Virtual object control method and apparatus, device, medium and product
By casting virtual props in auto-chess games and controlling the movement of virtual objects to trigger the prop effect, the problem of single control of virtual objects is solved, increasing the game interactivity and game uncertainty, and improving the player experience.
Patent Information
- Application Number
- PCT/CN2024/123381
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-28
- Filing Date
- 2024-10-08
- Publication Date
- 2025-07-03
AI Technical Summary
In the existing auto-chess game, the control method of virtual objects is single, which affects the interaction between users and virtual scenes, resulting in an increase in boredom during the game.
In the auto-chess game, display the virtual scene and place virtual props, and control the virtual object to move to the prop position in response to the player's operation to trigger the prop effect, increasing the interactivity and uncertainty in the battle stage.
It enriches the control methods of virtual objects, reduces the boredom during the game, improves the game interactivity and uncertainty of game results, and allows players to adjust their strategies to improve their winning rate.
Smart Images

Figure CN2024123381_03072025_PF_FP_ABST
Abstract
Description
Virtual object control method, device, equipment, medium and product
[0001] This application claims priority to Chinese patent application No. 202311837340.5, filed on December 28, 2023, entitled “Methods, devices, equipment, media and products for controlling virtual objects,” the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, medium, and product for controlling a virtual object. Background Art
[0003] Auto Chess is a turn-based chess game in which players need to purchase virtual chess pieces anew or select virtual chess pieces (usually referred to as "chess pieces") from their existing virtual chess pieces, and then automatically battle against the enemy's virtual chess piece lineup.
[0004] In the related art, there is a virtual object that can be manipulated and moved by the player to represent the player's character. During the draft stage, the player can move the virtual object to obtain chess pieces. After the battle, the player can move the virtual object to obtain spoils, etc.
[0005] However, in the above solution, the user's control method for the virtual object is relatively simple, which affects the interaction effect between the user and the virtual scene.
[0006] Summary of the Invention
[0007] This application provides a method, device, equipment, medium, and product for controlling a virtual object. The technical solution is as follows:
[0008] According to one aspect of the present application, a method for controlling a virtual object is provided, the method comprising:
[0009] Displaying a virtual scene, wherein the virtual scene includes at least one first virtual object and at least one virtual chess piece, wherein each of the at least one first virtual object corresponds to one or more virtual chess pieces;
[0010] When the virtual chess piece is in a battle phase, placing at least one virtual prop into the virtual scene;
[0011] In response to a movement operation on the first virtual object, controlling the first virtual object to move in the virtual scene;
[0012] In response to the first virtual object moving to a position corresponding to the virtual prop, a prop effect corresponding to the virtual prop is triggered.
[0013] According to another aspect of the present application, a device for controlling a virtual object is provided, the device comprising:
[0014] A first display module is configured to display a virtual scene, wherein the virtual scene includes at least one first virtual object and at least one virtual chess piece, and each of the at least one first virtual object corresponds to one or more virtual chess pieces;
[0015] A second display module is configured to place at least one virtual prop into the virtual scene when the virtual chess piece is in a battle phase;
[0016] a control module, configured to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object;
[0017] The prop module is configured to trigger a prop effect corresponding to the virtual prop in response to the first virtual object moving to a position corresponding to the virtual prop.
[0018] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual object control method as described above.
[0019] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual object control method as described above.
[0020] According to another aspect of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium. A processor obtains the computer program from the computer-readable storage medium, so that the processor loads and executes it to implement the control method of the virtual object as described above.
[0021] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0022] In an auto chess game scenario, a computer device can display a virtual scene including a first virtual object and virtual chess pieces. When the virtual chess pieces are in the battle phase, at least one virtual prop is placed in the virtual scene. In response to a received movement operation for the first virtual object, the first virtual object can be controlled to move, and when the first virtual object moves to a position corresponding to the virtual prop, the prop effect corresponding to the virtual prop is triggered. That is to say, in the above scheme, when the virtual chess pieces are in the game, virtual props that players can operate and obtain are placed in the virtual scene, and after players obtain the virtual props, they can increase their chances of winning the game. Compared to the schemes in the related art, the interactive mode in the auto chess game provided by this application enriches the control methods of virtual objects and can reduce the boredom of players who can only wait for the results of the game when playing against virtual chess pieces.
[0023] At the same time, virtual props can increase the uncertainty of the game results, help players adjust their game strategies when playing with virtual chess pieces, and improve the interactivity of auto chess games. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] FIG1 is a block diagram of a computer system provided by an exemplary embodiment of the present application;
[0025] FIG2 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0026] FIG3 is a schematic diagram of a battle round provided by an exemplary embodiment of the present application;
[0027] FIG4 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0028] FIG5 is a schematic diagram of a virtual chessboard provided by an exemplary embodiment of the present application;
[0029] FIG6 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0030] FIG7 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
[0031] FIG8 is a schematic diagram of a virtual scene in the preparation phase provided by an exemplary embodiment of the present application;
[0032] FIG9 is a schematic diagram of an interface of a battle phase provided by an exemplary embodiment of the present application;
[0033] FIG10 is a schematic diagram of an interface for an NPC (Non-Player Character) to deliver rewards according to an exemplary embodiment of the present application;
[0034] FIG11 is a schematic diagram of an interface for a virtual object to pick up a reward provided by an exemplary embodiment of the present application;
[0035] FIG12 is a schematic diagram of an interface for obtaining rewards for a virtual object provided by an exemplary embodiment of the present application;
[0036] FIG13 is a schematic diagram of an interface for obtaining rewards for a virtual object provided by an exemplary embodiment of the present application;
[0037] FIG14 is a schematic diagram of an interface for placing a virtual trap provided by an exemplary embodiment of the present application;
[0038] FIG15 is a schematic diagram of an interface for triggering a trap using a virtual object provided by an exemplary embodiment of the present application;
[0039] FIG16 is a flowchart related to a special round provided by an exemplary embodiment of the present application;
[0040] FIG17 is a structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application;
[0041] FIG18 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0042] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0043] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0044] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0045] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0046] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0047] First, a brief introduction to the terms involved in the embodiments of this application is given:
[0048] Auto Chess is a general term for a class of electronic strategy, turn-based board games. The basic rules are that players draw chess pieces, choose a combination of different types, and then arrange them on their own board. Finally, the system automatically battles with other players' pieces until the last player with a piece standing wins the round. The loser of each round loses a certain amount of health, and this process repeats until only one player survives.
[0049] Chessboard: refers to the area in the game interface of the auto chess game used to prepare for and conduct battles, which can be any of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application is not limited to this. The chessboard is divided into a battle area and a preparation area. Among them, the battle area includes several battle chess grids of the same size, which are used to place battle chess pieces for battle during the battle; the preparation area includes several preparation chess grids, which are used to place preparation chess pieces. The preparation chess pieces will not participate in the battle during the battle, but can be dragged and placed in the battle area during the preparation stage. Players can sell, play, or retain chess pieces in the preparation area. There is an upper limit on the chess piece capacity in the preparation area.
[0050] For example, regarding the arrangement of chess squares in the battle area, in one possible implementation, the battle area includes n (rows) x m (columns) battle squares, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned or staggered, and m is a positive integer. Furthermore, the battle area is divided into two parts, one for the player's team and the other for the enemy team, according to the rows. During the preparation phase, the user can only place chess pieces in the player's team's battle area.
[0051] Virtual chess pieces: refers to the chess pieces placed on the chessboard in the Auto Chess game, including battle virtual chess pieces and preparation virtual chess pieces. Among them, battle virtual chess pieces are virtual chess pieces located in the battle area, and preparation virtual chess pieces are virtual chess pieces located in the preparation area.
[0052] Optionally, in a battle area, when different virtual chess pieces have the same attribute and the number reaches a preset value (or called a bond), the virtual chess pieces with that attribute or all virtual chess pieces in the battle area can obtain the corresponding gain effect of that attribute. For example, when the battle area includes two virtual chess pieces with the attribute of warrior at the same time, all virtual chess pieces will receive a 10% defense bonus; when the battle area includes four virtual chess pieces with the attribute of warrior at the same time, all virtual chess pieces will receive a 20% defense bonus; when the battle area includes three virtual chess pieces with the attribute of elf at the same time, all virtual chess pieces will receive a 20% dodge probability bonus.
[0053] Gold: A basic resource (virtual resource) used to purchase chess pieces, upgrade, and refresh the shop during a game. Each round, you'll receive a fixed amount of gold, plus 10% interest on your current gold (maximum interest of 5, zero interest if you have less than 10 gold). Consecutive wins and losses will reward you with additional gold based on your winning (losing) streak.
[0054] Attributes: Each piece has different attributes depending on its type, and different pieces can have the same attribute. Attributes include at least one of rank and star rating. Rank is a piece's inherent attribute and is fixed. Star rating is a non-inherent attribute of a piece, and a piece can increase its star rating by upgrading its star rating. Upgrading a piece's star rating significantly improves its basic attributes and skill strength, with the highest star rating for a piece being 3 stars.
[0055] Rank: refers to the inherent properties of a chess piece. Pieces are categorized into 1 / 2 / 3 / 4 / 5 ranks based on their rarity and skill, corresponding to different purchase prices in the game store: 1 / 2 / 3 / 4 / 5 gold coins, respectively.
