CN114377396A - Game data processing method and device, electronic equipment and storage medium - Google Patents

Game data processing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN114377396A
CN114377396A CN202210015984.5A CN202210015984A CN114377396A CN 114377396 A CN114377396 A CN 114377396A CN 202210015984 A CN202210015984 A CN 202210015984A CN 114377396 A CN114377396 A CN 114377396A
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virtual
skill
virtual character
game
character
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韩易忱
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

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  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a game data processing method, a game data processing device, electronic equipment and a storage medium, wherein the method comprises the following steps: displaying a game interface corresponding to a first virtual role in a graphical user interface of terminal equipment for controlling the first virtual role, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in the visual field of the first virtual role, and the first virtual role belongs to a first battle; controlling the first virtual character and other virtual characters in the first battle to generate skill identifications in response to the triggering operation aiming at the first skill control; and responding to the displacement control operation aiming at the target virtual character, and adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification. Therefore, the game progress of both attacking and defending parties can be promoted, the progress speed of game match-up is improved, the game rhythm is improved, and the game experience of players is improved.

Description

Game data processing method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for processing game data, an electronic device, and a storage medium.
Background
In a sneak-play game, a plurality of players in the same game are divided into two major teams, namely a sneak-in party and a pursuit party. A submerging party submerges into a certain specified place to execute a task, and disguising, acquiring related task information and the like may be needed in the task execution process; the chaser needs to identify and catch the sneak party from the crowd to prevent the sneak party from performing the task. In the process of game playing, when the pursuit party pursues the sneak party by virtue of the basic skills of the pursuit party, the time consumption of pursuing the sneak party is long, so that the game progress is slow, the game rhythm is dragged, and the game experience of the player is influenced.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method and an apparatus for processing game data, an electronic device, and a storage medium, which can promote game processes of both attacking parties and guarding parties, increase the game-to-game progress speed, and increase the game rhythm, thereby improving the game experience of the player.
In a first aspect, an embodiment of the present application provides a method for processing game data, where a graphical user interface is provided through a terminal device, the graphical user interface includes a virtual scene of a virtual match at this time, and the game includes a first battle and a second battle in different battles with the first battle, and the method includes:
displaying a game interface corresponding to a first virtual character in a graphical user interface of terminal equipment for controlling the first virtual character, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in a visual field of the first virtual character, and the first virtual character belongs to the first battle;
controlling the first virtual role to generate skill identification with other virtual roles in the first lineup in response to a triggering operation for a first skill control;
and responding to the displacement control operation aiming at the target virtual character, and adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification.
In one embodiment of the present application, the number of virtual characters of the first camp is less than the number of virtual characters of the second camp, the virtual characters of the first camp perform a first game task, and the virtual characters of the second camp perform a second game task; the first game task is different from the second game task.
In one embodiment of the present application, the target virtual character includes a virtual character in the first camp and/or a virtual character in the second camp, and the virtual character in the first camp includes the first virtual character and the other virtual character.
In one embodiment of the present application, the target avatar comprises an avatar in the first lineup; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
according to the relative displacement relation of the target virtual character relative to the skill identification, adjusting the skill configuration parameters of the target virtual character, wherein the step comprises the following steps:
acquiring the moving direction of the target virtual character in the virtual scene;
determining a first angle value of an included angle formed by the moving direction and the virtual connecting line;
and if the first angle value meets a first preset condition, adjusting the skill configuration parameters of the target virtual role.
In an embodiment of the application, the first preset condition is that the first angle value is smaller than a preset angle threshold, and the skill configuration parameter includes a moving speed of a virtual character in the first camp in the virtual scene;
the step of adjusting the skill configuration parameters of the target virtual character comprises the following steps:
increasing a moving speed of the target virtual character.
In one embodiment of the present application, the target avatar comprises an avatar in the second row; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
according to the relative displacement relation of the target virtual character relative to the skill identification, adjusting the skill configuration parameters of the target virtual character, wherein the step comprises the following steps:
acquiring a moving track of the target virtual character in the virtual scene;
judging whether an intersection point exists between the moving track and the virtual connecting line;
and if so, adjusting the skill configuration parameters of the target virtual role.
In one embodiment of the present application, the skill configuration parameter includes a moving speed of a virtual character in the second lineup in the virtual scene;
the step of adjusting the skill configuration parameters of the target virtual character comprises the following steps:
reducing a movement speed of the target virtual character.
In one embodiment of the present application, before the skill identification is not generated in the virtual scene, the method further includes:
and responding to the displacement control operation aiming at the first virtual character, and adjusting the skill configuration parameters of the first virtual character according to the relative displacement relation between the first virtual character relative to other virtual characters in the first camp.
In an embodiment of the present application, the step of adjusting skill configuration parameters of the first virtual character according to a relative displacement relationship between the first virtual character and other virtual characters in the first lineup includes:
acquiring the moving direction of the first virtual character in the virtual scene;
determining a second angle value of an included angle formed between the moving direction and the connecting line direction; the connection direction is the linear direction of the first virtual character pointing to the other virtual characters when the first virtual character is in linear connection with the other virtual characters;
and if the second angle value meets a second preset condition, adjusting the skill configuration parameter of the first virtual role.
In an embodiment of the present application, the second preset condition is that the second angle value is smaller than a preset angle threshold;
the step of adjusting the skill configuration parameters of the first virtual character comprises:
increasing a speed of movement of the first avatar.
In an embodiment of the present application, before the skill identifier is not generated in the virtual scene, when the skill configuration parameter of the first virtual character is adjusted according to a relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameter of the first virtual character is adjusted according to a first change proportion;
after the skill identification is generated in the virtual scene, if the target virtual character comprises a virtual character in the first battlement, when the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relation of the target virtual character relative to the skill identification, the skill configuration parameter of the target virtual character is adjusted according to a second change proportion;
wherein a value of the first variation ratio is smaller than a value of the second variation ratio.
