CN113730906B - 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
CN113730906B
CN113730906B CN202111075190.XA CN202111075190A CN113730906B CN 113730906 B CN113730906 B CN 113730906B CN 202111075190 A CN202111075190 A CN 202111075190A CN 113730906 B CN113730906 B CN 113730906B
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Prior art keywords
virtual
equipment
target
target object
displaying
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CN113730906A (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 device, equipment, a medium and a computer product for virtual game, 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 the fight behavior according to the object attribute when participating in virtual fight, and the virtual fight is a fight consisting of at least two fight 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; based on the target object, displaying a policy execution result of a target game policy in a combat stage, wherein the target game policy comprises a game behavior for automatically configuring virtual objects participating in virtual game around the target object. The target object is used as the core object according to the setting, the game behavior in the virtual game is automatically controlled to be carried out around the core object, and the control efficiency of the virtual game is improved.

Description

Virtual game control method, device, equipment, medium and computer product
Technical Field
The present invention 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 game.
Background
The self-playing chess is an emerging game class, and the corresponding game application can automatically control the chesses to play according to the chesses arranged on the chessboard by the player and display the playing result.
In the related art, in the preparation phase, two players participating in the self-propelled chess fight select an battle virtual object in the battle according to the information such as the grade, attribute, skill and the like of the virtual object from the owned virtual objects (commonly called 'chesses'), the battle virtual object is placed in a battle area in a chessboard according to the tactical layout, and when the battle phase is reached, the own virtual object on the chessboard automatically fights against the enemy virtual object.
However, in the self-propelled chess game process realized in the mode, when a user considers the chess game, the user can finish operations such as chess piece acquisition, selection, layout and the like by subjectively memorizing information such as attributes, skills and the like of virtual objects, and in the layout process, the error rate is high, the virtual game control efficiency is low, and the game fault tolerance is low.
Disclosure of Invention
The embodiment of the application provides a control method, device, equipment, medium and computer product for virtual games, which can improve the control efficiency of the virtual games. The technical scheme is as follows:
In one aspect, a method for controlling a virtual game is provided, the method comprising:
displaying at least one virtual object, wherein the at least one virtual object is used for automatically executing fight actions according to object attributes when participating in virtual fight, and the virtual fight is a fight composed of at least two fight 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 fight preparation stage based on the target object, wherein the target game strategy comprises a game play behavior for automatically configuring virtual objects participating in the virtual game around the target object, and the fight preparation stage is a stage for preparing for a fight preparation process between two fight preparation processes.
In another aspect, there is provided a control apparatus for a virtual game, the apparatus comprising:
the display module is used for displaying at least one virtual object, wherein the at least one virtual object is used for automatically executing the fight behavior according to the object attribute when participating in virtual fight, and the virtual fight is a fight consisting of at least two fight rounds;
A receiving module, configured to receive a selection operation of 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, based on the target object, a policy execution result of a target game policy in a combat readying stage, where the target game policy includes a game action of automatically configuring a virtual object participating in the virtual game around the target object, and the combat readying stage is a stage for preparing for a combat process between two combat processes.
In another aspect, a computer device is provided, where the device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or an instruction set, where the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a virtual office control method according to any one of the embodiments of the present application.
In another aspect, a computer readable storage medium is provided, where at least one program code is stored, where the program code is loaded and executed by a processor to implement a method for controlling virtual counter-office 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, so that the computer device performs the virtual game control method according to 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, a corresponding target game strategy is configured for the virtual game around the target object, and a 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 the game behaviors such as virtual object array, virtual equipment acquisition, virtual object layout of the game and the like, and the control efficiency of the virtual game and the fault tolerance of the virtual game are improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic illustration of a game process provided in 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 flow chart of a method for controlling a virtual game provided in an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a game interface provided in an exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of a marker display provided in an exemplary embodiment of the present application;
FIG. 6 is a flow chart of a method for controlling a virtual game provided in another exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a marker display for a target object and associated objects provided in an exemplary embodiment of the present application;
FIG. 8 is a schematic diagram of a virtual object library provided in 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 flow chart of a method for controlling a virtual game provided in another exemplary embodiment of the present application;
FIG. 11 is a schematic illustration of an association equipment library provided in an exemplary embodiment of the present application;
FIG. 12 is a schematic diagram of an arming strategy provided by an exemplary embodiment of the present application;
FIG. 13 is a block diagram of a virtual game control device provided in an exemplary embodiment of the present application;
FIG. 14 is a block diagram of a virtual game control device 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
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, the terms involved in the embodiments of the present application will be briefly described:
virtual environment: is a virtual environment that an application displays (or provides) while running on a terminal. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary 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-propelled chess game: refers to a novel multi-player combat strategy game. In a self-propelled chess game, a user can self-match a virtual object (namely a 'chess piece') to form a virtual object array capacity and fight against an hostile virtual object array capacity.
Chessboard: the area for preparing and performing the fight in the game fight interface of the self-propelled chess game may 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 this application.
Wherein the chessboard is divided into a fight area and a spare area. The fight area comprises a plurality of fight chess grids with the same size, and the fight chess grids are used for placing fight chess pieces which fight in the fight process; the spare area includes a number of spare areas for holding spare pieces that do not participate in the combat process but can be dragged during the preparation phase to be placed in the combat area.
Regarding the arrangement of the grids in the combat zone, in one possible implementation, the combat zone includes n (rows) x m (columns) of combat grids, where n is an integer multiple of 2, and two adjacent rows of grids are aligned or two adjacent rows of grids are staggered. In addition, the fighting area is divided into two parts by row, namely a host fighting area and an enemy fighting area, and in the preparation stage, the user can only place chesses in the host fighting area.
Virtual object: refers to movable objects in a virtual environment. The movable object may be a virtual chess piece, virtual character, virtual animal, cartoon character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the three-dimensional virtual environment. Alternatively, the virtual object is a three-dimensional stereoscopic model created based on animated skeleton techniques. 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 refer to different combat 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, etc. the virtual object. The virtual objects comprise fight virtual objects, fight standby virtual objects and candidate virtual objects. The fight virtual object is a chess piece placed in a fight area, the fight preparation virtual object is a chess piece placed in a fight preparation area, the candidate virtual object is a virtual object provided for a user to acquire in a virtual fight, the user selects the fight preparation virtual object from the candidate virtual objects, and the fight preparation virtual object is selected from the fight preparation virtual objects.
Virtual game: by which is meant that at least two virtual objects are engaged in a game play in a virtual environment. In the embodiment of the present application, the virtual match is a match made up of at least two rounds of the combat process, that is, the virtual match includes multiple rounds of the combat process.
Illustratively, the game play process of the self-propelled chess game will be described. As shown in fig. 1, taking a single round of combat process as an example, an object acquisition area 110 is displayed in the combat interface 100, the object acquisition area 110 includes 5 candidate objects, a user can purchase the candidate objects in the object acquisition area 110 according to the currently held virtual gold, and can refresh the candidate objects in the object acquisition area 110 by paying for a target number of virtual gold. When the terminal receives a click operation for the virtual object B111 in the object acquisition area 110, if the number of virtual gold coins held by the current user satisfies the purchase request for the virtual object B111, the virtual object B111 is displayed in the spare area 120. After the end of the combat phase, the virtual object B111 located in the combat zone 130 performs combat with other own virtual objects and enemy virtual objects also located in the combat zone 130, and after the combat is completed, the combat result 140 is displayed on the combat interface 100, that is, the combat phase is ended, and the next combat phase is entered or the game is ended.