[0056] Star upgrade: When you have 3 identical chess pieces (same star rating and grade) on the chessboard and in the preparation area, the chess pieces will automatically be combined into chess pieces of higher star rating, and the grade of the higher star rating chess pieces will remain unchanged. This process is called star upgrade. For example, when you have 3 identical 1-star 1-grade chess pieces, they will automatically be upgraded to 2-star 1-grade chess pieces; when you have 3 identical 2-star 1-grade chess pieces, they will automatically be upgraded to 3-star 1-grade chess pieces. The highest star rating of a chess piece is 3 stars, and a total of 9 1-star chess pieces are required to upgrade a 3-star chess piece. After the chess piece is upgraded, the basic attributes and skill strength will be significantly improved. It should be noted that players can purchase 1-star chess pieces in the game store, but cannot directly purchase 2-star and 3-star chess pieces.
[0057] Please refer to FIG1 , which shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal device 120 , a server 140 , and a second terminal device 160 .
[0058] The first terminal device 120 has an application program for a turn-based chess game installed and running, such as an auto chess game application. The first terminal device 120 is a terminal device used by a first user. The first user uses the first terminal device 120 to purchase new virtual chess pieces or sell existing virtual chess pieces during the preparation phase and / or the battle phase of the game. Alternatively, the first user uses the first terminal device 120 to arrange the virtual chess pieces in the battle area of the chessboard during the preparation phase of the game. During the battle phase, the first terminal device 120 automatically controls the virtual chess pieces to play according to the attributes, skills, and arrangement of the virtual chess pieces in the battle area.
[0059] The first terminal device 120 is connected to the server 140 via a wireless network or a wired network.
[0060] Server 140 comprises at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 further comprises a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive requests from clients, such as a request to view the lineup of enemy virtual chess pieces; control module 1422 is configured to control the rendering of the virtual environment; and sending module 1423 is configured to send responses to clients, such as a request to view the lineup of enemy virtual chess pieces. Server 140 provides backend services for turn-based chess game applications. In some embodiments, server 140 performs primary computing tasks, while first terminal device 120 and second terminal device 160 perform secondary computing tasks. Alternatively, server 140 performs secondary computing tasks, while first terminal device 120 and second terminal device 160 perform primary computing tasks. Alternatively, server 140, first terminal device 120, and second terminal device 160 perform collaborative computing tasks using a distributed computing architecture.
[0061] The second terminal device 160 has a turn-based chess game application installed and running, such as an auto chess game application. The second terminal device 160 is a terminal device used by a second user. The second user uses the second terminal device 160 to purchase new virtual chess pieces or sell existing virtual chess pieces during the preparation phase and / or the battle phase of the game. Alternatively, the second user uses the second terminal device 160 to arrange the virtual chess pieces in the battle area of the chessboard during the preparation phase of the game. During the battle phase, the second terminal device 160 automatically controls the virtual chess pieces to play according to the attributes, skills, and arrangement of the virtual chess pieces in the battle area.
[0062] In some embodiments, the virtual chess pieces placed by the first user through the first terminal device 120 and the second user through the second terminal device 160 are located in different battle areas on the same chessboard, that is, the first user and the second user are in the same game.
[0063] In some embodiments, the applications installed on the first terminal device 120 and the second terminal device 160 are the same, or the applications installed on the two terminal devices are the same type of applications on different control system platforms. The first terminal device 120 can generally refer to one of multiple terminal devices, and the second terminal device 160 can generally refer to one of multiple terminal devices. This embodiment uses the first terminal device 120 and the second terminal device 160 as an example. The first terminal device 120 and the second terminal device 160 can be of the same or different device types, including at least one of a smartphone, tablet computer, e-book reader, digital player, laptop computer, and desktop computer. The following embodiments illustrate the example of a smartphone as the terminal device.
[0064] Those skilled in the art will appreciate that the number of the above-mentioned terminal devices may be more or less. For example, the above-mentioned terminal device may be only one (i.e., a user plays against an artificial intelligence), or the above-mentioned terminal devices may be 8 (1v1v1v1v1v1v1v1, 8 users play against each other in a round-robin manner and eliminate each other, ultimately determining the winner), or even more. The embodiments of the present application do not limit the number and type of terminal devices.
[0065] A type of game where players place virtual chess pieces to play, collectively known as Auto Chess games, involves players using their virtual pieces to play against each other, winning by defeating their opponent's virtual pieces. In the related art, Auto Chess games primarily involve players purchasing virtual pieces and then placing them.
[0066] Some auto chess games feature virtual objects. These are movable, interactive characters representing the player, who act as game objects, picking up orbs and equipment, and acquiring chess pieces during draft rounds.
[0067] In some embodiments, there is a certain degree of interactivity between the virtual object and the virtual chess piece and the virtual chess board. For example, when the player moves the virtual chess piece, the virtual object will have a corresponding action; when the virtual object reaches the corresponding position on the virtual chess board, the virtual chess board will display the corresponding chess board effect feedback, etc.
[0068] In some embodiments, during the draft stage, the player can move the virtual object to obtain the virtual chess piece; on the chessboard, when equipment or loot orbs are dropped, the player moves the virtual object to pick up the corresponding orbs.
[0069] However, virtual objects are usually used in the draft stage or when interacting with the virtual chessboard and virtual chess pieces; virtual objects have no relevant interaction with the game process.
[0070] In response to the above problems, the present application provides an interesting turn-based format related to the battle process, which enhances the connection between virtual objects and the game. It changes the original simple watching of the game to players actively operating virtual objects to provide assistance to the game in specific rounds, which can enrich the fun of the game and reduce the problem of the original boring battle stage.
[0071] Please refer to Figure 2, which shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. The method is executed by a computer device and is illustrated by applying the method to the first terminal device 120 shown in Figure 1 or a turn-based chess application installed on the first terminal device 120 or the second terminal device 160 or a turn-based chess application installed on the second terminal device 160. The method includes at least one of steps 210, 220, 230 and 240.
[0072] Step 210: Display a virtual scene, where the virtual scene includes at least one first virtual object and at least one virtual chess piece, and each of the at least one first virtual object corresponds to one or more virtual chess pieces.
[0073] In an embodiment of the present application, a computer device displays a turn-based chess virtual game scene; one or more first virtual objects are displayed in the virtual scene.
[0074] In some embodiments, a first client of a turn-based chess application is installed on a first terminal device, and a second client of a turn-based chess application is installed on a second terminal device. In some embodiments, a first user account of a first user controls a first virtual object in the client of the turn-based chess application, and a second user account of a second user controls another first virtual object in the client of the turn-based chess application. Optionally, different first virtual objects are in the same virtual scene. Optionally, different first virtual objects may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, different first virtual objects may belong to different camps, different teams, different organizations, or have a hostile relationship. In this case, the first virtual object controlled by the second user is also considered to be the third virtual object described below.
[0075] The first virtual object represents a virtual object controlled by a player in a virtual scene, each player corresponds to a camp, and each camp corresponds to one or more virtual chess pieces. In other words, each first virtual object corresponds to one or more virtual chess pieces.
[0076] For example, two different camps fight against each other in a battle round. If the virtual chess piece of one camp defeats the virtual chess piece of the other camp, the battle round is won.
[0077] Please refer to FIG3 , which shows a schematic diagram of a battle round provided by an exemplary embodiment of the present application.
[0078] As shown in FIG3 , the virtual scene includes two first virtual objects: virtual object 001 and virtual object 005; virtual object 001 corresponds to virtual chess pieces A and B, and virtual object 005 corresponds to virtual chess pieces 1 and 2; when entering the battle state, virtual chess pieces A and B automatically battle with virtual chess pieces 1 and 2.
[0079] Step 220: When the virtual chess piece is in the battle phase, at least one virtual prop is placed into the virtual scene.
[0080] In an embodiment of the present application, when the virtual chess piece is in the battle stage, the computer device can display one or more virtual props in the virtual scene.
[0081] In some embodiments, at least one virtual prop is added to the virtual scene only when the virtual chess piece is in a battle phase, and at least one virtual prop is not added to the virtual scene when the virtual chess piece is not in a battle phase.
[0082] The player can control the corresponding first virtual object, move to the location of the virtual prop, pick up the corresponding virtual prop, and obtain the corresponding reward in the virtual prop.
[0083] In some embodiments, virtual props are props used during the battle phase. For example, rewards from virtual props can be used in the current battle, increasing the odds of winning. For example, virtual props are props used on virtual objects or virtual chess pieces corresponding to virtual objects during the battle phase.
[0084] As shown in FIG3 , a plurality of virtual props, such as a bonus orb 006 , are displayed in the virtual scene. Players on both sides can control the corresponding virtual object 001 or virtual object 005 to pick up any one or more bonus orbs 006 .
[0085] As an example, the virtual props may be in the form of a ball, a package, a box, and the like.
[0086] As an example, the corresponding rewards in the virtual props can be gold coins, chess pieces, equipment, buffs, and other rewards that are beneficial to the battle.
[0087] As an example, virtual props can be distributed directly by a computer device; they can also be delivered through virtual interactive objects or virtual interactive devices to increase the fun and interactivity of virtual games.
[0088] In some embodiments, the battle phase includes one or more battle rounds; step 220 may be implemented as follows:
[0089] In response to a designated battle round in the one or more battle rounds starting, at least one virtual prop is displayed in the virtual scene.