In one embodiment of the present application, the game interface includes a second skill control, the method further comprising:
and responding to the triggering operation of the second skill control, controlling the first virtual character to instantaneously move to the current position of other virtual characters in the first camp in the virtual scene, and adjusting the skill configuration parameters of the virtual characters in the second camp within the preset area range of the first virtual character.
In one embodiment of the present application, the game interface includes a second skill control, and before the skill identification is not generated in the virtual scene, the method further includes:
sending a transfer request to other virtual roles in the first lineup in response to a triggering operation for the second skill control;
displaying a skill countdown on the game interface when other virtual characters in the first lineup accept the transfer request;
controlling the other virtual characters to instantaneously move to the designated position of the first virtual character in the virtual scene at the skill countdown ending time; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.
In one embodiment of the present application, the display form of skill countdown comprises at least one of the following: the display form of the progress bar, the display form of the percentage and the display form of the number change.
In a second aspect, an embodiment of the present application provides a processing apparatus for game data, which provides a graphical user interface through a terminal device, the graphical user interface includes a virtual scene of this virtual game, the game includes a first marketing and a second marketing that is in different marketing, and the apparatus includes:
the picture display module is used for displaying a game interface corresponding to a first virtual character in a graphical user interface of terminal equipment for controlling the first virtual character, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in the visual field of the first virtual character, and the first virtual character belongs to the first battle;
the identification generation module is used for responding to the triggering operation of a first skill control and controlling the first virtual role and other virtual roles in the first formation to generate skill identifications;
and the parameter adjusting module is used for responding to the displacement control operation aiming at the target virtual role and adjusting the skill configuration parameters of the target virtual role according to the relative displacement relation of the target virtual role relative to the skill identification.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, the processor and the memory communicate through the bus when the electronic device runs, and the processor executes the machine-readable instructions to execute the steps of the method for processing game data as described above.
In a fourth aspect, the present application further provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the game data processing method as described above.
The embodiment of the application provides a game data processing method and device, electronic equipment and a storage medium, wherein a game interface corresponding to a first virtual character is displayed in a graphical user interface of terminal equipment for controlling the first virtual character, the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in the visual field of the first virtual character, and the first virtual character belongs to a first battle; controlling the first virtual character and other virtual characters in the first battle to generate skill identifications in response to the triggering operation aiming at the first skill control; and responding to the displacement control operation aiming at the target virtual character, and adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification.
In the embodiment of the application, by triggering the first skill control, a skill identifier can be generated between the first virtual character and other virtual characters in the first battle, the skill identifier can prompt the movement condition of the virtual character controlled by a user in a virtual scene, and if the first virtual character and the other virtual characters in the first battle generate the skill identifier in the virtual scene needing support, the virtual character in the second battle can be surrounded to kill with higher efficiency; furthermore, the skill configuration parameters of the virtual roles in the first campsite and/or the virtual roles in the second campsite are correspondingly adjusted according to the relative displacement relationship between the virtual roles in the first campsite and/or the virtual roles in the second campsite relative to the skill identifiers, and the adjusted skill configuration parameters can accelerate the pursuit speed of the virtual roles in the first campsite when pursuing the virtual roles in the second campsite, so that the game progress of both attacking parties is promoted, the game progress speed of game against the game is increased, the game rhythm is increased, and the game experience of the player is improved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a flowchart of a method for processing game data according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of a game data processing device according to an embodiment of the present application;
fig. 3 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
For ease of understanding, a game scene applicable to the present embodiment is first described.
In a sneak-confrontation game, the virtual character in the second play may be called an offensive or sneak party, and the virtual character in the first play may also be called a defending or pursuing party. After the game for one game starts, the virtual character in the second battle needs to submerge into the appointed place to execute the task, and the virtual character needs to be disguised and hidden in the process of executing the task so as to be mixed into the non-player character and not be discovered by the virtual character in the first battle, thereby completing the task by means of various virtual articles. In the process that the virtual character in the second camp executes the task, the virtual character in the first camp needs to find the virtual character in the second camp from a plurality of non-player characters in the scene and perform pursuit, so that the virtual character in the second camp is prevented from executing the task. After the virtual character in the second camp is discovered by the virtual character in the first camp, the virtual character can escape by means of terrain, props and the like, so that the virtual character in the second camp reenters the disguised state. In the whole bureau, the virtual roles in the second camp and the virtual roles in the first camp are circularly carried out in disguising, hiding, detecting and pursuing.
Specifically, in game-play, the virtual character in the second play, i.e. the attacker, needs to complete many processes within a limited time if the player wants to win, for example, before or during the task execution, the virtual character in the first play needs to be subdued, disguised, the subdued virtual character needs to be hidden, and the like; when executing a task, it is necessary to open a specific virtual setting to obtain relevant password information, transmit the obtained password information, and obtain final information and the like by using the password information. When the virtual role in the second camp completes the task, the virtual role in the second camp wins; when the virtual roles in the second camp do not complete the task, if all the virtual roles in the second camp are discovered by the virtual roles in the first camp and attack is successful, the virtual roles in the first camp win.
However, in the process of game playing, when the goalkeeper catches the attacking party by virtue of the basic skills of the goalkeeper, the time for catching the attacking party is long, so that the game opponent progresses slowly, the game rhythm is dragged, and the game experience of the player is influenced.
Therefore, the game data processing method provided by the embodiment of the application can promote the game progress of both the attacking and guarding parties, improve the game-to-game progress speed and improve the game rhythm, thereby improving the game experience of the player.
For the convenience of understanding the present embodiment, a method, an apparatus, an electronic device, and a storage medium for processing game data provided in the embodiments of the present application are described in detail below.
