CN111282274A - Virtual object layout method, device, terminal and storage medium - Google Patents

Virtual object layout method, device, terminal and storage medium Download PDF

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Publication number
CN111282274A
CN111282274A CN202010093193.5A CN202010093193A CN111282274A CN 111282274 A CN111282274 A CN 111282274A CN 202010093193 A CN202010093193 A CN 202010093193A CN 111282274 A CN111282274 A CN 111282274A
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virtual object
fighting
layout
area
attribute
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CN202010093193.5A
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CN111282274B (en
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郭雅婷
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Abstract

The application discloses a virtual object layout method, a virtual object layout device, a virtual object layout terminal and a virtual object layout storage medium, and relates to the field of computers. The method comprises the following steps: displaying a match interface, wherein the match interface comprises a chessboard, the chessboard comprises a match area and a reserve area, the virtual object in the match area is a match virtual object, the virtual object in the reserve area is a reserve virtual object, and the match virtual object is used for performing match in a match stage; the method comprises the following steps that a preparation stage is carried out, wherein dragging operation on a target virtual object on a chessboard is received, and the target virtual object is a fighting virtual object or a sparing virtual object; and displaying a recommended layout identifier in the game interface in response to the dragging operation, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the game area. In the embodiment of the application, the recommended layout position of the selected virtual object is prompted in an explicit mode, so that the accuracy and efficiency of the layout of the virtual object in the self-propelled chess game are improved, and the fault-tolerant rate of the self-propelled chess game is improved.

Description

Virtual object layout method, device, terminal and storage medium
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a terminal, and a storage medium for laying out virtual objects.
Background
Self-moving chess is a new kind of chess game, and after the virtual objects (commonly called 'chessmen') owned by the two parties of the game are placed on the chessboard, the game application automatically controls the virtual objects to carry out the game and outputs the game result.
In general, a fighting area of a chessboard in self-chess is divided into two parts, and two parties in the fighting can place own virtual objects at any position of the own fighting area in a preparation stage; in the fight stage, the game application automatically controls the virtual object to move on the fight area according to the attribute and skill of the virtual object and the position of the virtual object on the fight area, and attacks the virtual object of an enemy, so that the fight effect is simulated; and in the settlement stage, the game application calculates the fight result according to the respective residual virtual objects of the two fight parties in the fight area.
In order to win a game, the user needs to comprehensively consider the attributes, skills, and layout of the virtual objects. In the related art, the user may refer to the layout picture provided by the game application in the preparation stage, thereby determining the positions of the respective virtual objects on the battle area. However, due to the limited time of the preparation phase, an error rate (especially for novice users) in laying out the virtual object layout is caused, which in turn leads to a low fault tolerance rate of the game.
Disclosure of Invention
The embodiment of the application provides a method, a device, a terminal and a storage medium for driving a carrier in a virtual environment, which can improve the accuracy and efficiency when virtual objects are arranged in a self-walking chess game, thereby improving the fault tolerance of the self-walking chess game. The technical scheme is as follows:
in one aspect, an embodiment of the present application provides a layout method of a virtual object, where the method includes:
displaying a match interface, wherein the match interface comprises a chessboard, the chessboard comprises a match area and a reserve area, a virtual object positioned in the match area is a match virtual object, a virtual object positioned in the reserve area is a reserve virtual object, and the match virtual object is used for performing match in a match stage;
a preparation stage, receiving the dragging operation of a target virtual object on the chessboard, wherein the target virtual object is the fighting virtual object or the sparing virtual object;
and displaying a recommended layout identifier in the game interface in response to the dragging operation, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the game area.
In another aspect, an embodiment of the present application provides a virtual object layout apparatus, where the apparatus includes:
the first display module is used for displaying a match interface, the match interface comprises a chessboard, the chessboard comprises a match area and a reserve area, a virtual object positioned in the match area is a match virtual object, a virtual object positioned in the reserve area is a reserve virtual object, and the match virtual object is used for matching in a match stage;
the receiving module is used for receiving dragging operation of a target virtual object on the chessboard in a preparation stage, wherein the target virtual object is the fighting virtual object or the standby virtual object;
and the second display module is used for responding to the dragging operation and displaying a recommended layout identifier in the match interface, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the match area.
On the other hand, an embodiment of the present application provides a terminal, where the terminal includes: a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the method of layout of virtual objects as described in the above aspect.
In another aspect, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by a processor to implement the method of layout of virtual objects as described in the above aspect.
In another aspect, there is provided a computer program product which, when run on a computer, causes the computer to perform the method of layout of virtual objects as described in the above aspect.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
displaying a layout recommending identifier on a game interface according to dragging operation when the game interface containing a chessboard receives dragging operation on a target virtual object on the chessboard in a preparation stage, so that a user can determine a recommended layout position of the target virtual object on a fighting area according to the recommended layout identifier and place the target virtual object at the recommended layout position; for the virtual object selected by the user, the recommended layout position of the virtual object is prompted in an explicit mode, the user does not need to additionally look up a layout picture, the accuracy and the efficiency of the self-walking chess on the layout of the virtual object in the game are improved, and the fault tolerance rate of the self-walking chess game is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is an interface schematic of a checkerboard shown in an exemplary embodiment;
FIG. 2 is a diagram illustrating an interface of a layout process of virtual objects on a chessboard in the related art;
FIG. 3 is an interface diagram illustrating a virtual object layout process provided by an exemplary embodiment of the present application;
FIG. 4 illustrates a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 5 illustrates a flow chart of a method for layout of virtual objects provided by an exemplary embodiment of the present application;
FIG. 6 illustrates a flow chart of a method for layout of virtual objects provided by another exemplary embodiment of the present application;
FIG. 7 is a flowchart of a process of determining a recommended layout position in the layout method of the virtual objects shown in FIG. 6;
FIG. 8 is a flowchart of an interaction process between the UI layer, the logic layer, and the AI access layer provided by an exemplary embodiment;
FIG. 9 is a diagram illustrating a recommended layout position, according to an exemplary embodiment;
FIG. 10 is a flowchart of a process for determining a recommended layout position, shown in an exemplary embodiment;
FIG. 11 illustrates a flow chart of a method for layout of virtual objects provided by another exemplary embodiment of the present application;
FIG. 12 is a block diagram illustrating an exemplary apparatus for laying out virtual objects according to an embodiment of the present disclosure;
fig. 13 shows a block diagram of a terminal according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
For convenience of understanding, terms referred to in the embodiments of the present application are described below:
a chessboard: the self-propelled chess game competition area is an area for preparing and carrying out competition, and can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard and a three-dimensional virtual chessboard, which is not limited in the application.