[0090] In an embodiment of the present application, the battle stage includes at least one battle round. When a designated battle round in the battle rounds begins, one or more virtual props are displayed in the virtual scene.
[0091] In other words, a battle phase can be composed of multiple battle rounds, and the computer device can specify one or more battle rounds to release virtual props.
[0092] That is to say, the computer device can display virtual props during part of the battle rounds in a battle stage.
[0093] Exemplarily, a battle phase includes eight battle rounds, and the computer device randomly designates three of the battle rounds as special rounds, and virtual props are displayed in the special rounds.
[0094] Among them, the virtual props displayed in different special rounds may be different.
[0095] Each battle round is preceded by a preparation phase, during which players prepare their virtual chess pieces for the next battle round.
[0096] The rewards in the virtual props can be used in the current battle round. After the player controls the first virtual object to pick up the virtual props, the chances of winning the current battle round can be increased.
[0097] The embodiments of the present application provide a timing for the delivery of virtual props. The delivery of virtual props during designated battle rounds can enhance the fun and interactivity of the virtual game, retaining the gameplay in related technologies while adding new interactive gameplay.
[0098] Step 230: In response to the movement operation on the first virtual object, control the first virtual object to move in the virtual scene.
[0099] In an embodiment of the present application, when a player's movement operation on the first virtual object is received, the computer device controls the first virtual object to move to a corresponding position in response to the movement operation.
[0100] For example, when receiving a signal from the player that a movement operation satisfies a specific condition, the movement speed of the first virtual object can be increased in response to the movement operation, so that the first virtual object can quickly pick up virtual props to add bonuses to the game.
[0101] In some embodiments, a movement operation on a first virtual object is an operation used to move the first virtual object. Movement operations on the first virtual object include, but are not limited to, click operations, long press operations, drag operations, and the like on a mobile control on a user interface. In some embodiments, the movement operation on the first virtual object is an operation performed directly on the terminal device. In other embodiments, the movement operation on the first virtual object is an operation performed on an external device of the terminal device. Exemplarily, the external device of the terminal device refers to a device directly or indirectly connected to the terminal device. Exemplarily, the external device of the terminal device includes, but is not limited to, at least one of the following: a mouse, a gamepad, a touchscreen, and the like. Exemplarily, an operation performed on the external device of the terminal device is considered a movement operation on the first virtual object. Exemplarily, a drag operation on the joystick of a gamepad is considered a movement operation on the first virtual object. Exemplarily, a movement operation on a mouse is considered a movement operation on the first virtual object. Exemplarily, a swipe operation on the touchscreen is considered a movement operation on the first virtual object.
[0102] Step 240: In response to the first virtual object moving to a position corresponding to the virtual prop, triggering a prop effect corresponding to the virtual prop.
[0103] In an embodiment of the present application, when a player controls a first virtual object to move to a position corresponding to a virtual prop, the first virtual object can acquire the virtual prop, triggering a prop effect corresponding to the virtual prop. Exemplarily, a prop effect refers to an effect produced by the virtual prop. Exemplarily, the prop effect affects at least one of the virtual chess piece, the first virtual object, or the virtual scene.
[0104] In some embodiments, the prop effect includes at least one of the following effects:
[0105] Issue virtual resources, restore the attribute values of virtual chess pieces, increase virtual chess pieces, issue virtual equipment, refresh the number of virtual chess pieces that can be purchased, refresh the skill cooldown time of virtual chess pieces, and apply buff effects to virtual chess pieces.
[0106] In this embodiment of the present application, after the player controls the first virtual object to pick up a virtual item, the virtual rewards that can be obtained may include:
[0107] Virtual resources: can be used to purchase chess pieces, upgrade, refresh virtual stores, etc.
[0108] Restore the attribute values of virtual chess pieces: including rank, star rating, health value, mana value, etc.
[0109] Virtual chess pieces: You can obtain virtual chess pieces without purchasing them through virtual resources;
[0110] Virtual equipment: can add bonuses to the existing skill points of virtual chess pieces, or add new skill points;
[0111] Refresh times: refresh the virtual store for free to buy more virtual chess pieces;
[0112] Refresh skill cooldown: Restore the cooldown of virtual chess pieces or shorten their cooldown time.
[0113] Buff effect: The virtual chess piece gains a buff, such as increasing the overall attack power, magic power, attack speed, etc. of the virtual chess piece.
[0114] Among them, the embodiment of the present application only introduces the above-mentioned virtual rewards as an example. Optionally, the above-mentioned virtual rewards can also include more types of rewards, which is not limited in the embodiment of the present application.
[0115] This embodiment of the application provides a feasible solution for prop effects. Players can pick up virtual props by moving a first virtual object to trigger different prop effects, thereby obtaining a variety of different virtual rewards and increasing their chances of winning the battle. This enriches the diversity of virtual props while increasing the uncertainty of the game.
[0116] In summary, the control method for virtual objects provided by the embodiments of the present application is as follows: in an Auto Chess game scene, a computer device can display a virtual scene including a first virtual object and virtual chess pieces. When the virtual chess pieces are in the battle phase, at least one virtual prop is displayed in the virtual scene; in response to a received movement operation directed at the first virtual object, the first virtual object can be controlled to move, and when the first virtual object moves to a position corresponding to the virtual prop, the prop effect corresponding to the virtual prop is triggered; that is, in the above scheme, when the virtual chess pieces are in the game, virtual props that players can operate and obtain are placed in the scene, and after the players obtain the virtual props, they can increase their chances of winning the game; this method provides an interactive mode in Auto Chess games, enriches the control methods of virtual objects, and can reduce the boredom of players who can only wait for the game results when playing with virtual chess pieces. At the same time, virtual props can increase the uncertainty of the game results, help players adjust their game strategies when playing with virtual chess pieces, and improve the interactivity of Auto Chess games.
[0117] Based on the method shown in the embodiment of Figure 2, please refer to Figure 4, which shows a flowchart of a virtual object control method provided by an exemplary embodiment of the present application. Step 220 can be implemented as the following steps 220a and 220b. In some embodiments, the virtual scene also includes a second virtual object, which is different from the first virtual object.
[0118] In an embodiment of the present application, the computer device displays a second virtual object in the virtual scene to prompt the player that a special round has been entered.
[0119] In some embodiments, the at least one virtual prop is dropped into the virtual scene by the second virtual object after receiving an instruction to drop the at least one virtual prop.
[0120] For example, the second virtual object may appear in the battle preparation phase so that the player can adjust the virtual chess pieces for battle.
[0121] Step 220a: When the virtual chess piece is in the battle phase, in response to an instruction to drop a virtual prop, control the second virtual object to drop at least one virtual prop into the virtual scene.
[0122] In an embodiment of the present application, when a virtual chess piece is in a battle phase and receives an instruction to release a virtual prop, the computer device responds to the release instruction, releases at least one virtual prop, and displays an animation effect of the second virtual object releasing the corresponding virtual prop.
[0123] For example, the animation of the second virtual object dropping the virtual prop can be a dynamic path indication from the second virtual object to the dropping location; when the animation is displayed, the player can move the first virtual object in advance by predicting the path direction.
[0124] For example, the instruction to release the virtual props is pre-set by the developer in the computer device, and the issuance of the instruction can be random or can be triggered at certain specific moments in the battle.
[0125] For example, when any virtual chess piece is defeated; or at the 3rd or 5th second after the game starts, etc.
[0126] In some embodiments, the instruction to drop a virtual item is an instruction for dropping a virtual item. Exemplarily, the instruction to drop a virtual item can be triggered by a user or without user triggering. Exemplarily, the computer device sets triggering conditions for the instruction to drop a virtual item. Exemplarily, the triggering conditions for the instruction to drop a virtual item include, but are not limited to, at least one of the following: receiving a triggering operation for a drop control on a user interface, the duration of a battle phase meeting a first duration, the number of virtual chess pieces used for battle meeting a first quantity, etc. When the triggering condition for the instruction to drop a virtual item is receiving a triggering operation for a drop control on a user interface, the instruction to drop a virtual item is user-triggered. When the triggering condition for the instruction to drop a virtual item is the duration of a battle phase meeting the first duration or the number of virtual chess pieces used for battle meeting the first quantity, the instruction to drop a virtual item is automatically triggered by the computer device without user triggering. Exemplarily, the first duration and first quantity are preset.
[0127] In some embodiments, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects according to different ways of controlling virtual objects, wherein user-controlled virtual objects are objects that are movable in a virtual scene and are controlled by a client. Server-controlled virtual objects are virtual objects that are controlled by an automatic control algorithm or artificial intelligence program on a client or server. Server-controlled virtual objects include movable objects and inactive objects in a virtual scene. Exemplarily, inactive objects can respond to or affect the activities of movable objects, for example, movable objects can destroy inactive objects, or, when an active object enters an inactive object, the movable object enters a stealth state. Exemplarily, the first virtual object in this application is a virtual object controlled by a client. Exemplarily, the second virtual object in this application can be a virtual object controlled by another client or server. Exemplarily, the third virtual object in this application can be a virtual object controlled by another client or server.
[0128] Exemplarily, the second virtual object is a virtual object controlled by a server, or may be called an artificial intelligence virtual object, ie, an NPC. Exemplarily, the second virtual object may be a virtual interactive object or a virtual interactive device.
[0129] Step 220b: Display at least one virtual prop in the virtual scene.
