Game team forming method and device, storage medium and electronic equipment
By providing a graphical user interface in the game, allowing players to directly select virtual objects and form teams according to team rules, the problem of cumbersome team formation operations in existing technologies is solved, achieving a convenient and efficient team formation experience.
Patent Information
- Application Number
- CN202511333194.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-17
- Publication Date
- 2025-11-18
AI Technical Summary
The existing game team-up mechanism relies on multi-level menu operations, which makes team-up operations cumbersome and inefficient.
The terminal device provides a graphical user interface that allows players to select a third virtual object from multiple virtual objects through a first operation, determine the game team according to the specified team formation rules, display team information in the interface, and respond to player-triggered operations to form a team.
It enables convenient and efficient game team formation, improving team formation efficiency.
Smart Images

Figure CN120960780A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a game team formation method, apparatus, storage medium, and electronic device. Background Technology
[0002] With the rapid development of life and technology, people often use games for entertainment. During gameplay, players frequently need to team up. However, existing game team-up mechanisms generally rely on multi-level menus. For example, players need to open the team configuration interface to configure team tasks, team members, and initiate team formation, making the process cumbersome and resulting in low efficiency. Summary of the Invention
[0003] This application provides a game team-up method, apparatus, storage medium, and electronic device, which can realize convenient and efficient team-up in games, thereby improving game team-up efficiency.
[0004] This application provides a game team-up method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a virtual scene, and the virtual scene includes a first virtual object and multiple second virtual objects controlled by the terminal device. The method includes:
[0005] In response to a first operation performed on the graphical user interface, a third virtual object is determined from the plurality of second virtual objects;
[0006] According to the specified team formation rules, determine at least one game team that can be composed of the third virtual object and the first virtual object, and display the team information corresponding to the at least one game team in the graphical user interface;
[0007] In response to a trigger operation targeting the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information.
[0008] Accordingly, this application provides a game team-up device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a virtual scene, which includes a first virtual object and multiple second virtual objects controlled by the terminal device, comprising:
[0009] An object selection unit is configured to determine a third virtual object from the plurality of second virtual objects in response to a first operation performed on the graphical user interface.
[0010] The team determination unit is used to determine at least one game team that can be composed of the third virtual object and the first virtual object according to the specified team formation rules, and to display the team information corresponding to the at least one game team in the graphical user interface;
[0011] The team formation unit is used to respond to a trigger operation for target team information and control the first virtual object and the third virtual object to form a target game team corresponding to the target team information.
[0012] Furthermore, embodiments of this application also provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute steps in any of the game team-up methods provided in embodiments of this application.
[0013] Furthermore, this application also provides an electronic device, including a processor and a memory, wherein the memory stores an application program, and the processor is used to run the application program in the memory to implement the game team-up method provided in this application.
[0014] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. When the processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps in the game team-up method provided in this application.
[0015] This application embodiment provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a virtual scene, including a first virtual object controlled by the terminal device and multiple second virtual objects. A third virtual object is determined from the multiple second virtual objects in response to a first operation applied to the GUI. At least one game team, which can be formed by the third virtual object and the first virtual object, is determined according to specified team formation rules, and the team information corresponding to the at least one game team is displayed in the GUI. In response to a trigger operation targeting the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information. Thus, by selecting a third virtual object for team formation from the second virtual objects based on a first operation triggered by the player, and then determining at least one game team that can be formed by the third virtual object and the first virtual object according to specified team formation rules, and displaying the team information corresponding to each game team in the GUI, the system can control the first virtual object and the third virtual object to form the target game team corresponding to the target team information selected by the player. This enables convenient and efficient team formation in the game, thereby improving team formation efficiency. Attached Figure Description
[0016] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 This is a schematic diagram illustrating a game team formation method implementation scenario provided in an embodiment of this application;
[0018] Figure 2 This is a flowchart illustrating a game team-up method provided in an embodiment of this application;
[0019] Figure 3 This is a schematic diagram of the team-up interaction of a game team-up method provided in an embodiment of this application;
[0020] Figure 4 This is another team-up interaction diagram of a game team-up method provided in this application embodiment;
[0021] Figure 5 This is a schematic diagram of the game team-up device provided in the embodiments of this application;
[0022] Figure 6 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0023] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0024] This application provides a method, apparatus, storage medium, and electronic device for forming game teams. The game team-up apparatus can be integrated into an electronic device, which may be a server or a terminal, etc.
[0025] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN) acceleration services, and big data and artificial intelligence platforms. The terminal can include, but is not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, and aircraft. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited herein.
[0026] Please see Figure 1 Taking the integration of game team-up devices into electronic devices as an example, Figure 1 This is a schematic diagram illustrating an implementation scenario of the game team-up method provided in this application. The electronic device can be a terminal, which can provide a graphical user interface (GUI) displaying at least a portion of a virtual scene. The virtual scene includes a first virtual object controlled by the terminal and multiple second virtual objects. A third virtual object is determined from the multiple second virtual objects in response to a first operation applied to the GUI. At least one game team, which can be composed of the third virtual object and the first virtual object, is determined according to specified team-up rules, and team information corresponding to the at least one game team is displayed in the GUI. In response to a trigger operation targeting the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information.
[0027] It should be noted that, Figure 1 The illustrated scenario of the game team formation method is merely an example. The implementation environment of the game team formation method described in this application is for the purpose of more clearly illustrating the technical solution of this application and does not constitute a limitation on the technical solution provided in this application. Those skilled in the art will understand that with the evolution of data processing and the emergence of new business scenarios, the technical solution provided in this application is also applicable to similar technical problems.
[0028] The solutions provided in this application are specifically illustrated through the following embodiments. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0029] This embodiment will be described from the perspective of a game team-up device, which can be integrated into an electronic device, which can be a terminal and / or a server, and this application does not limit it.
[0030] Please see Figure 2 , Figure 2 This is a flowchart illustrating the game team-up method provided in this application embodiment. The game team-up method can provide a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a virtual scene, which includes a first virtual object and multiple second virtual objects controlled by the terminal device. Specifically, it includes:
[0031] In step 101, in response to a first operation performed on the graphical user interface, a third virtual object is determined from a plurality of second virtual objects.
[0032] The terminal device can be logged into a player's game account. The graphical user interface (GUI) can be a graphical user interface obtained by executing software applications on the terminal device's processor and rendering them on a display screen. This GUI can present the entire virtual scene or only a portion of it. The virtual scene, also known as a game scene, can be a virtual scene displayed (or provided) by a game application running on a terminal or server, where players manipulate virtual objects to play the game. Optionally, the virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., or it can be an independent arena for game battles within the virtual scene; this embodiment does not impose any limitations. The virtual object can be an object moving within the virtual scene, such as a hero character, an animal, or other controllable virtual character in the game.