The board is divided into a battle area and a reserve area. The fighting region comprises a plurality of fighting chess grids with the same size, and the fighting chess grids are used for placing fighting chesses for fighting in the fighting process; the combat area comprises a number of combat chessmen compartments for receiving combat chessmen which do not participate in the combat during the combat but which can be dragged and dropped in the combat area during the combat preparation phase.
Regarding the arrangement manner of the chess grids in the fighting area, in a possible implementation manner, the fighting area comprises n (rows) × m (columns) fighting chess grids, wherein n is an integral multiple of 2, and two adjacent rows of chess grids are aligned or two adjacent rows of chess grids are staggered. In addition, the fighting area is divided into two parts according to the row, namely a local fighting area and an enemy fighting area, and in the preparation stage, the user can only place the chessman in the local fighting area.
Schematically, as shown in fig. 1, the chessboard 11 in the game interface includes a match area 111 and a preparation area 112, wherein the match area 111 includes 6 × 7 match chess grids, two adjacent lines of chess grids are aligned, and the preparation area 112 includes 8 preparation chess grids.
Virtual object: the chess pieces placed on a chessboard in the self-propelled chess game comprise virtual battle objects and virtual sparing objects, wherein the virtual battle objects are virtual objects located in a battle area, and the virtual sparing objects are virtual objects located in a sparing area.
The virtual object can be a virtual chess piece, a virtual character, a virtual animal, an animation character and the like, and the virtual object can be displayed by adopting a three-dimensional model.
Alternatively, the position of the virtual object on the board may be changed. In the preparation phase, the user can adjust the position of the fighting virtual object in the fighting area, adjust the position of the fighting virtual object in the preparation area, move the fighting virtual object to the preparation area (when the preparation area has free preparation chess grids), or move the preparation virtual object to the fighting area. It should be noted that, in the fighting phase, the position of the virtual object for preparation in the preparation area can still be adjusted.
Optionally, in the fighting stage, the position of the virtual object in the fighting area is different from that in the preparation stage. For example, in the fighting stage, the virtual object for fighting can be automatically moved from the fighting area of the own party to the fighting area of the enemy party, and attack the virtual object for fighting of the enemy party; alternatively, the virtual object for engagement may be automatically moved from the a position of the own engagement area to the B position of the own engagement area.
In addition, in the preparation stage, the virtual object of the battle can be set only in the own battle area, and the virtual object of the battle set by the enemy is not visible on the board.
For the manner of acquiring the virtual object, in one possible embodiment, during the course of the game, the user may purchase the virtual object using virtual currency in a preparation stage.
Schematically, as shown in fig. 1, a first virtual object 111a, a second virtual object 111b, and a third virtual object 111c are provided in the fighting area 111, and a first virtual object 112a, a second virtual object 112b, and a third virtual object 112c are provided in the fighting area 112.
The attributes are as follows: each virtual object in the self-chess game has an attribute, and the attribute may include a battle (such as a alliance, B alliance, middle school, and the like) to which the virtual object belongs, an occupation (such as soldier, shooter, legal person, stabber, and the like) of the virtual object, an attack type (such as magic, physical, and the like) of the virtual object, an identity (such as noble, demon, sprite, and the like) of the virtual object, and the specific type of the attribute is not limited in the embodiments of the present application.
Optionally, each virtual object has at least two attributes, and the equipment carried by the virtual object may increase the attributes of the virtual object.
Optionally, in the battle area, when different virtual objects have the same attribute and the number of the different virtual objects reaches a preset value (or called a bridle), the battle virtual object with the attribute or all the battle virtual objects in the battle area can obtain a gain effect corresponding to the attribute. For example, when 2 fighting virtual objects with the attribute of fighters are simultaneously included in the fighting area, all the fighting virtual objects obtain 10% of defensive force addition; when 4 fighting virtual objects with the attribute of a fighter are simultaneously included in the fighting area, all the fighting virtual objects obtain 20% of defensive force addition; when 3 fighting virtual objects with the attribute of sprites are simultaneously included in the fighting area, all the fighting virtual objects obtain the addition of the evasion probability of 20 percent.
In order to make the user know the attributes of each virtual object, in one possible implementation, the peripheral side of the virtual object is displayed with the attributes corresponding to the virtual object, and the attributes can be represented by characters or icons.
Illustratively, as shown in fig. 1, an attribute identifier 113 of an attribute of each virtual object is displayed below the virtual object.
The method provided in the present application can be applied to a board game that requires a layout of the chess pieces prior to the battle, and can perform an automatic battle according to the layout in advance during the battle, and the following embodiment is exemplified by an application in a self-propelled board game.
As shown in fig. 1, it shows an interface diagram of a layout process for virtual objects on a chessboard in the related art.
Three virtual battle objects, namely, a first virtual battle object 211a, a second virtual battle object 211b and a third virtual battle object 211c, have been placed on the (own) battle area 211 of the board 21, and a first virtual battle object 212a, a second virtual battle object 212b and a third virtual battle object 212c are provided on the battle area 212. In the preparation stage, when the first virtual object for war 212a needs to be placed in the fighting region 211, the user first selects the first virtual object for war 212a, and then drags the first virtual object for war 212a to the fighting grid designated by the user, and then releases the first virtual object for war 212a to complete the virtual object placement. The position where the first virtual object 212a is placed may be any one of the battle grids on the (own) battle area 211 where the virtual object to be battle is not placed.
