CN113730906A - Virtual game control method, device, equipment, medium and computer product - Google Patents

Virtual game control method, device, equipment, medium and computer product Download PDF

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Publication number
CN113730906A
CN113730906A CN202111075190.XA CN202111075190A CN113730906A CN 113730906 A CN113730906 A CN 113730906A CN 202111075190 A CN202111075190 A CN 202111075190A CN 113730906 A CN113730906 A CN 113730906A
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China
Prior art keywords
virtual
target
target object
equipment
game
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Granted
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CN202111075190.XA
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Chinese (zh)
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CN113730906B (en
Inventor
李熠琦
张雅
文晗
林琳
梁皓辉
陈印超
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The application discloses a control method, a control device, control equipment, control media and a computer product for virtual local alignment, and relates to the field of virtual environments. The method comprises the following steps: displaying at least one virtual object, wherein the at least one virtual object is used for automatically executing a fighting behavior according to object attributes when participating in a virtual match, and the virtual match is a match formed by at least two rounds of fighting processes; receiving a selection operation of a target object in at least one virtual object, wherein the selection operation is used for marking the target object; and displaying a strategy execution result of the target game strategy in the fighting stage based on the target object, wherein the target game strategy comprises game behaviors which automatically configure the virtual objects participating in the virtual game around the target object. Namely, the target object is used as the core object according to the setting, the game play behavior in the virtual game play is automatically controlled to be carried out around the core object, and the control efficiency of the virtual game play is improved.

Description

Virtual game control method, device, equipment, medium and computer product
Technical Field
The present application relates to the field of virtual environments, and in particular, to a method, an apparatus, a device, a medium, and a computer product for controlling a virtual office.
Background
The self-moving chess is a new game category, and the corresponding game application can automatically control the chess pieces to fight according to the chess pieces arranged on the chessboard of the player and display the fighting result.
In the related art, in the preparation stage, two players participating in self-propelled chess battles select battle virtual objects on the battle from existing virtual objects (generally referred to as "chess pieces") according to information such as the level, attribute, skill and the like of the virtual objects, place the battle virtual objects in a battle area on a chessboard according to a tactical layout, and wait until the battle stage, the own virtual objects on the chessboard automatically battle against enemy virtual objects.
However, in the self-walking chess game matching process realized in the above manner, when the user considers the chessman arraying, the user completes the operations of obtaining, selecting, arranging and the like of the chessman by subjectively memorizing the information such as the attribute, the skill and the like of the virtual object, and the error rate exists in the arranging process, the control efficiency of the virtual game matching is low, and the game fault-tolerant rate is low.
Disclosure of Invention
The embodiment of the application provides a method, a device, equipment, a medium and a computer product for controlling virtual office alignment, which can improve the control efficiency of the virtual office alignment. The technical scheme is as follows:
in one aspect, a method for controlling a virtual office is provided, where the method includes:
displaying at least one virtual object for automatically performing a play action according to object attributes while participating in a virtual play, the virtual play being a play comprised of at least two rounds of play processes;
receiving a selection operation of a target object in the at least one virtual object, wherein the selection operation is used for marking the target object;
and displaying a strategy execution result of a target game strategy in a fighting stage based on the target object, wherein the target game strategy comprises game behavior for automatically configuring virtual objects participating in the virtual game around the target object, and the fighting stage is a stage for preparing for a fighting process between two rounds of fighting processes.
In another aspect, there is provided a control apparatus for virtual office alignment, the apparatus including:
the system comprises a display module, a display module and a control module, wherein the display module is used for displaying at least one virtual object, the at least one virtual object is used for automatically executing a fighting behavior according to an object attribute when participating in a virtual match, and the virtual match is a match formed by at least two rounds of fighting processes;
a receiving module, configured to receive a selection operation on a target object in the at least one virtual object, where the selection operation is used to mark the target object;
the display module is further configured to display a policy execution result of a target match strategy in a match-up phase based on the target object, the target match strategy including a match-up behavior that automatically configures virtual objects participating in the virtual match around the target object, and the match-up phase being a phase between two rounds of match-up processes for preparing for the match-up process.
In another aspect, a computer device is provided, which includes a processor and a memory, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored in the memory, and the at least one instruction, the at least one program, the set of codes, or the set of instructions is loaded and executed by the processor to implement the control method for virtual bureau according to any of the embodiments of the present application.
In another aspect, a computer-readable storage medium is provided, in which at least one program code is stored, and the program code is loaded and executed by a processor to implement the method for controlling virtual office alignment of a terminal device according to any of the embodiments of the present application.
In another aspect, a computer program product or computer program is provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to make the computer device execute the control method of the virtual game in any one of the above embodiments.
The technical scheme provided by the application at least comprises the following beneficial effects:
the target object selected from at least one virtual object is used as a core object in the virtual game, the corresponding target game strategy is configured for the virtual game around the target object, and the corresponding strategy execution result is displayed, namely, the game behavior in the virtual game is automatically controlled according to the set core object, so that a user can set core hero to quickly complete game behaviors such as virtual object embarkation, virtual equipment acquisition, game virtual object layout and the like, and the control efficiency of the virtual game and the fault tolerance rate of the virtual game are 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 a schematic illustration of a session process provided by an exemplary embodiment of the present application;
FIG. 2 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 3 is a flowchart of a method for controlling a virtual office, according to an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a game interface provided by an exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of a display of indicia provided by an exemplary embodiment of the present application;
FIG. 6 is a flowchart of a method for controlling a virtual office, according to another exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a markup display of a target object and associated objects provided by an exemplary embodiment of the present application;
FIG. 8 is a schematic diagram of a virtual object library provided by an exemplary embodiment of the present application;
FIG. 9 is a schematic diagram of an object policy interface provided by an exemplary embodiment of the present application;
FIG. 10 is a flowchart of a method for controlling a virtual office, according to another exemplary embodiment of the present application;
FIG. 11 is a schematic diagram of a library of associated equipment provided by an exemplary embodiment of the present application;
FIG. 12 is a schematic diagram of an equipment strategy provided by an exemplary embodiment of the present application;
FIG. 13 is a block diagram of a control device for virtual office alignment provided in an exemplary embodiment of the present application;
FIG. 14 is a block diagram of a control device for virtual office alignment provided in another exemplary embodiment of the present application;
fig. 15 is 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.
First, terms referred to in the embodiments of the present application are briefly described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
Self-walking chess game: is a novel multi-player fighting strategy game. In the self-propelled chess game, a user can match virtual objects (namely 'chess pieces') by himself to form a virtual object formation, and the virtual object formation is matched with enemy virtual object formations.
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.
Wherein 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.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual chess piece, a virtual character, a virtual animal, an animation character and the like, such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional stereo model created based on an animated skeleton technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
In the embodiment of the present application, the virtual objects are different fighting units in the self-propelled chess game. For example, the virtual object may be a different pawn or a different virtual character. The user can purchase, sell, upgrade and the like on the virtual object. The virtual objects comprise fighting virtual objects, standby virtual objects and candidate virtual objects. The fighting virtual objects are chess pieces placed in a fighting area, the candidate virtual objects are virtual objects obtained by users in the virtual game, and the users select the fighting virtual objects from the candidate virtual objects and select the fighting virtual objects from the fighting virtual objects.
Virtual game alignment: is a game play in which at least two virtual objects play against each other in a virtual environment. In the embodiment of the present application, the virtual game is a game composed of at least two rounds of game processes, that is, the virtual game includes multiple rounds of game processes.
Schematically, the game play process of the self-propelled chess game will be described. As shown in fig. 1, taking a single round of battle process as an example, an object acquisition area 110 is displayed in the game interface 100, the object acquisition area 110 includes 5 candidate objects, and a user may purchase the candidate objects in the object acquisition area 110 according to currently held virtual coins, and may also refresh the candidate objects in the object acquisition area 110 by paying a target number of virtual coins. When the terminal receives a click operation on the virtual object B111 in the object acquisition area 110, if the number of virtual coins currently held by the user satisfies the purchase request for the virtual object B111, the virtual object B111 is displayed in the fighting area 120. The user moves the virtual object B111 from the preparation area 120 to the fighting area 130 through a dragging operation, after the preparation stage is finished, the virtual object B111 in the fighting area 130 is matched with other own virtual objects and enemy virtual objects which are also in the fighting area 130, after the match is finished, a match result 140 is displayed in the match interface 100, namely, the match stage is finished, and the next preparation stage or the game is finished.