[0033] The first virtual object can be a virtual object controlled through a terminal device, and the second virtual object can be a virtual object in the virtual scene other than the first virtual object. The first operation can be an operation to trigger team formation. The third virtual object can be a virtual object selected from the second virtual object based on the first operation, and can be used to participate in team formation.
[0034] In response to a first operation applied to the graphical user interface, there are various ways to determine a third virtual object from multiple second virtual objects. For example, the first operation may include a first swipe operation. In response to the first swipe operation starting from the first virtual object, the second virtual object touched by the path range of the swipe path of the first swipe operation may be determined as the selected third virtual object.
[0035] The first sliding operation can be a sliding operation for selecting a third virtual object, the path range can be a range formed by the area within a preset radius of the distance to each position in the sliding path, and the second virtual object touched by the path range can be determined as the selected third virtual object.
[0036] Optionally, the third virtual object may include virtual objects within the team. For example, when a team is within the path of the sliding path of the first sliding operation, the virtual objects within that team can be identified as the third virtual object.
[0037] In one embodiment, there are multiple ways to determine that the second virtual object touched by the sliding path of the first sliding operation is the selected third virtual object. For example, the path range includes a first path range and a second path range. It can be determined that the second virtual object touched by the first path range from the start position to the end position and the second path range corresponding to the end position is the selected third virtual object, wherein the radius of the second path range is not less than the radius of the first path range.
[0038] The first path range can be the path range corresponding to the sliding path of the first sliding operation from the start position to the end position, and the second path range can be the path range corresponding to the end position of the first sliding operation.
[0039] For example, during the first sliding operation, the second virtual object or team touched within x pixels of the sliding path can be identified as the third virtual object. At the end of the first sliding operation, the second virtual object or team touched within y pixels of the sliding endpoint of the sliding path can also be identified as the third virtual object. Here, x pixels can be the radius of the first path range, y pixels can be the radius of the second path range, and y is greater than x.
[0040] Therefore, since the end position of the first swipe operation is more important, the radius of the second path range can be set to be larger than that of the first path range. This allows for a higher accuracy in identifying the third virtual object that the player actually wants to select based on the first swipe operation, thereby improving the accuracy of object selection and further enhancing the accuracy of team formation in the game.
[0041] Optionally, during the sliding process of the first sliding operation, object attribute prompts corresponding to the third virtual object can be displayed. The object attribute prompts are used to indicate the object attributes of the third virtual object.
[0042] The object attributes can include information such as the third virtual object's role, strength, name, and the player's account name. The object's role can be the function of the third virtual object, for example, it can include roles such as healer, controller, tank, damage dealer, or support.
[0043] In one embodiment, please refer to Figure 3 , Figure 3This is a schematic diagram of a game team-up method provided in this application embodiment. It is assumed that the graphical user interface includes a first virtual object, second virtual objects (virtual object 1, virtual object 2), and a team composed of multiple second virtual objects. It is assumed that the player starts to slide from the first virtual object through the terminal device, thereby triggering a first sliding operation on the first virtual object. The sliding path of the first sliding operation is determined. The second virtual objects or teams touched by the first path range from the start position to the end position (the light blue area before the end position of the sliding path) and the second path range corresponding to the end position (the light blue area at the end position of the sliding path) are determined as third virtual objects for participating in the team. That is, virtual object 1 and the virtual objects in the team are determined as third virtual objects.
[0044] Optionally, the player's team-up intention can be further identified based on the sliding path of the first sliding operation on the first virtual object, thereby further improving the convenience, flexibility and accuracy of team-up in the game. For example, the intended team-up identity of the first virtual object can be determined based on the shape of the sliding path, so that when teaming up, the first virtual object can be controlled to team up with the third virtual object with the intended team-up identity.
[0045] The intended team identity can be the identity that a player expects to have in the team when forming a team based on the first action. For example, the intended team identity can include the identity of captain, team member, referee, etc.
[0046] Optionally, if the sliding path is curved, the intended team-up identity of the first virtual object can be the team leader, indicating that the player of the first account wants to team up as the team leader; if the sliding path is straight, the intended team-up identity of the first virtual object can be the team member, indicating that the player of the first account wants to team up as the team member.
[0047] Optionally, an improved Bézier curve can be used to identify the shape of the sliding path. For example, a curvature threshold K = 0.75 and a straight line determination tolerance of ±5° can be set, so that the sliding path can be determined as a curve or a straight line based on the curvature of the sliding path.
[0048] Therefore, by predicting the player's intention to form a team based on the player's sliding path on the first virtual object, players can form teams conveniently and accurately with minimal operations, thereby improving the efficiency of team formation in the game.
[0049] There are several ways to determine the second virtual object touched by the path range of the sliding path of the first sliding operation as the selected third virtual object in response to the first sliding operation starting from the first virtual object. For example, the virtual object touched by the path range of the sliding path of the first sliding operation as the second virtual object for teaming up can be determined in response to the pressing operation on the first virtual object and the first sliding operation that is continuous with the pressing operation.
[0050] The pressing operation on the first virtual object can be identified based on the touch pressure detection method provided in the embodiments of this application. For example, a capacitive pressure sensor array can be used to identify the pressing operation on the first virtual object. Optionally, the pressure sampling frequency of the capacitive pressure sensor array can be 120 Hz, and the error compensation algorithm used is Δ = 0.05 N.
[0051] In one embodiment, a player can long-press a first virtual object to trigger a pressing operation on the first virtual object. The system can detect the pressure value and pressing duration of the pressing operation to determine whether an adsorption state is triggered. For example, when the pressure value is ≥1.2N and the pressing duration is ≥0.5 seconds, the adsorption state of the first virtual object can be triggered. Thus, when the player triggers the first sliding operation on the first virtual object, the system can control the first virtual object to be in an adsorbed state based on the adsorption state of the first virtual object, and move with the player's finger in a semi-transparent form, so as to realize the dragging of the first virtual object. The dragging path is the sliding path.
[0052] Optionally, when the adsorption state is triggered, a dynamic damping coefficient can be set to realize the conversion of the adsorption state. For example, the damping value of the first sliding operation on the first virtual object can be set as D = 1 / (1+e^(-t / 0.3)), where t is the pressing time and e is the natural constant.
[0053] Optionally, in response to a first operation applied to the graphical user interface, there may be multiple ways to determine a third virtual object from multiple second virtual objects. For example, the first operation may include a trigger operation and an object selection operation associated with the trigger operation. In response to a team trigger operation applied to the graphical user interface, the system may control entry into a team object selection state. In the team object selection state, in response to an object selection operation applied to the graphical user interface, the system may select a third virtual object from multiple second virtual objects.