Therefore, in the related art, a user is required to automatically determine the layout position of each virtual object on the fighting region according to the attribute of each virtual object on the chessboard, so that each virtual object in fighting can exert the maximum fighting utility in the fighting process. On the contrary, if the layout position of the fighting virtual object is not proper, the fighting utility of the fighting virtual object cannot be exerted, and the fighting victory ratio is low. For example, if a virtual battle object with a low defense value and a high attack power is placed in a battle chess box at the front of a battle area, the virtual battle object will be attacked by an enemy virtual battle object first during the battle process, and the virtual battle object is rapidly eliminated. Because the duration of the preparation phase before the battle is short and the user needs to consider the attribute configuration of the battle virtual object, the layout error rate of the virtual object in the related art is high and the fault tolerance rate of the self-propelled chess game is low.
An embodiment of the present application provides a method for laying out virtual objects, and as shown in fig. 3, it shows an interface diagram of a virtual object laying out process provided in an exemplary embodiment of the present application.
Three virtual battle objects, namely, a first virtual battle object 211a, a second virtual battle object 211b and a third virtual battle object 211c, have been placed on the (own) battle area 211 of the board 21, and a first virtual battle object 212a, a second virtual battle object 212b and a third virtual battle object 212c are provided on the battle area 212. In the preparation phase, when the first virtual object for preparation 212a needs to be placed in the fighting region 211, the user first selects the first virtual object for preparation 212a and then drags the first virtual object for preparation 212a to the fighting region 211. When the first virtual object for preparation 212a is dragged to the fighting region 211, at least one recommended layout identifier 211d is displayed on the fighting region 211, and the recommended layout identifier 211d is determined according to the virtual object for preparation on the fighting region 211 and the attribute of the first virtual object for preparation 212a, and indicates the recommended layout position of the first virtual object for preparation 212a in the fighting region 211.
Based on the recommended layout identifier 211d, the user may further drag the first virtual object for war 212a to the battle grid indicated by the recommended layout identifier 211d, thereby releasing the first virtual object for war 212a to complete the virtual object placement.
Compared with the prior art, the layout position suitable for the virtual object needs to be determined by the user, in the embodiment, when the terminal receives the dragging operation on the virtual object, the recommended layout identification is displayed on the game interface, and the recommended layout position of the currently selected virtual object is prompted in an explicit mode, so that the efficiency and the accuracy (particularly obvious for novice users) of virtual object layout of the user are improved, the game winning rate is further improved, and the fault tolerance rate of the self-propelled chess game is improved.
Referring to fig. 4, a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application is shown. The implementation environment comprises: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with a self-propelled chess game application. The first terminal 120 is a terminal used by the first user, the first user uses the first terminal 120 to lay the virtual objects in the fighting area of the chessboard in the preparation stage of the fighting, and the first terminal 120 automatically controls the virtual objects to fight according to the attributes, skills and layout of the virtual objects in the fighting area in the fighting stage.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 including a display module 1421, a receiving module 1422, and a control module 1423. The server 140 is configured to provide background services for the self-propelled chess game application. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with a self-propelled chess game application. The second terminal 160 is a terminal used by the second user, the second user uses the second terminal 160 to lay the virtual objects in the fighting area of the chessboard in the preparation stage of the fighting, and the second terminal 160 automatically controls the virtual objects to be combated to fight according to the attributes, skills and layout of the virtual objects in the fighting area in the fighting stage.
Alternatively, the virtual objects for the battle laid out by the first user through the first terminal 120 and the second user through the second terminal 160 are located in different battle areas on the same chessboard, i.e. the first user and the second user are in the same game.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application of different control system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, a digital player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one (i.e., the user performs a match with artificial intelligence), or the number of the terminals may be 8 (1v1v1v1v1v1v1, 8 users perform cyclic match and elimination, and finally a winner is determined), or a larger number. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Referring to fig. 5, a flowchart of a layout method of virtual objects according to an exemplary embodiment of the present application is shown. The embodiment is described by taking the method as an example for the first terminal 120 or the second terminal 160 in the implementation environment shown in fig. 4 or other terminals in the implementation environment, and the method includes the following steps.
Step 501, a match interface is displayed, wherein the match interface comprises a chessboard, and the chessboard comprises a match area and a reserve area, wherein a virtual object in the match area is a match virtual object, a virtual object in the reserve area is a reserve virtual object, and the match virtual object is used for performing match in a match stage.
Optionally, in the preparation stage, at least one virtual object for battle is displayed only in the battle area on the chessboard, and the virtual objects for battle in the battle area may be the same or different.
Optionally, the upper limit of the virtual objects for placing the battle in the battle area increases with the progress of the battle, and the upper limit of the virtual objects for placing the battle can be increased in the preparation stage (that is, under the same progress of the battle, the number of the virtual objects for placing the battle in the battle area of different users is different), for example, the upper limit of the virtual objects for placing the battle is increased by the virtual money.
Optionally, the upper limit of the fighting virtual object can be placed in the fighting preparation area to be fixed. For example, a maximum of 8 virtual objects for preparation can be placed in the preparation area.
Wherein, can replace between virtual object of fight and the virtual object of standing by for war, become virtual object of standing by for war promptly after virtual object of fight moves to the regional virtual object of standing by for war, become virtual object of fighting by for war after virtual object of standing by for war moves to the regional virtual object of standing by for war.
Optionally, the game interface may include, in addition to the game board, user information (including user names, user remaining points, and the like) of each user in the game, a virtual environment (including virtual buildings, virtual plants, and the like), attribute information of the game virtual object, and chat information.
Illustratively, as shown in fig. 3, the user names and the user remaining points of the respective users in the game (left side of the game interface) are also displayed in the game interface.
Step 502, a preparation phase, receiving a dragging operation on a target virtual object on a chessboard, wherein the target virtual object is a fighting virtual object or a sparing virtual object.
Optionally, the terminal receives a drag operation on the virtual object for battle in the battle area (the drag operation may be used to adjust the position of the virtual object for battle in the battle area, or move the virtual object for battle to the battle area), or receives a drag operation on the virtual object for battle in the battle area (the drag operation may be used to adjust the position of the virtual object for battle in the battle area, or move the virtual object for battle to the battle area).