In the related art, a user selects a battle virtual object to be placed in a battle area on a chessboard according to tactical layout, from virtual objects (generally referred to as "chess pieces") already owned by the user, according to information such as the level, attribute, skill and the like of the virtual object, so as to realize the tactical arrangement of the "chess pieces". However, in the above process, the user needs to select the virtual objects one by one according to the experience of the user and based on the object information of the virtual objects, so as to match the lineup of the own virtual objects, that is, no matter whether the selection of the virtual objects, the selection of the equipment, and the matching between the virtual objects completely need the manual operation of the player, the difficulty of starting hands for the novice player is high, the learning cost is high, a high error rate exists in the layout process, the matching efficiency is low, and the execution efficiency of the virtual game is low.
In the embodiment of the application, the user can select the target object from the virtual objects provided in the game interface as the core object (C bit), and the terminal automatically controls game behaviors such as virtual object purchase, equipment purchase, game layout and the like in the virtual game around the target object, so that the cognitive cost of the user is reduced, the difficulty of a novice player in starting a game is reduced, the error rate in the layout process is reduced, and the collocation efficiency and the execution efficiency of the virtual game are improved.
Referring to fig. 2, a schematic diagram of an implementation environment of an embodiment of the present application is shown. Illustratively, the implementation environment includes a terminal 210, a server 220, and a communication network 230.
The terminal 210 is running a target application that supports a virtual environment. The target application program may be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, and a self-propelled chess game. The application may be a stand-alone application, such as a stand-alone 3D game program. Alternatively, the terminal 210 may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, mpeg compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, mpeg compression standard Audio Layer 4) player, or the like.
The server 220 may be used to provide background services for clients of target applications (e.g., game applications) in the terminal 210. For example, server 220 may be a backend server for the target application (e.g., a gaming application) described above. It should be noted that the server 220 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a Network service, cloud communication, a middleware service, a domain name service, a security service, a Content Delivery Network (CDN), a big data and artificial intelligence platform, and the like.
The Cloud Technology (Cloud Technology) is a hosting Technology for unifying series resources such as hardware, software, network and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data. The cloud technology is based on the general names of network technology, information technology, integration technology, management platform technology, application technology and the like applied in the cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data in different levels are processed separately, and various industrial data need strong system background support and can only be realized through cloud computing.
In some embodiments, the server 220 may also be implemented as a node in a blockchain system. The Blockchain (Blockchain) is a novel application mode of computer technologies such as distributed data storage, point-to-point transmission, a consensus mechanism, an encryption algorithm and the like. The block chain, which is essentially a decentralized database, is a string of data blocks associated by using a cryptographic method, and each data block contains information of a batch of network transactions, which is used for verifying the validity (anti-counterfeiting) of the information and generating a next block. The blockchain may include a blockchain underlying platform, a platform product services layer, and an application services layer.
The block chain underlying platform can comprise processing modules such as user management, basic service, intelligent contract and operation monitoring. The user management module is responsible for identity information management of all blockchain participants, and comprises public and private key generation maintenance (account management), key management, user real identity and blockchain address corresponding relation maintenance (authority management) and the like, and under the authorization condition, the user management module supervises and audits the transaction condition of certain real identities and provides rule configuration (wind control audit) of risk control; the basic service module is deployed on all block chain node equipment and used for verifying the validity of the service request, recording the service request to storage after consensus on the valid request is completed, for a new service request, the basic service firstly performs interface adaptation analysis and authentication processing (interface adaptation), then encrypts service information (consensus management) through a consensus algorithm, transmits the service information to a shared account (network communication) completely and consistently after encryption, and performs recording and storage; the intelligent contract module is responsible for registering and issuing contracts, triggering the contracts and executing the contracts, developers can define contract logics through a certain programming language, issue the contract logics to a block chain (contract registration), call keys or other event triggering and executing according to the logics of contract clauses, complete the contract logics and simultaneously provide the function of upgrading and canceling the contracts; the operation monitoring module is mainly responsible for deployment, configuration modification, contract setting, cloud adaptation in the product release process and visual output of real-time states in product operation.
Illustratively, the terminal 210 displays at least one virtual object through the target application program, when receiving a selection operation on a target object in the at least one virtual object, generates a setting request according to the selection operation, and transmits the setting request to the server 220, the server 220 records the target object as a core object according to the setting request, obtains a target office policy corresponding to the target object according to an object identifier query of the target object, issues the target office policy to the terminal 210, and the terminal 210 automatically controls an office behavior in the virtual office according to the target office policy and displays a corresponding policy execution result.
Illustratively, the terminal 210 and the server 220 are connected via a communication network 230.
Referring to fig. 3, a method for controlling a virtual office according to an embodiment of the present application is shown, and in the embodiment of the present application, the method is applied to the terminal shown in fig. 2 as an example. The method comprises the following steps:
step 301, displaying at least one virtual object.
The virtual game is a game formed by at least two game processes. In the embodiment of the present application, the virtual game is a game in a self-propelled chess game, and the virtual object is a unit of battle in the self-propelled chess game.
In some embodiments, the virtual objects correspond to object classes. In the self-walking game, the object levels of the virtual objects can be combined into one high-level virtual object by a target number of equal-level virtual objects, for example, two one-star (one star is equal to one level) virtual objects can be combined into one two-star virtual object. Optionally, the level of the virtual object may be automatically upgraded, for example, when the terminal detects that the number of the target virtual objects in the standby area and the fighting area meets the upgrade requirement, the target virtual object is automatically upgraded; the level-up of the virtual object may also be manually implemented, for example, by clicking on two virtual objects a of the same level to implement the upgrade of the virtual object a.
In some embodiments, the virtual object corresponds to an object trait. The object traits are different classifications of virtual objects, and each virtual object corresponds to at least one object trait, which may be occupation, ethnicity, department, etc. Different characteristics can be set as associated characteristics by a designer, and when the different virtual objects have associated relations, a certain number of virtual objects with the same characteristics are matched to generate a gain effect on the virtual objects, wherein the associated characteristics can refer to the same characteristics or the characteristics with the associated relations. In one example, virtual object a may be a sword profession, a future soldier race, virtual object B may be a gunner profession, a future soldier race, virtual object C may be a stabbing profession, a virtual space race, etc. Wherein the future warrior race of virtual object A and the future warrior race of virtual object B are associated traits. When the virtual object a and the virtual object B are collectively put on battle as a battle virtual object, a certain gain effect can be produced, for example, when virtual objects of at least two future warrior races are included in a battle area, the virtual objects belonging to the future warrior races undergo a reduction of 3% in damage.
In some embodiments, the virtual object corresponds to an object property. The object attribute of the virtual object can influence the fighting condition of the virtual object in the fighting process. Illustratively, the object attribute includes at least one of information such as attack force information, defense force information, and skill information. The object properties of a virtual object are influenced by the virtual object itself, the object class and the equipment, e.g. the virtual object determines the basic value of the object properties, the object class and the equipment determines the additional value of the object properties.
Optionally, the at least one virtual object includes a combat virtual object displayed in the combat zone, a reserve virtual object displayed in the reserve zone, or a reference virtual object displayed in the strategy zone. The at least one virtual object may be any type of virtual object among the fighting virtual object, the standby virtual object, and the reference virtual object, or may be a virtual object set composed of the fighting virtual object, the standby virtual object, and the reference virtual object, and is not limited herein.
Step 302, receiving a selection operation of a target object in at least one virtual object.
The selecting operation is used for marking the target object, and after the target object is marked, the terminal executes a corresponding game strategy around the target object, namely the terminal takes the target object as a reference object for executing game behaviors after the target object is marked, and the game behaviors comprise behaviors included in virtual games such as virtual object acquisition, virtual equipment acquisition and layout scheme setting. Alternatively, the number of marked target objects may be one or more.
In some embodiments, the target object is marked as a core object in the virtual game, that is, the target object is marked as a virtual object in the virtual game that undertakes the core fighting behavior, and when the target object receives the selection operation, the target object is determined as the core object in the current virtual game, and the core fighting behavior is undertaken during the virtual game. For example, a target object as a core object outputs a damaged virtual object as a dominant force to an enemy virtual object during a battle of a virtual game, and the standing position or released skill of other battle virtual objects assists the target object; alternatively, the target object as the core object is a virtual object that mainly takes charge of damage from the virtual object during the course of the virtual game, and the station positions of the other virtual objects are within the protection range of the target object.