[0130] In an embodiment of the present application, the computer device displays corresponding virtual props in the virtual scene.
[0131] The virtual prop is displayed at the corresponding position dropped by the second virtual object in step 220a.
[0132] In the embodiment of the present application, by controlling the second virtual object to drop virtual props into the virtual scene, it is not only possible to enrich the graphics of the auto chess game, but also to help players make timely adjustments to the game strategy.
[0133] In some embodiments, the virtual scene also includes a virtual chessboard; the virtual chessboard is divided into a plurality of virtual chess squares; and the virtual chess pieces are located in corresponding virtual chess squares.
[0134] In an embodiment of the present application, a computer device displays a virtual chessboard including a plurality of virtual chess squares in a virtual scene, and a virtual chess piece is located in a corresponding virtual chess square.
[0135] Exemplarily, the virtual chessboard includes n rows×m columns of virtual chess squares, where n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered.
[0136] Please refer to Figure 5, which shows a schematic diagram of a virtual chessboard provided by an exemplary embodiment of the present application. As shown in Figure 5, the virtual chessboard includes 8 rows x 9 columns of virtual chess squares, and the chess squares in two adjacent rows are staggered.
[0137] Based on the method shown in the embodiment of FIG2 , please refer to FIG6 , which shows a flow chart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. The above step 220 can be implemented as step 2201:
[0138] Step 2201: When the virtual chess piece is in the battle phase, a virtual prop is placed on at least one free virtual chess square on the virtual chessboard.
[0139] In some embodiments, the virtual scene also includes a virtual chessboard, which is divided into a plurality of virtual chess squares, and the virtual chess pieces are located in corresponding virtual chess squares.
[0140] In an embodiment of the present application, when the virtual chess pieces are in the battle phase, the computer device displays virtual props in one or more idle virtual chess squares.
[0141] Exemplarily, an idle virtual chess square refers to a virtual chess square where no virtual chess piece exists.
[0142] Exemplarily, the computer device pair determines whether there is an idle virtual chess square in the virtual chessboard;
[0143] If there are idle virtual chess squares in the virtual chessboard, a virtual prop is displayed in each of one or more idle virtual chess squares.
[0144] Exemplarily, when the virtual chess piece is in a battle phase, in response to an instruction to place a virtual prop, the second virtual object is controlled to place a virtual prop on each of at least one idle virtual squares in the virtual chessboard.
[0145] Exemplarily, the number of virtual props to be placed each time is set in advance. Exemplarily, one virtual prop can be placed on an idle virtual chess square. When the number of virtual props to be placed is N, N idle virtual chess squares are required to place these N virtual props, where N is a positive integer. Exemplarily, multiple virtual props can be placed on an idle virtual chess square. When the number of virtual props to be placed is N, M idle virtual chess squares are required to place these N virtual props, where N is a positive integer and M is a positive integer less than N.
[0146] The embodiment of the present application provides a feasible solution for the placement of virtual props. When there are empty virtual squares in the virtual chessboard, virtual props can be displayed at the corresponding position. This solution can ensure the simplicity and smoothness of the picture in the virtual scene, and avoid visual interference caused by displaying too many pictures.
[0147] In some embodiments, the above step 2201 can be implemented as step 2201a and step 2201b.
[0148] Step 2201a: When the virtual chess piece is in the battle phase, a first marking element is displayed on at least one idle virtual chess square, where the first marking element is used to indicate that the corresponding idle virtual chess square is used for placing a virtual item.
[0149] Step 2201b: When the display of the first marking element is finished, a virtual prop is placed on at least one idle virtual chess square.
[0150] In an embodiment of the present application, when the virtual chess pieces are in the battle stage, the computer device displays a first marking element on one or more virtual chess squares where virtual props are about to be displayed, to prompt the player that virtual props are about to appear on the virtual chess square.
[0151] In some embodiments, the first marking element is used to indicate that a corresponding free virtual chess square is used for placing a virtual prop. For example, the first marking element can be a shape mark that can be distinguished in the virtual chess square, an animation displayed in the virtual chess square, or a color mark that can be distinguished in the virtual chess square.
[0152] After the first marking element is displayed, the virtual props are displayed on the one or more virtual chess squares where the first marking element is displayed.
[0153] For example, the computer device may display virtual props on all virtual chess squares or some virtual chess squares where the first marking element is displayed.
[0154] An embodiment of the present application provides a virtual prop reminder solution. Before displaying the virtual prop on a virtual chess square, a first marking element is first displayed on the corresponding virtual chess square to remind the player that the virtual prop is about to appear on the virtual chess square. This solution can prompt the player when the virtual prop is placed, which helps the player adjust the game strategy in time.
[0155] In some embodiments, the first marking element is further used to indicate that the corresponding idle virtual chess square is used for the prop effect of the virtual prop placed.
[0156] In the embodiment of the present application, the first marking element can also be used to indicate to the player the prop effect of the virtual prop that will be displayed on the corresponding virtual chess square.
[0157] For example, different prop effects can be distinguished by displayed numbers, colors, pictures or animations.
[0158] In an embodiment of the present application, virtual props corresponding to different prop effects can be displayed as different marking effects so that players can know in advance the virtual props that are about to appear; when multiple virtual props appear at the same time, players can judge the virtual props through the first marking element and go to the virtual chess square where the virtual prop corresponding to the prop effect they want to obtain is located.
[0159] In some embodiments, the effect of the prop is to apply a buff effect to the virtual chess piece.
[0160] In some embodiments, a gain effect is applied to virtual chess pieces in a first area of the virtual scene; wherein the first area includes at least one of the following: an area centered on the first virtual object, a preset area, and an area selected by the user.
[0161] Exemplarily, the first area is an area centered on the first virtual object. Exemplarily, the first area is a circular area centered on the first virtual object and having a set value as a radius.
[0162] Exemplarily, the first area is a preset area, such as an area preset in at least one of the center area, upper left corner, lower left corner, upper right corner, lower right corner, etc. of the virtual scene.
[0163] Exemplarily, the first area is a user-selected area. Exemplarily, before triggering the item effect of the virtual item, a selection control is displayed on the user interface, allowing the user to select the first area. After the user selects the first area, a buff effect is applied to each virtual chess piece within the first area.
[0164] Exemplarily, after determining the first area, the computer device determines the virtual chess pieces within the first area and applies a gain effect to the virtual chess pieces within the first area.
[0165] The technical solution provided in the embodiments of this application enriches the effects of virtual props by applying a buff effect to all virtual chess pieces within a first area. The first area can be centered on the first virtual object, or it can be a preset area or a user-selected area. The first area can be determined in a variety of ways, thereby enriching the human-computer interaction.
[0166] In some embodiments, a gain effect is applied to the first type of virtual chess pieces in the first area of the virtual scene.
[0167] In some embodiments, a debuff effect corresponding to the gain effect is applied to the second type of virtual chess pieces in the first area of the virtual scene.
[0168] The first type of virtual chess piece is at least one of the at least one virtual chess piece corresponding to the first virtual object, the second type of virtual chess piece is at least one of the at least one virtual chess piece corresponding to the third virtual object, and the third virtual object is a virtual object that fights against the first virtual object in the battle phase.
[0169] For example, after determining the first region, virtual chess pieces within the first region are obtained. Considering that in a battle phase, the virtual scene includes two opposing players, namely, at least one virtual chess piece corresponding to the first virtual object and at least one virtual chess piece corresponding to a third virtual object. The third virtual object is the virtual object that battles against the first virtual object during the battle phase. Therefore, when applying buffs to virtual chess pieces within the first region, a distinction should be made between virtual chess pieces corresponding to the first virtual object and virtual chess pieces corresponding to the third virtual object.
[0170] The first application mode applies the gain effect only to the first type of virtual chess pieces in the first area of the virtual scene, that is, the gain effect is applied only to the virtual chess pieces corresponding to the first virtual object in the first area of the virtual scene.
[0171] The second imposition method is to apply the debuff effect only to the second type of virtual chess pieces in the first area of the virtual scene, that is, to apply the debuff effect only to the virtual chess pieces corresponding to the third virtual object in the first area of the virtual scene.
[0172] The third application method is to simultaneously apply a buff effect to the first type of virtual chess pieces in the first area of the virtual scene, and a debuff effect to the second type of virtual chess pieces in the first area of the virtual scene. That is, a buff effect is simultaneously applied to the virtual chess pieces corresponding to the first virtual object in the first area of the virtual scene, and a debuff effect is simultaneously applied to the virtual chess pieces corresponding to the third virtual object in the first area of the virtual scene.
[0173] For example, the corresponding debuff effect of a gain effect is the exact opposite of the gain effect. For example, a gain effect is to increase the virtual chess piece's overall attack power, magic power, attack speed, etc. For example, a debuff effect is to reduce the overall attack power, magic power, attack speed, etc. of the virtual chess piece.
[0174] Exemplarily, before applying a buff or debuff, a prompt interface is displayed, prompting the user to select at least one of the first through third methods. Exemplarily, the prompt interface includes three options, corresponding to the first through third methods. Exemplarily, after selecting one of the three options, the corresponding application method is triggered.
[0175] The technical solution provided in the embodiments of this application enriches the ways in which item effects are applied by applying a buff effect to a first type of virtual chess piece within a first area of a virtual scene, and applying a debuff effect corresponding to the buff effect to a second type of virtual chess piece within the first area of the virtual scene. This enriches the ways in which item effects are applied, thereby enhancing the fun of the game. Furthermore, the user can select the application method, enriching the human-computer interaction.
