camp information occupying the target virtual entrance model. If the camp information of the target virtual object is consistent with the camp information occupying the target virtual entrance model, it is determined that the target virtual object belongs to the target camp corresponding to the target virtual entrance model.

[0095] S802: If yes, control the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model.

[0096] If the camp to which the target virtual object belongs occupies the target virtual entrance model, the target virtual object can be controlled to move out of the target exit model corresponding to the target virtual entrance model, so that the target virtual object is transferred from the second area to the first area.

[0097] When the first area is closed, the method of the present application further includes: In response to the first area being closed, the target virtual object is moved out of the target virtual entrance model so that the target virtual object enters the second area where the target virtual entrance model is located.

[0098] Optionally, the target virtual entrance model may be a virtual entrance model that the target virtual object enters when entering the first area.

[0099] When the first area is closed, the target virtual object may be controlled to move out of the virtual entrance model, so that the target virtual object returns to the second area.

[0100] Optionally, when the first area is closed, the method of the present application further includes: In response to closing the first area, clearing marks of each sub-area in the first area, and hiding the first area in the scene map.

[0101] After the player controls the target virtual object to occupy a sub-area in the first area, a camp mark of the target camp to which the target virtual object belongs can be added to the sub-area to represent the ownership information of the sub-area. When a new camp occupies the sub-area, the camp mark is replaced.

[0102] When the first area is closed, all marks of each sub-area in the first area can be cleared, the first area can be restored to its initial state when it was opened, and the first area can be hidden in the scene map. At the beginning of the next game round, that is, when the first area is reopened, the first area can be redisplayed in the scene map.

[0103] Before the first area is opened, the display state of the first area in the scene map can be set to a hidden state. In the hidden state, the player cannot view any information such as the location of the sub-areas and resources in the first area. The method of the present application also includes: In response to the first area being opened, the first area is adjusted from a hidden state to a visible state so that the first area is displayed in the scene map.

[0104] Optionally, when the first area is opened, the first area can be displayed in the scene map, including displaying the positions of the sub-areas in the first area and the level information of the sub-areas.

[0105] In another possible implementation, when the first area is opened, the boundary of the first area can be displayed in the scene map first, and when the player controls the virtual object to enter the first area, the sub-areas within a preset range around the position of the virtual object are adjusted from a hidden state to a display state, and when the virtual object occupies a new sub-area, the sub-areas within a preset range around the sub-area occupied by the virtual object are adjusted from a hidden state to a display state.

[0106] In the embodiments of the present application, by hiding the first area before the first area is opened, the player cannot know the terrain of the first area and the distribution of the sub-areas in advance, and the player can only obtain the perspective of the area after entering the first area, thereby improving the interest of the game.

[0107] Based on the same inventive concept, the embodiments of the present application also provide a virtual object control device in a game corresponding to the virtual object control method in the game. Since the principle of the device in the embodiments of the present application for solving the problem is similar to the virtual object control method in the game described above, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.

[0108] Figure 9 A structure schematic diagram of a virtual object control device in a game provided by the embodiments of the present application is shown. The device includes a first determination module 901 and a first control module 902.

[0109] The first determination module 901 is configured to determine the virtual exit model corresponding to each virtual entrance model in response to the first area being opened. The first control module 902 is configured to control the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model in response to the target virtual object entering the target virtual entrance model, so that the target virtual object enters the first area.

[0110] Optionally, the device further includes a second determination module. In a possible implementation, the second determination module is specifically configured to: In response to the first area being closed, determine the occupation information of the target virtual object in the first area; According to the occupation information of the target virtual object in the first area, determine the settlement result of the target virtual object in the current game round.

[0111] In an implementable implementation, the second determining module is specifically configured to: acquire the occupation time length of the target virtual object in each sub-region of the first region after entering the first region; take the occupation time length of the target virtual object in each sub-region of the first region after entering the first region as the occupation information of the target virtual object in the first region.