In a possible implementation manner, when the target virtual object is a fighting virtual object, a subsequent recommended layout position prompting process based on the dragging operation is used for indicating and adjusting the layout of the existing fighting virtual object; when the target virtual object is a standby virtual object, a subsequent layout position recommending process based on the dragging operation is used for indicating the layout after the virtual object is newly added. The following embodiments are schematically described by taking a target virtual object as a standby virtual object, but the present invention is not limited to this.
And 503, responding to the dragging operation, displaying a recommended layout identifier in the match interface, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the match area.
In a possible implementation manner, when a dragging operation of a target virtual object is received, the terminal determines that the target virtual object needs to be laid out in a fighting area, thereby determining at least one recommended layout position of the target virtual object in the fighting area, and displaying a recommended layout identifier in a game interface.
Optionally, the recommended layout identifier may be a character identifier, where the character identifier indicates coordinates of the chess grids of the recommended layout position in the fighting area; the recommended layout mark can be an image mark and is displayed in a fighting chess grid corresponding to the recommended layout position in the fighting region, so that the layout position of the target virtual fighting equipment is intuitively recommended to the user; the recommended layout identifier may also be a special effect identifier, such as a highlight identifier or a preset effect fill identifier, etc. The embodiment of the application does not limit the display form of the recommended layout identifier.
Illustratively, as shown in fig. 3, at least one recommended layout mark 211d is displayed on the battle area 211.
Optionally, after receiving the dragging operation, the terminal detects that the target virtual object is placed in the fighting area, whether the number of the fighting virtual objects in the fighting area exceeds a placeable upper limit or not, if the number of the fighting virtual objects exceeds the placeable upper limit, prompt information is displayed to prompt a user to move a certain fighting virtual object in the fighting area to a fighting area, and then virtual object layout is performed; and if the placeable upper limit is not exceeded, executing the step of displaying the recommended layout identification.
In one possible implementation, the user may select to drag the target virtual object to any one of the at least one recommended layout position and release the target virtual object, thereby completing the layout of the target virtual object.
Of course, the user may place the target virtual object at a grid position other than the recommended layout position, which is not limited in this embodiment.
Further, after the preparation stage is finished and the fighting stage is entered, the terminal automatically simulates the virtual object for fighting according to the attribute, skill and layout of the virtual object for fighting in the fighting area of the own party and the attribute, skill and layout of the virtual object for fighting in the fighting area of the enemy, and outputs the fighting result.
To sum up, in the embodiment of the present application, by displaying the game interface including the chessboard, when the drag operation on the target virtual object on the chessboard is received in the preparation stage, the recommended layout identifier is displayed on the game interface according to the drag operation, so that the user can determine the recommended layout position of the target virtual object on the fighting area according to the recommended layout identifier, and then place the target virtual object at the recommended layout position; for the virtual object selected by the user, the recommended layout position of the virtual object is prompted in an explicit mode, the user does not need to additionally look up a layout picture, the accuracy and the efficiency of the self-walking chess on the layout of the virtual object in the game are improved, and the fault tolerance rate of the self-walking chess game is improved.
In a possible implementation manner, for the process of determining the recommended layout position, the terminal determines at least one recommended layout position according to the attributes of the target virtual object and the battle virtual object, and then displays the recommended layout identifier in the battle area in the form of an image at the recommended layout position, which is described below with an exemplary embodiment.
Referring to fig. 6, a flowchart of a layout method of virtual objects according to another exemplary embodiment of the present application is shown. The embodiment is described by taking the method as an example for the first terminal 120 or the second terminal 160 in the implementation environment shown in fig. 4 or other terminals in the implementation environment, and the method includes the following steps.
Step 601, displaying a match interface, wherein the match interface comprises a chessboard, and the chessboard comprises a match area and a reserve area, wherein a virtual object in the match area is a match virtual object, a virtual object in the reserve area is a reserve virtual object, and the match virtual object is used for performing match in a match stage.
Step 602, a preparation phase, receiving a dragging operation on a target virtual object on a chessboard, wherein the target virtual object is a fighting virtual object or a sparing virtual object.
The implementation of steps 601 to 602 can refer to steps 501 to 502, which is not described herein again.
Step 603, acquiring a current dragging position corresponding to the dragging operation.
Generally, the layout position recommendation is only required when the user adjusts the layout of the existing fighting virtual object, or when a new fighting virtual object is added in the fighting area, so that, in one possible embodiment, when a drag operation is received on the target virtual object, the terminal acquires the current drag position indicated by the drag operation, i.e., the current position of the target virtual object.
Optionally, if the current drag position is located in the battle area, the following steps 604 and 605 are executed; if the current drag position is outside the battle area, no layout position recommendation is made (i.e., steps 604 and 605 are not performed), or only step 604 is performed without displaying a recommended layout identifier.
Step 604, in response to that the current dragging position is located in the fighting region, determining a first coordinate of the recommended layout position according to the target virtual object and the attributes of the fighting virtual object.
In general, the layout of the fighting virtual object is related to the attribute of the fighting virtual object, so when the layout position recommendation is performed, the terminal can determine the recommended layout position of the target virtual object according to the target virtual object and the attribute of the fighting virtual object, and further display the recommended layout identifier in the first coordinate of the fighting area based on the recommended layout position.
In one possible embodiment, as shown in fig. 7, this step may include the following steps.
Step 604A, obtain a first attribute of the target virtual object, and a second attribute of the competing virtual object in the war zone.
Optionally, when the target virtual object is a fighting virtual object, the terminal acquires the attributes of all fighting virtual objects in a fighting area; when the target virtual object is a standby virtual object, the terminal acquires the attributes of all the fighting virtual objects in the fighting area and the attributes of the selected standby virtual object.
In a possible implementation manner for obtaining the attribute of the virtual object, as shown in fig. 8, the self-propelled chess game application run by the terminal includes a User Interface (UI) layer 81, a logic layer 82, and an AI access layer 83, and when the UI layer 81 receives a dragging operation, the logic layer 82 is notified to read data of the virtual object, where the data includes the attribute.
And step 604B, determining the fighting lineup type according to the first attribute and the second attribute.
Since the layout mode of the virtual objects with different attributes is related to the fighting lineup adopted by the current game, in a possible implementation mode, the terminal determines the fighting lineup type of the currently adopted fighting lineup according to the first attribute and the second attribute.