Optionally, the selection operation may be an operation triggered by a shortcut key, or an operation triggered by a control. The selection operation may be a click operation, a long press operation, a double click operation, a gravity press operation, a drag operation, or the like, and is not limited herein.
Alternatively, the at least one virtual object is a virtual object to be combated displayed in the combo area, that is, a core object is selected from the virtual objects to be combo in the combo area. The battle area is used for placing a battle virtual object selected by a user to be battled in the battle interface, and when the battle area enters a battle stage, the battle virtual object is in a battle state and participates in battle with the virtual object of the enemy. Illustratively, the number of virtual object placements in the war zone may increase as the game progress progresses. For example, the number of virtual object placements in the battle area may be 1 when the first game is conducted, and the number of virtual object placements in the battle area may be increased to 3 when the third game is conducted.
Optionally, for example, the at least one virtual object is a standby virtual object displayed in a standby area, that is, a target object is determined from the standby virtual object in the standby area. The fighting region is used for placing a virtual object owned by a user, and the virtual object is in a fighting state and does not participate in fighting with an enemy virtual object. There is a fixed upper limit to the number of virtual objects placed in the arming area.
Optionally, for example, the at least one virtual object is a reference virtual object displayed in the attack area, that is, a target object is determined from the reference virtual object in the attack area. The above-described strategy area is used to provide the user with a collocation prompt between virtual objects in the virtual pair before the virtual pair begins. At least one strategy scheme is displayed in the strategy area, and each strategy scheme comprises at least one of collocation between the virtual objects, collocation between the virtual objects and the virtual equipment, layout collocation of the virtual objects in the strategy area and the like. In one example, the strategy plan a prompts the user to use a virtual object a, a virtual object B, and a virtual object C in the game, and prompts that the virtual object a is suitable for matching the virtual equipment 1 and the virtual equipment 2, the virtual object B is suitable for matching the virtual equipment 2 and the virtual equipment 3, and the virtual object a, the virtual object B, and the virtual object C are suitable for being arranged in a V-shaped array. Illustratively, the strategy area may be displayed in a preparation stage of the virtual match (e.g., in a preparation stage of the first wheel match process), or may be summoned and displayed through a preset control, that is, the strategy area may be summoned and displayed at any time in the virtual match process through the preset control.
Illustratively, in the selection process of the strategy scheme, after the terminal receives the selection operation of the target strategy scheme by the user, the terminal displays the virtual objects related to the target strategy scheme, that is, displays at least one virtual object corresponding to the target strategy scheme, and marks the target object when receiving the selection operation of the target object in the virtual objects provided for the target strategy scheme.
As shown in fig. 4, which illustrates a schematic diagram of a game interface provided by an exemplary embodiment of the present application. The match interface 400 includes a strategy area 410, a match area 420, and a match area 430, where a plurality of strategy schemes are displayed in the strategy area 410, and when a user selects a target scheme from the strategy schemes, the terminal performs a strategy prompt in a virtual match process according to the target scheme, for example, purchasing a virtual object, virtual equipment, etc. indicated by the target scheme.
In some embodiments, when the target object receives the selection operation, the target object is marked in a preset display mode. Optionally, the preset display mode may be one of a stroke display mode, a highlight display mode, an icon mark display mode, and any other display mode that can make the target object more noticeable. The indication that the target object is displayed in the stroke display mode is to display the outline of the target object in a manner different from the outline of the other virtual object, for example, the outline of the target object is displayed in a gold-edged manner, and the outline of the other virtual object is a black-edged manner, or the outline of the target object is displayed in a thick-edged manner, and the outline of the other virtual object is a thin-edged manner. The step of displaying the target object in the highlight mode mark means that the display brightness of the target object is adjusted to be higher than the original brightness for displaying. The target object is displayed in an icon mark display mode mark, namely a preset icon is additionally displayed at a certain position of the target object, and the preset icon can be a hat, a star, the sun or other icons.
For example, taking the icon mark display mode as an example, as shown in fig. 5, the match interface 500 includes a match area 510, when a target object 511 in the match area 510 receives a click operation, the terminal displays setting information 520 of a core object according to the click operation, when the terminal receives a confirmation signal for the setting information 520, it is determined that the target object 511 is determined as the core object, and a sun mark is marked at the top of the target object 511.
And 303, displaying the strategy execution result of the target game strategy in the fighting stage based on the target object.
The target match strategy comprises match behaviors for automatically configuring virtual objects participating in virtual match around the target object, and the fighting stage is a stage between two rounds of match processes for preparing for the match processes.
Illustratively, the terminal determines a target object selected by a user according to a received selection operation, acquires a first identifier of the target object, sends a policy acquisition request of a target office alignment policy corresponding to the target object to the server, and after receiving the policy acquisition request, the server reads the corresponding target office alignment policy from the policy list according to the first identifier carried in the policy acquisition request, and sends the target office alignment policy to the terminal. Illustratively, the terminal may also pre-store a corresponding policy list, and after the target object is determined, directly read the corresponding target-to-office policy through the first identifier of the target object.
Illustratively, the above-mentioned target-to-bureau policy includes, but is not limited to, at least one of the following policies:
object strategy
The object policy is used to provide the virtual partner with the function of automatically acquiring the virtual object. Illustratively, in response to the virtual alignment meeting the object acquisition requirement, displaying an object acquisition area, the object acquisition area; determining to-be-team objects which have an association relation with the target object in the object acquisition area according to the object strategy, wherein the to-be-team objects comprise at least one of the target object or association objects which have association traits with the target object; and acquiring the object to be grouped into a virtual game. That is, the terminal may acquire the target object and/or the associated object from the object acquisition area according to the marked target object.
In one example, in the virtual match, a player can purchase a virtual object from a store, if the player marks a target object, the terminal executes an object policy corresponding to the target object, that is, the terminal automatically purchases a to-be-team object in the store, the to-be-team object having an association relationship with the target object, the to-be-team object includes the target object and an association object having an association characteristic with the target object, and if the to-be-team object successfully acquired is placed in a match area, a team relationship can be established with the marked target object, that is, a certain gain effect can be generated between the automatically acquired virtual object and the marked target object due to the association characteristic.
Optionally, the object obtaining requirement may indicate that the current virtual combat is in a combat readiness stage, and/or the object obtaining requirement may indicate that the number of combat virtual objects which are arrayed in the combat readiness area is smaller than the number of combat virtual objects which are allowed to be arrayed, and/or the object obtaining requirement may indicate that the combat readiness virtual objects which are placed in the combat readiness area do not reach an upper limit.
(II) Equipment strategy
The equipment policy is used to provide an auto-configuration function of the virtual equipment for the virtual object in the virtual pair. Illustratively, in response to the target object satisfying the equipment configuration requirement, the target object is configured with the virtual equipment according to the equipment policy.
Optionally, the equipment configuration requirement may indicate that when an equipment column corresponding to the target object has an empty slot, the terminal configures the empty slot around the target object according to the equipment policy; and/or the equipment configuration requirement can indicate that when the virtual equipment to be upgraded is configured in the equipment column corresponding to the target object, the terminal configures the empty slot around the target object according to the equipment policy.
The automatic configuration function comprises at least one of automatic acquisition, automatic synthesis and automatic equipment of the virtual equipment.
The above automatic acquisition means that the terminal automatically acquires the associated equipment having an attribute association with the target object from the equipment acquisition area, for example, the preparation phase of the virtual match further includes an equipment acquisition phase, in which the equipment acquisition area is displayed in the match interface, and the player can acquire the virtual equipment from the equipment acquisition area, and after the target object is marked, the terminal automatically acquires the associated equipment from the equipment acquisition area in the equipment acquisition phase.