In the related art, a user selects an upstairs combat virtual object from existing virtual objects (commonly referred to as "chess pieces") according to information such as a class, an attribute, a skill, etc. of the virtual object, and places the combat virtual object in an combat area in a chessboard according to a tactical layout to realize an arrangement of the "chess pieces". However, in the above process, the user needs to select the virtual objects one by one based on the object information of the virtual objects according to his own experience, so as to achieve matching of own virtual object array capacity, that is, whether the selection of the virtual objects, the selection of the equipment, and the matching between the virtual objects completely require the operation of the player manually, the difficulty of the novice player is relatively high, the learning cost is relatively high, a relatively high error rate exists in the layout process, the matching efficiency is relatively low, and the execution efficiency of the virtual game is relatively low.
In the embodiment of the application, the user can select the target object as the core object (C bit) in the virtual object provided in the game interface, and the terminal automatically controls game actions 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 hand-up difficulty of a novice player 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 runs a target application supporting a virtual environment. The target application program can 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 portable computer, a cell phone, a tablet computer, an electronic book reader, an MP3 (Moving Picture Experts Group Audio Layer III, mpeg 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, mpeg 4) player, or the like.
Server 220 may be used to provide background services for clients of target applications (e.g., gaming applications) in terminal 210. For example, server 220 may be a background server for the target application (e.g., game 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 may be a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, a content delivery network (Content Delivery Network, CDN), and basic cloud computing services such as big data and an artificial intelligence platform.
Cloud Technology (Cloud Technology) refers to a hosting Technology that unifies serial 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 by the cloud computing business mode, can form a resource pool, and is flexible and convenient as required. Cloud computing technology will become an important support. Background services of technical networking systems require a large amount of computing, storage resources, such as video websites, picture-like websites, and more portals. Along with the high development and application of the internet industry, each article possibly has an own identification mark in the future, the identification mark needs to be transmitted to a background system for logic processing, data with different levels can be processed separately, and various industry data needs strong system rear shield support and can be realized only through cloud computing.
In some embodiments, the server 220 described above may also be implemented as a node in a blockchain system. Blockchain (Blockchain) is a new application mode of computer technologies such as distributed data storage, point-to-point transmission, consensus mechanisms, encryption algorithms, and the like. The blockchain is essentially a decentralised database, and is a series of data blocks which are generated by association by using a cryptography method, and each data block contains information of a batch of network transactions and 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 blockchain underlying platform may include processing modules for user management, basic services, smart contracts, operation monitoring, and the like. The user management module is responsible for identity information management of all blockchain participants, including maintenance of public and private key generation (account management), key management, maintenance of corresponding relation between the real identity of the user and the blockchain address (authority management) and the like, and under the condition of authorization, supervision and audit of transaction conditions of certain real identities, and provision of rule configuration (wind control audit) of risk control; the basic service module is deployed on all block chain node devices, is used for verifying the validity of a service request, recording the service request on a storage after the effective request is identified, for a new service request, the basic service firstly analyzes interface adaptation and authenticates the interface adaptation, encrypts service information (identification management) through an identification algorithm, and transmits the encrypted service information to a shared account book (network communication) in a complete and consistent manner, and records and stores the service information; the intelligent contract module is responsible for registering and issuing contracts, triggering contracts and executing contracts, a developer can define contract logic through a certain programming language, issue the contract logic to a blockchain (contract registering), invoke keys or other event triggering execution according to the logic of contract clauses to complete the contract logic, and simultaneously provide a function of registering contract upgrading; the operation monitoring module is mainly responsible for deployment, configuration modification, contract setting, cloud adaptation and visual output of real-time states in product operation in the product release process.
Illustratively, the terminal 210 displays at least one virtual object through the target application program, when receiving a selection operation for 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, queries a target object corresponding to the target object according to an object identifier of the target object, issues the target contrast policy to the terminal 210, and the terminal 210 automatically controls a contrast behavior in the virtual contrast according to the target contrast 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 control method of a virtual game according to an embodiment of the present application is illustrated, where in the embodiment of the present application, the method is applied to a terminal as illustrated in fig. 2 for example. The method comprises the following steps:
step 301, at least one virtual object is displayed.
The virtual object is used for automatically executing the fight behavior according to the object attribute when participating in the virtual fight, and the virtual fight is composed of at least two fight processes. In this embodiment of the present application, the virtual game is a game of self-propelled chess, and the virtual object is a combat unit in the self-propelled chess.
In some embodiments, the virtual object corresponds to an object class. In the self-propelled chess game, the object level of the virtual object can be synthesized into a 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 synthesized into a two-star virtual object. Alternatively, the level of the virtual object may be automatically increased, for example, when the terminal detects that the number of target virtual objects in the spare area and the fight area meets the requirement of the upgrade, the target virtual object is automatically upgraded; the promotion of the level 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 promotion of the virtual object a.
In some embodiments, the virtual object corresponds to an object trait. The object properties are different classifications of virtual objects, and each virtual object corresponds to at least one object property, and the object properties can be occupation, race, genre and the like. Different characteristics can be set as associated characteristics by a designer, when different virtual objects have an associated relation, a certain number of virtual objects with the same characteristics are collocated, and a gain effect can be generated on the virtual objects, wherein the associated characteristics can be the same characteristics or the characteristics with the associated relation. In one example, virtual object a may be a swordman occupation, a future warrior race, virtual object B may be a gunman occupation, a future warrior race, virtual object C may be a stab occupation, a virtual sky race, or the like. 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 used together as the fight virtual object to be battled up, a certain gain effect can be produced, for example, when at least two virtual objects of future fighter race are included in the fight area, the damage suffered by the virtual objects belonging to the future fighter race is reduced by 3%.
In some embodiments, the virtual object corresponds to an object attribute. The object attribute of the virtual object may affect the fight situation of the virtual object in the fight process. Illustratively, the object attribute includes at least one of attack force information, defense force information, skill information, and the like. The object properties of a virtual object are affected 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 a combat zone, or a reference virtual object displayed in a attack zone. The at least one virtual object may be any type of virtual object among the combat virtual object, the spare virtual object, and the reference virtual object, or may be a virtual object set composed of the combat virtual object, the spare virtual object, and the reference virtual object, which is not limited herein.
Step 302, a selection operation of a target object of the at least one virtual object is received.
The selecting operation is used for marking the target object, and when the target object is marked, the terminal executes a corresponding game policy around the target object, that is, after the target object is marked, the terminal uses the target object as a reference object for executing game actions, where the game actions include actions included in virtual games, such as virtual object acquisition, virtual equipment acquisition, layout scheme setting, and the like. Alternatively, the number of the target objects to be marked may be one or more.