[0054] The team-up triggering operation can include any one of the following: long press, double tap, or swipe. The object selection operation can include any one of the following: click, press, or swipe. The triggering operation can be different from the object selection operation. For example, the team-up triggering operation can be a long press, and the object selection operation can be a click on the second virtual object.
[0055] Optionally, controlling entry into the team object selection state can refer to the graphical user interface being in a state of detecting the third virtual object selected by the object selection operation and blocking other commands after responding to a team trigger operation on the graphical user interface. Alternatively, it can refer to the graphical user interface displaying an object selection panel after responding to a team trigger operation on the graphical user interface, which displays object identifiers of multiple second virtual objects, thereby allowing the selection of a third virtual object from multiple second virtual objects in response to an object selection operation on the object identifiers in the object selection panel.
[0056] In one embodiment, in the team object selection state, in response to the viewpoint switching operation of the virtual scene, the new viewpoint after switching can be determined, and the virtual scene under the new viewpoint can be switched and displayed in the graphical user interface; in response to the object selection operation acting on the graphical user interface, a third virtual object can be selected from the second virtual object in the virtual scene under the new viewpoint.
[0057] The perspective switching operation can be used to switch the display perspective of the virtual scene in the graphical user interface. New virtual objects may appear in the virtual scene under the new perspective, so players can select more virtual objects they need by switching the perspective of the virtual scene, thereby improving team efficiency.
[0058] In one embodiment, players can quickly add new members to an existing game team by swiping. Specifically, the first virtual object corresponds to a second target game team that has already been added and is not full. In response to a second swipe operation targeting the second target game team, the virtual object touched by the swipe path of the second swipe operation can be determined as the fifth virtual object. The target fifth virtual object to be added to the second target game team is determined from the fifth virtual object, and the target fifth virtual object is controlled to be added to the second target game team.
[0059] The second target game team can be the game team currently joined by the first virtual object. The fifth virtual object can be the second virtual object selected based on the sliding path of the second sliding operation, which can be the sliding operation triggered by the player adding a member to the already joined second target game team. The target fifth virtual object can be the fifth virtual object that has been confirmed to be joined into the second target game team.
[0060] Optionally, the second sliding operation can be a sliding operation starting from the virtual object that is the captain in the second target game team, a sliding operation starting from the first virtual object, or a sliding operation starting from the team identifier of the second target game team, etc.
[0061] There are several ways to determine the target fifth virtual object to be added to the second target game team from among the fifth virtual objects. For example, the player can select the target fifth virtual object to be added to the team from the second virtual objects selected based on the second swipe operation. Alternatively, the matching degree between the fifth virtual object and the second target game team can be calculated based on the object attributes of the fifth virtual object, so that the most matching fifth virtual object can be determined as the target fifth virtual object.
[0062] Optionally, in response to a second swipe operation targeting the second target game team, attribute relationship prompts for each fifth virtual object can be displayed. These prompts indicate the association between the object attributes of the fifth virtual object and the second target game team, and the association includes at least one of complementarity, conflict, and compatibility.
[0063] Therefore, during the second sliding operation, a compatibility indicator can be displayed in real time on the sliding path to show the compatibility between the function of the fifth virtual object touched and the function required by the second target game team. This allows players to quickly and intuitively determine the target fifth virtual object needed for the team, thereby improving the efficiency of team formation. For example, when the fifth virtual object displays a green light effect, it indicates that the function of the fifth virtual object is complementary to the function required by the team in the second target team formation task. When it displays a red light effect, it indicates that the current fifth virtual object conflicts with the function required by the second target game team and can be left unselected.
[0064] In step 102, at least one game team that can be composed of a third virtual object and a first virtual object is determined according to the specified team formation rules, and the team information corresponding to the at least one game team is displayed in the graphical user interface.
[0065] Among them, the team formation rules can be the rules for forming teams for various team tasks that the first virtual object may participate in. The game team can be a team that can be formed by the third virtual object and the first virtual object. The team information can be the information of the game team, such as the team name, team task, team members and other information of each game team.
[0066] There are several ways to determine at least one game team that can be composed of a third virtual object and a first virtual object according to the specified team formation rules. For example, at least one team formation task that the first virtual object can participate in can be determined; based on the team formation task and the corresponding team formation rules, at least one game team that can be composed of a third virtual object and a first virtual object can be determined.
[0067] The team-up task can be a task used for team formation, i.e., a team-up objective.
[0068] There are several ways to determine at least one team task that the first virtual object can participate in. For example, based on the position of the first virtual object in the virtual scene, the task association object associated with the first virtual object can be determined. The task association object includes at least one of the game instance that the first virtual object is to participate in, non-player characters near the first virtual object, and teams near the first virtual object. Based on the task attribute information of the candidate tasks associated with the task association object, at least one team task that the first virtual object can participate in can be determined.
[0069] The task-associated object can be an object associated with a task. The game instance to which the first virtual object will participate can be a game instance it is preparing to participate in. For example, the first virtual object can be located at the entrance to the next game instance. Based on the position of the first virtual object in the virtual scene, the game instance to which the first virtual object will participate is determined. The virtual scene where the first virtual object is located can be the map area where the first virtual object is located. The non-player character (NPC) can be an object in the virtual scene that interacts with the player. For example, it can include scene objects with specific interactive functions or game characters with specific interactive tasks. For example, the scene objects can include objects such as portals, shops, and guilds, and the game characters can include non-player characters that provide tasks to players or lead players to the next level. The candidate task can be a task associated with the task-associated object. For example, it can include the task of the game instance to which the first virtual object will participate, the task bound to or provided by a non-player character near the first virtual object, or the task performed by a team near the first virtual object. The task attribute information can include at least one of the following: the task execution location of the candidate task, the distance between the task execution object or the task providing object and the first virtual object, the completion status of the candidate task, and the number of team members required for the candidate task.
[0070] The completion status of the candidate task can include completed and incomplete. It can be the completion status of a third virtual object in the current virtual scene, or the completion status of a first virtual object. The required number of team members can be the number of team members required for the candidate task. For example, for a single-person task, the required number of team members is 1; for a task requiring a team, the required number of team members is multiple; and for a task that can be done either alone or in a team, the required number of team members is at least one.
[0071] There are several ways to determine at least one team task that the first virtual object can participate in based on the task attribute information of the candidate tasks associated with the task-associated object. For example, the task matching degree between the candidate tasks and the first virtual object can be calculated based on the task attribute information of the candidate tasks associated with the task-associated object, so that at least one team task that the first virtual object can participate in can be determined from the candidate tasks according to the task matching degree.
[0072] The task matching degree can be the matching degree between the candidate task and the first virtual object, that is, the matching degree between the candidate task and the game environment semantic tag of the current first virtual object.