[0112] In an implementable implementation, the second determining module is specifically configured to: determine the reference score of each sub-region in the first region; determine the settlement result of each target virtual object in the current game round according to the reference score of each sub-region in the first region and the occupation time length of each target virtual object in each sub-region.

[0113] In an implementable implementation, the first determining module 901 is specifically configured to: randomly determine the virtual exit model corresponding to the virtual entry model in the virtual exit model of the first region.

[0114] In an implementable implementation, the apparatus further comprises a marking module configured to: in response to the virtual entry model being occupied by the target camp, mark the virtual entry model as the virtual entry model corresponding to the target camp.

[0115] In an implementable implementation, the first determining module 901 is specifically configured to: determine the virtual exit model corresponding to each virtual entry model according to the level information of the target camp corresponding to each virtual entry model and the position of each virtual exit model in the first region.

[0116] In an implementable implementation, the first determining module 901 is specifically configured to: if the difference between the level information of the target camp corresponding to the first virtual entry model and the level information of the target camp corresponding to the second virtual entry model is less than a first preset threshold, select the first virtual exit model and the second virtual exit model from the first region, wherein the distance between the first virtual exit model and the second virtual exit model is less than a second preset threshold, and take the first virtual exit model as the virtual exit model corresponding to the first virtual entry model and take the second virtual exit model as the virtual exit model corresponding to the second virtual entry model.

[0117] In an implementable implementation, the first determining module 901 is specifically configured to: if the virtual entry model has multiple corresponding virtual exit models, determine one virtual exit model corresponding to the virtual entry model from the multiple corresponding virtual exit models of the virtual entry model in response to the selection instruction of the camp where the target virtual object is located.

[0118] In an implementable embodiment, the first control module 902 is specifically configured to: in response to the target virtual object entering the target virtual entrance model, determine whether the target virtual object belongs to the target camp corresponding to the target virtual entrance model; if yes, control the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model.

[0119] In an implementable embodiment, the marking module is further configured to: display the mark of the target camp on the virtual entrance model.

[0120] In an implementable embodiment, the device further comprises a second control module, which is specifically configured to: in response to the first area being closed, move the target virtual object out of the target virtual entrance model, so that the target virtual object enters the second area where the target virtual entrance model is located.

[0121] In an implementable embodiment, the device further comprises a clearing module, which is configured to: in response to the first area being closed, clear the marks of the sub-areas in the first area, and hide the first area in the scene map.

[0122] In an implementable embodiment, the first area comprises a plurality of sub-areas distributed in a scattered manner, and each virtual exit model is distributed between the sub-areas in a scattered manner.

[0123] In an implementable embodiment, before the first area is opened, the display state of the first area in the scene map is a hidden state; the device further comprises an adjusting module, which is configured to: in response to the first area being opened, adjust the first area from the hidden state to a visible state, so that the first area is displayed in the scene map.

[0124] According to the virtual entrance model and the virtual exit model in the first area, the virtual object can be directly transmitted from the second area to the first area, and each second area is provided with a virtual entrance model, so that the virtual objects in each second area can enter the first area through the virtual entrance model to compete for resources. Compared with the scheme in which players occupy resource states one by one in the prior art, the virtual object with a lower level can also enter the first area as early as possible to accelerate the development and improve the sense of participation and experience of players in the game after the first area is opened.

[0125] Figure 10A structural diagram of an electronic device is shown, the electronic device can be the terminal device described above, the electronic device provides a graphical user interface of a game, the game has a corresponding scene map, the scene map includes: a first area, a plurality of second areas, a plurality of virtual entrance models and a plurality of virtual exit models, each virtual entrance model is located in a second area, and each virtual exit model is located in the first area, the electronic device includes: a processor 1001, a storage medium 1002 and a bus 1003, the storage medium 1002 stores machine readable instructions executable by the processor 1001, when the electronic device runs a virtual object control method in a game as in the embodiments, the processor 1001 and the storage medium 1002 communicate through the bus 1003, the processor 1001 executes the machine readable instructions, the processor 1001 method item The preamble part is used to execute the following steps: In response to the first area being opened, determine the virtual exit model corresponding to each virtual entrance model; In response to the target virtual object entering the target virtual entrance model, control the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model, so that the target virtual object enters the first area.