Referring to fig. 1, fig. 1 is a flowchart of a method for processing game data according to an embodiment of the present application, and as shown in fig. 1, a graphical user interface is provided by a terminal device, the graphical user interface includes a virtual scene of a virtual match at this time, and a game includes a first play and a second play that is different from the first play, and the method includes:
s110, displaying a game interface corresponding to a first virtual character in a graphical user interface of terminal equipment for controlling the first virtual character, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in the visual field of the first virtual character, and the first virtual character belongs to a first battle;
s120, responding to the trigger operation aiming at the first skill control, and controlling the first virtual role and other virtual roles in the first battle to generate skill identifications;
s130, responding to the displacement control operation aiming at the target virtual character, and adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification.
First, the names referred to in the embodiments of the present application will be briefly described.
(1) Terminal device
The terminal device mainly refers to a terminal for providing a graphical user interface and capable of performing control operations on a player character, and may include, but is not limited to, any one of the following devices: notebook computers, smart phones, tablet computers, desktop computers, game machines, MP4(Moving Picture Experts Group Audio Layer IV) players, Personal Digital Assistants (PDAs), e-book readers, and the like. The terminal device has installed and operated therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiment of the present application, an application program is described as a game application, and optionally, the application program may be a standalone application program, such as a standalone 3D game program, or an online application program.
(2) Graphic user interface
The graphic user interface is an interface display format for human-computer communication, which allows a user to manipulate icons, logos, or menu options on a screen using an input device such as a mouse or a keyboard, and also allows the user to manipulate the icons or menu options on the screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program, or perform some other task, etc.
(3) Virtual scene (Game scene)
A virtual scene is a virtual scene that an application program displays (or provides) when running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, sea and the like, wherein the land comprises environmental elements such as desert, city and the like. For example, in a sandbox type 3D shooting game, the virtual scene is a 3D game world for a player to control the virtual character to play against, and an exemplary virtual scene may include: at least one element selected from a group consisting of a mountain, a flat ground, a river, a lake, an ocean, a desert, a sky, a plant, a building, and a vehicle; for example, for a 2D or 5D card game, the virtual scene is a scene for displaying a released card or a virtual object corresponding to the released card, and example virtual scenes may include: a arena, a battle field, or other 'field' elements or other elements capable of displaying the card battle state; for a 2D or 2.5D multiplayer online tactical sports game, the virtual scene is a 2D or 2.5D terrain scene for the virtual object to fight, and example virtual scenes may include: mountains, lines, rivers, classrooms, tables and chairs, podium and other elements in the canyon style.
(4) Game interface
The game interface is an interface corresponding to an application program provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, etc.), instructional markers (e.g., skill markers, etc.), information presentation areas (e.g., number of clicks, game time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual characters such as a game character, an NPC character, and an AI character, which execute a game logic in the virtual scene.
(5) Virtual character
A virtual character refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual Character is a Character controlled by a Player through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-Player Character (NPC) set in a virtual scene match-up. Optionally, the virtual character is a virtual character that competes in a virtual scene. Optionally, the number of virtual characters in the virtual scene match is preset, or is dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual character to move in the virtual scene, e.g., control the virtual character to run, jump, crawl, etc., and also control the virtual character to fight with other virtual characters in the battle using skills, virtual props, etc., provided by the application.
The game data processing method in one embodiment of the present disclosure may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game data processing method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game data processing method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing data processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a method for processing game data, where a graphical user interface is provided by a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system. And providing a graphical user interface through the terminal equipment, wherein the graphical user interface comprises at least one part of scene picture of the game scene. The game comprises a game scene, a virtual character in first camp and a virtual character in second camp in the game scene, the virtual character in the first camp and the virtual character in the second camp are in the same game match, and the first camp and the second camp are opposite camps.
The above exemplary steps provided in the embodiments of the present application will be described below by taking the application of the above game data processing method to a server as an example.
In step S110, a game interface corresponding to the first virtual character is displayed in a graphical user interface of a terminal device controlling the first virtual character, the game interface includes a first skill control and a game screen, the game screen includes a virtual scene screen in a visual field of the first virtual character, and the first virtual character belongs to a first battle.
Here, the in-field virtual scene picture and the out-of-field virtual scene picture may be displayed in the game picture in a differentiated manner, for example, by adjusting a display color, a transparency, and/or a definition.
The first skill control is used for releasing the first skill, and the first skill is used for controlling the first virtual character to establish a connection relation with other virtual characters in the first battle. After the connection relationship is established, a special identification effect for representing the connection between the first virtual character and other virtual characters can be displayed on the game interface, and the special identification effect can be used for showing the connection relationship between the first virtual character and other virtual characters through a virtual connection line.
In a game, a plurality of virtual roles can participate, and each user corresponds to one virtual role; a plurality of virtual roles can be divided into two camps, be first camps and second camps respectively, and the quantity of the virtual roles in every camps can be one or more, and the quantity of the virtual roles in two camps can be different. The virtual roles in the first camps have first identities, the virtual roles in the second camps have second identities, and the first identities are opposite to the second identities.
Specifically, the number of virtual characters in the first camp is smaller than the number of virtual characters in the second camp, the virtual characters in the first camp execute a first game task, and the virtual characters in the second camp execute a second game task; the first game task is different from the second game task, and furthermore, winning conditions of the first and second campuses are also different.
Illustratively, to
Figure BDA0003460788180000121
For example, the zero-number mission game is 2v4 sneak-in confrontation, the counterparty consists of two pursuit parties and four sneak-in parties, two opponent battles are provided, and the player can select the playing identity and pursue the pursuit confrontation in different virtual scenes. Here, the virtual character in the first camp is referred to as a chaser, and the virtual character in the second camp is referred to as a sneak party, that is, the first virtual character belongs to the chaser. It should be noted that the first virtual character in the embodiment of the present application can only be applied to the camp to which the pursuing party belongs.
In step S120, in response to a triggering operation for the first skill control, controlling the first virtual character to generate skill identifications with other virtual characters in the first battle.