[0073] In one embodiment, a corresponding score can be set for each type of task attribute information. Based on the score of the task attribute information matched by each candidate task, the task matching degree of the candidate task can be calculated. For example, a corresponding weight can be set for each type of task attribute information. Based on the weight, the score of the task attribute information matched by each candidate task can be weighted and summed to obtain the task matching degree of the candidate task. Based on the task matching degree of the candidate task, tasks with a higher matching degree can be selected from the candidate tasks as team tasks that the first virtual object is more likely to participate in.
[0074] For example, task objectives can be identified based on the semantics of the game environment. Specifically, based on the task objectives associated with semantic tags of the game environment, such as the current game instance, NPCs, and nearby teams, the most likely team task for the first virtual object can be predicted. For instance, taking a non-player character as an example, suppose the player is in the Spirit Beast Village map, and the distances from Elder Zhuque and Elder Qinglong are a and b (a < b) respectively. Elder Zhuque has three task entrances: c, d, and f. Among them, task c is a team task, while d and f are solo tasks. Therefore, based on the semantic tags of the game environment, task c can be prioritized as the most likely team task, meaning that task c has the highest task matching degree.
[0075] Optionally, the environmental semantic calculation method provided in the embodiments of this application can be used to calculate the task matching degree corresponding to the candidate task. For example, the distances a and b can be converted into distance advantage values |a| and |b|, with a value range of (0,1]. The closer the distance, the larger the value. It is also possible to set the score of tasks requiring teamwork to be 1, the score of tasks that can be done in teams or solo to be 0.5, the score of purely solo tasks to be 0, the score of incomplete tasks to be 1, and the score of completed tasks to be 0. Thus, the task matching degree corresponding to the candidate task can be calculated based on the following formula:
[0076] Task matching degree = NPC distance advantage value × 60% + NPC's score for requiring a team / solo task × 30% + Task completion score × 10%.
[0077] The higher the task matching degree value, the higher the priority of the corresponding candidate task, indicating that the candidate task is more matched with the semantics of the game environment where the first virtual object is located, that is, it is more likely to be the task objective that the player wants to form a team. Therefore, the team task that the first virtual object can participate in is determined based on the calculated task matching degree. In this way, the player's team formation intention can be accurately identified based on the three-dimensional mapping structure (scene layer → NPC layer → task layer), thereby achieving efficient and accurate game team formation.
[0078] Optionally, there are several ways to determine at least one game team that can be composed of a third virtual object and a first virtual object based on the team-up task and the corresponding team-up rules. For example, based on the team-up rules corresponding to the team-up task, the object attributes of the first virtual object and the third virtual object, the object matching degree between the first virtual object, the third virtual object and each team-up task can be calculated respectively; based on the object matching degree of the third virtual object and the number of team members required for each team-up task, the target third virtual object used to form the game team for each team-up task can be determined; based on the target third virtual object and the first virtual object corresponding to each team-up task, at least one game team that can be composed of the third virtual object and the first virtual object can be determined.
[0079] The team formation rules may include at least one of the following: the required object function and the number of team members for the game team in the team task. The object attributes may include at least one of the following: the object function of the virtual object, the object strength that the virtual object can achieve under the team task, and the degree of association between the virtual object and the first virtual object. Here, the virtual object may include both the first virtual object and the third virtual object. The object matching degree can be the degree of matching between the first virtual object, the third virtual object, and each team task. The target third virtual object can be the third virtual object in the game team formed under each team task.
[0080] Optionally, the strength of the object can be the strength that the first virtual object or the third virtual object can achieve when performing a team task. The degree of association can be the intimacy with the first virtual object. For the first virtual object, its degree of association with itself can be a fixed value, such as 1, 0, etc.
[0081] There are multiple ways to calculate the object matching degree between the first virtual object, the third virtual object and each team task based on the team rules corresponding to the team task, the object attributes of the first virtual object and the third virtual object. For example, the object attributes can include multiple types. The matching score between the object attribute information of the third virtual object and each team task can be calculated based on the team requirement information in the team rules of each team task, the object attribute information of the first virtual object and the third virtual object. Based on the matching scores of the object attribute information of the first virtual object and the third virtual object, the object matching degree between the first virtual object and the third virtual object and each team task can be calculated respectively.
[0082] The team requirement information can be the team requirement information corresponding to the team task. For example, the team requirement information can include at least one of the object functions and the number of team members required in the game team of the team task.
[0083] In one embodiment, assuming that object attributes include object function, object strength, and degree of association, the object matching degree (Confidence) can be set as α × matching score of object function + β × matching score of object strength + γ × matching score of degree of association, where α, β, and γ are the weights corresponding to each object attribute, and the team matching degree corresponding to the game team is the average value of the object matching degree of each virtual object in the game team. For example, weights can be set as α = 0.6, β = 0.3, γ = 0.1, etc. The specific weight values can be adjusted according to the specific game. Among them, for the matching score of object function, when the virtual object is a necessary object function of the game team corresponding to the team task, its object function matching score is 1; when the virtual object is a non-necessary object function of the game team corresponding to the team task, its object function matching score is 0.5; when the virtual object is a duplicate object function of the game team corresponding to the team task, its object function matching score is 0, etc. For the matching score of object strength, assuming that the average score of the object strength of players who can achieve level z in the current matched team task is y, then if the object strength score of the virtual object is ≥ y, the object strength matching score is 1; if the object strength score of the virtual object is < y, the object strength matching score is object strength score / y. For the matching score of the degree of association with the first virtual object, the score range can be [0,1]. The corresponding determination algorithm can be customized according to the game type. For example, in some games, the intimacy between close friends is 100,000. If the intimacy between the third virtual object and the first virtual object is greater than 100,000, then the matching score of the degree of association is 1. If the intimacy between the third virtual object and the first virtual object is 20,000, which is calculated from daily interactive chat, team, and task interaction, then the matching score of the degree of association of the virtual object is 2 / 10 = 0.2.
[0084] For example, suppose a game team for a group mission is configured as follows: a 5-player team, essential roles (1 healer + 1 controller + 1 tank) + others. The first virtual object's role is controller, its strength rating is 'a', and it can currently reach level 'b' in mission z. The first virtual object is the team leader, matched for mission z, and currently has 0 team members. If player A controls a third virtual object whose role is healer, its strength rating is 'c' (> y), and it is a close friend of the game account controlling the first virtual object with a closeness level of 120,000, then the matchability of this third virtual object is Confidence = 0.6*1 + 0.3*1 + 0.1*1 = 1. Furthermore, if player B controls a third virtual object whose role is damage dealer, its strength rating is 'd' (< y), and its closeness level with the first virtual object is 10, then the matchability of this third virtual object can be Confidence = 0.6*0.5 + 0.3*d / y + 0.1*10 / 100000.