[0126] In a feasible implementation, the processor 1001 is further configured to execute: In response to the first area being closed, determine the occupation information of the target virtual object in the first area; According to the occupation information of the target virtual object in the first area, determine the settlement result of the target virtual object in the current game round.

[0127] In a feasible implementation, when the processor 1001 executes the determination of the occupation information of the target virtual object in the first area, it is specifically configured to: Obtain the occupation time length of the target virtual object in each sub-area of the first area after entering the first area; Take the occupation time length of the target virtual object in each sub-area of the first area after entering the first area as the occupation information of the target virtual object in the first area.

[0128] In a feasible implementation, when the processor 1001 executes the determination of the settlement result of the target virtual object in the current game round according to the occupation information of the target virtual object in the first area, it is specifically configured to: Determine the reference score of each sub-area in the first area; According to the reference score of each sub-area in the first area and the occupation time length of the target virtual object in each sub-area, determine the settlement result of each target virtual object in the current game round.

[0129] In an implementable implementation, the processor 1001, when determining the virtual exit model corresponding to each virtual entry model, is specifically configured to: randomly determining the virtual exit model corresponding to each virtual entry model in the virtual exit model of the first area.

[0130] In an implementable implementation, before the processor 1001 determines the virtual exit model corresponding to each virtual entry model, the processor 1001 further includes: in response to the virtual entry model being occupied by the target camp, taking the virtual entry model as the virtual entry model corresponding to the target camp.

[0131] In an implementable implementation, the processor 1001, when determining the virtual exit model corresponding to each virtual entry model, is specifically configured to: determining the virtual exit model corresponding to each virtual entry model according to the level information of the target camp corresponding to each virtual entry model and the position of each virtual exit model in the first area.

[0132] In an implementable implementation, the processor 1001, when determining the virtual exit model corresponding to each virtual entry model according to the level information of the target camp corresponding to each virtual entry model and the position of each virtual exit model in the first area, is specifically configured to: if the difference between the level information of the target camp corresponding to the first virtual entry model and the level information of the target camp corresponding to the second virtual entry model is less than a first preset threshold, selecting the first virtual exit model and the second virtual exit model from the first area, the distance between which is less than a second preset threshold, and taking the first virtual exit model as the virtual exit model corresponding to the first virtual entry model and taking the second virtual exit model as the virtual exit model corresponding to the second virtual entry model.

[0133] In an implementable implementation, the processor 1001, when determining the virtual exit model corresponding to each virtual entry model, is specifically configured to: if the virtual entry model has multiple corresponding virtual exit models, in response to the selection instruction of the camp where the target virtual object is located, determining one virtual exit model corresponding to the virtual entry model from the multiple corresponding virtual exit models of the virtual entry model.

[0134] In an implementable implementation, the processor 1001, when controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entry model in response to the target virtual object entering the target virtual entry model, is specifically configured to: in response to the target virtual object entering the target virtual entry model, determining whether the target virtual object belongs to the target camp corresponding to the target virtual entry model. If yes, the target virtual object is controlled to move out of the target virtual exit model corresponding to the target virtual entrance model.

[0135] In an implementation, the processor 1001 is further configured to perform: displaying a mark of the target camp on the virtual entrance model.

[0136] In an implementation, the processor 1001 is further configured to perform: in response to the first area being closed, moving the target virtual object out of the target virtual entrance model so that the target virtual object enters a second area in which the target virtual entrance model is located.