In some embodiments, the target object is marked as a core object in the virtual match, that is, the target object is marked as a virtual object in the virtual match that undertakes core combat behavior, and when the target object receives a selection operation, the target object is determined to be the core object in the current virtual match, and undertakes core combat behavior in the combat process of the virtual match. For example, a target object as a core object outputs a damaged virtual object as a main force to an enemy virtual object during a combat process of a virtual combat, and a station or a release skill of other combat virtual objects is auxiliary to the target object; or, the target object as the core object is a virtual object which plays the harm from the virtual object as the main force in the fight process of the virtual fight, and the station positions of other fight virtual objects are in 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, taking the above at least one virtual object as an example, the combat virtual object displayed in the combat zone, that is, the combat virtual object in the combat zone is selected as the core object. The fight area is used for placing the fight virtual object selected by the user in the fight interface, and when the fight stage is entered, the fight virtual object is in a fight state and participates in fight with the hostile virtual object. Illustratively, the number of placements of virtual objects in a combat zone may increase as the progress of the game progresses. For example, the number of placed virtual objects in the combat zone may be 1 when the first time of the combat is performed, and the number of placed virtual objects in the combat zone may be increased to 3 when the third time of the combat is performed.
Optionally, taking the at least one virtual object as an example of a combat virtual object displayed in the combat zone, that is, determining the target object from the combat virtual objects in the combat zone. The fight area is used for placing a virtual object owned by a user, and the virtual object is in a fight state and does not participate in fight against an hostile virtual object. There is a fixed upper limit on the number of virtual objects placed in the area of the arms.
Alternatively, taking the above at least one virtual object as an example of a reference virtual object displayed in the attack area, that is, the target object is determined from the reference virtual object in the attack area. The attack area is used for providing collocation prompts between virtual objects in the virtual game for users before the virtual game starts. At least one attack scheme is displayed in the attack area, and each attack scheme comprises at least one of information such as collocation between virtual objects, collocation between virtual objects and virtual equipment, layout collocation of virtual objects in the fight area and the like. In one example, the solution a prompts the user to use virtual object a, virtual object B, virtual object C in the game, and prompts virtual object a to fit virtual equipment 1 and virtual equipment 2, virtual object B to fit virtual equipment 2 and virtual equipment 3, and virtual object a, virtual object B, virtual object C to be arranged using a "V-array" between them. The attack area can be displayed in a preliminary stage of virtual game (such as a spare combat stage in the first round of game), or can be summoned and displayed through a preset control, namely, the attack area can be summoned and displayed at any time in the virtual game process through the preset control.
Illustratively, in the process of selecting the target tapping scheme, after the terminal receives the selection operation of the user on the target tapping scheme, the virtual object related to the target tapping scheme is displayed, that is, at least one virtual object corresponding to the target tapping scheme is displayed, and when the terminal receives the selection operation of the target object in the virtual objects provided by the target tapping scheme, the target object is marked.
As shown in fig. 4, a schematic diagram of a game interface provided in an exemplary embodiment of the present application is shown. The game interface 400 includes a attack area 410, a fight area 420, and a fight area 430, where a plurality of attack schemes are displayed in the attack area 410, and when a user selects a target scheme from the attack schemes, the terminal prompts the attack in the virtual game process according to the target scheme, for example, purchases a virtual object, a virtual device, etc. indicated by the target scheme.
In some embodiments, the target object is marked in a preset display mode when the target object receives the selection operation. Alternatively, the preset display mode may be any one of a stroked display mode, a highlighted display mode, an iconic marker display mode, and the like, which can make the target object more noticeable. Illustratively, displaying the target object in the description display mode refers to displaying the outline of the target object in a manner different from that of other virtual objects, for example, displaying the outline of the target object in a golden side and the outline of the other virtual objects in a black side, or displaying the outline of the target object in a thick side and the outline of the other virtual objects in a thin side. The step of displaying the target object in the highlighting mode is to adjust the display luminance of the target object to a luminance higher than the original luminance to display the target object. Displaying the target object in the icon mark display mode mark means that a preset icon is additionally displayed at a certain position of the target object, wherein the preset icon can be a hat, a star, a sun or other icons.
For example, taking an icon mark display mode as shown in fig. 5, the contrast interface 500 includes a contrast area 510, when a target object 511 in the contrast 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 a core object, and a solar mark is marked on the top of the target object 511.
Step 303, displaying the policy execution result of the target game policy in the arming stage based on the target object.
The target game strategy comprises game actions for automatically configuring virtual objects participating in virtual game around the target object, and the combat readying stage is a stage for preparing for the combat process between two combat processes.
The terminal determines a target object selected by a user according to the received selection operation, acquires a first identifier of the target object, sends a policy acquisition request of a target exchange policy corresponding to the target object to the server, and after receiving the policy acquisition request, the server reads the corresponding target exchange policy from the policy list according to the first identifier carried in the policy acquisition request and sends the target exchange policy to the terminal. Schematically, the terminal may also prestore a corresponding policy list, and after determining the target object, the terminal directly reads the corresponding target-to-office policy through the first identifier of the target object.
Illustratively, the above-described target-to-office policies include, but are not limited to, at least one of the following:
object policy (one)
The object policy is used to provide the function of automatically acquiring the virtual object for the virtual game. Illustratively, in response to the virtual game meeting the object acquisition requirement, displaying an object acquisition area; determining an object to be formed, which has an association relation with a target object, in an object acquisition area according to an object policy, wherein the object to be formed comprises at least one of the target object or an association object with association characteristics with the target object; and acquiring the object to be teamed into the virtual game. That is, the terminal may acquire the target object and/or the associated object from the object acquisition region according to the marked target object.
In one example, a player can purchase a virtual object from a store in a virtual game, if the player marks a target object, the terminal executes an object policy corresponding to the target object, that is, the terminal automatically purchases an object to be formed with an association relationship with the target object in the store, where the object to be formed includes the target object and an association object with an association property with the target object, and if the successfully obtained object to be formed is placed in a battle area, a forming relationship can be formed with the marked target object, that is, a certain gain effect can be generated between the automatically obtained virtual object and the marked target object due to the association property.
Optionally, the object obtaining requirement may indicate that the current virtual game is in a combat stage, and/or the object obtaining requirement may indicate that the number of combat virtual objects that have been in the current combat zone is smaller than the number of combat virtual objects that are allowed to be in the combat zone, and/or the object obtaining requirement may indicate that the combat virtual objects that have been placed in the current combat zone do not reach an upper limit.
(II) arming strategy
The equipment policy is used to provide automatic configuration functions of the virtual equipment for the virtual objects in the virtual pair. Illustratively, in response to the target object meeting the equipment configuration requirements, the target object is configured for virtual equipment according to an equipment policy.
Optionally, the equipment configuration requirement may indicate that when the empty slot exists in the equipment column corresponding to the target object, the terminal configures the empty slot around the target object according to the equipment policy; and/or, the equipment configuration requirement may 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.
Wherein the automatic configuration function includes at least one of automatic acquisition, automatic synthesis and automatic equipment of the virtual equipment.
The automatic acquiring means that the terminal automatically acquires the associated equipment with attribute association with the target object from the equipment acquiring area, for example, the equipment acquiring stage is further included in the arming stage of the virtual game, the equipment acquiring area is displayed in the game interface in the equipment acquiring stage, the player can acquire the virtual equipment from the equipment acquiring area, and after the target object is marked, the terminal automatically acquires the associated equipment from the equipment acquiring area in the equipment acquiring stage.