The automatic synthesis means that the terminal synthesizes the associated equipment with low weight into the associated equipment with high weight according to the weight of the associated equipment relative to the target object. Illustratively, the equipment configuration area is used for placing virtual equipment which is acquired but not equipped to the virtual object, and can provide an equipment synthesis function, after the terminal automatically acquires the associated equipment to the equipment configuration area, the associated equipment is synthesized according to the weight of the associated equipment relative to the target object, for example, the equipment configuration area includes associated equipment M1 with the corresponding weight of 2 and associated equipment M2 with the corresponding weight of 2, if the associated equipment M1 is synthesized with the associated equipment M2 to obtain associated equipment M1 with the corresponding weight of 8, the terminal synthesizes the associated equipment M1 with the associated equipment M2 to obtain associated equipment M1 with higher weight.
The automatic equipment is that the terminal automatically configures the associated equipment into an equipment column of the target object, namely the associated equipment of the target object is the equipment associated equipment of the target object. For example, when an empty slot exists in the equipment bar of the target object, the associated equipment is self-configured into the empty slot; and if the empty slot position does not exist in the equipment column of the target object, the terminal does not execute automatic equipment, or the terminal determines whether to replace the equipment according to the comparison result of the weight of the virtual equipment equipped by the target object and the weight of the un-equipped associated equipment.
In one example, the terminal automatically acquires the low-level associated equipment in the equipment acquisition area into the equipment configuration area, automatically synthesizes the low-level associated equipment to obtain high-level associated equipment, and equips the high-level associated equipment for the target object.
(III) layout strategy
The layout strategy is used to provide an automatic configuration function of layout for the virtual objects of the battle area in the virtual game. Illustratively, in response to the target object being set as a battle virtual object, the battle virtual objects in the battle area are laid out according to the layout strategy.
Illustratively, a first identifier of the target object is obtained; reading a layout strategy corresponding to the target object according to the first identifier; and displaying a layout result set around the target object in the battle area according to the layout strategy.
In some embodiments, multiple layout schemes are provided in the virtual game, with different layout schemes indicating that the competing virtual objects are arranged in different arrays in the competing area, e.g., layout scheme 1 indicates that the competing virtual objects are arranged in a "V-queue" in the competing area. Illustratively, after the terminal determines the target object as the core object, the layout scheme corresponding to the target object is read according to the first identifier corresponding to the target object, and the target object is configured at the target position in the battle area according to the classification information of the target object. For example, if the currently selected core object is a virtual object a, and the virtual object a corresponds to a virtual object of a remote attack type, the virtual object a is configured at a target position far from an enemy battle area in the layout scheme.
In some embodiments, the target-to-game strategy stops executing if the virtual game-play ends, the mark of the target object is cancelled, or the target objects in the virtual game-play are all recycled. Illustratively, in response to the virtual office alignment ending, canceling the execution process of the target office alignment policy; or, in response to receiving a cancel operation for the target object, canceling the execution process of the target-to-office policy, where the cancel operation is used to clear the mark of the target object, for example, by clicking the target object again, a prompt control for canceling the mark of the target object is displayed, and if the prompt control receives a confirm operation, the mark of the target object is cancelled; alternatively, the execution of the target game strategy may be cancelled in response to receiving a reclaim operation for the target object, the reclaim operation being used to remove the target object from the virtual game, e.g., to sell the target object in a store.
In summary, according to the control method of the virtual game, the target object selected from the at least one virtual object is used as the core object in the virtual game, the corresponding target game strategy is configured for the virtual game around the target object, and the corresponding strategy execution result is displayed, that is, the game behavior in the virtual game is automatically controlled according to the set core object, so that a user can set core hero to quickly complete game behaviors such as virtual object arraying, virtual equipment obtaining, game virtual object layout and the like, and the control efficiency of the virtual game and the fault tolerance rate of the virtual game are improved.
Referring to fig. 6, a method for controlling a virtual office alignment according to an embodiment of the present application is shown, where in the embodiment of the present application, a target office alignment policy including an object policy is described. The method comprises the following steps:
step 601, displaying at least one virtual object in the battle area.
In the embodiment of the present application, the at least one virtual object is a battle virtual object located in a battle area.
In some embodiments, when the user does not set the core object in the battle area, the setting of the core object is prompted by preset prompting information. Illustratively, the setting of the core object is prompted according to the object level of the virtual object in the battle area, for example, the terminal determines the virtual object with the highest object level currently placed in the battle area, and prompts the user to set the virtual object as the core object.
Step 602, a selection operation for a target object in at least one virtual object is received.
Illustratively, the selection operation may be an operation triggered by a shortcut key, an operation triggered by a control, or an operation triggered by directly clicking a virtual object in a battle area. When the selection operation is triggered through a shortcut key or a control, a one-to-one correspondence relationship exists between each virtual object and the shortcut key or the control.
The selecting operation is used for marking the target object as a virtual object which bears the core fighting behavior in the virtual game, namely, when the target object receives the selecting operation, the target object is determined as the core object in the current virtual game, and the core fighting behavior is borne in the fighting process of the virtual game.
And step 603, marking and displaying the target objects in the preparation area and the fighting area in a first display mode.
Illustratively, when a target object in the war zone is selected as a core object, the target object is marked and displayed in a first display mode, namely, the target object is marked as a virtual object which undertakes core fighting behaviors in a virtual game in response to receiving selection operation of the target object; and marking and displaying the target object in a first display mode. The first display mode may be any one of a stroke display mode, a highlight display mode, an icon mark display mode, and the like.
And in response to the target object being included in the standby area, the target object in the standby area is marked and displayed in the first display mode.
Optionally, when the target object is marked and displayed in the first display mode, all the target objects in the preparation area and the fighting area may be marked and displayed; or, only the target object with the highest object level in the current fighting area or the fighting area is marked and displayed, for example, when one three-star virtual object a is included in the fighting area and two-star virtual objects a are included in the fighting area, only the three-star virtual object a in the fighting area is marked and displayed.
And step 604, in response to the fact that the relevant objects are included in the preparation area or the fighting area, performing mark display on the relevant objects in a second display mode.
Illustratively, when the relevant object having the characteristic associated with the target object is included in the preparation area or the fighting area, the relevant object is mark-displayed in the second display mode, that is, in response to the inclusion of the relevant object having the characteristic associated with the target object in the virtual game, the relevant object is mark-displayed in the second display mode. The second display mode may be any one of a stroke display mode, a highlight display mode, an icon mark display mode, and the like. Optionally, the second display mode corresponding to the associated object and the first display mode corresponding to the target object are two different display modes, or the second display mode and the first display mode are the same display mode.
Fig. 7 is a schematic diagram illustrating a tag display of a target object and an associated object according to an exemplary embodiment of the present application. The match-up interface 700 includes a match area 710 and a match-up area 720, in which when a target object 711 in the match area 710 is selected as a core object, the target object 711 is displayed in a first display mode (sun mark), and when the target object 711 is also included in the match-up area 720, the target object 711 in the match-up area 720 is also displayed in the first display mode. When the associated object 712 of the target object 711 is included in the battle area 710 or the readiness area 720, the associated object 712 is displayed in the second display mode (triangle mark).
Step 605, the object acquisition area is displayed.
Illustratively, when the virtual game is in a standby stage, the virtual game is provided with an object acquisition area through which a user can acquire a standby virtual object. The user can redeem the virtual object in the object acquisition area through the held virtual resource. Illustratively, the virtual resources may be automatically distributed after each round of virtual battle is finished, or may be acquired when a preset condition is met, for example, when a user acquires the victory of a single round of virtual battle, a preset number of virtual resources may be acquired. Optionally, the object acquisition area may be automatically popped up in the preparation stage, or may be called through a preset control.
Illustratively, in response to the object acquisition area including the target object, the target object is displayed in a first display mode; and in response to the object acquisition area including the associated object, performing mark display on the associated object in a second display mode.
When the terminal determines that the target object is determined as the core object of the current virtual game, the terminal provides the virtual game with the automatic acquisition function of the virtual object surrounding the target object.
Step 606, in response to the object acquisition area including the target object, acquiring the target object into the virtual game.
Illustratively, a first identifier of a target object is obtained; and responding to the object identification of the candidate object comprising the first identification, and acquiring the target object into the virtual game, wherein the candidate object is a virtual object in the object acquisition area.
In some embodiments, when the target object is included in the object acquisition area and the currently held virtual resource meets the exchange requirement of the target object, the terminal automatically exchanges the target object in the object acquisition area and acquires the target object into a preparation area or a fighting area. In one example, when the number of competing virtual objects in the competing area does not reach the upper limit, the target object is preferentially acquired into the competing area.