[0137] In an implementation, the processor 1001 is further configured to perform: in response to the first area being closed, clearing the marks of the sub-areas in the first area and hiding the first area in the scene map.

[0138] In an implementation, the first area includes a plurality of sub-areas distributed in a scattered manner, and the virtual exit models are distributed in a scattered manner between the sub-areas.

[0139] In an implementation, before the first area is opened, the first area is in a hidden state in the scene map. The processor 1001 is further configured to perform: in response to the first area being opened, adjusting the first area from the hidden state to a visible state so that the first area is displayed in the scene map.

[0140] According to the virtual entrance model and the virtual exit model in the first area, the virtual object can be directly transferred from the second area to the first area, and the virtual entrance model is arranged in each second area, so that the virtual object in each second area can enter the first area through the virtual entrance model to compete for resources. Compared with the prior art in which players occupy resource states one by one, the virtual object with a lower level can also enter the first area as early as possible through the virtual entrance model after the first area is opened to accelerate development, thereby improving the sense of participation and experience of players in the game.

[0141] The embodiment of the present application further provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is run by a processor, the processor performs the following steps: in response to the first area being opened, determining the virtual exit model corresponding to each virtual entrance model; In response to the target virtual object entering the target virtual entrance model, the target virtual object is controlled to move out of a target virtual exit model corresponding to the target virtual entrance model, so that the target virtual object enters the first area.

[0142] In an implementation, the processor is further configured to perform: In response to the first area being closed, the occupation information of the target virtual object in the first area is determined. According to the occupation information of the target virtual object in the first area, the settlement result of the target virtual object in the current game round is determined.

[0143] In an implementation, when determining the occupation information of the target virtual object in the first area, the processor is specifically configured to: Obtain the occupation duration of the target virtual object in each sub-area of the first area after entering the first area; Take the occupation duration of the target virtual object in each sub-area of the first area after entering the first area as the occupation information of the target virtual object in the first area.

[0144] In an implementation, when determining the settlement result of the target virtual object in the current game round according to the occupation information of the target virtual object in the first area, the processor is specifically configured to: Determine the reference score of each sub-area in the first area; According to the reference score of each sub-area in the first area and the occupation duration of the target virtual object in each sub-area, determine the settlement result of each target virtual object in the current game round.

[0145] In an implementation, when determining the virtual exit model corresponding to each virtual entrance model, the processor is specifically configured to: Randomly determine the virtual exit model corresponding to the virtual entrance model in the virtual exit model of the first area.

[0146] In an implementation, before determining the virtual exit model corresponding to each virtual entrance model, the processor is further configured to: In response to the virtual entrance model being occupied by the target camp, the virtual entrance model is determined as the virtual entrance model corresponding to the target camp.

[0147] In an implementation, when determining the virtual exit model corresponding to each virtual entrance model, the processor is specifically configured to: According to the level information of the target camp corresponding to each virtual entrance model and the position of each virtual exit model in the first area, determine the virtual exit model corresponding to each virtual entrance model.

[0148] In an implementation, the processor, when determining the virtual exit model corresponding to each virtual entry model, is specifically configured to: if the difference between the level information of the target camp corresponding to the first virtual entry model and the level information of the target camp corresponding to the second virtual entry model is less than the first preset threshold, selecting the first virtual exit model and the second virtual exit model from the first region, which are within the second preset threshold from the first virtual entry model and the second virtual entry model respectively, and setting the first virtual exit model as the virtual exit model corresponding to the first virtual entry model and setting the second virtual exit model as the virtual exit model corresponding to the second virtual entry model.

[0149] In an implementation, the processor, when determining the virtual exit model corresponding to each virtual entry model, is specifically configured to: if there are multiple virtual exit models corresponding to the virtual entry model, determining one virtual exit model corresponding to the virtual entry model from the multiple virtual exit models corresponding to the virtual entry model in response to a selection instruction of the camp where the target virtual object is located.