[0085] In one embodiment, the weights corresponding to each object attribute can be dynamically adjusted according to the actual interaction scenario. For example, when the current interaction scenario is detected to be a player versus player (PVP) scenario, the value of the weight β can be automatically increased, so that the weights corresponding to each object attribute can be more matched to the current game interaction scenario, thereby more accurately identifying team tasks that match the current game interaction scenario and meet the team formation requirements of players.
[0086] There are several ways to calculate the object matching degree between the first virtual object and the third virtual object and each team task based on the matching scores of the object attribute information of the first virtual object and the third virtual object. For example, the current interaction scene information can be determined; the target weight corresponding to each object attribute can be determined based on the interaction scene information; and the matching scores of each object attribute of the first virtual object and the third virtual object can be weighted and summed according to the target weight to obtain the object matching degree between the first virtual object and the third virtual object and each team task.
[0087] The interaction scenario information can be information indicating the current game interaction scenario, and the target weight can be a weight determined based on the interaction scenario information.
[0088] In one embodiment, a fourth virtual object that can be teamed up with the first virtual object can be determined from the third virtual object based on the object attributes of the third virtual object, and then at least one game team that can be formed by the fourth virtual object and the first virtual object can be determined according to the specified teaming rules.
[0089] The fourth virtual object can be a virtual object that can be teamed up with the first virtual object, selected from the third virtual object based on the object attributes of the third virtual object.
[0090] In step 103, in response to the trigger operation for the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information.
[0091] The triggering action can include actions such as clicking, pressing, and swiping. The target team information can be the team selected based on the triggering action, and the target game team can be the game team corresponding to the target team information.
[0092] There are several ways to control the first virtual object and the third virtual object to form the target game team corresponding to the target team information. For example, if the first virtual object is the captain of the target game team corresponding to the target team information, it can send a team invitation message to the third virtual object in the target game team. Based on the first feedback message of the third virtual object to the team invitation message, it can control the first virtual object and the third virtual object to form the target game team. If the first virtual object is a member of the target game team, it can send a team request message to the third virtual object in the target game team who is the captain. Based on the second feedback message of the third virtual object who is the captain to the team request message, it can control the first virtual object and the third virtual object to form the target game team.
[0093] The team invitation information can be used to invite a third virtual object in the target game team to join the team. The first feedback information can be the feedback information of the third virtual object to the team invitation information, which may include acceptance or rejection. The team request information can be the information to request the third virtual object, who is the team leader in the target game team, to participate in the team. The second feedback information can be the feedback information of the third virtual object to the team request information, which may include acceptance or rejection.
[0094] Optionally, team information may include the team matching score of the game team, which can be information indicating the degree of matching between the game team and the corresponding team task. Specifically, the team matching score of the game team corresponding to each team task can be calculated based on the object matching score between the target third virtual object and the first virtual object under each team task.
[0095] Among them, based on the object matching degree of the target third virtual object and the first virtual object under each team task, there are multiple ways to calculate the team matching degree of the game team corresponding to each team task. For example, the average value of the object matching degree of the target third virtual object and the first virtual object under each team task with the corresponding team task can be calculated to obtain the team matching degree of the game team corresponding to each team task.
[0096] Optionally, if at least one game team has a first target game team with a team matching degree greater than the first matching degree threshold, the first virtual object corresponding to the target game team and the third virtual object are controlled to form a team targeting the first target game team.
[0097] The first target game team can be a game team with a team matching degree greater than a first matching degree threshold. This first matching degree threshold can be a pre-set critical value for team matching degree, and can be a relatively high threshold, such as 95%, 90%, or 88%. When the team matching degree between the team-up task and the corresponding game team is greater than this threshold, it indicates that the game team has high reliability. The third virtual object and the first virtual object corresponding to the game team can be directly controlled to form the game team without sending team-up invitations or requests to the third virtual object in the game team, thus achieving silent team-up and further improving game team-up efficiency.
[0098] Optionally, when there are multiple target game teams, the target game team with the highest team matching degree can be determined, thereby controlling the third virtual object and the first virtual object corresponding to the target game team with the highest team matching degree to form a team.
[0099] Optionally, if the team matching degree of at least one game team is less than the second matching degree threshold, a team formation failure message can be displayed. The team formation failure message indicates that the team formation failure was initiated based on the terminal device, and the second matching degree threshold is less than the first matching degree threshold.
[0100] For example, since most players team up as teammates, it is easier to match as the team leader than as a team member. Therefore, when the first virtual object tries to team up as a team member, the team-up failure message can include the text "No suitable team nearby. Do you want to create a new team as the [team leader] and try to match again?" This allows players to try to team up as the team leader based on the team-up failure message, thereby increasing the success rate of team-up.
[0101] Optionally, game teams whose team matching score is between the first matching score threshold and the second matching score threshold can be displayed in the graphical user interface, along with their corresponding team information.
[0102] In one specific embodiment, please refer to Figure 4 , Figure 4 This is another team-up interaction diagram of a game team-up method provided in this application embodiment. When the team matching degree between the team-up task matched based on the first operation and its corresponding game team is less than a first matching degree threshold (taking 90% as an example) and not less than a second matching degree threshold (taking 50% as an example), a team matching panel can be displayed in the graphical user interface. The team matching panel includes team information corresponding to each first team-up task. The team information may include the name of the team-up task indicating each game team, such as team-up task A, team-up task B, team-up task C, team-up task D, etc., as well as the team identifier of each game team, such as the avatar of each member of the game team, the team matching degree between the game team and the corresponding team-up task, and the team control corresponding to each team-up task. For example, for team-up task A, its game team includes four team members, and its matching degree with the game team is 85%. For team-up task B, its game team includes three team members, and its matching degree with the game team is 75%, etc. In this way, players can click on the team-up control corresponding to the game team they want to team up with to trigger the sending of team-up invitation or team-up request information to a third virtual object in the selected target game team, thereby realizing the formation of a game team.
[0103] For example, please continue to refer to Figure 4 When the team matching rate of the game team determined based on the first operation is less than 90% and not less than 50%, an icon can be floating above the first virtual object and the text "Team matching in progress" can be displayed. After the player clicks the icon, a team matching panel will pop up in the graphical user interface, allowing the player to make a custom team selection based on the team information of each game team displayed in the team matching list of the team matching panel.
[0104] Optionally, when forming a team, the first virtual object may already be in a team. Therefore, if the match between the first virtual object and the already joined team is not greater than the match between the first virtual object and the game team determined based on the first operation, then the first virtual object and the third virtual object can be controlled to form a team based on the game teams for each team-up task. If the match between the first virtual object and the already joined team is greater than the match between the first virtual object and the game team determined based on the first operation, then forming game teams for each team-up task is not necessary.