The automatic synthesis refers to that the terminal synthesizes the association equipment with low weight into the association equipment with high weight according to the weight of the association equipment relative to the target object. Illustratively, the office interface further includes an equipment configuration area, where the equipment configuration area is used to place the acquired virtual equipment that is not equipped to the virtual object, where the equipment configuration area can provide an equipment synthesis function, and after the terminal automatically acquires the associated equipment to the equipment configuration area, the terminal synthesizes the associated equipment according to the weight of the associated equipment relative to the target object, for example, the equipment configuration area includes associated equipment M1, where the weight corresponding to the associated equipment M1 is 2, and associated equipment M2, where the weight corresponding to the associated equipment M2 is 2, and if the combination of the associated equipment M1 and the associated equipment M2 can obtain the associated equipment M1, where the weight corresponding to the associated equipment M2 is 8, the terminal synthesizes the associated equipment M1 and the associated equipment M2 to obtain the associated equipment M1 with a higher weight.
The automatic equipment means that the terminal automatically configures the associated equipment into an equipment column of the target object, namely the associated equipment of the target object. For example, when an empty slot exists in the equipment column of the target object, self-configuring the associated equipment into the empty slot; if the empty slot is not present in the equipment column of the target object, the terminal does not execute automatic equipment, or the terminal determines whether to perform equipment replacement according to the comparison result of the weight of the virtual equipment equipped by the target object and the weight of the non-equipped associated equipment.
In one example, the terminal automatically acquires low-level associated equipment in the equipment acquisition area into an equipment configuration area, and automatically synthesizes the low-level associated equipment to obtain high-level associated equipment, wherein the high-level associated equipment is target object equipment.
(III) layout strategy
The layout strategy is used for providing an automatic configuration function of the layout for the fight virtual objects of the fight area in the virtual fight. Illustratively, in response to the target object being set as the combat virtual object, the combat virtual object in the combat zone is laid out according to a layout policy.
Schematically, a first identification of the target object is obtained; reading a layout strategy corresponding to the target object according to the first identifier; and displaying the layout result set around the target object in the fight area according to the layout strategy.
In some embodiments, a plurality of layout schemes are provided in the virtual game, different layout schemes indicating that the game virtual objects are arranged in different arrays in the game area, for example, layout scheme 1 indicating that the game virtual objects are arranged in a "V-shaped queue" in the game area. Schematically, 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 war area according to the classification information of the target object. For example, when 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 opponent area in the layout scheme.
In some embodiments, the target-to-office policy may cease executing if the virtual-to-office ends, the target object's tag is cancelled, or the target objects in the virtual-to-office are all reclaimed. Illustratively, in response to the virtual exchange ending, canceling the execution process of the target exchange strategy; 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, execution of the target-to-office policy is canceled in response to receiving a reclamation operation for the target object, the reclamation operation being used to remove the target object from the virtual office, e.g., sell the target object in a store.
In summary, according to the virtual match control method provided by the embodiment of the present application, by using the target object selected from at least one virtual object as the core object in the virtual match, configuring the corresponding target match policy for the virtual match around the target object, and displaying the corresponding policy execution result, that is, automatically controlling the match behavior in the virtual match according to the set core object, the user may set the core hero to quickly complete the match behaviors such as virtual object array, virtual equipment acquisition, match virtual object layout, and the like, thereby improving the control efficiency of the virtual match and the fault tolerance of the virtual match.
Referring to fig. 6, a control method of a virtual game according to an embodiment of the present application is shown, where in the embodiment of the present application, a target game policy including an object policy is described. The method comprises the following steps:
at step 601, at least one virtual object is displayed in the combat zone.
In an embodiment of the present application, the at least one virtual object is a combat virtual object located in a combat zone.
In some embodiments, when the user does not set the core object in the combat area, the setting of the core object is prompted through preset prompt information. Illustratively, the setting of the core object is prompted according to the object level of the combat virtual object in the combat zone, for example, the terminal determines the virtual object with the highest object level placed in the combat zone currently, and prompts the user to set the virtual object as the core object.
Step 602, a selection operation of a target object of 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 a direct click on a virtual object in a war zone. When the selection operation is triggered by a shortcut key or a control, a one-to-one correspondence exists between each virtual object and the shortcut key or the control.
The selection operation is used for marking the target object as a virtual object which bears core combat behaviors in the virtual combat, namely, when the target object receives the selection operation, the target object is determined to be the core object in the current virtual combat, and the core combat behaviors are borne in the combat process of the virtual combat.
And 603, displaying the target objects in the spare area and the fight area in a marked mode.
Illustratively, when a target object in the combat zone is selected as a core object, the target object is marked for display in a first display mode, i.e., in response to receiving a selection of the target object, the target object is marked as a virtual object in the virtual game that assumes core combat behavior; and displaying the target object in a marked mode in a first display mode. The first display mode may be any one of a stroked display mode, a highlighted display mode, an iconic marker display mode, and the like.
In response to the target object also being included in the area for the combat, the target object in the area for the combat is displayed in a marked manner in a first display mode.
Optionally, when the target object is displayed in the first display mode, all the target objects in the spare area and the fight area may be displayed in a marked manner; or, only the target object with the highest object grade in the current combat zone or the combat zone is marked and displayed, for example, when the combat zone comprises one three-star virtual object A and the combat zone comprises two-star virtual objects A, only the three-star virtual object A in the combat zone is marked and displayed.
In step 604, in response to the associated object being included in the spare area or the combat area, the associated object is marked for display in a second display mode.
Illustratively, when the combat area or the combat area includes an associated object having an associated trait with the target object, the associated object is displayed in a marked manner in the second display mode, i.e., in response to the virtual combat including the associated object having the associated trait with the target object, the associated object is displayed in the marked manner in the second display mode. The second display mode may be any one of a stroked display mode, a highlighted display mode, an iconic marker display mode, and the like. Optionally, the second display mode corresponding to the related 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 of a marker display for a target object and associated objects according to an exemplary embodiment of the present application. The combat interface 700 includes a combat zone 710 and a spare area 720, wherein when a target object 711 in the combat zone 710 is selected as a core object, the target object 711 is displayed in a first display mode (sun-shaped mark), and when the spare area 720 also includes the target object 711, the target object 711 in the spare area 720 is displayed in the first display mode. When the associated object 712 of the target object 711 is included in the fight area 710 or the spare 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 the combat phase, the virtual game is provided with an object acquisition area through which a user can acquire a combat virtual object. The user can exchange the virtual object in the object acquisition area through the held virtual resource. The virtual resources may be automatically distributed after each round of virtual combat is completed, or may be obtained when a preset condition is met, for example, when a user obtains the win of a single round of virtual combat, a preset number of virtual resources can be obtained. Optionally, the object acquisition area may be automatically popped up during the arming stage, or may be invoked through a preset control.
Illustratively, responsive to the object acquisition region including the target object, displaying the target object in a marked manner in a first display mode; in response to the associated object being included in the object acquisition area, the associated object is marked for display in a second display mode.