[0150] In an implementation, the processor, when controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entry model in response to the target virtual object entering the target virtual entry model, is specifically configured to: in response to the target virtual object entering the target virtual entry model, determining whether the target virtual object belongs to the target camp corresponding to the target virtual entry model; if yes, controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entry model.

[0151] In an implementation, the processor is further configured to perform: displaying a mark of the target camp on the virtual entry model.

[0152] In an implementation, the processor is further configured to perform: in response to the first region being closed, moving the target virtual object out of the target virtual entry model so that the target virtual object enters a second region where the target virtual entry model is located.

[0153] In an implementation, the processor is further configured to perform: in response to the first region being closed, clearing the marks of the sub-regions in the first region and hiding the first region in the scene map.

[0154] In an implementation, the first region includes a plurality of sub-regions distributed in a scattered manner, and the virtual exit models are distributed in a scattered manner among the sub-regions.

[0155] In a feasible implementation, before the first region is opened, the display state of the first region in the scene map is a hidden state. The processor is further configured to perform: In response to the first region being opened, the first region is adjusted from the hidden state to a visible state, so that the first region is displayed in the scene map.

[0156] According to the virtual entrance model and the virtual exit model in the first region, the virtual object can be directly transferred from the second region to the first region, and the virtual entrance model is arranged in each second region, so that the virtual object in each second region can enter the first region through the virtual entrance model to compete for resources. Compared with the scheme in the prior art in which players occupy resources state one by one, the virtual object with a lower level can also enter the first region through the virtual entrance model as soon as possible after the first region is opened to accelerate development, and the participation and experience of the player in the game are improved.

[0157] In the embodiments of the present application, the computer program can also execute other machine readable instructions when executed by the processor to perform the methods described in the embodiments. For specific method steps and principles, refer to the description of the embodiments, which will not be described in detail here.

[0158] In the embodiments provided in the present application, it should be understood that the disclosed device and method can be implemented by other means. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interfaces, devices or units, which can be electrical, mechanical or other forms.

[0159] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, they can be located in one place, or can be distributed on a plurality of network units. According to actual needs, some or all of the units can be selected to achieve the purpose of the present embodiment.

[0160] In addition, the functional units in the embodiments provided in the present application can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.

[0161] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present application essentially or the parts that contribute to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various program code storage media.

[0162] It should be noted that similar reference numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third" and the like are only used to distinguish the description and cannot be understood as indicating or implying relative importance.

[0163] Finally, it should be noted that the above-described embodiments are only specific implementations of the present application, which are used to illustrate the technical solutions of the present application, but not to limit them. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some technical features. These modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method for controlling a virtual object in a game, characterized in that: A graphical user interface of the game is provided through a terminal device, the game having a corresponding scene map, the scene map including: a first area, multiple second areas, multiple virtual entrance models, and multiple virtual exit models, each of the virtual entrance models is located in one of the second areas, and each of the virtual exit models is located in the first area; the method comprising: In response to the first area being turned on, determining a virtual exit model corresponding to each of the virtual entrance models; In response to the target virtual object entering the target virtual entrance model, the target virtual object is controlled to move out of the target virtual exit model corresponding to the target virtual entrance model, so that the target virtual object enters the first area.

2. The method according to claim 1, characterized in that The method further comprises: In response to closing the first area, determining occupation information of the target virtual object in the first area; A settlement result of the target virtual object in the current game round is determined according to occupation information of the target virtual object in the first area.

3. The method according to claim 2, characterized in that The determining the occupation information of the target virtual object in the first area includes: Obtaining a duration of time that the target virtual object occupies each sub-area of ​​the first area after entering the first area; The occupation time of the target virtual object in each sub-area of ​​the first area after entering the first area is used as the occupation information of the target virtual object in the first area.