[0176] In some embodiments, the above step 240 may be implemented as follows:
[0177] When the first virtual object moves to the first virtual square where the first virtual prop is located, triggering a prop effect corresponding to the first virtual prop, where the first virtual prop is one of the at least one virtual prop;
[0178] or,
[0179] When the first virtual object moves to the second virtual chess square, in response to a triggering operation for the second virtual prop, the prop effect corresponding to the second virtual prop is triggered, the second virtual chess square is adjacent to the virtual chess square where the second virtual prop is located, and the second virtual prop is another one of the at least one virtual prop that is different from the first virtual prop.
[0180] Exemplarily, the triggering operation for the second virtual item is an operation for triggering the second virtual item. Exemplarily, the triggering operation for the second virtual item includes but is not limited to a click operation, a double-click operation, a long press operation, etc. on the second virtual item.
[0181] In an embodiment of the present application, when the player controls the first virtual object to move to a virtual chess square where a virtual prop is located, or to a virtual chess square adjacent to the virtual chess square where the virtual prop is located, the computer device triggers the prop effect of the virtual prop.
[0182] Exemplarily, the adjacent virtual squares of the first virtual square include not only the virtual squares adjacent to the first virtual square in the row where the first virtual square is located, but also the virtual squares adjacent to the first virtual square in the column where the first virtual square is located.
[0183] An embodiment of the present application provides a triggering timing scheme for prop effects corresponding to virtual props. When a player controls a first virtual object to move to the virtual chess square where the virtual prop is located, or to an adjacent virtual chess square, the virtual prop can be obtained. This scheme provides constraints for the triggering timing, which can increase interactivity for players of auto chess games to obtain virtual props, thereby enriching the human-computer interaction method.
[0184] Based on the method shown in the embodiment of FIG6 , please refer to FIG7 , which shows a flow chart of a method for controlling a virtual object provided by an exemplary embodiment of the present application, wherein step 234 is further included before step 240 .
[0185] In some embodiments, the virtual scene also includes a virtual chessboard divided into a plurality of virtual squares, and the virtual scene also includes virtual traps, with the virtual traps located within corresponding virtual squares. In some embodiments, step 232 may be further included before step 234. Step 232 displays the virtual traps within the virtual scene.
[0186] Step 234 : When the first virtual object moves to the virtual square where the virtual trap is located, applying a trap effect corresponding to the virtual trap to the first virtual object.
[0187] In an embodiment of the present application, a computer device can display a virtual trap in a virtual scene to increase the difficulty; when a player controls a first virtual object to move to a virtual chess square where the virtual trap is located, a trap effect corresponding to the virtual trap is applied to the first virtual object, thereby preventing the player from obtaining virtual props by controlling the first virtual object.
[0188] In some embodiments, a virtual trap is a virtual object in a virtual scene that acts on a virtual chess piece or a first virtual object to make it difficult to win a battle. Exemplarily, the virtual trap acts on the virtual chess piece or the first virtual object to produce a negative effect. Exemplarily, the trap effect refers to the effect of the virtual trap on the virtual chess piece or the first virtual object.
[0189] For example, virtual traps may appear simultaneously with virtual props;
[0190] Alternatively, it appears from the moment the player controls the first virtual object to start moving;
[0191] Alternatively, it may appear randomly while the player is controlling the first virtual object.
[0192] An embodiment of the present application provides a feasible solution for increasing the difficulty of obtaining virtual props, specifically including displaying a virtual trap in a virtual scene. If the virtual trap is triggered by a first virtual object, a corresponding penalty is imposed on the first virtual object. This solution can increase the fun of auto chess games and increase the uncertainty of obtaining virtual props.
[0193] In some embodiments, the above step 232 may be implemented as step 232a.
[0194] Step 232a: Display a virtual trap on at least one free virtual chess square in the virtual chessboard. The virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual prop is located.
[0195] In an embodiment of the present application, a computer device displays virtual props in one or more idle virtual chess squares.
[0196] The virtual chess squares displaying virtual traps are different from the virtual chess squares displaying virtual props.
[0197] That is to say, the idle virtual chess squares here refer to virtual chess squares where no virtual chess pieces or virtual props exist.
[0198] Exemplarily, the computer device pair determines whether there is an idle virtual chess square in the virtual chessboard;
[0199] If there are idle virtual chess squares in the virtual chessboard, a virtual prop is displayed in each of one or more idle virtual chess squares.
[0200] The embodiment of the present application provides a feasible solution for the placement of virtual traps. When there are empty virtual squares in the virtual chessboard, virtual props can be displayed at the corresponding positions. This solution can ensure the simplicity and smoothness of the images in the virtual scene and avoid visual interference caused by displaying too many images. At the same time, the virtual squares where the virtual traps are located are different from the virtual squares where the virtual props are located, which can avoid the situation where virtual props and virtual traps appear simultaneously in the same virtual square.
[0201] In some embodiments, the above step 232a can be implemented as step 232a1 and step 232a2.
[0202] Step 232a1: Display a second marking element on at least one idle virtual chess square, where the second marking element is used to indicate that the corresponding virtual chess square is used to display a virtual trap.
[0203] Step 232a2: When the display of the second marking element is completed, a virtual trap is displayed on at least one idle virtual chess square.
[0204] In an embodiment of the present application, the computer device displays a second marking element on one or more virtual chess squares where a virtual trap is about to appear, to remind the player that a virtual trap is about to appear on the virtual chess square;
[0205] The second marking element and the first marking element are completely different and easy for the player to distinguish, thereby preventing the player from confusing the two and causing the first virtual object to fall into a virtual trap by mistake.
[0206] In some embodiments, the second marking element is used to indicate that the corresponding virtual chess square is used to display a virtual trap. For example, the second marking element can be a shape mark that can be distinguished in the virtual chess square, or an animation displayed in the virtual chess square, or a color mark that can be distinguished in the virtual chess square.
[0207] After the second marking element is displayed, a virtual trap is displayed on the one or more virtual chess squares where the second marking element is displayed.
[0208] For example, the computer device may display virtual traps on all virtual chess squares or some virtual chess squares where the second marking element is displayed.
[0209] The embodiment of the present application provides a virtual trap reminder scheme. Before displaying the virtual trap on the virtual chess square, a second marking element is first displayed on the corresponding virtual chess square to remind the player that a virtual trap is about to appear on the virtual chess square. This scheme can prompt the player when the virtual trap is placed, which helps the player to adjust the moving direction of the first virtual object in time so that the player can avoid the virtual trap in time.
[0210] In some embodiments, the second marking element is further used to indicate the trap effect of the virtual trap to be displayed on the corresponding virtual chess square. In some embodiments, the second marking element is further used to indicate the trap effect of the virtual trap to be displayed on the corresponding virtual chess square.
[0211] In the embodiment of the present application, the second marking element can also be used to indicate to the player the trap effect of the virtual trap that will be displayed on the corresponding virtual chess square.
[0212] For example, different trap effects can be distinguished by displayed numbers, colors, pictures or animations.
[0213] In this embodiment of the present application, virtual traps corresponding to different trap effects can be displayed with different marking effects, so that players can be informed of upcoming virtual traps in advance. When one or more virtual traps appear, players can use the second marking element to predict the virtual traps and avoid triggering them. This not only enriches the display effects of the screen, but also enriches the human-computer interaction form.
[0214] In some embodiments, the trap effect includes at least one of the following effects: prohibiting the first virtual object from moving in the virtual scene, reducing the movement speed of the first virtual object, and reducing the health value of the first virtual object.
[0215] In some embodiments, prohibiting the first virtual object from moving in the virtual scene includes prohibiting the first virtual object from moving for a period of time. Exemplarily, the period of time is a preset duration.
[0216] In an embodiment of the present application, when the player controls the first virtual object to move to the virtual chess square where the virtual trap is located, the triggered trap effects include: within a set time, the player cannot control the movement of the first virtual object until the set time ends and the movement of the first virtual object is restored; or, within a set time, the movement speed of the first virtual object slows down until the set time ends and the movement speed of the first virtual object is restored; or, within a set time, the health value of the first virtual object decreases until the set time ends and the health value of the first virtual object is restored.
[0217] For example, the trap effect may be that the first virtual object is imprisoned for 3 seconds; or that the movement speed of the first virtual object is reduced by 60% within 5 seconds of triggering the virtual trap.
[0218] This embodiment of the present application provides a feasible solution for trap effects. During the player's movement of a first virtual object, a virtual trap is set that negatively impacts the player, increasing the uncertainty of the game. Furthermore, the virtual trap has multiple different trap effects, each capable of inflicting varying negative impacts on the player, demonstrating the diversity of virtual traps while also enriching human interaction.
[0219] In some embodiments, the virtual chess square where the virtual trap is located is adjacent to the virtual chess square where the virtual prop is located; or
[0220] The virtual chess square where the virtual trap is located is located on a predicted path, and the predicted path is the shortest path from the position of the first virtual object to the virtual chess square where the virtual prop is located.
[0221] In an embodiment of the present application, the computer device may set a virtual trap on a virtual chess square adjacent to the virtual chess square where the virtual prop is located;
[0222] Alternatively, the positions of the first virtual object and the virtual prop may be obtained, a shortest path from the first virtual object to the virtual prop may be calculated, and a virtual trap may be set on the shortest path; the shortest path is the predicted path.