When the terminal determines that the target object is determined to be the core object of the current virtual game, an automatic virtual object acquisition function surrounding the target object is provided for the virtual game.
In step 606, in response to the object acquisition area including the target object, the target object is acquired into the virtual game.
Schematically, a first identification of a target object is obtained; and responding to the object identification of the candidate object, wherein the object identification comprises a first identification, acquiring the target object into the virtual game, and the candidate object is a virtual object in the object acquisition area.
In some embodiments, when the object acquisition area includes a target object 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 the spare area or the fight area. In one example, when the number of combat virtual objects in the combat zone does not reach an upper limit, the target object is preferentially acquired into the combat zone.
In some embodiments, before the terminal automatically acquires the target object, displaying acquisition prompt information, and if the acquisition prompt information does not receive the cancel operation, executing the automatic acquisition operation by the terminal, that is, displaying the acquisition prompt information in response to the target object being included in the object acquisition area, where the acquisition prompt information is used for prompting the acquisition of the target object from the object acquisition area; responding to the acquisition prompt information, and acquiring a target object into the virtual game in response to the fact that the acquisition prompt information does not receive the cancel operation within the preset display time; and in response to the acquisition prompt information receiving the cancel 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 automatically acquiring the target object, when the terminal detects that the target object in the combat area and the spare area meets the upgrading requirement, an automatic upgrading operation is performed on the target object. For example, when the number of the level target objects included in the fight area and the spare area reaches the target number, the level target objects 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 ith level in the spare area and the fight area reaching the target number, the target objects at the ith level of the target number are automatically synthesized, the target objects at the (i+1) th level are displayed, and i is a positive integer.
In one example, when the virtual match is in the combat phase, the terminal synthesizes the combat zone and the equivalent target objects of the target number in the combat zone, places the upgraded target object in the combat zone, i.e. places the target object of the ith grade at the first position in the combat zone, displays connecting lines between other target objects of the ith grade and the target objects of the ith grade at the first position, displays synthetic animation of the target objects of the ith grade of the target number, and displays the target object of the (i+1) th grade at the first position; when the virtual match is in the combat stage, the terminal only synthesizes the target objects with the same level of the target number in the combat zone, and the upgraded target objects are still placed in the combat zone.
In step 607, in response to the object acquisition area including the associated object having the associated trait with the target object, the associated object is acquired 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; in response to the object identification of the candidate object including the second identification, automatically acquiring the associated object in the virtual game. In one example, as shown in fig. 8, a virtual object library schematic provided in 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 object identifiers corresponding to the core object, and the associated object library 820 stores object identifiers of associated objects corresponding to the core object.
In some embodiments, when the object acquisition area includes an associated object having an associated property 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 spare area.
In some embodiments, after automatically acquiring the associated object, when the terminal detects that the associated object in the fight area and the spare area meets the upgrade requirement, an automatic upgrade operation is performed on the associated object. For example, when the number of the level-related objects included in the combat area and the spare area reaches the target number, the level-related objects of the target number are synthesized to obtain the related objects of the next level. That is, in response to the number of the i-th class of associated objects in the spare area and the counter area reaching the target number, the i-th class of associated objects of the target number is automatically synthesized, and the i+1-th class of associated objects is displayed.
In some embodiments, there is a priority corresponding 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 insufficient to redeem both the target object and the associated object.
Schematically, as shown in fig. 9, an object policy interface schematic provided in an exemplary embodiment of the present application is shown. The combat interface 900 includes a combat area 910 and a combat area 920, in the combat stage, when the target object 921 in the combat area 920 receives a click operation, a setting control 902 of a core object is displayed, when the setting control 902 receives a trigger operation, it is determined that the target object 921 is set as the core object, the terminal displays the target object 921 in the virtual combat in a first display mode, and displays the associated object 922 corresponding to the target object 921 in a second display mode. When the store control 901 in the office interface 900 receives a trigger operation, the object acquisition area 930 is displayed, if the object acquisition area 930 includes the target object 921, the target object 921 in the object acquisition area 930 is marked and displayed in the first display mode, and if the object acquisition area 930 includes the associated object 922, the associated object 922 in the object acquisition area 930 is marked and displayed in the second display mode. The terminal simultaneously displays the acquisition prompt message 940, and if the cancel operation is not received within the display duration of the acquisition prompt message 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 fight area 920 is changed from the first stage to the second stage, and since the number of fight virtual objects in the fight area reaches the upper limit, the automatically purchased associated object 922 is placed in the fight area 910.
In summary, according to the virtual-match control method provided by the embodiment of the present application, the target object selected from at least one virtual object is used as the core object in the virtual match, and the corresponding object policy is configured for the virtual match around the target object, that is, the match behavior in the virtual match is automatically controlled according to the set core object, so that the user can set the core hero to quickly complete the virtual-match up, thereby improving the configuration efficiency of the virtual object, and improving the control efficiency of the virtual match and the fault tolerance of the virtual match.
Referring to fig. 10, a control method of a virtual game according to an embodiment of the present application is shown, in this embodiment of the present application, a description is given of a target game policy including an equipment policy, where steps 1005 to 1006 are performed after steps 601 to 604. The method comprises the following steps:
in step 1005, an equipment acquisition area is displayed in response to the virtual office being in an equipment acquisition phase.
Illustratively, when the virtual game is in an equipment acquisition phase, the virtual game is provided with an equipment acquisition area, wherein the equipment acquisition phase is a sub-phase of a preparation phase, for example, an equipment acquisition phase of any form of equipment exchange link, equipment pickup link, equipment show-out link, or the like included in the preparation phase, and the equipment acquisition area is provided with virtual equipment that can be acquired. The equipment selecting and showing link is in an equipment acquisition form of a round selection form, namely, the account numbers participating in virtual game play alternately select the virtual equipment in the equipment pool according to a preset sequence; the equipment picking link is in an equipment acquisition form of a selection form, namely an equipment pool is provided for accounts participating in virtual games, each account has the same selection times, and each account can select virtual equipment in the equipment pool according to requirements; and the equipment exchange link exchanges the virtual equipment in the provided equipment pool for the account numbers participating in the virtual exchange through the virtual resources. The candidate equipment in the equipment pool provided for each account can be refreshed randomly, or the equipment pool with the same candidate equipment composition can be provided for each account.
In some embodiments, in response to including associated equipment having an attribute association with the target object in the equipment acquisition region, the associated equipment is displayed in a third display mode. The third display mode may be any one of a stroked display mode, a highlighted display mode, an iconic marker 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, acquiring a first identification of a target object in response to the existence of an empty slot in an equipment column corresponding to 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 associated equipment; and in response to the inclusion of the third identification in the equipment identification of the candidate equipment, configuring the associated equipment into the empty slot.