Optionally, the terminal determines the battle lineup type according to the number of the attributes in the first attribute and the second attribute. In a possible implementation manner, the terminal determines a main attribute and a secondary attribute of the formation from the first attribute and the second attribute, so as to determine the fighting formation type according to the main attribute and the secondary attribute, wherein the main attribute is the attribute with the largest occurrence number, and the secondary attribute is the attribute with the largest occurrence number.
In an illustrative example, the first attribute obtained by the terminal comprises (fighter, a formation), and the second attribute obtained comprises (fighter, demon), (jurisdictional, sprint), (juridist, B formation), (fighter, fire), so that the primary attribute is determined to be the fighter, the secondary attribute is determined to be the juridist, and the battle formation type is determined to be the fighter-juridist formation.
In one possible embodiment, as shown in fig. 8, after the logical layer 82 reads the data of the virtual object, the fighting lineup type is determined according to the attributes contained therein.
And step 604C, acquiring a fighting lineup layout corresponding to the fighting lineup type, wherein the fighting lineup layout is used for indicating positions of virtual objects with different attributes in a fighting area, and different fighting lineup types correspond to different fighting lineup layouts.
Optionally, a formation database is stored in the terminal, the formation database contains the corresponding relation between different fighting formation types and the fighting formation layout, and after the current fighting formation type is determined, the terminal determines the currently adopted fighting formation layout based on the corresponding relation.
Optionally, the battle lineup layout includes coordinates of positions of virtual objects with different attributes in the battle area. For example, the battle lineup layout indicates that virtual objects indicating attributes of warriors are placed in the battle chess grid of row 1, column 3, and virtual objects indicating attributes of legal players are placed in the battle chess grid of row 3, column 1.
In one possible embodiment, as shown in FIG. 8, after the logic layer 82 determines the fighting lineup type, the AI access layer 83 is notified to determine a fighting lineup layout that matches the fighting lineup type.
Step 604D, determining a first coordinate of a recommended layout position from the fighting lineup layout, wherein the attribute of the virtual object at the recommended layout position is matched with the first attribute.
Furthermore, because the attributes of the virtual objects at different layout positions in the fighting layout lineup are different, the terminal needs to determine the recommended layout position matched with the corresponding attribute of the target virtual object from the fighting layout lineup.
In an illustrative example, the terminal determines that the battle formation layout comprises 6 fighters and 3 jurisdictions, and since the attribute of the target virtual object is the fighter, the terminal determines the layout positions corresponding to the 6 fighters as recommended layout positions, and further obtains first coordinates corresponding to the 6 recommended layout positions.
In one possible implementation, as shown in fig. 8, after acquiring the first coordinate of the recommended layout position fed back by the AI access layer 83, the logic layer 82 notifies the UI layer 81 of the layout coordinate, so that the subsequent UE layer 81 displays the recommended layout identifier in the battle area according to the first coordinate.
Step 605, displaying a recommended layout identifier at the position indicated by the first coordinate in the fight area, wherein the recommended layout identifier is an image identifier.
In the embodiment, in order to more intuitively embody the recommended layout position, the terminal displays the recommended layout identifier in the form of an image at the position indicated by the first coordinate.
In one possible implementation mode, if the current dragging position is located in the fighting area, displaying a recommended layout identifier; and if the current dragging position moves to the outside of the fighting area, or a releasing operation is received, the terminal stops displaying the recommended layout identification.
Optionally, in order to make the user know the reason for the recommended layout position (that is, the target virtual object has a certain attribute), in one possible implementation, a first attribute identifier corresponding to the first attribute is determined as the recommended layout identifier, and the first attribute identifier is displayed at a position indicated by the first coordinate in the battle area, where the first attribute identifier is an image identifier.
Schematically, as shown in fig. 9, the terminal displays a first attribute identifier 92 at the 1 st, 3 rd, 4 th, 5 th, 7 th columns of the 3 rd row and the 7 th columns of the 2 nd row in the battle area 91.
Optionally, in addition to displaying the first attribute identifier in the fighting area, the terminal may further display a second attribute identifier in the fighting area in response to the dragging operation, where the second attribute identifier is an attribute identifier of a virtual object other than the target virtual object in the fighting lineup layout, and the second attribute identifier is an image identifier.
Optionally, the first attribute identifier and the second attribute identifier are displayed in different manners. For example, the first attribute identification may be highlighted and the second attribute may be highlighted.
Schematically, as shown in fig. 9, the terminal displays the second attribute identifier 93 in the battle area 91, line 1, column 5, line 2, column 2, and column 4.
In this embodiment, the terminal determines the battle lineup type adopted by the current battle according to the vertical direction of the battle virtual object and the target virtual object, determines the battle lineup layout corresponding to the battle lineup type, and determines the coordinates of the recommended layout position from the battle lineup layout, so that the image identification is displayed in the battle area according to the coordinates in the following process, the target virtual object is placed at the recommended layout position by the indication user, and the efficiency and the accuracy of the user in the preparation stage for the virtual object layout are improved.
In the above embodiment, the terminal determines all layout positions in the fighting lineup layout, which are matched with the corresponding attributes of the target virtual object, as recommended layout positions, and in this way, there may be a plurality of recommended layout positions. To further improve the accuracy and pertinence of the layout recommendation, in one possible implementation, as shown in fig. 10, step 604D may further include the following steps.
And step 604Da, determining at least one candidate layout position from the fighting lineup layout according to the first attribute, wherein the attribute of the virtual object at the candidate layout position is matched with the first attribute.
Optionally, the terminal determines at least one candidate layout position matched with the corresponding attribute of the target virtual object from the battle lineup layout, so as to determine the recommended layout position from the candidate layout positions.
Wherein the battle virtual object is not placed at the candidate layout position.
And step 604Db, determining a recommended layout position from the candidate layout positions according to the second attribute and a second coordinate of the fighting virtual object in the fighting region, wherein when the target virtual object is located at the recommended layout position, the formation intensity of the fighting formation is greater than that when the target virtual object is located at other recommended layout positions.