In some embodiments, before the terminal automatically acquires the target object, the terminal displays acquisition prompt information, and if the acquisition prompt information does not receive a cancel operation, the terminal executes an automatic acquisition operation, that is, in response to the object acquisition area including the target object, displays the acquisition prompt information, and the acquisition prompt information is used for prompting to acquire the target object from the object acquisition area; responding to the fact that the obtaining prompt information does not receive canceling operation within the preset display time, and obtaining the target object into the virtual game; and in response to the fact that the acquisition prompt information receives the canceling operation within the preset display time, marking and displaying the target object in the object acquisition area only in the first display mode.
In some embodiments, after the target object is automatically acquired, when the terminal detects that the target object in the fight area and the reserve area meets the upgrade requirement, the terminal performs automatic upgrade operation on the target object. For example, when the number of the target objects of the equivalent level included in the fighting area and the standby area reaches the target number, the target objects of the equivalent level of the target number are synthesized to obtain the target object of the next level. That is, in response to the number of target objects currently at the i-th level in the preparation area and the fighting area reaching the target number, the target objects at the i-th level of the target number are automatically combined, and the target objects at the i + 1-th level are displayed, i being a positive integer.
In one example, when the virtual game is in a fighting stage, the terminal synthesizes a fighting area and a target number of target objects of the same level in the fighting area, and places the upgraded target objects in the fighting area, that is, a first position in the fighting area places a target object of the ith level, displays a connecting line between other target objects of the ith level and the target object of the ith level of the first position, displays a synthesis animation of the target number of target objects of the ith level, and displays a target object of the (i + 1) th level at the first position; when the virtual match is in the match stage, the terminal only synthesizes the target objects with the same level of the target number in the standby combat area, and the upgraded target objects are still placed in the standby combat area.
Step 607, in response to the object obtaining area including the related object having the related characteristic with the target object, obtaining the related object into the virtual game.
Illustratively, reading an associated object library corresponding to the target object according to the first identifier, wherein the associated object library is used for storing a second identifier of the associated object; and responding to the object identification of the candidate object comprising the second identification, and automatically acquiring the associated object in the virtual game. In one example, as shown in fig. 8, a schematic diagram of a virtual object library provided by an exemplary embodiment of the present application is shown. The virtual object library 800 includes a core object library 810 corresponding to the target object and an associated object library 820 associated with the target object, the core object library 810 stores an object identifier corresponding to the core object, and the associated object library 820 stores an object identifier of the associated object corresponding to the core object.
In some embodiments, when the object acquisition area includes an associated object having an associated characteristic with the target object and the currently held virtual resource meets the exchange requirement of the associated object, the terminal automatically exchanges the associated object in the object acquisition area and acquires the associated object to the arming area.
In some embodiments, after the associated object is automatically acquired, when the terminal detects that the associated object in the fighting area and the standby area meets the upgrading requirement, the terminal performs automatic upgrading operation on the associated object. For example, when the number of the equivalent level related objects included in the fighting area and the sparing area reaches the target number, the equivalent level related objects of the target number are synthesized to obtain the related object of the next level. That is, in response to the number of the associated objects at the i-th level in the preparation area and the fighting area reaching the target number, the associated objects at the i-th level of the target number are automatically combined, and the associated objects at the i + 1-th level are displayed.
In some embodiments, there is a priority between the automatic acquisition of the target object and the automatic acquisition of the associated object, illustratively, the acquisition priority of the target object is higher than the associated object, i.e., the terminal preferentially redeems the target object when the virtual resource held by the user is capable of redeeming the target object or the associated object but not sufficient to redeem the target object and the associated object simultaneously.
Schematically, as shown in fig. 9, it shows a schematic diagram of an object policy interface provided in an exemplary embodiment of the present application. The match interface 900 comprises a match area 910 and a match area 920, in the match stage, after a target object 921 in the match area 920 receives a click operation, a setting control 902 of a core object is displayed, after the setting control 902 receives a trigger operation, the target object 921 is determined to be set as the core object, the terminal marks and displays the target object 921 in the virtual match in a first display mode, and marks and displays a related object 922 corresponding to the target object 921 in a second display mode. When the store control 901 in the game interface 900 receives a trigger operation, the object obtaining area 930 is displayed, if the object obtaining area 930 includes a target object 921, the target object 921 in the object obtaining area 930 is marked and displayed in a first display mode, and if the object obtaining area 930 includes a related object 922, the related object 922 in the object obtaining area 930 is marked and displayed in a second display mode. The terminal simultaneously displays the acquisition prompt information 940, if the cancel operation is not received within the display duration of the acquisition prompt information 940, the terminal automatically purchases and synthesizes the target object 921 and the associated object 922, as shown in the figure, the target object 921 in the fighting area 920 is changed from the first level to the second level, and the automatically purchased associated object 922 is placed in the fighting area 910 as the number of the fighting virtual objects in the fighting area reaches the upper limit.
In summary, according to the control method for virtual bureaus provided in the embodiment of the present application, the target object selected from the at least one virtual object is used as the core object in the virtual bureau, and the corresponding object policy is configured for the virtual bureau around the target object, that is, the bureau matching behavior in the virtual bureau is automatically controlled according to the set core object, so that a user can set the core hero to quickly complete the virtual object embarkation, thereby improving the configuration efficiency of the virtual object and improving the control efficiency of the virtual bureau and the fault tolerance rate of the virtual bureau.
Referring to fig. 10, a method for controlling a virtual office alignment according to an embodiment of the present application is shown, in the embodiment of the present application, a target office alignment policy including an equipment policy is described, where steps 1005 to 1006 are performed after steps 601 to 604. The method comprises the following steps:
step 1005, responding to the virtual game in the equipment acquisition phase, displaying the equipment acquisition area.
Illustratively, when the virtual game is in a device acquisition phase, the virtual game is provided with a device acquisition area, wherein the device acquisition phase is a sub-phase of the preparation phase, for example, any form of device acquisition phase including a device exchange phase, a device pickup phase, a device show phase, and the like, and the device acquisition area is provided with virtual devices capable of being acquired. The equipment selection link is an equipment acquisition form in a rotation selection form, namely, accounts participating in virtual game play select virtual equipment in an equipment pool in turn according to a preset sequence; the equipment picking-up link is an equipment obtaining form of a selection form, namely an equipment pool is provided for the account numbers participating in the virtual game, each account number has the same selection times, and each account number can select virtual equipment in the equipment pool according to requirements; and in the equipment exchange link, the account participating in the virtual game exchanges exchange the virtual equipment in the provided equipment pool through the virtual resources. The candidate equipment in the equipment pool provided for each account may be refreshed randomly, or the equipment pool may be formed by providing the same candidate equipment for each account.
In some embodiments, the associated equipment is displayed in a third display mode in response to the equipment acquisition area including associated equipment having an attribute association with the target object. The third display mode may be any one of a stroke display mode, a highlight display mode, an icon mark display mode, and the like.
Step 1006, in response to the associated equipment satisfying the equipment configuration condition, configuring the associated equipment for the target object.
In some embodiments, each virtual object corresponds to a preset number of equipment slots for configuring virtual equipment. Illustratively, in response to the empty slot position existing in the equipment bar corresponding to the target object, obtaining a first identifier of the target object; reading an associated equipment library corresponding to the target object according to the first identifier, wherein the associated equipment library is used for storing a third identifier of the associated equipment; in response to the equipment identification of the candidate equipment comprising the third identification, configuring the associated equipment into the empty slot.
In some embodiments, an equipment configuration area is included in the docking interface for placing virtual equipment that has been acquired but not equipped to the virtual object, the equipment configuration area capable of providing equipment synthesis functionality. Illustratively, after the associated equipment is acquired to the equipment configuration area, the associated equipment in the equipment configuration area is displayed in a third display mode. And if the associated equipment in the equipment configuration area meets the synthesis condition, the terminal automatically synthesizes the associated equipment. Optionally, the synthesis condition may be that the number and/or the type of the virtual equipment in the equipment configuration area conform to synthesis of the advanced associated equipment; alternatively, the above-mentioned synthesizing condition may be that the weight of the synthesized associated equipment with respect to the target object is higher than the weight of the current associated equipment with respect to the target object.