In some embodiments, an equipment configuration area is included in the office interface for placing virtual equipment that has been acquired but is not equipped to the virtual object, the equipment configuration area being capable of providing equipment composition functionality. Illustratively, after the associated equipment is acquired into 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 conditions, the terminal automatically synthesizes the associated equipment. Optionally, the above-mentioned synthesis condition may be that the number and/or type of virtual equipment in the equipment configuration area corresponds to the synthesis 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 the first associated equipment being included in the equipment acquisition area, acquiring the first associated equipment into the equipment configuration area, 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 for the synthesis prompt, displaying a synthesis process for synthesizing the first associated equipment into the second associated equipment, in response to an equipment column corresponding to a target object having an empty slot, configuring the second associated equipment into the empty slot from the equipment configuration area, wherein the equipment level of the second associated equipment is higher than that of the first associated equipment.
Illustratively, the attribute association indicates that the equipment attribute of the virtual equipment meets the requirement of the object attribute of the virtual object, for example, the object attribute of the virtual object a indicates that the virtual skill of the virtual object a is a physical injury type skill, and the attribute provided corresponding to the virtual equipment associated with the attribute of the virtual object a is added to be a physical type.
In some embodiments, the virtual equipment corresponds to different equipment levels, and the high-level virtual equipment can be synthesized according to a combination of preset low-level 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 low-level equipment, and the magic wand is high-level equipment.
Illustratively, each virtual object corresponds to an associated equipment library, and weights determined by the virtual equipment according to the virtual objects are stored in the associated equipment library, that is, 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 association equipment library of the virtual object a is 10, and the weight of the virtual equipment 1 in the association equipment library of the virtual object B is 0, that is, the virtual equipment 1 has an attribute association relationship with the virtual object a, and does not have an attribute association relationship 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 division, and the automatic acquisition operation of the virtual equipment is executed according to the priority. Illustratively, after the virtual equipment is acquired, a priority is given to determining 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, when the virtual equipment M1 and the virtual equipment M2 can synthesize the virtual equipment, which is a virtual equipment with a higher weight in the associated equipment library, the virtual equipment M1 is automatically synthesized, and the virtual equipment M1 is automatically assembled into an empty slot of the target object. If no high-level equipment can be synthesized, the low-level equipment with the highest priority is configured into the empty slot of the target object.
As shown in fig. 11, a schematic diagram of an associated equipment library provided in an exemplary embodiment of the present application is shown, where the associated equipment library 1100 includes equipment synthesis modes and weights corresponding to the high-level equipment 1110, and weights corresponding to the low-level equipment 1120.
As shown in fig. 12, which illustrates a schematic diagram of an arming strategy provided by an exemplary embodiment of the present application. Included in the game interface 1200 is an equipment acquisition area 1210, and when the associated equipment a1211 is included in the candidate equipment in the equipment acquisition area 1210, 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 composite prompt 1230 when the associated equipment a1211 in the equipment column 1220 is able to composite the higher-level associated equipment B1212, automatically composites the associated equipment B1212 when the composite prompt 1230 does not receive the cancel operation before the end of the preset display time, and equips into the empty slot of the target object 1201 set as the core object.
In summary, according to the virtual-match control method provided by the embodiment of the present application, the target object selected from at least one virtual object is used as the core object in the virtual match, and the corresponding equipment policy is configured for the virtual match around the target object, that is, the match behavior in the virtual match is automatically controlled according to the set core object, so that the user can set the core hero to quickly complete the virtual equipment acquisition, thereby improving the control efficiency of the virtual match and the fault tolerance of the virtual match while improving the configuration efficiency of the virtual equipment.
Fig. 13 shows a block diagram of a virtual game control device according to an embodiment of the present application. The device has the function of realizing the method example, and the function can be realized by hardware or can be realized by executing corresponding software by hardware. The apparatus may include:
a display module 1310, configured to display at least one virtual object, where the at least one virtual object is configured to automatically perform a fight action according to an object attribute when participating in a virtual fight, and the virtual fight is a fight composed of at least two rounds of fight processes;
a receiving module 1320, configured to receive a selection operation of 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, based on the target object, a policy execution result of a target game policy in a combat stage, where the target game policy includes a combat action for automatically configuring a virtual object participating in the virtual combat around the target object, and the combat stage is a stage for preparing for a combat process between two combat processes.
In an alternative embodiment, the target-to-office policy includes 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 game meeting an object acquisition requirement;
a determining unit 1312, configured to determine, according to the object policy, an object to be formed in the object acquisition area, where the object to be formed has an association relationship with the target object, and the object to be formed includes at least one of the target object and an association object having an association attribute with the target object;
a first obtaining unit 1313, configured to obtain the object to be formed into the virtual game.
In an alternative embodiment of the present invention,
the first obtaining unit 1313 is further configured to obtain the target object into the virtual game in response to the target object being included in the object obtaining area; 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 display the target object in the first display mode in response to including the target object in the object acquisition area;
The display unit 1311 is further configured to display the associated object in a second display mode in response to the associated object being included in the object acquisition area.
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 obtain, in response to the object identifier of the candidate object including the first identifier, the target object into the virtual game, where the candidate object is a virtual object 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 used to store a second identifier of the associated object;
the display unit 1311 is further configured to obtain the associated object to the virtual game in response to the object identifier of the candidate object including the second identifier.
In an optional embodiment, the display unit 1311 is further configured to display, in response to the object acquisition area including the target object, acquisition prompt information, where the acquisition prompt information is used to prompt acquisition of the target object from the object acquisition area;
The display unit 1311 is further configured to acquire the target object to the virtual game in response to the acquisition prompt information not receiving a cancel operation within a preset display time.
In an optional embodiment, the display module 1310 is further configured to automatically synthesize the target objects of the ith level of the target number in response to the number of target objects currently in the ith level in the spare area and the combat area reaching the target number, and display the target objects of the (i+1) th level, where i is a positive integer;
the display module 1310 is further configured to automatically synthesize the i-th class of associated objects of the target number in response to the number of the i-th class of associated objects in the spare area and the pair of the war area reaching the target number, and display the i+1-th class of associated objects.
In an alternative embodiment, the target object of the ith grade is placed at a first position in the combat zone;
the display module 1310 is further configured to display connection lines between other i-th level target objects and the i-th level target objects in the first position;
the display module 1310 is further configured to display a composite animation of the target number of target objects of the ith level;
The display module 1310 is further configured to display the i+1st level target object at the first position.
In an alternative embodiment, the apparatus further comprises: a determining module 1330, configured to, in response to receiving a selection operation on the target object, mark the target object as a virtual object that assumes core combat behavior in the virtual combat;
the display module 1310 is further configured to display the target object in a first display mode;
the display module 1310 is further configured to, in response to the virtual game including an associated object having an associated attribute with the target object, display the associated object in a second display mode.
In an alternative embodiment, the target-to-office policy includes an arming policy;
the display module 1310 further includes:
a configuration unit 1315, configured to perform virtual equipment configuration on the target object according to the equipment policy in response to the target object meeting the equipment configuration requirement.
In an alternative 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 is further configured to display, in a third display mode, associated equipment that has attribute association with the target object in response to the associated equipment being included in the equipment acquisition area;
the configuration unit 1315 is further configured to configure the associated equipment for the target object in response to the associated equipment meeting an equipment configuration condition.