Because the layout quality of the target virtual object is related to the layout of the existing fighting virtual object, the terminal acquires the corresponding attribute of the virtual object and also acquires the second coordinate of each fighting virtual object.
In a possible implementation manner, the terminal places the target virtual object at each candidate layout position, so as to determine the formation strength of the battle formation when the target virtual object is located at each candidate layout position.
Optionally, the terminal may simulate the formation intensity of the fighting formation according to skills of the fighting virtual object, skills of the target virtual object, an action range of attribute constraint in the fighting formation (that is, the number of virtual objects with the same attribute in the formation reaches a threshold value), and coordinates of each virtual object.
Further, when the terminal reaches the highest lattice capacity intensity, the candidate layout position where the target virtual object is located is determined as the recommended layout position. Of course, when the lattice capacity intensity of the top k (k is an integer greater than or equal to 2), the terminal may determine the candidate layout position where the target virtual object is located as the recommended layout position (that is, including k recommended layout positions), which is not limited in this embodiment.
Optionally, the step of determining the recommended placement position may be performed by the AI access layer 83 in fig. 8, so as to improve the efficiency of determining the recommended placement position.
Step 604Dc, obtain the first coordinate of the recommended layout position.
After the recommended layout position is determined, the terminal obtains a first coordinate of the recommended layout position and displays a recommended layout identifier based on the first coordinate.
In this embodiment, the terminal determines, as the recommended position, the candidate layout position where the target virtual object is located when the lineup intensity is highest according to the lineup intensity of the fighting lineup at each candidate layout position, which is helpful for improving the accuracy of subsequent layout recommendation and further improving the success rate of the match.
In consideration of fairness of the opponents, in the embodiment, the terminal performs layout position recommendation on the local lineup based on the own party only, and does not consider the opposite local lineup of the enemy. In the practical application process, users (especially non-novice users) may need to adjust the layout of the own fighting virtual objects according to the formation of the enemy. In order to reduce the probability of making an invalid recommendation, in one possible implementation, on the basis of fig. 5, as shown in fig. 11, step 503 may include the following steps:
step 503A, obtaining the game information, wherein the game information comprises at least one of game user grade or game progress.
In a possible implementation manner, the terminal acquires the game information in real time in the game process, wherein the game user grade can be the grade of an account used by a user performing game, the game user grade is related to the historical game number, and the more the historical game number is, the higher the game user grade is; the game progress refers to the current game progress, the upper limit of the game area where the game virtual object can be placed is related to the game, and the faster the game progress, the higher the upper limit of the game area where the game virtual object can be placed is. Optionally, the game play progress may be a game play round number of the current game play.
In an illustrative example, the terminal acquires the game user level as 3, and the game progress is round 4.
Step 503B, in response to the dragging operation, and when the deal-matching information meets a preset condition, displaying a recommended layout identifier in a deal-matching interface, where the preset condition includes at least one of that the deal-matching user level is lower than a level threshold, or that the deal-matching progress is greater than a progress threshold.
Optionally, the terminal detects whether the office information meets a preset condition, if so, layout recommendation is performed, and if not, layout recommendation is not performed.
In a possible implementation manner, a local user level upper limit and a local progress lower limit for performing recommended layout are stored in the terminal, namely when the local user level reaches the local user level upper limit or the local progress does not reach the local progress lower limit, the terminal does not perform layout recommendation; on the contrary, when the local user level does not reach the upper local user level (namely, the level is lower than the level threshold value, indicating that the user is a novice user) or the local progress reaches the lower local progress limit (namely, the level is larger than the progress threshold value, indicating that the number of the current fighting virtual objects reaches the recommendation standard), the terminal carries out layout recommendation.
In an illustrative example, when the level threshold is 5 levels and the progress threshold is 3 rd round, since the level of the game-playing user does not reach the level threshold and the current game-playing progress reaches the progress threshold, the terminal makes layout recommendation.
In this embodiment, the terminal determines whether to perform layout recommendation according to the game information by acquiring the game information, and can avoid performing invalid recommendation to a non-novice user or when the number of virtual objects to be combated is too small.
In the embodiments, when the terminal receives the dragging operation, the recommended layout position is determined in real time according to the attribute of the target virtual object; in order to improve the recommendation efficiency, in one possible implementation mode, when at least one fighting virtual object is included in the fighting region, the terminal determines a recommended layout position corresponding to the fighting virtual object and stores the recommended layout position in association with the fighting virtual object (without directly displaying the recommended layout position).
When the dragging operation of the target virtual object in the fighting virtual object is received, the terminal reads the recommended layout position corresponding to the target virtual object from the cache and displays the recommended layout position without real-time determination, so that the display efficiency of the recommended position identification is improved.
Fig. 12 is a block diagram of a virtual object layout apparatus according to an exemplary embodiment of the present application, which may be disposed in the first terminal 120 or the second terminal 160 in the implementation environment shown in fig. 4 or other terminals in the implementation environment, and the apparatus includes:
the first display module 1201 is configured to display a match interface, where the match interface includes a chessboard including a match area and a reserve area, where a virtual object in the match area is a match virtual object, a virtual object in the reserve area is a reserve virtual object, and the match virtual object is used for performing a match in a match stage;
a receiving module 1202, configured to receive, in a preparation stage, a dragging operation on a target virtual object on the chessboard, where the target virtual object is the battle virtual object or the standby virtual object;
a second display module 1203, configured to display, in response to the dragging operation, a recommended layout identifier in the match-up interface, where the recommended layout identifier is used to indicate a recommended layout position of the target virtual object in the match-up area.
Optionally, the second display module 1203 includes:
a coordinate determination unit configured to determine a first coordinate of the recommended layout position based on attributes of the target virtual object and the battle virtual object;
and the display unit is used for displaying the recommended layout mark at the position indicated by the first coordinate in the fighting area, and the recommended layout mark is an image mark.
Optionally, the coordinate determination unit is configured to:
acquiring a first attribute of the target virtual object and a second attribute of the fighting virtual object in the fighting area;
determining a fighting lineup type according to the first attribute and the second attribute;
obtaining a fighting lineup layout corresponding to the fighting lineup type, wherein the fighting lineup layout is used for indicating positions of virtual objects with different attributes in the fighting region, and different fighting lineup types correspond to different fighting lineup layouts;
determining the first coordinate of the recommended layout position from the fighting lineup layout, the attribute of the virtual object at the recommended layout position matching the first attribute.