Here, the skill identification is used for characterizing that the first virtual character releases the first skill, and the first skill is effective, where the first skill is effective means that a connection relationship is established between the first virtual character and other virtual characters in the first battle. The skill identification can be a virtual connection line used for connecting the first virtual character and other virtual characters, and the other virtual characters refer to any virtual character in the first camp except the first virtual character.
The duration of the skill identifier in the game interface is limited, and the duration can be preset according to an actual game scene, where the duration refers to the time for displaying the skill identifier after the first skill control is triggered and the first virtual character is connected with other virtual characters in the first battle.
And controlling the first virtual character and other virtual characters in the first battle to generate skill identifications in response to the triggering operation of the first skill control in the process of game playing. In the embodiment of the application, the triggering operation is issued by the user to the terminal device, and the triggering operation is used to control the first virtual character and the game interfaces corresponding to the other virtual characters in the first camp to display the skill identifiers, and in addition, if the field of view of the virtual character in the second camp also contains the skill identifiers, the skill identifiers may also be displayed in the game interfaces corresponding to the virtual characters in the second camp.
In step S130, in response to the displacement control operation for the target virtual character, the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relationship of the target virtual character with respect to the skill identifier.
In the step, in response to a displacement control operation for the target virtual character, the target virtual character is controlled to move in the virtual scene, and in the moving process of the target virtual character, a relative displacement is formed between the target virtual character and the skill identifier.
Here, the relative displacement refers to the displacement of the target virtual character relative to the skill identification; the relative displacement relation refers to the movement relation or the position relation between the target virtual character and the skill identification after the target virtual character is displaced relative to the skill identification; the motion relation is determined through the moving direction of the target virtual character in the virtual scene, and the position relation is determined through the moving track of the target virtual character in the virtual scene.
The skill configuration parameters may include the moving speed of the target virtual character in the virtual scene, and may also include the life value of the target virtual character in the virtual game.
In this embodiment of the application, the target virtual role may be a virtual role in the first camp, may be a virtual role in the second camp, and may also be a virtual role in the first camp and a virtual role in the second camp. Because the target virtual character is located in different lots, the process of adjusting the skill configuration parameters of the target virtual character is also different according to the relative displacement relationship of the target virtual character relative to the skill identifier, and the following embodiment specifically illustrates the following steps:
in a first embodiment, the target avatar comprises an avatar in a first row; the skill identification includes a virtual wire for connecting the first virtual character and the other virtual characters. Here, the virtual characters in the first lineup include the first virtual character and other virtual characters, and one or more other virtual characters may be included. When there are a plurality of other virtual characters, the user controlling the first virtual character needs to select one of the other virtual characters first, and release the first skill for the selected other virtual character, so that a virtual connection is formed between the first virtual character and the selected other virtual character.
On the basis, the step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification comprises the following steps:
and step 210, acquiring the moving direction of the target virtual character in the virtual scene.
Here, the moving direction refers to an orientation of the target virtual character when moving in the virtual scene.
Step 220, determining a first angle value of an included angle formed by the moving direction and the virtual connecting line.
Here, the virtual wire has a designated direction, the designated direction being a direction along the virtual wire, and the first virtual character points to other virtual characters connected to the first virtual character. In addition, the virtual connection line is displayed on the game interface. Specifically, the virtual connecting line is displayed on the game interface in a special effect form, and the special effect can be a through-wall straight special effect, that is, the special effect is not influenced by an opaque object in the virtual scene.
And determining an included angle formed by the intersection of the moving direction and the appointed direction of the virtual connecting line as an included angle formed by the moving direction and the virtual connecting line, and calculating a first angle value of the included angle. Wherein the first angle value ranges between 0 degrees and 180 degrees.
And step 230, if the first angle value meets a first preset condition, adjusting a skill configuration parameter of the target virtual character.
The first preset condition is that the first angle value is smaller than a preset angle threshold value, and the skill configuration parameter comprises the moving speed of the virtual character in the first camp in the virtual scene; for example, the preset angle threshold in the game may be set at 60 degrees.
Specifically, the step of adjusting the skill configuration parameters of the target virtual character includes: the moving speed of the target virtual character is increased.
In this case, the moving speed of the target virtual character may be increased according to the second change rate, for example, the moving speed of the target virtual character may be adjusted to 140% of the initial speed, that is, 40% of the initial speed is added to the initial speed of the target virtual character. The moving speed of the target virtual character can also be increased according to the preset association relationship between the first angle value and the speed addition, for example, when the first angle value is between [0,20], the target virtual character increases the moving speed according to 40% of the initial speed addition; when the first angle value is between [20,40], the target avatar increases the moving speed by 30% of the initial speed addition; when the first angle value is between [40,60], the target avatar increases the moving speed by 25% of the initial speed addition, and so on.
For example, when the first avatar or other avatars in the first camp move in the virtual scene, if a first angle value of an included angle formed between the moving direction of the first avatar or other avatars in the first camp and the designated direction of the virtual line is smaller than a preset angle threshold, the velocity addition may be implemented.
In a second embodiment, the target avatar comprises an avatar in a second row; the skill identification includes a virtual wire for connecting the first virtual character and the other virtual characters. Here, the virtual character in the second lineup has an enemy relationship with the virtual character in the first lineup.
The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification comprises the following steps:
and 310, acquiring a moving track of the target virtual character in the virtual scene.
Here, the movement trajectory refers to all paths through which the target virtual character moves in the virtual scene. Since the target virtual character moves in the virtual scene, the movement track of the target virtual character in the virtual scene needs to be acquired in real time.
And step 320, judging whether an intersection point exists between the moving track and the virtual connecting line.
Here, when there is an intersection between the movement trajectory and the virtual line, it is explained that the target virtual character touches the virtual line. Because the virtual connection line is formed when the first virtual character in the first camp releases the first skill to other virtual characters, and the virtual character in the second camp has an enemy relationship with the virtual character in the first camp, the virtual connection line can generate a reverse effect on the target virtual character, such as reducing the life value of the target virtual character, or reducing the moving speed of the target virtual character.