[0105] Therefore, the fact that the object matching degree between the first virtual object and the game team matched based on the first operation is higher than the object matching degree between the first virtual object and the team it has joined indicates that the team matching task based on the first operation is more in line with the team matching needs of the first virtual object. Therefore, the first virtual object can be controlled to form a team based on the game team matched based on the first operation.
[0106] Current role-playing games (RPGs) generally rely on multi-level menu operations for their party-making mechanisms (such as clicking on a character → selecting a party → waiting for a response). The operation path is lengthy and has a low intent recognition rate. Furthermore, it still requires pre-defined interaction hotspots or manual confirmation of party configurations. It cannot dynamically adapt the party-making logic according to the game scenario, especially in complex environments (such as dungeon entrances or PVP areas), where party-making efficiency is low. Traditional party-making methods lack the integration and analysis of player behavior intent and game dynamics, resulting in a fragmented party-making experience and a high rate of misoperation. To address this, this application provides an intelligent team-up interaction system based on game environment semantic analysis. This system enables "one-step team-up" through long-press character attraction and drag-and-release. Specifically, after long-pressing to attract a character, the system predicts the player's team-up intention based on the character's sliding path. Upon release, if the match between the team-up task and the pre-selected team determined based on a third virtual object is ≥90%, team-up or conflict resolution (such as team merging or changing task configuration) can be automatically executed. When the match rate is 50% ≤ match rate < 90%, a floating icon above the first virtual object is triggered. Clicking the icon will bring up a team-up matching panel for custom team selection. When the match rate is < 50%, the system can control the team-up matching to end and display an interface indicating the reason for failure. In this way, by deeply integrating drag-and-drop interaction with game dynamic analysis, the team-up operation is simplified from multiple menu clicks to "drag and drop to form a team," significantly improving operational efficiency and scenario adaptability. In addition, the system can be extended to scenarios such as social activity matching and task collaboration, providing game developers with differentiated competitive tools. At the same time, it can improve player retention and payment conversion by reducing the error rate, thus possessing high commercial value.
[0107] As described above, this application embodiment provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a virtual scene, which includes a first virtual object controlled by the terminal device and multiple second virtual objects. A third virtual object is determined from the multiple second virtual objects in response to a first operation acting on the GUI. At least one game team, composed of the third virtual object and the first virtual object, is determined according to specified team formation rules, and the team information corresponding to the at least one game team is displayed in the GUI. In response to a trigger operation targeting the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information. Thus, by selecting a third virtual object for team formation from the second virtual objects based on a first operation triggered by the player, and then determining at least one game team, composed of the third virtual object and the first virtual object, according to specified team formation rules, and displaying the team information corresponding to each game team in the GUI, the first virtual object and the third virtual object can be controlled to form the target game team corresponding to the target team information selected by the player. This enables convenient and efficient team formation in the game, thereby improving team formation efficiency.
[0108] To better implement the above methods, embodiments of the present invention also provide a game team-up device, which can be integrated into an electronic device, which can be a terminal.
[0109] For example, such as Figure 5 The diagram shown is a structural schematic of a game team-up device provided in this application embodiment. This device can provide a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a virtual scene, which includes a first virtual object and multiple second virtual objects controlled by the terminal device. Specifically, it may include an object selection unit 201, a team determination unit 202, and a team formation unit 203, as follows:
[0110] The object selection unit 201 is used to determine a third virtual object from a plurality of second virtual objects in response to a first operation performed on the graphical user interface.
[0111] The team determination unit 202 is used to determine at least one game team that can be composed of a third virtual object and a first virtual object according to the specified team formation rules, and to display the team information corresponding to the at least one game team in the graphical user interface.
[0112] The team formation unit 203 is used to respond to a trigger operation for target team information and control the first virtual object and the third virtual object to form the target game team corresponding to the target team information.
[0113] In some embodiments, the first operation includes a first sliding operation, and the object selection unit 201 is configured to:
[0114] In response to a first sliding operation starting from a first virtual object, the second virtual object touched by the path range of the first sliding operation is determined to be the selected third virtual object.
[0115] In some embodiments, the game team-up device further includes a team-up intention determination unit, specifically used for:
[0116] The intended team identity of the first virtual object is determined based on the shape of the sliding path;
[0117] Team formation unit 203 is used for:
[0118] In response to a triggered operation targeting team information, the first virtual object is controlled to form a target game team with the third virtual object in the form of an intended team.
[0119] If the sliding path is a curve, the intended team identity of the first virtual object is the team leader; if the sliding path is a straight line, the intended team identity of the first virtual object is the team member.
[0120] In some embodiments, the first operation includes a triggering operation and an object selection operation associated with the triggering operation. The object selection unit 201 is configured to:
[0121] Respond to team-up triggering operations applied to the graphical user interface, and control entry into the team object selection state;
[0122] In the team object selection state, in response to the object selection operation performed on the graphical user interface, a third virtual object is selected from multiple second virtual objects.
[0123] In some embodiments, the game team-up device further includes a perspective switching unit, used for:
[0124] When a team member is selected, in response to the operation of switching the viewpoint of the virtual scene, the new viewpoint is determined and the virtual scene under the new viewpoint is switched and displayed in the graphical user interface.
[0125] In response to an object selection operation performed on the graphical user interface, select a third virtual object from a second virtual object within a virtual scene from a new perspective.
[0126] In some embodiments, the team determining unit 202 is configured to:
[0127] Determine at least one team task that the first virtual object can participate in;
[0128] Based on the team-up task and the corresponding team-up rules, determine at least one game team that can be composed of a third virtual object and a first virtual object.
[0129] In some embodiments, the above-mentioned determination of at least one team task that the first virtual object can participate in is specifically used for:
[0130] Based on the position of the first virtual object in the virtual scene, the task-related objects associated with the first virtual object are determined. The task-related objects include at least one of the following: the game instance that the first virtual object is to participate in, non-player characters near the first virtual object, and teams near the first virtual object.
[0131] Based on the task attribute information of the candidate tasks associated with the task-associated object, determine at least one team task that the first virtual object can participate in.
[0132] In some embodiments, the above-described determination of at least one game team, which can be composed of a third virtual object and a first virtual object, based on the team-up task and the corresponding team-up rules, is specifically used for:
[0133] Based on the team rules corresponding to the team tasks and the object attributes of the first and third virtual objects, calculate the object matching degree between the first and third virtual objects and each team task;
[0134] Based on the object matching degree of the third virtual object and the number of team members required for each team task, the target third virtual object for forming the game team for each team task is determined.
[0135] Based on the target third virtual object and the first virtual object corresponding to each team task, determine at least one game team that can be composed of the third virtual object and the first virtual object.
[0136] In some embodiments, team information includes the team matchability of the game team, and the game team-up device is further used for:
[0137] Based on the object matching degree between the target third virtual object and the first virtual object under each team task, calculate the team matching degree of the game team corresponding to each team task.