[0223] For example, if a virtual item is displayed on the virtual chess square in the second row and third column of the virtual chessboard, the computer device may set a virtual trap on the virtual chess square in the second row and fourth column.
[0224] Exemplarily, based on the virtual squares where the first virtual object and the virtual prop are located, the number of virtual squares required to travel from the virtual square where the first virtual object is located to the virtual square where the virtual prop is located is obtained. Exemplarily, the number of virtual squares traversed varies for different paths. Exemplarily, the first virtual object can only move along rows or columns of the virtual chessboard, in units of one virtual square. Exemplarily, the path from the virtual square where the first virtual object is located to the virtual square where the virtual prop is located that traverses the fewest virtual squares is considered the shortest path.
[0225] For example, the line connecting the point on the virtual chess square where the virtual item is located that is closest to the location of the first virtual object and the location of the first virtual object is considered the shortest path, i.e., the shortest path. For example, the virtual chess squares that the shortest path passes through are considered the virtual chess squares where the virtual trap is placed.
[0226] An embodiment of the present application provides a feasible solution for displaying the position of a virtual trap, including a position adjacent to a virtual prop, and a predicted path calculated by a computer device based on the positions of the virtual prop and a first virtual object, thereby providing multiple options for the placement of the virtual trap and increasing the uncertainty in the battle stage.
[0227] In some embodiments, the method shown in the embodiment of FIG. 7 further includes:
[0228] In response to the display duration of the virtual trap reaching a specified duration and the virtual trap not being triggered, hiding the virtual trap.
[0229] In an embodiment of the present application, a virtual trap is set to display for a specified duration. When the virtual trap's display duration reaches the specified duration and the virtual trap is not triggered by a first virtual object, the computer device will cancel the display of the virtual trap and hide it. Exemplarily, the hidden virtual trap will not reappear and will no longer be triggered by the first virtual object. Exemplarily, after the hidden virtual trap expires, it will reappear and become triggerable by the first virtual object. Exemplarily, the trap effect of the reappeared virtual trap will decay. Exemplarily, the degree of decay is determined by an attenuation coefficient. The product of the trap effect of the virtual trap and the attenuation coefficient is used to determine the trap effect of the reappeared virtual trap. Exemplarily, the attenuation coefficient is negatively correlated with the duration the virtual trap is hidden. The longer the virtual trap is hidden, the smaller the attenuation coefficient and the greater the attenuation magnitude. The shorter the virtual trap is hidden, the larger the attenuation coefficient and the smaller the attenuation magnitude. Exemplarily, the attenuation coefficient ranges from 0 to 1.
[0230] For example, a developer may pre-set a specified duration for setting a virtual trap in a computer device.
[0231] An embodiment of the present application provides a solution for timing hiding of a virtual trap. When the virtual trap is not triggered within a specified time period, the virtual trap is hidden. This solution can ensure the simplicity and smoothness of the image in the virtual scene, automatically hide unnecessary display content, and avoid visual interference caused by displaying too much content.
[0232] During the draft phase, the effect of moving virtual objects to obtain virtual chess pieces was relatively good, making the draft process tense and exciting, bringing good experience feedback, and also verifying that the interaction of virtual objects can promote the tension and excitement of battle and enhance the fun.
[0233] Given that the virtual object settings in related technologies have little impact on the overall game and lack interactive methods that reflect the nature of the game, the embodiments of this application provide a new form of interaction, namely, an NPC character appears in a specific round and throws a corresponding magic ball at an empty position on the virtual chessboard. Players can obtain corresponding resources or buff effects by moving virtual objects to pick up the magic ball. For example, the magic ball includes gold magic balls, equipment magic balls, buffs, etc., which can increase the overall attack power, magic strength, attack speed, etc. of the virtual chess pieces.
[0234] As an example, the control method of the virtual object provided in the embodiment of the present application is described in detail by taking an auto chess game as an example.
[0235] Please refer to FIG8 , which shows a schematic diagram of a virtual scene in the preparation stage provided by an exemplary embodiment of the present application.
[0236] As shown in Figure 8, there is a virtual object 001 on the virtual scene to represent one of the players. In the preparation stage, the corresponding NPC 002 (i.e. the second virtual object) is displayed on the virtual scene to prompt the player to enter a special round.
[0237] The chessboard is divided into a preparation area 003 and a battle area 004. Virtual grids are provided in both areas for players to place virtual chess pieces. A portion of the virtual grids in the battle area 004 are used by one player to place their virtual chess pieces, while another portion is used to display the other player's virtual chess pieces for combat during the battle phase.
[0238] During the preparation phase, players can adjust their battle strategies, including selling virtual chess pieces in preparation area 003, dragging virtual chess pieces in preparation area 003 to battle area 004, dragging virtual chess pieces in battle area 004 to preparation area 003, replacing equipment for virtual chess pieces, etc.
[0239] Please refer to FIG9 , which shows a schematic diagram of an interface of a battle phase provided by an exemplary embodiment of the present application.
[0240] As shown in FIG9 , virtual object 005 arrives at the field (at this time, the side where virtual object 001 is located is the home field). Virtual object 001 and virtual object 005 have a hostile relationship. After entering the battle round, the virtual chess pieces of both sides begin to fight.
[0241] The virtual grids of the battle area 004 display the combat pieces A, B, etc. of the virtual object 001, and the combat pieces 1, 2, etc. of the virtual object 005.
[0242] Among them, the battle is divided into home and away. If the side where the virtual object 001 is located is away, the side where the virtual object 001 is located will go to the opponent's field to fight, and the battle logic remains unchanged.
[0243] Please refer to FIG10 , which shows a schematic diagram of an interface for NPC reward placement provided by an exemplary embodiment of the present application.
[0244] After the battle begins, NPC 002 randomly places bonus balls 006 in the virtual grids above the battle area 004. As shown in Figure 10, NPC 002 places bonus balls 006 in virtual grids 007, 008, and 009 respectively.
[0245] Please refer to FIG11 , which shows a schematic diagram of an interface for a virtual object to pick up a reward provided by an exemplary embodiment of the present application.
[0246] As shown in FIG11 , the player can control his or her own virtual character (virtual object 001 or virtual object 005 ) to go to the corresponding position of the bonus ball 006 to obtain the bonus ball 006 .
[0247] Among them, the reward magic ball 006 randomly carries virtual gold coins, virtual chess pieces, buff effects within the round and other rewards. After the player moves the corresponding virtual object to pick up the corresponding reward magic ball 006, he can get the reward corresponding to the reward magic ball 006.
[0248] Please refer to FIG12 , which shows a schematic diagram of an interface for obtaining rewards for a virtual object provided by an exemplary embodiment of the present application.
[0249] As shown in FIG12 , after the virtual object 001 picks up the reward ball 006 in the virtual grid 007 , it obtains the reward of virtual gold coins. Then the number of gold coins owned by the player corresponding to the virtual object 001 increases accordingly and is displayed in the gold coin column 010 of the virtual interface.
[0250] Please refer to FIG13 , which shows a schematic diagram of an interface for obtaining rewards for a virtual object provided by an exemplary embodiment of the present application.
[0251] As shown in Figure 13, after virtual object 005 picks up the reward orb 006 on virtual grid 008, it receives a healing buff. The virtual chess piece corresponding to virtual object 005 triggers a healing effect for all players. At the same time, an animation of the healing effect is displayed in the virtual interface, and the virtual chess piece corresponding to virtual object 005 replenishes its health.
[0252] Please refer to FIG14 , which shows a schematic diagram of an interface for placing a virtual trap provided by an exemplary embodiment of the present application.
[0253] To increase the difficulty of obtaining the reward, a trap can be placed in a virtual grid above the path of the virtual object to the corresponding reward orb 006. When the player controls the virtual object to reach the trap grid, the virtual object will trigger the trap, for example, the virtual object will be controlled and unable to move for a period of time.
[0254] As shown in FIG. 14 , a virtual trap 011 is displayed in an empty square near the virtual object 001 .
[0255] Please refer to FIG15 , which shows a schematic diagram of an interface for a virtual object triggering a trap provided by an exemplary embodiment of the present application.
[0256] As shown in FIG15 , the virtual object 001 triggers the virtual trap 011 , the virtual object 001 is stunned, and an animation of the stunning effect is displayed at the corresponding position in the virtual scene.
[0257] Given the potential for virtual object interaction within the game, this application proposes a special way for players to obtain rewards by controlling virtual objects during special rounds of the battle stage. That is, in a specific round, a specific NPC will place reward props in the venue. The reward props will be placed in any empty grid, and players can go to the grid to obtain resources.
[0258] Among them, prompts can be displayed when grids appear. If there are reward props appearing in multiple grids at the same time, the possible types of rewards will be predicted in different colors to guide the player's strategic choice.
[0259] Taking into account the difficulty of obtaining props, relevant obstacles or traps can be added to random checkerboard grids to prevent players from operating virtual objects to obtain reward props.
[0260] Please refer to Figure 16, which shows a flowchart related to a special round provided by an exemplary embodiment of the present application. For the backend side of the terminal device, the steps performed are as follows:
[0261] S1, the client determines whether it is currently entering a special round.
[0262] Illustratively, the special round is a party round.