And step 330, if the skill configuration parameters exist, adjusting the skill configuration parameters of the target virtual role.
Illustratively, the skill configuration parameters include a movement speed of the virtual character in the second lineup in the virtual scene; when an intersection point exists between the moving track and the virtual connecting line, the step of adjusting the skill configuration parameters of the target virtual character comprises the following steps: the moving speed of the target virtual character is reduced.
The moving speed of the target avatar may be reduced according to a third variation ratio, for example, the moving speed of the target avatar may be adjusted to 80% of the initial speed relative to the initial speed of the target avatar, i.e., a-20% reduction of the initial speed may be performed.
In a third embodiment, the target virtual roles include a virtual role in a first row and a virtual role in a second row. The process of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier may be combined with the first embodiment and the second embodiment, which is not described in detail herein.
For example, when a first virtual character approaches other virtual characters in a first battle, the first virtual character may establish a virtual connection with the other virtual characters in the first battle, and when the first virtual character approaches the other virtual characters along the virtual connection, the moving speed may be greatly increased, for example, the moving speed is doubled and lasts for 10 seconds; similarly, when other virtual characters approach to the first virtual character along the virtual connection line, the moving speed is also greatly increased, for example, the moving speed is doubled and lasts for 10 s; when the virtual character in the second camp touches the virtual connecting line in the moving process of the virtual scene, the virtual connecting line can cause the virtual character in the second camp to reduce the moving speed, so that the virtual character in the first camp can catch the virtual character in the second camp more quickly, for example, the moving speed is reduced by-20%. The limiting condition for touching the virtual connection line may be that an intersection exists between a moving track of the virtual character in the second camp in the virtual scene and the virtual connection line, or that a shortest distance between the virtual character in the second camp and the virtual connection line is within a preset distance range.
As a preferred embodiment, before the skill identification is not generated in the virtual scene, the method further comprises: and responding to the displacement control operation aiming at the first virtual character, and adjusting the skill configuration parameters of the first virtual character according to the relative displacement relation between the first virtual character relative to other virtual characters in the first battle.
In this step, in the moving process of the first virtual character, when the first virtual character does not release the first skill, the skill configuration parameter of the first virtual character may be adjusted according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp. Wherein the skill configuration parameter is the movement speed of the first virtual character.
Specifically, the first virtual character is controlled to move in the virtual scene in response to the displacement control operation for the first virtual character, and in the moving process of the first virtual character, the first virtual character and other virtual characters form relative displacement.
Here, the relative displacement refers to a displacement of the first virtual character relative to the other virtual characters; the relative displacement relation refers to the movement relation between the first virtual character and other virtual characters after the first virtual character is displaced relative to other virtual characters; wherein the movement relationship may be determined by a direction of movement of the first avatar in the virtual scene.
Specifically, the step of adjusting the skill configuration parameter of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp includes:
and step 410, acquiring the moving direction of the first virtual character in the virtual scene.
Here, the moving direction refers to an orientation of the first avatar when moving in the virtual scene.
Step 420, determining a second angle value of an included angle formed between the moving direction and the connecting line direction; the connection direction is the linear direction from the first virtual character to other virtual characters when the first virtual character is in linear connection with other virtual characters.
Here, the connection direction is a straight line direction in which the first virtual character points to the other virtual character when the first virtual character is connected to the other virtual character, and the connection direction is not displayed on the game interface. Namely, the connection direction is the direction that the first virtual character always has in the virtual scene (under the condition that other virtual characters exist), and a trigger condition is not needed; however, the virtual connection needs the first skill of the first virtual character to release to other virtual characters to trigger generation.
And 430, if the second angle value meets a second preset condition, adjusting the skill configuration parameter of the first virtual character.
Here, the second preset condition is that the second angle value is smaller than a preset angle threshold; the step of adjusting the skill configuration parameters of the first virtual character comprises: the moving speed of the first avatar is increased.
The preset angle threshold is always unchanged, that is, the first angle value and the second angle value are both compared with the preset angle threshold to judge whether to adjust the skill configuration parameter of the first virtual character.
In a specific embodiment, the moving speed of the first virtual character may be increased according to a first change ratio, for example, the moving speed of the first virtual character is adjusted to 120% of the initial speed relative to the initial speed of the first virtual character, i.e., 20% of the initial speed is added. In another specific embodiment, the moving speed of the first virtual character can be increased according to the preset association relationship between the second angle value and the speed addition, for example, when the first angle value is between [0,20], the first virtual character increases the moving speed according to 20% of the initial speed addition; when the first angle value is between [20,40], the first avatar increasing the movement speed by 15% of the initial speed addition; when the first angle value is between [40,60], the first avatar increases the moving speed by 10% of the initial speed addition, and so on.
Illustratively, when the first virtual character moves in the virtual scene, if a second angle value of an included angle formed between the moving direction and the connecting line direction is smaller than a preset angle threshold, the velocity addition can be realized.
As a preferred embodiment, after the skill identifier is not generated in the virtual scene and the skill identifier is generated, the association relationship between the virtual role in the first camp and the virtual role in the second camp adjusted according to the skill configuration parameter is established.
Before the skill identification is not generated in the virtual scene, when the skill configuration parameter of the first virtual character is adjusted according to the relative displacement relation between the first virtual character and other virtual characters in the first formation, the skill configuration parameter of the first virtual character is adjusted according to a first change proportion;
after the skill identification is generated in the virtual scene, if the target virtual character comprises a virtual character in the first battlement, when the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relation of the target virtual character relative to the skill identification, the skill configuration parameter of the target virtual character is adjusted according to a second change proportion;
wherein the value of the first variation ratio is smaller than the value of the second variation ratio. Preferably, the value of the first variation ratio may be set to be half of the value of the second variation ratio, that is, the effect of doubling the moving speed may be achieved.