In an alternative embodiment, the first acquiring unit 1313 is further configured to, in response to the equipment acquiring area including a first associated equipment, acquire 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 is further configured to display a synthesis hint for automatically synthesizing the first associated equipment into a second associated equipment in response to the first associated equipment in the equipment configuration area meeting a synthesis condition;
the display unit 1311 is further configured to display a synthesis procedure for synthesizing the first associated equipment to the second associated equipment in response to receiving a confirmation operation of the synthesis prompt;
the configuration unit 1315 configures the second associated equipment from the equipment configuration area to the empty slot in response to the existence of the empty slot in the equipment column corresponding to the target object.
In an alternative embodiment, the target-to-office policy includes a layout policy;
the first obtaining unit 1313 is further configured to obtain a first identifier of the target object;
the first obtaining unit 1313 is 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 combat 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 a combat zone, or a reference virtual object displayed in a attack zone.
In an alternative embodiment, the apparatus further comprises: a termination module 1340, configured to cancel the execution of the target game policy in response to the virtual game ending; or, in response to receiving a cancellation operation for the target object, canceling the execution of the target-to-office policy, the cancellation operation being used to clear the tag of the target object; or, in response to receiving a reclamation operation for the target object, canceling execution of the target-to-office policy, the reclamation operation being used to remove the target object from the virtual-to-office.
In summary, according to the virtual match control device provided in the embodiment of the present application, by using the target object selected from at least one virtual object as the core object in the virtual match, configuring the corresponding target match policy for the virtual match around the target object, and displaying the corresponding policy execution result, that is, automatically controlling the match behavior in the virtual match according to the set core object, the user may set the core hero to quickly complete the match behaviors such as virtual object array, virtual equipment acquisition, match virtual object layout, and the like, thereby improving the control efficiency of the virtual match and the fault tolerance of the virtual match.
It should be noted that: the virtual game control device provided in the above embodiment is only exemplified by the division of the above functional modules, and in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the control device for virtual game provided in the above embodiment and the control method embodiment for virtual game belong to the same concept, and the detailed implementation process of the control device for virtual game is shown in the method embodiment, and will not be repeated here.
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 picture expert compression standard audio plane 3), an MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) player, a notebook computer, or a desktop computer. Terminal 1500 can also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, and the like.
In general, the terminal 1500 includes: a processor 1501 and a memory 1502.
The 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 DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1501 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; 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, image processor) for rendering and rendering of content required to be displayed by the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. 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-game-based control method provided by the method embodiments herein.
In some embodiments, the terminal 1500 may further optionally include: a peripheral interface 1503 and at least one peripheral device. The processor 1501, memory 1502 and peripheral interface 1503 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1503 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1504, a display screen 1505, a camera assembly 1506, audio circuitry 1507, a positioning assembly 1508, and a power supply 1509.
A peripheral interface 1503 may be used to connect I/O (Input/Output) related at least one peripheral device to the processor 1501 and the memory 1502. In some embodiments, processor 1501, memory 1502, and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, either or both 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 configured to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1504 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1504 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth. The radio frequency circuit 1504 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the world wide web, metropolitan area networks, intranets, generation 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, short range wireless communication) related circuits, which are not limited in this application.
Display 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When display screen 1505 is a touch display screen, display screen 1505 also has the ability to collect touch signals at or above the surface of display screen 1505. The touch signal may be input to the processor 1501 as a control signal for processing. At this point, display 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, the display 1505 may be one, providing a front panel of the terminal 1500; in other embodiments, the display 1505 may be at least two, respectively disposed on different surfaces of the terminal 1500 or in a folded design; in still other embodiments, the display 1505 may be a flexible display disposed on a curved surface or a folded surface of the terminal 1500. Even more, the display 1505 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The display screen 1505 may be made of LCD (Liquid Crystal Display ), OLED (Organic Light-Emitting Diode) or 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. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal. In some embodiments, the at least two rear cameras are any one of a main camera, a depth camera, a wide-angle camera and a tele camera, so as to realize that the main camera and the depth camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting and Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1506 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
The audio circuitry 1507 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and the environment, converting the sound waves into electric signals, inputting the electric signals to the processor 1501 for processing, or inputting the electric signals to the radio frequency circuit 1504 for voice communication. For purposes of stereo acquisition or noise reduction, a plurality of microphones may be respectively disposed at different portions of the terminal 1500. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is used to convert electrical signals from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, the audio circuit 1507 may also include a headphone jack.
The positioning component 1508 is for positioning a current geographic location of the terminal 1500 to enable navigation or LBS (Location Based Service, location-based services). The positioning component 1508 may be a positioning component based on the United states GPS (Global Positioning System ), the Beidou system of China, or the Russian Galileo system.
The power supply 1509 is used to power the various components in the terminal 1500. The power supply 1509 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. 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, gyroscope sensor 1512, pressure sensor 1513, fingerprint sensor 1514, optical sensor 1515, and proximity sensor 1516.
The acceleration sensor 1511 may detect the magnitudes of accelerations 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 gravitational acceleration in three coordinate axes. The processor 1501 may control the touch display screen 1505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 1511. The acceleration sensor 1011 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1512 may detect a body direction and a rotation angle of the terminal 1500, and the gyro sensor 1512 may collect 3D motion of the terminal 1500 by a user in cooperation with the acceleration sensor 1511. The processor 1501, based on the data collected by the gyro sensor 1512, may implement the following functions: motion sensing (e.g., changing UI according to a tilting operation by a user), image stabilization at shooting, game control, and inertial navigation.
Pressure sensor 1513 may be disposed on a side frame of terminal 1500 and/or below touch display 1505. When the pressure sensor 1513 is disposed on the side frame of the terminal 1500, a grip signal of the user on the terminal 1500 may be detected, and the processor 1501 performs left-right hand recognition or quick operation according to the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is disposed at the lower layer of the touch display screen 1505, the processor 1501 realizes control of the operability control on the UI interface according to the pressure operation of the user on the touch display screen 1505. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The fingerprint sensor 1514 is used for collecting the fingerprint of the user, and the processor 1501 recognizes the identity of the user according to the collected fingerprint of the fingerprint sensor 1514, or the fingerprint sensor 1514 recognizes the identity of the user according to the collected 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 for and changing settings, etc. The fingerprint sensor 1514 may be provided 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 the ambient light intensity. In one embodiment, processor 1501 may control the display brightness of touch display 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 turned up; 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 referred to 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 of the terminal 1500. In one embodiment, when the proximity sensor 1516 detects a gradual decrease in the distance between the user and the front of the terminal 1500, the processor 1501 controls the touch display 1505 to switch from the on-screen state to the off-screen state; when the proximity sensor 1516 detects that the distance between the user and the front surface of the terminal 1500 gradually increases, the touch display screen 1505 is controlled by the processor 1501 to switch from the off-screen state to the on-screen state.
Those skilled in the art will appreciate that the structure shown in fig. 15 is not limiting and that more or fewer components than shown may be included or certain components may be combined or a different arrangement of components may be employed.
Those of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be implemented by a program for instructing related hardware, and the program may be stored in a computer readable storage medium, which may be a computer readable storage medium included in the memory of the above embodiments; or may be a computer-readable storage medium, alone, that is not incorporated into 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, loaded and executed by the processor to implement the virtual-game-based control method of any of the above embodiments.