[0263] S2, if entering a special round, the NPC will be displayed on the interface.
[0264] Among them, if you do not enter a special round, the battle will proceed as normal without any interactive operations.
[0265] S3, after entering the battle round, the system determines whether there is a chess piece on the grid, that is, whether there is an empty square.
[0266] S4, if there is an empty square, control the NPC to randomly place a random number and type of bonus orbs on the empty square;
[0267] The specific steps are as follows:
[0268] The client identifies the empty positions on the current field and feeds them back to the server;
[0269] The server randomly configures a random number and type of reward orbs. The reward categories are not limited to gold coins, chess pieces, refresh times, round buffs, round opponent debuffs, etc., such as overall healing effects, or enemy debuffs such as reduced attack speed.
[0270] After the configuration is complete, the server feeds back data to the client, and the client randomly places these bonus orbs at empty square positions.
[0271] If there is no empty cell, the orb will not be placed.
[0272] S5, traps appear in random grids;
[0273] The specific steps are as follows:
[0274] The server will also add trap settings in other empty cells;
[0275] The time when the trap appears can be inconsistent with the reward orb to increase randomness. For example, there is no trap at the original grid position, but when the player is about to reach it, the trap is suddenly triggered.
[0276] S6, determining whether a virtual object triggers a trap, that is, determining whether the player moves the virtual object into the trap grid.
[0277] S7, if a trap triggering operation is received, that is, the player moves the virtual object to the trap grid and triggers the trap, the virtual object will be stunned / imprisoned for a certain period of time before it can move.
[0278] Among them, if the player does not enter the trap area, the corresponding effect will not be triggered.
[0279] S8, determining whether a virtual object has reached the corresponding ball grid, that is, determining whether the virtual object has picked up the ball.
[0280] S9: If the virtual object picks up the orb, it will receive the corresponding reward effect:
[0281] Taking the reward effect of "refresh times" as an example, the client will feedback the information "the player has obtained the reward times" to the server; the server will issue the times to the client's store; the player can refresh the corresponding times for free in the store.
[0282] Among them, if the player does not pick up the magic ball, the corresponding effect will not be triggered.
[0283] In summary, the embodiments of the present application provide an interactive mode for Auto Chess, alleviating the boredom of waiting for battle results during player rounds. By adding interactive gameplay during specific rounds, players can earn rewards and change the course of battle, enriching the player experience. Random rewards can make battle outcomes more uncertain, powerful round buff rewards can help players turn defeat into victory, and economic rewards can also provide players with more opportunities for combat error tolerance.
[0284] Please refer to FIG17 , which shows a block diagram of a virtual object control device provided by an exemplary embodiment of the present application. The control device includes:
[0285] The first display module 1701 is used to display a virtual scene, which includes at least one first virtual object and at least one virtual chess piece. Each of the at least one first virtual object corresponds to one or more virtual chess pieces.
[0286] The second display module 1702 is used to place at least one virtual prop into the virtual scene when the virtual chess piece is in the battle stage.
[0287] The control module 1703 is configured to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object.
[0288] The prop module 1704 is configured to trigger a prop effect corresponding to the virtual prop in response to the first virtual object moving to a position corresponding to the virtual prop.
[0289] In some embodiments, the virtual scene further includes a second virtual object, which is different from the first virtual object. The at least one virtual prop is dropped into the virtual scene by the second virtual object after receiving an instruction to drop the at least one virtual prop.
[0290] In some embodiments, the virtual scene also includes a virtual chessboard; the virtual chessboard is divided into a plurality of virtual chess squares; and the virtual chess pieces are located in corresponding virtual chess squares.
[0291] The second display module 1702 is used to place a virtual prop on at least one idle virtual chess square in the virtual chessboard when the virtual chess piece is in the battle stage.
[0292] In some embodiments, the second display module 1702 is used to display a first marking element on at least one idle virtual chess square when the virtual chess piece is in the battle stage, and the first marking element is used to indicate that the corresponding idle virtual chess square is used for placing virtual props; when the display of the first marking element ends, a virtual prop is placed on at least one idle virtual chess square.
[0293] In some embodiments, the first marking element is further used to indicate that the corresponding idle virtual chess square is used for the prop effect of the virtual prop placed.
[0294] In some embodiments, the prop effect includes at least one of the following effects: issuing virtual resources, restoring the attribute values of virtual chess pieces, increasing virtual chess pieces, issuing virtual equipment, refreshing the number of purchasable virtual chess pieces, refreshing the skill cooldown time of virtual chess pieces, and applying a buff effect to virtual chess pieces.
[0295] In some embodiments, the effect of the prop is to apply a buff effect to the virtual chess piece.
[0296] In some embodiments, the prop module 1704 is used to apply a gain effect to the virtual chess pieces in the first area of the virtual scene; wherein the first area includes at least one of the following: an area centered on the first virtual object, a preset area, and an area selected by the user.
[0297] In some embodiments, the prop module 1704 is configured to trigger a prop effect corresponding to a first virtual prop when a first virtual object moves to a first virtual square where the first virtual prop is located, where the first virtual prop is one of at least one virtual prop; or, to trigger a prop effect corresponding to a second virtual prop in response to a trigger operation on the second virtual prop when the first virtual object moves to a second virtual square, where the second virtual square is adjacent to the virtual square where the second virtual prop is located, where the second virtual prop is another one of the at least one virtual prop different from the first virtual prop.
[0298] In some embodiments, the apparatus of FIG. 17 further includes a trap module (not shown) configured to apply a trap effect corresponding to the virtual trap to the first virtual object when the first virtual object moves to the virtual square where the virtual trap is located.
[0299] In some embodiments, the trap module is configured to display a virtual trap on at least one free virtual chess square in the virtual chessboard, wherein the virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual prop is located.
[0300] In some embodiments, the trap module is used to display a second marking element on at least one idle virtual chess square, where the second marking element is used to indicate that the corresponding virtual chess square is used to display a virtual trap; when the display of the second marking element ends, a virtual trap is displayed on at least one idle virtual chess square.
[0301] In some embodiments, the second marking element is further used to indicate a trap effect of a virtual trap displayed on the corresponding virtual chess square.
[0302] In some embodiments, the trap effect includes at least one of the following effects: prohibiting the first virtual object from moving in the virtual scene, reducing the movement speed of the first virtual object, and reducing the health value of the first virtual object.
[0303] In some embodiments, the virtual chess square where the virtual trap is located is adjacent to the virtual chess square where the virtual prop is located; or, the virtual chess square where the virtual trap is located is located on a predicted path, and the predicted path is the shortest path from the position of the first virtual object to the virtual chess square where the virtual prop is located.
[0304] In some embodiments, the apparatus of FIG. 17 further includes a hiding module (not shown in the figure) configured to hide the virtual trap when the display duration of the virtual trap reaches a specified duration and the virtual trap is not triggered.
[0305] In some embodiments, the combat phase includes one or more combat rounds.
[0306] The second display module 1702 is configured to execute the step of placing at least one virtual prop into the virtual scene in response to the start of a designated battle round in one or more battle rounds.
[0307] It should be noted that the device provided in the above embodiment only uses the division of the above-mentioned functional modules as an example to implement its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0308] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method; the technical effects achieved by each module performing operations are the same as the technical effects in the embodiment of the method, and will not be elaborated here.
[0309] Please refer to FIG18 , which shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0310] The computer device 1800 may be a portable mobile terminal device, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be referred to as a user device, a portable terminal device, or other similar terminology.
[0311] Typically, the computer device 1800 includes a processor 1801 and a memory 1802 .
[0312] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI processor for processing computing operations related to machine learning.
[0313] Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1802 is used to store at least one instruction, which is executed by processor 1801 to implement the virtual object control method provided in the embodiments of the present application.
[0314] In some embodiments, the computer device 1800 may further include a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1804 , a touch screen display 1805 , a camera 1806 , an audio circuit 1807 , and a power supply 1808 .
[0315] The peripheral device interface 1803 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0316] The RF circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, the RF circuit 1804 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0317] The touchscreen display 1805 is used to display a user interface (UI). This UI can include graphics, text, icons, videos, or any combination thereof. The touchscreen display 1805 is also capable of collecting touch signals on or above the surface of the touchscreen display 1805. These touch signals can be input as control signals to the processor 1801 for processing. The touchscreen display 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there can be a single touchscreen display 1805, located on the front panel of the computer device 1800. In other embodiments, there can be at least two touchscreen displays 1805, located on different surfaces of the computer device 1800 or in a foldable design. In some embodiments, the touchscreen display 1805 can be a flexible display, located on a curved or foldable surface of the computer device 1800. Furthermore, the touchscreen display 1805 can be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. The touchscreen display 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0318] The camera assembly 1806 is used to capture images or videos. In some embodiments, the camera assembly 1806 includes a front camera and a rear camera. Typically, the front camera is used to enable video calls or selfies, and the rear camera is used to enable photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0319] Audio circuit 1807 is used to provide an audio interface between the user and computer device 1800. Audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into processor 1801 for processing, or input into RF circuit 1804 for voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, located in different parts of computer device 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from processor 1801 or RF circuit 1804 into sound waves. The speaker may be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, audio circuit 1807 may also include a headphone jack.