Illustratively, in response to a first associated equipment being included in the equipment acquisition area, acquiring the first associated equipment to an equipment configuration area, in response to the first associated equipment in the equipment configuration area satisfying a synthesis condition, displaying a synthesis prompt for automatically synthesizing the first associated equipment into a second associated equipment, in response to receiving a confirmation operation of the synthesis prompt, displaying a synthesis process for synthesizing the first associated equipment into the second associated equipment, and in response to an equipment bar corresponding to a target object having an empty slot, configuring the second associated equipment from the equipment configuration area into the empty slot, wherein the equipment level of the second associated equipment is higher than that of the first associated equipment.
For example, if the object attribute of the virtual object a indicates that the virtual skill of the virtual object a is a skill of a physical injury type, the attribute provided corresponding to the virtual equipment associated with the attribute of the virtual object a is added to be of a physical type.
In some embodiments, the virtual equipment corresponds to different equipment grades, and the high-grade virtual equipment can be synthesized according to a preset combination of the low-grade virtual equipment, for example, two magic books and one ruby can be synthesized into one magic wand, wherein the magic books and the ruby are the low-grade equipment, and the magic wand is the high-grade equipment.
Illustratively, each virtual object corresponds to an associated equipment library, and the associated equipment library stores weights determined by the virtual equipment according to the virtual object, that is, the weights corresponding to different virtual equipment in the associated equipment libraries of different virtual objects are different. In one example, the weight of the virtual equipment 1 in the associated equipment library of the virtual object a is 10, and the weight in the associated equipment library of the virtual object B is 0, i.e., the virtual equipment 1 has an attribute association with the virtual object a and has no attribute association with the virtual object B.
In the embodiment of the application, after the candidate equipment in the equipment acquisition area is determined, the weight of the candidate equipment in the associated equipment library corresponding to the target object is acquired, the priority order of the candidate equipment is set according to the weight scale, and the automatic acquisition operation of the virtual equipment is executed according to the priority. Illustratively, after acquiring the virtual equipment, it is preferentially determined whether high-level equipment can be synthesized, for example, when the currently acquired equipment includes virtual equipment M1 and virtual equipment M2, and at this time, virtual equipment M1 and virtual equipment M2 can synthesize virtual equipment M1, which is higher-weighted virtual equipment in the associated equipment library, then virtual equipment M1 is automatically synthesized, and virtual equipment M1 is automatically installed into the empty slot of the target object. If no high-level equipment which can be synthesized exists, the low-level equipment with the highest priority is configured into the empty slot of the target object.
As shown in fig. 11, which shows a schematic diagram of an associated equipment library provided in an exemplary embodiment of the present application, the associated equipment library 1100 includes equipment synthesis manners and weights corresponding to high-level equipment 1110, and weights corresponding to low-level equipment 1120.
As shown in fig. 12, which shows a schematic diagram of the equipment strategy provided by an exemplary embodiment of the present application. The equipment acquisition area 1210 is included in the case interface 1200, and when the candidate equipment in the equipment acquisition area 1210 includes the associated equipment a1211, the associated equipment a1211 is displayed in the third display mode. The terminal automatically acquires the associated equipment 1211 into the equipment column 1220, displays the synthesis prompt information 1230 when the associated equipment a1211 in the equipment column 1220 can synthesize the associated equipment B1212 at a higher level, automatically synthesizes the associated equipment B1212 when the synthesis prompt information 1230 does not receive the cancel operation before the preset display time ends, and assembles into the empty slot of the target object 1201 set as the core object.
In summary, according to the control method of the virtual bureau provided in the embodiment of the present application, the target object selected from the at least one virtual object is used as the core object in the virtual bureau, and the corresponding equipment policy is configured for the virtual bureau around the target object, that is, the bureau matching behavior in the virtual bureau is automatically controlled according to the set core object, so that a user can set the core hero to quickly complete the virtual equipment acquisition, and the control efficiency of the virtual bureau matching and the fault tolerance rate of the virtual bureau are improved while the configuration efficiency of the virtual equipment is improved.
Fig. 13 is a block diagram illustrating a control apparatus for virtual office alignment according to an embodiment of the present application. The device has the functions of realizing the method examples, and the functions can be realized by hardware or by hardware executing corresponding software. The apparatus may include:
a display module 1310 for displaying at least one virtual object for automatically performing a play action according to object attributes while participating in a virtual play, the virtual play being a play consisting of at least two rounds of play;
a receiving module 1320, configured to receive a selection operation on a target object in the at least one virtual object, where the selection operation is used to mark the target object;
the display module 1310 is further configured to display a policy execution result of a target match strategy in a match-up phase based on the target object, where the target match strategy includes match-up behavior for automatically configuring virtual objects participating in the virtual match around the target object, and the match-up phase is a phase between two rounds of match-up processes for preparing for the match-up process.
In an alternative embodiment, the target-to-bureau policy comprises an object policy;
as shown in fig. 14, the display module 1310 further includes:
a display unit 1311 configured to display an object acquisition area in response to the virtual counterparty satisfying an object acquisition requirement;
a determining unit 1312, configured to determine, according to the object policy, to-be-queued objects in the object acquisition area, where the to-be-queued objects have an association relationship with the target object, and the to-be-queued objects include at least one of the target object or associated objects having an association characteristic with the target object;
a first obtaining unit 1313, configured to obtain the object to be queued into the virtual game.
In an alternative embodiment of the method according to the invention,
the first obtaining unit 1313, further configured to, in response to the object obtaining area including the target object, obtain the target object into the virtual game; or, in response to the object acquisition area including the associated object, acquiring the associated object into the virtual game.
In an optional embodiment, the display unit 1311 is further configured to, in response to the target object being included in the object obtaining area, perform mark display on the target object in a first display mode;
the display unit 1311 is further configured to, in response to the object obtaining area including the associated object, mark and display the associated object in a second display mode.
In an alternative embodiment, the display module 1310 further includes:
a second obtaining unit 1314, configured to obtain a first identifier of the target object;
the first obtaining unit 1313 is further configured to, in response to that the first identifier is included in object identifiers of candidate objects, obtain the target object into the virtual pair, where the candidate objects are virtual objects in the object obtaining area.
In an optional embodiment, the second obtaining unit 1314 is further configured to read, according to the first identifier, an associated object library corresponding to the target object, where the associated object library is configured to store a second identifier associated with the associated object;
the display unit 1311 is further configured to, in response to that the object identifier of the candidate object includes the second identifier, acquire the associated object into the virtual game.
In an optional embodiment, the display unit 1311 is further configured to, in response to the target object being included in the object obtaining area, display an obtaining prompt message, where the obtaining prompt message is used to prompt obtaining of the target object from the object obtaining area;
the display unit 1311 is further configured to, in response to that the obtaining prompt information does not receive a cancel operation within a preset display time, obtain the target object into the virtual game.
In an optional embodiment, the display module 1310 is further configured to automatically combine the target objects at the ith level of the target number in response to the number of target objects currently at the ith level in the preparation area and the fighting area reaching the target number, and display the target objects at the i +1 th level, where i is a positive integer;
the display module 1310 is further configured to automatically combine the target number of the associated objects at the ith level and display the associated objects at the (i + 1) th level in response to the number of the associated objects at the ith level in the preparation area and the fight area reaching the target number.
In an optional embodiment, a first position in the battle area is provided with the target object of the ith grade;
the display module 1310 is further configured to display a connection line between other target objects at the ith level and the target object at the ith level at the first position;
the display module 1310 is further configured to display a composite animation of the target objects of the ith level of the target number;
the display module 1310 is further configured to display the target object at the i +1 th level at the first position.
In an optional embodiment, the apparatus further comprises: a determining module 1330, configured to, in response to receiving the selection operation on the target object, mark the target object as a virtual object in the virtual game that undertakes core fighting behavior;
the display module 1310 is further configured to mark and display the target object in a first display mode;
the display module 1310 is further configured to mark and display the associated object in a second display mode in response to an associated object having an associated characteristic with the target object being included in the virtual game.
In an alternative embodiment, the target-to-bureau policy comprises an equipment policy;
the display module 1310 further includes:
a configuration unit 1315, configured to, in response to the target object satisfying an equipment configuration requirement, perform configuration of virtual equipment for the target object according to the equipment policy.