Alternatively, the computer-readable storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), solid state disk (SSD, solid State Drives), or optical disk, etc. The random access memory may include resistive random access memory (ReRAM, resistance Random Access Memory) and dynamic random access memory (DRAM, dynamic Random Access Memory), among others. The foregoing embodiment numbers of the present application are merely for describing, and do not represent advantages or disadvantages 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 for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments is merely exemplary in nature and is in no way intended to limit the invention, since it is intended that all modifications, equivalents, improvements, etc. that fall within the spirit and scope of the invention.

Claims (13)

1. A method for controlling a virtual game, the method comprising:
displaying at least one virtual object, wherein the at least one virtual object is used for automatically executing fight actions according to object attributes when participating in virtual fight, and the virtual fight is a fight composed of at least two fight 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;
displaying an object acquisition area in response to the virtual game meeting an object acquisition requirement; determining an object to be formed in the object acquisition area according to an object policy, wherein the object to be formed comprises at least one of the target object or an associated object with associated characteristics with the target object, and the object policy is used for providing a function of automatically acquiring a virtual object for the virtual opponent; acquiring a first identification of the target object; responding to the object identification of a candidate object, which is a virtual object in the object acquisition area, and including the first identification, and acquiring the target object into the virtual game; 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; responding to the object identification of the candidate object including the second identification, and acquiring the associated object into the virtual game;
Displaying an equipment acquisition area in response to the virtual office being in an equipment acquisition phase; responsive to the equipment acquisition region including associated equipment having an attribute association with the target object, displaying the associated equipment in a third display mode;
responsive to including a first associated equipment in the equipment acquisition region, acquiring the first associated equipment to an equipment configuration zone for providing equipment synthesis functionality;
in response to the first associated equipment in the equipment configuration zone meeting a synthesis condition, displaying a synthesis prompt for automatically synthesizing the first associated equipment into second associated equipment, wherein the synthesis condition is that the weight of the synthesized associated equipment relative to the target object is higher than the weight of the current associated equipment relative to the target object;
responsive to receiving a confirmation operation of the compositing prompt, displaying a compositing process that composites the first associated equipment to the second associated equipment;
and in response to the empty slot position of the equipment column corresponding to the target object, configuring the second associated equipment into the empty slot position from the equipment configuration area.
2. The method according to claim 1, wherein the method further comprises:
In response to the object identification of the candidate object including the first identification, marking and displaying the target object in a first display mode;
and in response to the object identification of the candidate object including the second identification, displaying the associated object in a marked mode.
3. The method of claim 1, wherein the obtaining the target object into the virtual pair in response to the object identification of the candidate object including the first identification comprises:
responding to the object identification of the candidate object, wherein the object identification comprises the first identification, 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 acquisition prompt information, and acquiring the target object into the virtual game in response to the fact that the acquisition prompt information does not receive the cancel operation within the preset display time.
4. A method according to any one of claims 1 to 3, wherein after the target object is acquired into the virtual game, further comprising:
and in response to the number of the target objects currently in the ith grade in the spare area and the fight area reaching the target number, automatically synthesizing the target objects in the ith grade of the target number, and displaying the target objects in the (i+1) th grade, wherein i is a positive integer.
5. A method according to any one of claims 1 to 3, wherein after said acquiring said associated object into said virtual game, further comprising:
and in response to the number of the i-th class of associated objects in the spare area and the fight area reaching a target number, automatically synthesizing the i-th class of associated objects of the target number, and displaying the i+1-th class of associated objects, wherein i is a positive integer.
6. The method of claim 4, wherein the i-th level of target object is placed at a first location in the combat zone;
automatically synthesizing the target number of the target objects of the ith grade, and displaying the target objects of the (i+1) th grade, wherein the method comprises the following steps:
displaying connecting lines between other i-th grade target objects and the i-th grade target objects of the first position;
displaying the composite animation of the target number of the i-th grade target objects;
and displaying the i+1th grade target object at the first position.
7. A method according to any one of claims 1 to 3, wherein said receiving a selection operation of a target object of said at least one virtual object, said selection operation being used for marking said target object, comprises:
In response to receiving a selection operation of the target object, marking the target object as a virtual object bearing core combat behaviors in the virtual combat;
marking and displaying the target object in a first display mode;
and in response to the virtual game including the associated object with the associated attribute with the target object, displaying the associated object in a marked mode.
8. A method according to any one of claims 1 to 3, wherein the method further comprises:
acquiring a first identification 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 the fight area according to the layout strategy.
9. A method according to any one of claims 1 to 3, wherein the at least one virtual object comprises a combat virtual object displayed in a combat zone, or a reference virtual object displayed in a attack zone.
10. A method according to any one of claims 1 to 3, wherein the method further comprises:
In response to the virtual exchange ending, canceling a process of configuring a virtual object or equipment for the target object;
or alternatively, the process may be performed,
canceling a process of configuring a virtual object or equipment for the target object in response to receiving a cancel operation for the target object, the cancel operation for clearing a flag of the target object;
or alternatively, the process may be performed,
in response to receiving a reclamation operation for the target object, canceling a process of configuring a virtual object or equipment for the target object, the reclamation operation for removing the target object from the virtual pair.
11. A virtual game control device, the device comprising:
the display module is used for displaying at least one virtual object, wherein the at least one virtual object is used for automatically executing the fight behavior according to the object attribute when participating in virtual fight, and the virtual fight is a fight consisting of at least two fight rounds;
a receiving module, configured to receive a selection operation of 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 used for responding to the virtual game meeting the object acquisition requirement and displaying an object acquisition area; determining an object to be formed in the object acquisition area according to an object policy, wherein the object to be formed comprises at least one of the target object or an associated object with associated characteristics with the target object, and the object policy is used for providing a function of automatically acquiring a virtual object for the virtual opponent; acquiring a first identification of the target object; responding to the object identification of a candidate object, which is a virtual object in the object acquisition area, and including the first identification, and acquiring the target object into the virtual game; 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; responding to the object identification of the candidate object including the second identification, and acquiring the associated object into the virtual game;
The display module is further used for displaying an equipment acquisition area in response to the virtual office being in an equipment acquisition stage; responsive to the equipment acquisition region including associated equipment having an attribute association with the target object, displaying the associated equipment in a third display mode; responsive to including a first associated equipment in the equipment acquisition region, acquiring the first associated equipment to an equipment configuration zone for providing equipment synthesis functionality; in response to the first associated equipment in the equipment configuration zone meeting a synthesis condition, displaying a synthesis prompt for automatically synthesizing the first associated equipment into second associated equipment, wherein the synthesis condition is that the weight of the synthesized associated equipment relative to the target object is higher than the weight of the current associated equipment relative to the target object; responsive to receiving a confirmation operation of the compositing prompt, displaying a compositing process that composites the first associated equipment to the second associated equipment; and in response to the empty slot position of the equipment column corresponding to the target object, configuring the second associated equipment into the empty slot position from the equipment configuration area.
12. A computer device comprising a processor and a memory, wherein the memory has stored therein at least one program that is loaded and executed by the processor to implement the virtual game control method according to any one of claims 1 to 10.
13. A computer readable storage medium having stored therein at least one program code loaded and executed by a processor to implement the virtual game control method of any one of claims 1 to 10.
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