[0320] Power supply 1808 is used to power various components in computer device 1800. Power supply 1808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0321] In some embodiments, the computer device 1800 further includes one or more sensors 1809 , including but not limited to an acceleration sensor 1810 , a gyroscope sensor 1811 , a pressure sensor 1812 , an optical sensor 1813 , and a proximity sensor 1814 .
[0322] The accelerometer 1810 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1800. For example, the accelerometer 1810 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1801 can control the touchscreen display 1805 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1810. The accelerometer 1810 can also be used to collect game or user motion data.
[0323] The gyroscope sensor 1811 can detect the orientation and rotation angle of the computer device 1800. It can also work with the accelerometer 1810 to capture the user's 3D (three-dimensional) movements of the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0324] The pressure sensor 1812 can be installed on the side frame of the computer device 1800 and / or below the touch screen display 1805. When the pressure sensor 1812 is installed on the side frame of the computer device 1800, it can detect the user's grip signal of the computer device 1800 and perform left-hand recognition or shortcut operations based on the grip signal. When the pressure sensor 1812 is installed below the touch screen display 1805, it can control the operational controls on the UI interface based on the user's pressure operation on the touch screen display 1805. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0325] Optical sensor 1813 is used to detect ambient light intensity. In one embodiment, processor 1801 can control the display brightness of touchscreen display 1805 based on the ambient light intensity detected by optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 1805 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 1805 is decreased. In another embodiment, processor 1801 can also dynamically adjust the shooting parameters of camera assembly 1806 based on the ambient light intensity detected by optical sensor 1813.
[0326] Proximity sensor 1814, also known as a distance sensor, is typically located on the front of computer device 1800. Proximity sensor 1814 is used to detect the distance between the user and the front of computer device 1800. In one embodiment, when proximity sensor 1814 detects that the distance between the user and the front of computer device 1800 is gradually decreasing, processor 1801 controls touchscreen display 1805 to switch from the screen-on state to the screen-off state. When proximity sensor 1814 detects that the distance between the user and the front of computer device 1800 is gradually increasing, processor 1801 controls touchscreen display 1805 to switch from the screen-off state to the screen-on state.
[0327] Those skilled in the art will appreciate that the structure shown in FIG. 18 does not limit the computer device 1800 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0328] In an exemplary embodiment, an embodiment of the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the control method of the virtual object provided in the above method embodiment.
[0329] An embodiment of the present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the virtual object control method provided in the above method embodiment.
[0330] The present application provides a computer program product or computer program, which includes a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium, causing the processor to load and execute the computer program to implement the virtual object control method provided in the above method embodiment.
[0331] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0332] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0333] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0334] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A control method for virtual objects, which is executed by a computer device, and the method includes: Display a virtual scene, where the virtual scene includes at least one first virtual object and at least one virtual chess piece, and each first virtual object in the at least one first virtual object corresponds to one or more virtual chess pieces; When the virtual chess piece is in the battle stage, put at least one virtual item into the virtual scene; In response to a movement operation on the first virtual object, control the first virtual object to move in the virtual scene; In response to the first virtual object moving to a position corresponding to the virtual item, trigger the item effect corresponding to the virtual item.
2. The method according to claim 1, wherein, The virtual scene also includes a second virtual object, which is different from the first virtual object, and the at least one virtual item is put into the virtual scene by the second virtual object after receiving an instruction to put the at least one virtual item.
3. The method according to claim 1 or 2, wherein, The virtual scene also includes a virtual chessboard, which is divided into multiple virtual chess squares, and the virtual chess pieces are located in the corresponding virtual chess squares; The step of, when the virtual chess piece is in the battle stage, putting at least one virtual item into the virtual scene includes: When the virtual chess piece is in the battle stage, put a virtual item on each of at least one empty virtual chess square in the virtual chessboard.
4. The method according to claim 3, wherein, The step of, when the virtual chess piece is in the battle stage, putting a virtual item on each of at least one empty virtual chess square in the virtual chessboard includes: When the virtual chess piece is in the battle stage, display a first marking element on each of the at least one empty virtual chess square, and the first marking element is used to indicate that the corresponding empty virtual chess square is for putting a virtual item; After the display of the first marking element ends, put a virtual item on each of the at least one empty virtual chess square.
5. The method according to claim 4, wherein The first marking element is also used to indicate the item effect of the virtual item to be put on the corresponding empty virtual chess square.
6. The method according to any one of claims 1 to 5, wherein, The item effect includes at least one of the following effects: Issuing virtual resources, restoring the attribute value of the virtual chess piece, adding the virtual chess piece, issuing virtual equipment, refreshing the number of times the purchasable virtual chess piece can be bought, refreshing the skill cooldown duration of the virtual chess piece, and applying a buff effect to the virtual chess piece.
7. According to the method of any one of claims 1 to 6, wherein The item effect is to apply a buff effect to the virtual chess piece; The step of triggering the item effect corresponding to the virtual item includes: Apply the buff effect to the virtual chess pieces in the first area in the virtual scene respectively; Wherein, the first area includes at least one of the following: the area centered on the first virtual object, a preset area, and an area selected by the user himself.
8. According to the method as claimed in any one of claims 1 to 7, wherein, The virtual scene also includes a virtual chessboard, which is divided into multiple virtual chess squares, and the virtual items are located in the corresponding virtual chess squares; The step of, in response to the first virtual object moving to a position corresponding to the virtual item, triggering the item effect corresponding to the virtual item includes: When the first virtual object moves to the first virtual chess square where the first virtual prop is located, the prop effect corresponding to the first virtual prop is triggered, and the first virtual prop is one of the at least one virtual prop; Or, When the first virtual object moves to the second virtual chess square, in response to a trigger operation for the second virtual prop, the prop effect corresponding to the second virtual prop is triggered. The second virtual chess square is adjacent to the virtual chess square where the second virtual prop is located, and the second virtual prop is another one of the at least one virtual prop different from the first virtual prop.
9. The method according to any one of claims 1 to 8, wherein The virtual scene further includes a virtual chessboard, the virtual chessboard is divided into multiple virtual chess squares, and the virtual scene further includes virtual traps, and the virtual traps are located in corresponding virtual chess squares; Before triggering the prop effect corresponding to the virtual prop in response to the first virtual object moving to the position corresponding to the virtual prop, it further includes: When the first virtual object moves to the virtual chess square where the virtual trap is located, the trap effect corresponding to the virtual trap is applied to the first virtual object.
10. The method according to claim 9, wherein, The method further includes: On at least one idle virtual chess square in the virtual chessboard, a virtual trap is respectively displayed, and the virtual chess square where the virtual trap is located is different from the virtual chess square where the virtual prop is located.
11. The method according to claim 10, wherein, The step of respectively displaying a virtual trap on at least one idle virtual chess square in the virtual chessboard includes: Second marking elements are respectively displayed on the at least one idle virtual chess square, and the second marking elements are used to indicate that the corresponding virtual chess squares are for displaying virtual traps; When the display of the second marking elements ends, a virtual trap is respectively displayed on the at least one idle virtual chess square.
12. The method according to claim 11, wherein The second marking elements are further used to indicate the trap effect of the virtual trap to be displayed in the corresponding virtual chess square.
13. The method according to any one of claims 9 to 12, wherein, The trap effect includes at least one of the following effects: Prohibiting the first virtual object from moving in the virtual scene, reducing the moving speed of the first virtual object, and reducing the health value of the first virtual object.
14. The method according to any one of claims 9 to 13, wherein The virtual chess square where the virtual trap is located is adjacent to the virtual chess square where the virtual prop is located; or, The virtual chess square where the virtual trap is located is on the predicted path, and the predicted path is the shortest path between the position where the first virtual object is located and the virtual chess square where the virtual prop is located.
15. The method according to any one of claims 9 to 14, wherein, The method further includes: When the display duration of the virtual trap reaches a specified duration and the virtual trap is not triggered, the virtual trap is hidden.
16. The method according to any one of claims 1 to 15, wherein, The battle stage includes one or more battle rounds, and the method further includes: In response to the start of a specified battle round among one or more of the battle rounds, the step of putting at least one virtual prop into the virtual scene is executed.
17. A control device for a virtual object, the device includes: A first display module for displaying a virtual scene, where the virtual scene includes at least one first virtual object and at least one virtual chess piece, and each of the at least one first virtual objects corresponds to one or more virtual chess pieces; A second display module for, when the virtual chess piece is in the battle stage, putting at least one virtual prop into the virtual scene; A control module for, in response to a movement operation on the first virtual object, controlling the first virtual object to move in the virtual scene; A prop module for, in response to the first virtual object moving to a position corresponding to the virtual prop, triggering the prop effect corresponding to the virtual prop.
18. A computer device, the computer device comprising: A processor and a memory, where the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of the virtual object according to any one of claims 1 to 16.
19. A computer-readable storage medium storing a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual object according to any one of claims 1 to 16.
20. A computer program product including a computer program, where the computer program is stored in a computer-readable storage medium, and a processor obtains the computer program from the computer-readable storage medium, so that the processor loads and executes to implement the control method of the virtual object according to any one of claims 1 to 16.
Citation Information
Patent Citations
Method and device for controlling virtual object to use prop, terminal and storage medium
CN110694273A
Method, device and equipment for danger prompt information in virtual scene and storage medium
CN111124133A
Virtual character control method and device, electronic equipment and storage medium
CN116712733A
Virtual character processing method and device, equipment, storage medium and program product
CN116966555A
Terminal device and program
JP6557917B1