In addition, after the skill identification is generated in the virtual scene, if the target virtual character comprises a virtual character in the second battle, when the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relation of the target virtual character relative to the skill identification, the skill configuration parameter of the target virtual character is adjusted according to a third change proportion; preferably, the absolute value of the third change ratio may be set to be the same as the numerical value of the first change ratio.
In a preferred embodiment, the game interface further includes a second skill control, and the method further includes:
and responding to the triggering operation of the second skill control, controlling the first virtual character to instantaneously move to the current position of other virtual characters in the first camp in the virtual scene, and adjusting the skill configuration parameters of the virtual characters in the second camp within the preset area range of the first virtual character.
Here, since the positions of the other virtual characters in the virtual scene change in real time due to the movement of the other virtual characters in the virtual scene, in order to transfer the first virtual character to the vicinity of the other virtual characters, it is necessary to control the first virtual character to instantaneously move to the current position of the other virtual characters in the first action in the virtual scene, so as to achieve better game balance.
And then, when the first virtual character moves to the current position of other virtual characters in the first camp in the virtual scene instantaneously, adjusting the skill configuration parameters of the virtual characters in the second camp within the preset area range of the first virtual character. Here, the preset area range refers to a circular range having a preset distance as a radius, with a position in the virtual scene after the first virtual character is instantaneously moved as a center. If virtual roles in the second camp in the preset area range exist, the moving speed of the virtual roles in the second camp in the preset area range is reduced, so that the virtual roles in the second camp can be better surrounded, clamped and encircled, and then killing with higher efficiency is carried out.
For example, when the first virtual character moves to the current position of other virtual characters in the first camp in the virtual scene instantaneously, the special effect of the energy pulse can be displayed on the game interface, so that the virtual character in the second camp within the preset area can intuitively know that the moving speed of the virtual character is reduced and the virtual character continues for a period of time.
In another preferred embodiment, the game interface further includes a second skill control, and before the skill identifier is not generated in the virtual scene, the method further includes:
in response to a triggering operation for the second skill control, sending a transfer request to other virtual roles in the first lineup; when other virtual characters in the first battle receive the transmission request, displaying the skill countdown on the game interface; controlling other virtual characters to instantaneously move to the specified position of the first virtual character in the virtual scene at the skill countdown ending time; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.
Here, the skill countdown may be displayed on the game interface of both the first virtual character and the other virtual characters. Wherein the display form of the skill countdown comprises at least one of the following items: the display form of the progress bar, the display form of the percentage and the display form of the number change.
Illustratively, when the display form of the skill countdown is a display form of a progress bar, the progress bar corresponding to the skill countdown is displayed on the game interface, the total length of the progress bar represents the total time of the skill countdown, and the mobile identifier on the progress bar is used for representing real-time change information, for example, the position of the mobile identifier on the progress bar is used for representing the progress information of the time countdown. Similarly, the percentage display form and the number change display form are not repeated one by one.
In the process of fighting the first virtual character, if the first virtual character calls other virtual characters to help, if the other virtual characters are directly transmitted to the position where the first virtual character is fighting, the virtual character in the second battle can die to a great extent, and the game can be unbalanced, so that in order to achieve the balance of the game, the other virtual characters are controlled to instantaneously move to the specified position of the first virtual character in the virtual scene by combining the characteristic that the first virtual character moves in the process of fighting, wherein the specified position is the position of the first virtual character in the virtual scene when the other virtual characters receive the transmission request.
Here, when the other virtual character instantaneously moves to the designated position of the first virtual character in the virtual scene, the special effect of the energy pulse is not displayed on the game interface, and at this time, when the other virtual character instantaneously moves to the designated position of the first virtual character in the virtual scene, the virtual character in the second camp nearby is not affected.
In one example, if a first virtual character has established virtual connections with other virtual characters in a first formation, when a player to which the first virtual character belongs triggers a second skill, the first virtual character enters a skill sustained release phase, which may last for a preset time period, for example, the preset time period is 3s, and in the skill sustained release phase, the first virtual character cannot move and cannot use any skill, but is attacked by the virtual character in the second formation, the skill release is interrupted. When the skill sustained release stage is finished, the first virtual character can instantaneously move to the current position of other virtual characters in the first camp in the virtual scene, and the moving speed of the virtual character in the second camp in the preset area range of the first virtual character is reduced. For example, the first avatar moves instantaneously to the current position of the teammate in the virtual scene, and releases the energy second rush, which can cause deceleration effect to the avatar in the second battle of the preset area range, and the duration is 5 s.
In another example, if the first virtual character does not establish virtual connection with other virtual characters in the first formation, when the player to which the first virtual character belongs triggers the second skill, the other virtual characters receive the transmission request, at this time, a UI button appears on the game interface, the UI button is clicked to accept the transmission request, if the other virtual characters choose to accept the transmission request within 5s, the other virtual characters enter a skill sustained release phase, which may last for a period of time, such as 2s, during the skill sustained release phase, the other virtual characters cannot move and cannot use any skill, and cannot be selected by the first skill of the first virtual character, when the other virtual characters accept the transmission request, the position of the first virtual character in the virtual scene is recorded, the position is marked as the designated position, and when the skill sustained release phase ends, other avatars may snap to the designated location.
According to the game data processing method provided by the embodiment of the application, by triggering the first skill control, a skill identifier can be generated between the first virtual character and other virtual characters in the first battle, the skill identifier can prompt the movement condition of the virtual character controlled by a user in a virtual scene, and if the first virtual character and the other virtual characters in the first battle generate the skill identifier in the virtual scene needing support, the virtual character in the second battle can be surrounded, so that more efficient killing can be performed; furthermore, the skill configuration parameters of the virtual roles in the first campsite and/or the virtual roles in the second campsite are correspondingly adjusted according to the relative displacement relationship between the virtual roles in the first campsite and/or the virtual roles in the second campsite relative to the skill identifiers, and the adjusted skill configuration parameters can accelerate the pursuit speed of the virtual roles in the first campsite when pursuing the virtual roles in the second campsite, so that the game progress of both attacking parties is promoted, the game progress speed of game against the game is increased, the game rhythm is increased, and the game experience of the player is improved.