Optionally, the display unit is configured to:
determining a first attribute identifier corresponding to the first attribute as the recommended layout identifier, wherein the first attribute identifier is an image identifier;
displaying the first attribute identification at a position indicated by the first coordinate in the battle area.
Optionally, the apparatus further comprises:
a third display module, configured to display a second attribute identifier in the battle area in response to the dragging operation, where the second attribute identifier is an attribute identifier of a virtual object other than the target virtual object in the battle lineup layout, and the second attribute identifier is an image identifier;
and the first attribute identifier and the second attribute identifier are displayed in different modes.
Optionally, the coordinate determination unit is configured to:
determining at least one candidate layout position from the fighting lineup layout according to the first attribute, wherein the attribute of the virtual object at the candidate layout position is matched with the first attribute;
determining the recommended layout position from the candidate layout positions according to the second attribute and a second coordinate of the fighting virtual object in the fighting region, wherein when the target virtual object is located at the recommended layout position, the formation intensity of fighting formation is greater than that of fighting formation when the target virtual object is located at other recommended layout positions;
and acquiring the first coordinate of the recommended layout position.
Optionally, the second display module 1203 is configured to:
acquiring a current dragging position corresponding to the dragging operation;
and responding to the current dragging position located in the fight area, and executing the step of displaying a recommended layout identifier in the fight interface.
Optionally, the second display module 1203 is further configured to:
obtaining the game information, wherein the game information comprises at least one of game user grade or game progress;
responding to the dragging operation, and the game information meets a preset condition, executing the step of displaying the recommended layout identification in the game interface, wherein the preset condition comprises at least one of that the game user grade is lower than a grade threshold value, or that the game progress is greater than a progress threshold value.
Optionally, the apparatus further comprises:
the determination module is used for responding to at least one fighting virtual object in the fighting region and determining the recommended layout position corresponding to the fighting virtual object;
and the storage module is used for storing the recommended layout position and the fighting virtual object in a correlation manner.
To sum up, in the embodiment of the present application, by displaying the game interface including the chessboard, when the drag operation on the target virtual object on the chessboard is received in the preparation stage, the recommended layout identifier is displayed on the game interface according to the drag operation, so that the user can determine the recommended layout position of the target virtual object on the fighting area according to the recommended layout identifier, and then place the target virtual object at the recommended layout position; for the virtual object selected by the user, the recommended layout position of the virtual object is prompted in an explicit mode, the user does not need to additionally look up a layout picture, the accuracy and the efficiency of the self-walking chess on the layout of the virtual object in the game are improved, and the fault tolerance rate of the self-walking chess game is improved.
Referring to fig. 13, a block diagram of a terminal 1300 according to an exemplary embodiment of the present application is shown. The terminal 1300 may be a portable mobile terminal such as: smart phones, tablet computers, MP3 players (Moving picture Experts Group Audio Layer III, mpeg Audio Layer IV), MP4 players (Moving picture Experts Group Audio Layer IV, mpeg Audio Layer 4). Terminal 1300 may also be referred to by other names such as user equipment, portable terminal, etc.
In general, terminal 1300 includes: a processor 1301 and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1301 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1301 may further include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.
The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer-readable storage medium in memory 1302 is used to store at least one instruction for execution by processor 1301 to implement a method as provided by embodiments of the present application.
In some embodiments, terminal 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, touch display 1305, camera 1306, audio circuitry 1307, positioning component 1308, and power supply 1309.
Peripheral interface 1303 may be used to connect at least one peripheral associated with I/O (Input/Output) to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302, and peripheral interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1304 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1304 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1304 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1305 also has the capability to collect touch signals on or over the surface of the touch display 1305. The touch signal may be input to the processor 1301 as a control signal for processing. The touch display 1305 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, touch display 1305 may be one, providing the front panel of terminal 1300; in other embodiments, touch display 1305 may be at least two, either on different surfaces of terminal 1300 or in a folded design; in still other embodiments, touch display 1305 may be a flexible display disposed on a curved surface or on a folded surface of terminal 1300. Even more, the touch screen 1305 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display 1305 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1306 is used to capture images or video. Optionally, camera assembly 1306 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1306 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuit 1307 is used to provide an audio interface between the user and the terminal 1300. The audio circuit 1307 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1301 for processing, or inputting the electric signals to the radio frequency circuit 1304 for realizing voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of terminal 1300. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuitry 1304 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, audio circuitry 1307 may also include a headphone jack.
The positioning component 1308 is used for positioning the current geographic position of the terminal 1300 to implement navigation or LBS (location based Service). The positioning component 1308 can be a positioning component based on the GPS (global positioning System) of the united states, the beidou System of china, or the galileo System of russia.
Power supply 1309 is used to provide power to various components in terminal 1300. The power source 1309 may be alternating current, direct current, disposable or rechargeable. When the power source 1309 comprises a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1300 also includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: acceleration sensor 1311, gyro sensor 1312, pressure sensor 1313, fingerprint sensor 1314, optical sensor 1315, and proximity sensor 1316.
The acceleration sensor 1311 can detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the terminal 1300. For example, the acceleration sensor 1311 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1301 may control the touch display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1311. The acceleration sensor 1311 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1312 may detect the body direction and the rotation angle of the terminal 1300, and the gyro sensor 1312 may cooperate with the acceleration sensor 1311 to acquire a 3D motion of the user with respect to the terminal 1300. Processor 1301, based on the data collected by gyroscope sensor 1312, may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensor 1313 may be disposed on a side bezel of terminal 1300 and/or underlying touch display 1305. When the pressure sensor 1313 is provided on the side frame of the terminal 1300, a user's grip signal on the terminal 1300 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1313 is disposed on the lower layer of the touch display 1305, it is possible to control an operability control on the UI interface according to a pressure operation of the user on the touch display 1305. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1314 is used for collecting the fingerprint of the user to identify the identity of the user according to the collected fingerprint. When the identity of the user is identified as a trusted identity, the processor 1301 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, changing settings, and the like. The fingerprint sensor 1314 may be disposed on the front, back, or side of the terminal 1300. When a physical button or vendor Logo is provided on the terminal 1300, the fingerprint sensor 1314 may be integrated with the physical button or vendor Logo.