In an optional embodiment, the display unit 1311 is further configured to display an equipment acquisition area in response to the virtual game being in an equipment acquisition phase;
the display unit 1311, further configured to display, in a third display mode, associated equipment having an attribute association with the target object in response to the equipment acquisition area including the associated equipment;
the configuration unit 1315 is further configured to configure the associated equipment for the target object in response to the associated equipment satisfying an equipment configuration condition.
In an optional embodiment, the first obtaining unit 1313 is further configured to, in response to that a first associated equipment is included in the equipment obtaining area, obtain the first associated equipment to an equipment configuration area, where the equipment configuration area is configured to provide an equipment synthesis function;
the display unit 1311, further configured to display, in response to that the first associated equipment in the equipment configuration region satisfies a synthesis condition, a synthesis prompt for automatically synthesizing the first associated equipment into second associated equipment;
the display unit 1311, further configured to display, in response to receiving a confirmation operation of the synthesis prompt, a synthesis process of synthesizing the first associated equipment to the second associated equipment;
the configuring unit 1315, in response to that there is an empty slot in the equipment bar corresponding to the target object, configures the second associated equipment from the equipment configuration region into the empty slot.
In an alternative embodiment, the target-to-bureau policy comprises a layout policy;
the first obtaining unit 1313, further configured to obtain a first identifier of the target object;
the first obtaining unit 1313, further configured to read a layout policy corresponding to the target object according to the first identifier;
the display unit 1311 is further configured to display, in the battle area, a layout result set around the target object according to the layout policy.
In an alternative embodiment, the at least one virtual object includes a combat virtual object displayed in the combat zone, or a reserve virtual object displayed in the reserve zone, or a reference virtual object displayed in the strategy zone.
In an optional embodiment, the apparatus further comprises: a terminating module 1340, configured to cancel the execution process of the target local exchange policy in response to the virtual local exchange ending; or, in response to receiving a cancellation operation for the target object, canceling the execution process of the target local strategy, wherein the cancellation operation is used for clearing the mark of the target object; or canceling the execution process of the target game strategy in response to receiving a recycling operation aiming at the target object, wherein the recycling operation is used for removing the target object from the virtual game.
In summary, the control device for virtual game play provided in the embodiment of the present application uses the target object selected from the at least one virtual object as the core object in the virtual game play, configures the corresponding target game play policy for the virtual game play around the target object, and displays the corresponding policy execution result, that is, automatically controls the game play behavior in the virtual game play according to the set core object, so that the user can set the core hero to quickly complete game play behaviors such as virtual object arraying, virtual equipment obtaining, game virtual object layout, and the like, thereby improving the control efficiency of the virtual game play and the fault tolerance of the virtual game play.
It should be noted that: the control device for virtual office alignment provided in the above embodiment is only illustrated by the division of the above functional modules, and in practical applications, the above function allocation may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above described functions. In addition, the control device of the virtual central office and the control method embodiment of the virtual central office provided in the above embodiments belong to the same concept, and the specific implementation process thereof is detailed in the method embodiment and will not be described herein again.
Fig. 15 shows a block diagram of a terminal 1500 according to an exemplary embodiment of the present application. The terminal 1500 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Terminal 1500 may also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
In general, terminal 1500 includes: a processor 1501 and memory 1502.
Processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 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). Processor 1501 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 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the display screen. In some embodiments, processor 1501 may also include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.
The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 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 1502 is used to store at least one instruction for execution by processor 1501 to implement the virtual-bureau-based control method provided by the method embodiments herein.
In some embodiments, the terminal 1500 may further include: a peripheral interface 1503 and at least one peripheral. The processor 1501, memory 1502, and peripheral interface 1503 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 1503 via buses, signal lines, or circuit boards. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1504, a display 1505, a camera assembly 1506, an audio circuit 1507, a positioning assembly 1508, and a power supply 1509.
The peripheral interface 1503 may be used to connect at least one peripheral related to I/O (Input/Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, memory 1502, and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral interface 1503 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuitry 1504 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1504 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 1504 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 circuit 1504 can 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 1504 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 also has the ability to capture touch signals on or over the surface of the display screen 1505. The touch signal may be input to the processor 1501 as a control signal for processing. In this case, the display screen 1505 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, display 1505 may be one, providing the front panel of terminal 1500; in other embodiments, display 1505 may be at least two, each disposed on a different surface of terminal 1500 or in a folded design; in still other embodiments, display 1505 may be a flexible display disposed on a curved surface or a folded surface of terminal 1500. Even further, the display 1505 may be configured in a non-rectangular irregular pattern, i.e., a shaped screen. The Display 1505 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and other materials.
The camera assembly 1506 is used to capture images or video. Optionally, the camera assembly 1506 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto 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 panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1506 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 circuitry 1507 may include a microphone and 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 1501 for processing or inputting the electric signals to the radio frequency circuit 1504 to realize voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of the terminal 1500. 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 1501 or the radio frequency circuit 1504 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, the audio circuitry 1507 may also include a headphone jack.
The positioning component 1508 is used to locate the current geographic position of the terminal 1500 for navigation or LBS (Location Based Service). The Positioning component 1508 may be a Positioning component based on the united states GPS (Global Positioning System), the chinese beidou System, or the russian galileo System.
Power supply 1509 is used to power the various components in terminal 1500. The power supply 1509 may be alternating current, direct current, disposable or rechargeable. When the power supply 1509 includes 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, the terminal 1500 also includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to: acceleration sensor 1511, gyro sensor 1512, pressure sensor 1513, fingerprint sensor 1514, optical sensor 1515, and proximity sensor 1516.
The acceleration sensor 1511 may detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the terminal 1500. For example, the acceleration sensor 1511 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1501 may control the touch screen display 1505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1511. The acceleration sensor 1011 may also be used for acquisition of motion data of a game or a user.
The gyroscope sensor 1512 can detect the body direction and the rotation angle of the terminal 1500, and the gyroscope sensor 1512 and the acceleration sensor 1511 cooperate to collect the 3D motion of the user on the terminal 1500. The processor 1501 may implement the following functions according to the data collected by the gyro sensor 1512: 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 1513 may be disposed on a side bezel of terminal 1500 and/or underneath touch display 1505. When the pressure sensor 1513 is disposed on the side frame of the terminal 1500, the holding signal of the user to the terminal 1500 may be detected, and the processor 1501 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1513. When the pressure sensor 1513 is disposed at a lower layer of the touch display 1505, the processor 1501 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 1505. 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 1514 is configured to capture a fingerprint of the user, and the processor 1501 identifies the user based on the fingerprint captured by the fingerprint sensor 1514, or the fingerprint sensor 1514 identifies the user based on the captured fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 1501 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings, etc. The fingerprint sensor 1514 may be disposed on the front, back, or side of the terminal 1500. When a physical key or vendor Logo is provided on the terminal 1500, the fingerprint sensor 1514 may be integrated with the physical key or vendor Logo.
The optical sensor 1515 is used to collect ambient light intensity. In one embodiment, processor 1501 may control the brightness of the display on touch screen 1505 based on the intensity of ambient light collected by optical sensor 1515. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1505 is turned down. In another embodiment, the processor 1501 may also dynamically adjust the shooting parameters of the camera assembly 1506 based on the ambient light intensity collected by the optical sensor 1515.
A proximity sensor 1516, also known as a distance sensor, is typically provided on the front panel of the terminal 1500. The proximity sensor 1516 is used to collect the distance between the user and the front surface of the terminal 1500. In one embodiment, when the proximity sensor 1516 detects that the distance between the user and the front surface of the terminal 1500 gradually decreases, the processor 1501 controls the touch display 1505 to switch from the bright screen state to the dark screen state; when the proximity sensor 1516 detects that the distance between the user and the front surface of the terminal 1500 gradually becomes larger, the processor 1501 controls the touch display 1505 to switch from the breath screen state to the bright screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 15 does not constitute a limitation of terminal 1500, and may include more or fewer components than shown, or some components may be combined, or a different arrangement of components may be employed.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by hardware related to instructions of a program, which may be stored in a computer readable storage medium, which may be a computer readable storage medium contained in a memory of the above embodiments; or it may be a separate computer-readable storage medium not incorporated in the terminal. The computer readable storage medium has at least one instruction, at least one program, a set of codes, or a set of instructions stored therein, which is loaded and executed by the processor to implement the virtual office based control method of any of the above embodiments.