Based on the same inventive concept, the embodiment of the present application further provides a game data processing device corresponding to the game data processing method, and as the principle of solving the problem of the device in the embodiment of the present application is similar to the game data processing method in the embodiment of the present application, the implementation of the device may refer to the implementation of the method, and repeated details are omitted.
Referring to fig. 2, fig. 2 is a schematic structural diagram of a game data processing apparatus provided in an embodiment of the present application, a graphical user interface is provided through a terminal device, the graphical user interface includes a virtual scene of a current virtual match, a game includes a first battle and a second battle in different battles from the first battle, and as shown in fig. 2, the apparatus 200 includes:
the screen display module 210 is configured to display a game interface corresponding to a first virtual character in a graphical user interface of a terminal device that controls the first virtual character, where the game interface includes a first skill control and a game screen, the game screen includes a virtual scene screen in a visual field of the first virtual character, and the first virtual character belongs to a first battle;
an identifier generating module 220, configured to control, in response to a triggering operation for the first skill control, generation of skill identifiers between the first virtual character and other virtual characters in the first battle;
and the parameter adjusting module 230 is configured to, in response to the displacement control operation for the target virtual character, adjust the skill configuration parameter of the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier.
In one embodiment of the present application, the number of virtual characters in the first camp is smaller than the number of virtual characters in the second camp, the virtual characters in the first camp perform the first game task, and the virtual characters in the second camp perform the second game task; the first game task is different from the second game task.
In one embodiment of the present application, the target virtual character includes a virtual character in the first camp and/or a virtual character in the second camp, and the virtual character in the first camp includes the first virtual character and other virtual characters.
In one embodiment of the present application, the target avatar comprises an avatar in a first row; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
the parameter adjusting module 230 is specifically configured to:
acquiring the moving direction of a target virtual character in a virtual scene;
determining a first angle value of an included angle formed by the moving direction and the virtual connecting line;
and if the first angle value meets a first preset condition, adjusting the skill configuration parameters of the target virtual role.
In an embodiment of the application, the first preset condition is that the first angle value is smaller than a preset angle threshold, and the skill configuration parameter includes a moving speed of a virtual character in the first camp in a virtual scene;
the parameter adjustment module 230 is further specifically configured to:
the moving speed of the target virtual character is increased.
In one embodiment of the present application, the target avatar comprises an avatar in a second row; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
the parameter adjusting module 230 is specifically configured to:
acquiring a moving track of a target virtual character in a virtual scene;
judging whether an intersection point exists between the moving track and the virtual connecting line;
and if so, adjusting the skill configuration parameters of the target virtual role.
In one embodiment of the application, the skill configuration parameter comprises a moving speed of the virtual character in the second formation in the virtual scene;
the parameter adjustment module 230 is further specifically configured to:
the moving speed of the target virtual character is reduced.
In an embodiment of the present application, before generating no skill identifier in the virtual scene, the apparatus 200 further includes a configuration adjustment module (not shown in the figure) configured to:
and responding to the displacement control operation aiming at the first virtual character, and adjusting the skill configuration parameters of the first virtual character according to the relative displacement relation between the first virtual character relative to other virtual characters in the first camp.
In an embodiment of the present application, the configuration adjustment module is specifically configured to:
acquiring the moving direction of a first virtual character in a virtual scene;
determining a second angle value of an included angle formed between the moving direction and the connecting line direction; the connection direction is the linear direction in which the first virtual character points to other virtual characters when the first virtual character is in linear connection with other virtual characters;
and if the second angle value meets a second preset condition, adjusting the skill configuration parameter of the first virtual role.
In an embodiment of the present application, the second preset condition is that the second angle value is smaller than a preset angle threshold;
the configuration adjustment module is further specifically configured to:
the moving speed of the first avatar is increased.
In one embodiment of the application, before the skill identifier is not generated in the virtual scene, when the skill configuration parameter of the first virtual character is adjusted according to the relative displacement relationship between the first virtual character and other virtual characters in the first formation, the skill configuration parameter of the first virtual character is adjusted according to a first change proportion;
after the skill identification is generated in the virtual scene, if the target virtual character comprises a virtual character in the first battlement, when the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relation of the target virtual character relative to the skill identification, the skill configuration parameter of the target virtual character is adjusted according to a second change proportion;
wherein the value of the first variation ratio is smaller than the value of the second variation ratio.
In one embodiment of the present application, the game interface comprises a second skill control, and the apparatus 200 further comprises a first transient module (not shown in the figures) for:
and responding to the triggering operation of the second skill control, controlling the first virtual character to instantaneously move to the current position of other virtual characters in the first camp in the virtual scene, and adjusting the skill configuration parameters of the virtual characters in the second camp within the preset area range of the first virtual character.
In one embodiment of the application, the game interface includes a second skill control, and before the skill identifier is not generated in the virtual scene, the apparatus further includes a second transient module (not shown in the figure) configured to:
in response to a triggering operation for the second skill control, sending a transfer request to other virtual roles in the first lineup;
when other virtual characters in the first battle receive the transmission request, displaying the skill countdown on the game interface;
controlling other virtual characters to instantaneously move to the specified position of the first virtual character in the virtual scene at the skill countdown ending time; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.
In one embodiment of the present application, the display form of the skill countdown includes at least one of the following: the display form of the progress bar, the display form of the percentage and the display form of the number change.