[0138] In some embodiments, the game team-up device is further used for:
[0139] If at least one game team has a first target game team with a team matching degree greater than the first matching degree threshold, control the first virtual object corresponding to the target game team and the third virtual object to form a team targeting the first target game team.
[0140] In some embodiments, the game team-up device is further used for:
[0141] If the team matching degree of at least one game team is less than the second matching degree threshold, a team formation failure message will be displayed. The team formation failure message indicates that the team formation failure was initiated based on the terminal device, and the second matching degree threshold is less than the first matching degree threshold.
[0142] In some embodiments, where the first virtual object corresponds to a second target game team that is not full, the game team-up device is further configured to:
[0143] In response to the second sliding operation targeting the second target game team, the virtual object touched by the path range of the second sliding operation is determined to be the fifth virtual object;
[0144] In the fifth virtual object, identify the target fifth virtual object to be added to the second target game team, and control the target fifth virtual object to be added to the second target game team.
[0145] In one embodiment, the game team-up device is further configured to:
[0146] In response to a second swipe operation targeting the second target game team, attribute relationship prompts for each fifth virtual object are displayed. These prompts indicate the association between the object attributes of the fifth virtual object and the second target game team, and the association includes at least one of complementarity, conflict, and compatibility.
[0147] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.
[0148] As can be seen from the above, the embodiments of this application provide a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the virtual scene, which includes a first virtual object controlled by the terminal device and multiple second virtual objects. The object selection unit 201 responds to a first operation acting on the graphical user interface to determine a third virtual object from the multiple second virtual objects. The team determination unit 202 determines at least one game team that can be composed of the third virtual object and the first virtual object according to the specified team formation rules, and displays the team information corresponding to the at least one game team in the graphical user interface. The team formation unit 203 responds to a trigger operation for the target team information and controls the first virtual object and the third virtual object to form the target game team corresponding to the target team information. In this way, based on the first operation triggered by the player, a third virtual object is selected from the second virtual object for team formation. Then, according to the specified team formation rules, at least one game team can be formed by the third virtual object and the first virtual object. The team information corresponding to each game team is displayed in the graphical user interface. Thus, according to the target team information selected by the player, the first virtual object and the third virtual object can be controlled to form the target game team corresponding to the target team information, so as to realize convenient and efficient team formation in the game and improve the efficiency of game team formation.
[0149] This application also provides an electronic device, such as... Figure 6 The diagram shows a schematic representation of the structure of an electronic device according to an embodiment of this application. This electronic device can be a terminal; specifically:
[0150] The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0151] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the electronic device 300 and processes data, thereby monitoring the electronic device 300 as a whole.
[0152] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions:
[0153] The terminal device provides a graphical user interface that displays at least a portion of a virtual scene, the virtual scene including a first virtual object and multiple second virtual objects controlled by the terminal device;
[0154] A third virtual object is determined from a plurality of second virtual objects by responding to a first operation performed on the graphical user interface;
[0155] According to the specified team formation rules, determine at least one game team that can be composed of a third virtual object and a first virtual object, and display the team information corresponding to at least one game team in the graphical user interface;
[0156] In response to a triggered operation targeting team information, control the first virtual object and the third virtual object to form the target game team corresponding to the target team information.
[0157] This solution provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a virtual scene, including a first virtual object controlled by the terminal device and multiple second virtual objects. In response to a first operation applied to the GUI, a third virtual object is determined from the multiple second virtual objects. According to specified team-building rules, at least one game team can be formed from the third virtual object and the first virtual object, and the team information corresponding to at least one game team is displayed in the GUI. In response to a trigger operation targeting the target team information, the solution controls the first and third virtual objects to form the target game team corresponding to the target team information. Thus, by selecting a third virtual object for team formation from the second virtual objects based on a player-triggered first operation, and then determining at least one game team that can be formed from the third virtual object and the first virtual object according to specified team-building rules, and displaying the team information corresponding to each game team in the GUI, the solution allows for convenient and efficient team formation in the game, thereby improving team formation efficiency.
[0158] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0159] Optional, such as Figure 6As shown, the electronic device 300 also includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 6 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0160] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
[0161] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0162] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
[0163] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0164] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0165] although Figure 6 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0166] In the above embodiments, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be found in the relevant descriptions of other embodiments. It should be noted that the electronic device provided in this application's embodiments and the game team-up method described in the above embodiments belong to the same concept; its specific implementation process is detailed in the above method embodiments and will not be repeated here.
[0167] As can be seen from the above, the electronic device provided in this application embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the virtual scene, which includes a first virtual object controlled by the terminal device and multiple second virtual objects. In response to a first operation acting on the graphical user interface, a third virtual object is determined from the multiple second virtual objects. According to specified team-building rules, at least one game team that can be formed by the third virtual object and the first virtual object is determined, and the team information corresponding to the at least one game team is displayed in the graphical user interface. In response to a trigger operation targeting the target team information, the first virtual object and the third virtual object are controlled to form the target game team corresponding to the target team information. Thus, by selecting a third virtual object for team formation from the second virtual objects based on the first operation triggered by the player, and then determining at least one game team that can be formed by the third virtual object and the first virtual object according to specified team-building rules, and displaying the team information corresponding to each game team in the graphical user interface, the system can control the first virtual object and the third virtual object to form the target game team corresponding to the target team information selected by the player. This enables convenient and efficient team formation in the game, thereby improving the efficiency of game team formation.
[0168] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0169] Therefore, embodiments of this application provide a computer-readable storage medium storing a computer program that can be loaded by a processor to execute the steps in any of the game team-up methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0170] The terminal device provides a graphical user interface that displays at least a portion of a virtual scene, the virtual scene including a first virtual object and multiple second virtual objects controlled by the terminal device;
[0171] A third virtual object is determined from a plurality of second virtual objects by responding to a first operation performed on the graphical user interface;
[0172] According to the specified team formation rules, determine at least one game team that can be composed of a third virtual object and a first virtual object, and display the team information corresponding to at least one game team in the graphical user interface;
[0173] In response to a triggered operation targeting team information, control the first virtual object and the third virtual object to form the target game team corresponding to the target team information.
[0174] This solution provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a virtual scene, including a first virtual object controlled by the terminal device and multiple second virtual objects. In response to a first operation applied to the GUI, a third virtual object is determined from the multiple second virtual objects. According to specified team-building rules, at least one game team can be formed from the third virtual object and the first virtual object, and the team information corresponding to at least one game team is displayed in the GUI. In response to a trigger operation targeting the target team information, the solution controls the first and third virtual objects to form the target game team corresponding to the target team information. Thus, by selecting a third virtual object for team formation from the second virtual objects based on a player-triggered first operation, and then determining at least one game team that can be formed from the third virtual object and the first virtual object according to specified team-building rules, and displaying the team information corresponding to each game team in the GUI, the solution allows for convenient and efficient team formation in the game, thereby improving team formation efficiency.