Optionally, the computer-readable storage medium may include: a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), or an optical disc. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the 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 (20)

1. A method for controlling virtual office alignment, the method comprising:
displaying at least one virtual object for automatically performing a play action according to object attributes while participating in a virtual play, the virtual play being a play comprised of at least two rounds of play processes;
receiving a selection operation of a target object in the at least one virtual object, wherein the selection operation is used for marking the target object;
and displaying a strategy execution result of a target game strategy in a fighting stage based on the target object, wherein the target game strategy comprises game behavior for automatically configuring virtual objects participating in the virtual game around the target object, and the fighting stage is a stage for preparing for a fighting process between two rounds of fighting processes.
2. The method of claim 1, wherein the target-to-bureau policy comprises an object policy;
the strategy execution result of the target game strategy in the fighting stage is displayed based on the target object, and the strategy execution result comprises the following steps:
displaying an object acquisition area in response to the virtual game meeting the object acquisition requirement;
determining to-be-team objects which have an association relation with the target object in the object acquisition area according to the object strategy, wherein the to-be-team objects comprise at least one of the target object or associated objects which have an association characteristic with the target object;
and acquiring the object to be grouped into the virtual game.
3. The method of claim 2, wherein the obtaining the object to be queued into the virtual pair comprises:
responding to the object acquisition area comprising the target object, and acquiring the target object into the virtual game;
alternatively, the first and second electrodes may be,
and acquiring the associated object into the virtual game in response to the object acquisition area comprising the associated object.
4. The method of claim 2, further comprising:
responding to the object acquisition area comprising the target object, and performing mark display on the target object in a first display mode;
and in response to the object acquisition area including the associated object, performing mark display on the associated object in a second display mode.
5. The method of claim 3, wherein said acquiring the target object into the virtual pair in response to the target object being included in the object acquisition area comprises:
acquiring a first identifier of the target object;
and responding to the object identification of the candidate object comprising the first identification, and acquiring the target object into the virtual game, wherein the candidate object is a virtual object in the object acquisition area.
6. The method of claim 5, wherein said retrieving the associated object into the virtual pair in response to the associated object being included in the object retrieval region comprises:
reading an associated object library corresponding to the target object according to the first identifier, wherein the associated object library is used for storing a second identifier of the associated object;
and responding to the object identification of the candidate object comprising the second identification, and acquiring the associated object into the virtual game.
7. The method of claim 3, wherein said acquiring the target object into the virtual pair in response to the target object being included in the object acquisition area comprises:
responding to the target object in the object acquisition area, and displaying acquisition prompt information, wherein the acquisition prompt information is used for prompting the acquisition of the target object from the object acquisition area;
and responding to the fact that the obtaining prompt information does not receive canceling operation within the preset display time, and obtaining the target object into the virtual game.
8. The method according to any one of claims 2 to 7, wherein after acquiring the object to be queued into the virtual game, the method further comprises:
responding to the number of target objects at the ith level in a preparation area and a fighting area to reach a target number, automatically synthesizing the target objects at the ith level of the target number, and displaying the target objects at the (i + 1) th level, wherein i is a positive integer;
and in response to the number of the associated objects at the ith level in the preparation area and the fighting area reaching the target number, automatically synthesizing the associated objects at the ith level of the target number and displaying the associated objects at the (i + 1) th level.
9. The method of claim 8, wherein the target object of the ith level is placed at a first location in the battle area;
the automatically synthesizing the target objects of the ith level of the target number and displaying the target objects of the (i + 1) th level comprises:
displaying a connecting line between other target objects of the ith level and the target objects of the ith level at the first position;
displaying a composite animation of the target objects of the ith level of the target number;
and displaying the target object at the (i + 1) th level at the first position.
10. The method according to any one of claims 1 to 7, wherein the receiving a selection operation of a target object of the at least one virtual object, the selection operation being used for marking the target object, comprises:
in response to receiving a selection operation on the target object, marking the target object as a virtual object in the virtual game that undertakes core fighting behavior;
marking and displaying the target object in a first display mode;
and in response to the virtual game comprising the associated object with the associated characteristic of the target object, marking and displaying the associated object in a second display mode.
11. The method of any of claims 1 to 7, wherein the target-to-bureau policy comprises an equipment policy;
the strategy execution result of the target game strategy in the fighting stage is displayed based on the target object, and the strategy execution result comprises the following steps:
in response to the target object satisfying equipment configuration requirements, performing virtual equipment configuration on the target object according to the equipment policy.
12. The method of claim 11, wherein the configuring of the target object with virtual equipment according to the equipment policy in response to the target object satisfying equipment configuration requirements comprises:
displaying an equipment acquisition area in response to the virtual game being in an equipment acquisition phase;
in response to the equipment acquisition area comprising associated equipment having an attribute association with the target object, displaying the associated equipment in a third display mode;
configuring the associated equipment for the target object in response to the associated equipment satisfying an equipment configuration condition.
13. The method of claim 12, wherein the configuring the associated equipment for the target object in response to the associated equipment satisfying an equipment configuration condition comprises:
in response to the equipment acquisition area including a first associated equipment, acquiring the first associated equipment to an equipment configuration zone, the equipment configuration zone for providing equipment synthesis functionality;
in response to the first associated equipment in the equipment configuration area meeting a synthesis condition, displaying a synthesis prompt for automatically synthesizing the first associated equipment into second associated equipment;
in response to receiving a confirmation operation of the synthesis prompt, displaying a synthesis process of synthesizing the first associated equipment to the second associated equipment;
and in response to the existence of an empty slot in the equipment bar corresponding to the target object, configuring the second associated equipment from the equipment configuration area into the empty slot.
14. The method of any of claims 1 to 7, wherein the target-to-bureau policy comprises a placement policy;
the strategy execution result of the target game strategy in the fighting stage is displayed based on the target object, and the strategy execution result comprises the following steps:
acquiring a first identifier of the target object;
reading a layout strategy corresponding to the target object according to the first identifier;
and displaying a layout result set around the target object in a battle area according to the layout strategy.
15. The method of any one of claims 1 to 7, wherein the at least one virtual object comprises a combat virtual object displayed in a combat zone, or a reserve virtual object displayed in a reserve zone, or a reference virtual object displayed in a strategy zone.
16. The method of any of claims 1 to 7, further comprising:
canceling the execution process of the target game strategy in response to the virtual game-play ending;
alternatively, the first and second electrodes may be,
canceling the execution process of the target local strategy in response to receiving a canceling operation aiming at the target object, wherein the canceling operation is used for clearing the mark of the target object;
alternatively, the first and second electrodes may be,
canceling the execution of the target alignment policy in response to receiving a reclaim operation for the target object, the reclaim operation to remove the target object from the virtual alignment.
17. A control apparatus for virtual office alignment, the apparatus comprising:
the system comprises a display module, a display module and a control module, wherein the display module is used for displaying at least one virtual object, the at least one virtual object is used for automatically executing a fighting behavior according to an object attribute when participating in a virtual match, and the virtual match is a match formed by at least two rounds of fighting processes;
a receiving module, configured to receive a selection operation on a target object in the at least one virtual object, where the selection operation is used to mark the target object;
the display module is further configured to display a policy execution result of a target match strategy in a match-up phase based on the target object, the target match strategy including a match-up behavior that automatically configures virtual objects participating in the virtual match around the target object, and the match-up phase being a phase between two rounds of match-up processes for preparing for the match-up process.
18. A computer device comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes or set of instructions, said at least one instruction, said at least one program, set of codes or set of instructions being loaded and executed by said processor to implement a method of controlling a virtual office according to any one of claims 1 to 16.
19. A computer-readable storage medium, having at least one program code stored therein, the program code being loaded and executed by a processor to implement the method of controlling a virtual office according to any one of claims 1 to 16.
20. A computer program product comprising a computer program/instructions, characterized in that the computer program/instructions are stored in a computer readable storage medium. A processor of a computer device reads the computer program/instructions from a computer-readable storage medium, and the processor executes the computer program/instructions, so that the computer device executes to implement the control method of virtual office alignment according to any one of claims 1 to 16.
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CN115228092B (en) * 2022-09-22 2022-12-23 腾讯科技(深圳)有限公司 Game battle force evaluation method, device and computer readable storage medium

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