4. The method according to claim 3, characterized in that The determining, based on the occupation information of the target virtual object in the first area, a settlement result of the target virtual object in the current game round includes: determining a benchmark score for each sub-area within the first area; The settlement result of each target virtual object in the current game round is determined according to the benchmark score of each sub-area in the first area and the occupation time of the target virtual object in each sub-area.

5. The method according to claim 1, wherein The determining of the virtual exit model corresponding to each virtual entrance model includes: A virtual exit model corresponding to the virtual entrance model is randomly determined in the virtual exit models of the first area.

6. The method according to claim 1, characterized in that Before determining the virtual outlet model corresponding to each virtual inlet model, the method further includes: In response to the virtual entrance model being occupied by the target camp, the virtual entrance model is used as the virtual entrance model corresponding to the target camp.

7. The method according to claim 6, characterized in that The determining of the virtual exit model corresponding to each virtual entrance model includes: The virtual exit model corresponding to each virtual entrance model is determined according to the level information of the target camp corresponding to each virtual entrance model and the position of each virtual exit model in the first area.

8. The method according to claim 7, characterized in that The determining, based on the level information of the target camp corresponding to each virtual entrance model and the position of each virtual exit model in the first area, a virtual exit model corresponding to each virtual entrance model includes: If the difference between the level information of the target camp corresponding to the first virtual entrance model and the level information of the target camp corresponding to the second virtual entrance model is less than a first preset threshold, a first virtual exit model and a second virtual exit model whose distance is less than the second preset threshold are selected from the first area, and the first virtual exit model is used as the virtual exit model corresponding to the first virtual entrance model, and the second virtual exit model is used as the virtual exit model corresponding to the second virtual entrance model.

9. The method according to claim 1, characterized in that The determining of the virtual exit model corresponding to each virtual entrance model includes: If the virtual entrance model has multiple corresponding virtual exit models, in response to the selection instruction of the camp where the target virtual object is located, a virtual exit model corresponding to the virtual entrance model is determined from the multiple corresponding virtual exit models of the virtual entrance model.

10. The method according to claim 6, characterized in that In response to the target virtual object entering the target virtual entrance model, controlling the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model includes: In response to a target virtual object entering a target virtual entrance model, determining whether the target virtual object belongs to a target camp corresponding to the target virtual entrance model; If so, the target virtual object is controlled to move out of the target virtual exit model corresponding to the target virtual entrance model.

11. The method according to claim 6, characterized in that The method further comprises: The mark of the target camp is displayed on the virtual entrance model.

12. The method according to claim 1, characterized in that The method further comprises: In response to the first area being closed, the target virtual object is moved out of the target virtual entrance model so that the target virtual object enters the second area where the target virtual entrance model is located.

13. The method according to claim 1, wherein The method further comprises: In response to closing the first area, clearing marks of each sub-area in the first area, and hiding the first area in the scene map.

14. The method according to claim 1, wherein The first area includes a plurality of dispersed sub-areas, and the virtual outlet models are dispersed among the sub-areas.

15. The method according to claim 1, wherein Before the first area is opened, the display state of the first area in the scene map is a hidden state; The method further comprises: In response to the first area being turned on, the first area is adjusted from a hidden state to a visible state so that the first area is displayed in the scene map.

16. A virtual object control device in a game, characterized in that: A graphical user interface of the game is provided through a terminal device, wherein the game has a corresponding scene map, wherein the scene map includes: a first area, multiple second areas, multiple virtual entrance models, and multiple virtual exit models, wherein each of the virtual entrance models is located in one of the second areas, and each of the virtual exit models is located in the first area; and the apparatus includes: a first determining module, configured to determine, in response to the first area being opened, a virtual exit model corresponding to each of the virtual entrance models; The first control module is configured to control the target virtual object to move out of the target virtual exit model corresponding to the target virtual entrance model in response to the target virtual object entering the target virtual entrance model, so that the target virtual object enters the first area.

17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object control method in the game as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual object in a game according to any one of claims 1 to 15.