[0175] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0176] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0177] Since the computer program stored in the computer-readable storage medium can execute the steps in any of the game team-up methods provided in the embodiments of this application, the beneficial effects that any of the game team-up methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0178] According to one aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0179] The above provides a detailed description of a game team-up method, apparatus, storage medium, and electronic device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game team forming method, characterized by, A terminal device provides a graphical user interface, in which at least part of a virtual scene is displayed, the virtual scene including a first virtual object controlled by the terminal device and a plurality of second virtual objects, the method comprising: in response to a first operation on the graphical user interface, determining a third virtual object from the plurality of second virtual objects; determining at least one game team that can be composed of the third virtual object and the first virtual object according to a specified teaming rule, and displaying team information corresponding to the at least one game team in the graphical user interface; in response to a triggering operation on target team information, controlling the first virtual object and the third virtual object to form a target game team corresponding to the target team information. 2.The teaming method of claim 1, wherein, The first operation includes a first sliding operation, and the response to the first operation on the graphical user interface to determine the third virtual object from the plurality of second virtual objects includes: in response to a first sliding operation starting from the first virtual object, determining that the second virtual object touched by the path range of the sliding path of the first sliding operation is the selected third virtual object. 3.The teaming method of claim 2, wherein, The method further comprises: determining the intended teaming identity of the first virtual object according to the shape of the sliding path; The response to the triggering operation on the target team information to control the first virtual object and the third virtual object to form the target game team corresponding to the target team information includes: in response to the triggering operation on the target team information, controlling the first virtual object to form the target game team corresponding to the target team information with the third virtual object in the intended teaming identity; wherein if the shape of the sliding path is a curve, the intended teaming identity of the first virtual object is a team leader, and if the shape of the sliding path is a straight line, the intended teaming identity of the first virtual object is a team member. 4.The teaming method of claim 1, wherein, The first operation includes a triggering operation and an object selection operation associated with the triggering operation, and the response to the first operation on the graphical user interface to determine the third virtual object from the plurality of second virtual objects includes: in response to a teaming triggering operation on the graphical user interface, controlling to enter a teaming object selection state; in the teaming object selection state, in response to an object selection operation on the graphical user interface, selecting a third virtual object from the plurality of second virtual objects. 5.The teaming method of claim 4, wherein, The method further comprises: in the teaming object selection state, in response to a view switching operation on the virtual scene, determining a new view after switching, and switching to display the virtual scene under the new view in the graphical user interface; in response to the object selection operation on the graphical user interface, selecting a third virtual object from the second virtual objects in the virtual scene under the new view.
6. The team formation method of any one of claims 1-5, wherein, The determination of at least one game team that can be composed of the third virtual object and the first virtual object according to the specified teaming rule includes: determining at least one teaming task that the first virtual object can participate in; Determine at least one game team that can be composed of the third virtual object and the first virtual object based on the team formation task and corresponding team formation rule. 7.The teaming method of claim 6, wherein, The determining of the at least one team formation task that the first virtual object can participate in comprises: Determine a task-associated object associated with the first virtual object based on the position of the first virtual object in the virtual scene, the task-associated object comprising at least one of a game instance to be participated in by the first virtual object, a non-player character in the vicinity of the first virtual object, and a team in the vicinity of the first virtual object; Determine the at least one team formation task that the first virtual object can participate in based on the task attribute information of the candidate task associated with the task-associated object. 8.The teaming method of claim 6, wherein, The determining of the at least one game team that can be composed of the third virtual object and the first virtual object based on the team formation task and corresponding team formation rule comprises: Calculate the object matching degree of the first virtual object and the third virtual object with each team formation task based on the team formation rule corresponding to the team formation task, the object attribute of the first virtual object, and the object attribute of the third virtual object; Determine a target third virtual object for forming a game team for each team formation task based on the object matching degree of the third virtual object and the number of team members required by each team formation task; Determine at least one game team that can be composed of the third virtual object and the first virtual object according to the target third virtual object corresponding to each team formation task and the first virtual object. 9.The teaming method of claim 8, wherein, The team information comprises a team matching degree corresponding to the game team, and the method further comprises: Calculate the team matching degree of the game team corresponding to each team formation task based on the object matching degree of the target third virtual object and the first virtual object under each team formation task. 10.The teaming method of claim 9, wherein, The method further comprises: If there is a first target game team with a team matching degree greater than a first matching degree threshold in the at least one game team, control the first virtual object corresponding to the target game team and the target third virtual object to form the first target game team. 11.The teaming method of claim 9, wherein, The method further comprises: If the team matching degree corresponding to the at least one game team is less than a second matching degree threshold, display a team formation failure prompt information, the team formation failure prompt information indicating that the team formation initiated by the terminal device fails, and the second matching degree threshold is less than the first matching degree threshold.
12. The method of teaming up for a game according to any one of claims 1-5, wherein, The first virtual object has joined a second target game team, and the second target game team is not full; The method further comprises: In response to a second sliding operation for the second target game team, determine a fifth virtual object that is touched by the path range of the sliding path of the second sliding operation as the target fifth virtual object to be joined in the second target game team; Determine a target fifth virtual object to be joined in the second target game team from the fifth virtual object, and control the target fifth virtual object to be joined in the second target game team. 13.The teaming method of claim 12, wherein, The method further comprises: In response to a second sliding operation on the second target game team, attribute relationship prompt information corresponding to each fifth virtual object is displayed, the attribute relationship prompt information being used to indicate an association relationship between the object attribute of the fifth virtual object and the second target game team, the association relationship including at least one of complementarity, conflict, and compatibility.
14. A game team forming apparatus characterized by comprising: A graphical user interface is provided by a terminal device, at least part of a virtual scene being displayed in the graphical user interface, the virtual scene including a first virtual object controlled by the terminal device and a plurality of second virtual objects, and comprising: An object selection unit is configured to determine a third virtual object from the plurality of second virtual objects in response to a first operation on the graphical user interface; A team determination unit is configured to determine at least one game team that can be composed of the third virtual object and the first virtual object according to a specified teaming rule, and display team information corresponding to the at least one game team in the graphical user interface; A team building unit is configured to control the first virtual object and the third virtual object to build a target game team corresponding to target team information in response to a triggering operation on the target team information.
15. An electronic device, comprising: The electronic device includes a processor and a memory, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor executes the steps of the method in any one of claims 1-13.
16. A computer readable storage medium characterized by: The computer program is used to make the electronic device execute the steps of the method in any one of claims 1-13 when the computer program runs on the electronic device.