The optical sensor 1315 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the intensity of the ambient light collected by the optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display 1305 is turned down. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1315.
Proximity sensor 1316, also known as a distance sensor, is typically disposed on a front face of terminal 1300. Proximity sensor 1316 is used to gather the distance between the user and the front face of terminal 1300. In one embodiment, the processor 1301 controls the touch display 1305 to switch from the bright screen state to the dark screen state when the proximity sensor 1316 detects that the distance between the user and the front face of the terminal 1300 gradually decreases; the touch display 1305 is controlled by the processor 1301 to switch from the rest state to the bright state when the proximity sensor 1316 detects that the distance between the user and the front face of the terminal 1300 gradually becomes larger.
Those skilled in the art will appreciate that the configuration shown in fig. 13 is not intended to be limiting with respect to terminal 1300 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
The present application further provides a computer-readable storage medium, where at least one instruction, at least one program, a code set, or a set of instructions is stored in the computer-readable storage medium, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the layout method of the virtual object according to any of the foregoing embodiments.
The present application further provides a computer program product, which when running on a server, causes the computer to execute the layout method of the virtual object provided by the above method embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A method of laying out virtual objects, the method comprising:
displaying a match interface, wherein the match interface comprises a chessboard, the chessboard comprises a match area and a reserve area, a virtual object positioned in the match area is a match virtual object, a virtual object positioned in the reserve area is a reserve virtual object, and the match virtual object is used for performing match in a match stage;
a preparation stage, receiving the dragging operation of a target virtual object on the chessboard, wherein the target virtual object is the fighting virtual object or the sparing virtual object;
and displaying a recommended layout identifier in the game interface in response to the dragging operation, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the game area.
2. The method of claim 1, wherein displaying a recommended layout identifier in the game-play interface comprises:
determining a first coordinate of the recommended layout position according to the attributes of the target virtual object and the battle virtual object;
and displaying the recommended layout identification at the position indicated by the first coordinate in the fighting area, wherein the recommended layout identification is an image identification.
3. The method of claim 2, wherein determining the first coordinates of the recommended layout position based on the attributes of the target virtual object and the battle virtual object comprises:
acquiring a first attribute of the target virtual object and a second attribute of the fighting virtual object in the fighting area;
determining a fighting lineup type according to the first attribute and the second attribute;
obtaining a fighting lineup layout corresponding to the fighting lineup type, wherein the fighting lineup layout is used for indicating positions of virtual objects with different attributes in the fighting region, and different fighting lineup types correspond to different fighting lineup layouts;
determining the first coordinate of the recommended layout position from the fighting lineup layout, the attribute of the virtual object at the recommended layout position matching the first attribute.
4. The method of claim 3, wherein said displaying the recommended layout designation at the location indicated by the first coordinate in the battle area comprises:
determining a first attribute identifier corresponding to the first attribute as the recommended layout identifier, wherein the first attribute identifier is an image identifier;
displaying the first attribute identification at a position indicated by the first coordinate in the battle area.
5. The method of claim 4, wherein after receiving the drag operation on the target virtual object on the chessboard, the method further comprises:
in response to the dragging operation, displaying a second attribute identifier in the battle area, wherein the second attribute identifier is an attribute identifier of a virtual object except the target virtual object in the battle lineup layout, and the second attribute identifier is an image identifier;
and the first attribute identifier and the second attribute identifier are displayed in different modes.
6. The method of claim 3, wherein the determining the first coordinate of the recommended layout position from the fighting lineup layout comprises:
determining at least one candidate layout position from the fighting lineup layout according to the first attribute, wherein the attribute of the virtual object at the candidate layout position is matched with the first attribute;
determining the recommended layout position from the candidate layout positions according to the second attribute and a second coordinate of the fighting virtual object in the fighting region, wherein when the target virtual object is located at the recommended layout position, the formation intensity of fighting formation is greater than that of fighting formation when the target virtual object is located at other recommended layout positions;
and acquiring the first coordinate of the recommended layout position.
7. The method according to any one of claims 1 to 6, wherein the displaying a recommended layout identifier in the game-play interface in response to the drag operation further comprises:
acquiring a current dragging position corresponding to the dragging operation;
and responding to the current dragging position located in the fight area, and executing the step of displaying a recommended layout identifier in the fight interface.
8. The method according to any one of claims 1 to 6, wherein the displaying a recommended layout identifier in the game-play interface in response to the drag operation further comprises:
obtaining the game information, wherein the game information comprises at least one of game user grade or game progress;
responding to the dragging operation, and the game information meets a preset condition, executing the step of displaying the recommended layout identification in the game interface, wherein the preset condition comprises at least one of that the game user grade is lower than a grade threshold value, or that the game progress is greater than a progress threshold value.
9. The method of any of claims 1 to 6, wherein after displaying the game-play interface, the method further comprises:
responding to at least one virtual warfare object in the warfare preparation area, and determining the recommended layout position corresponding to the virtual warfare object;
and storing the recommended layout position and the fighting virtual object in a correlation mode.
10. An apparatus for laying out virtual objects, the apparatus comprising:
the first display module is used for displaying a match interface, the match interface comprises a chessboard, the chessboard comprises a match area and a reserve area, a virtual object positioned in the match area is a match virtual object, a virtual object positioned in the reserve area is a reserve virtual object, and the match virtual object is used for matching in a match stage;
the receiving module is used for receiving dragging operation of a target virtual object on the chessboard in a preparation stage, wherein the target virtual object is the fighting virtual object or the standby virtual object;
and the second display module is used for responding to the dragging operation and displaying a recommended layout identifier in the match interface, wherein the recommended layout identifier is used for indicating the recommended layout position of the target virtual object in the match area.
11. A terminal, characterized in that the terminal comprises: a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the layout method of virtual objects according to any one of claims 1 to 9.
12. A computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of layout of virtual objects according to any one of claims 1 to 9.
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