According to the game data processing device provided by the embodiment of the application, by triggering the first skill control, a skill identifier can be generated between the first virtual character and other virtual characters in the first battle, the skill identifier can prompt the movement condition of the virtual character controlled by a user in a virtual scene, and if the first virtual character and the other virtual characters in the first battle generate the skill identifier in the virtual scene needing support, the virtual character in the second battle can be surrounded, so that more efficient killing can be performed; furthermore, the skill configuration parameters of the virtual roles in the first campsite and/or the virtual roles in the second campsite are correspondingly adjusted according to the relative displacement relationship between the virtual roles in the first campsite and/or the virtual roles in the second campsite relative to the skill identifiers, and the adjusted skill configuration parameters can accelerate the pursuit speed of the virtual roles in the first campsite when pursuing the virtual roles in the second campsite, so that the game progress of both attacking parties is promoted, the game progress speed of game against the game is increased, the game rhythm is increased, and the game experience of the player is improved.
Referring to fig. 3, fig. 3 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 3, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.
The memory 320 stores machine-readable instructions executable by the processor 310, when the electronic device 300 runs, the processor 310 communicates with the memory 320 through the bus 330, and when the machine-readable instructions are executed by the processor 310, the steps of the method for processing game data in the method embodiment shown in fig. 1 may be executed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method for processing game data in the method embodiment shown in fig. 1 may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (17)

1. A game data processing method is characterized in that a terminal device provides a graphical user interface, the graphical user interface comprises a virtual scene of the virtual game, the game comprises a first battle and a second battle in different battles with the first battle, and the method comprises the following steps:
displaying a game interface corresponding to a first virtual character in a graphical user interface of terminal equipment for controlling the first virtual character, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in a visual field of the first virtual character, and the first virtual character belongs to the first battle;
controlling the first virtual role to generate skill identification with other virtual roles in the first lineup in response to a triggering operation for a first skill control;
and responding to the displacement control operation aiming at the target virtual character, and adjusting the skill configuration parameters of the target virtual character according to the relative displacement relation of the target virtual character relative to the skill identification.
2. The method of claim 1, wherein the number of virtual characters of the first lineup performing a first game task is less than the number of virtual characters of the second lineup performing a second game task; the first game task is different from the second game task.
3. The method of claim 1, wherein the target virtual character comprises a virtual character in the first camp and/or a virtual character in the second camp, and wherein the virtual character in the first camp comprises the first virtual character and the other virtual characters.
4. The method of claim 1, wherein the target avatar comprises an avatar in the first row; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
according to the relative displacement relation of the target virtual character relative to the skill identification, adjusting the skill configuration parameters of the target virtual character, wherein the step comprises the following steps:
acquiring the moving direction of the target virtual character in the virtual scene;
determining a first angle value of an included angle formed by the moving direction and the virtual connecting line;
and if the first angle value meets a first preset condition, adjusting the skill configuration parameters of the target virtual role.
5. The method according to claim 4, wherein the first preset condition is that the first angle value is smaller than a preset angle threshold, and the skill configuration parameter comprises a moving speed of a virtual character in the first camp in the virtual scene;
the step of adjusting the skill configuration parameters of the target virtual character comprises the following steps:
increasing a moving speed of the target virtual character.
6. The method of claim 1, wherein the target avatar comprises an avatar in the second row; the skill identification comprises a virtual wire for connecting the first virtual character and the other virtual characters;
according to the relative displacement relation of the target virtual character relative to the skill identification, adjusting the skill configuration parameters of the target virtual character, wherein the step comprises the following steps:
acquiring a moving track of the target virtual character in the virtual scene;
judging whether an intersection point exists between the moving track and the virtual connecting line;
and if so, adjusting the skill configuration parameters of the target virtual role.
7. The method of claim 6, wherein the skill configuration parameters include a speed of movement of a virtual character in the second lineup in the virtual scene;
the step of adjusting the skill configuration parameters of the target virtual character comprises the following steps:
reducing a movement speed of the target virtual character.
8. The method of claim 1, wherein before the skill identification is not generated in the virtual scene, the method further comprises:
and responding to the displacement control operation aiming at the first virtual character, and adjusting the skill configuration parameters of the first virtual character according to the relative displacement relation between the first virtual character relative to other virtual characters in the first camp.
9. The method of claim 8, wherein the step of adjusting skill configuration parameters of the first avatar based on relative displacement relationships between the first avatar relative to other avatars in the first lineup comprises:
acquiring the moving direction of the first virtual character in the virtual scene;
determining a second angle value of an included angle formed between the moving direction and the connecting line direction; the connection direction is the linear direction of the first virtual character pointing to the other virtual characters when the first virtual character is in linear connection with the other virtual characters;
and if the second angle value meets a second preset condition, adjusting the skill configuration parameter of the first virtual role.
10. The method according to claim 9, characterized in that the second preset condition is that the second angle value is smaller than a preset angle threshold;
the step of adjusting the skill configuration parameters of the first virtual character comprises:
increasing a speed of movement of the first avatar.
11. The method according to claim 8, wherein before the skill identification is not generated in the virtual scene, when the skill configuration parameter of the first virtual character is adjusted according to the relative displacement relationship between the first virtual character relative to other virtual characters in the first formation, the skill configuration parameter of the first virtual character is adjusted according to a first change proportion;
after the skill identification is generated in the virtual scene, if the target virtual character comprises a virtual character in the first battlement, when the skill configuration parameter of the target virtual character is adjusted according to the relative displacement relation of the target virtual character relative to the skill identification, the skill configuration parameter of the target virtual character is adjusted according to a second change proportion;
wherein a value of the first variation ratio is smaller than a value of the second variation ratio.
12. The method of claim 1, wherein the game interface comprises a second skill control, the method further comprising:
and responding to the triggering operation of the second skill control, controlling the first virtual character to instantaneously move to the current position of other virtual characters in the first camp in the virtual scene, and adjusting the skill configuration parameters of the virtual characters in the second camp within the preset area range of the first virtual character.
13. The method of claim 1, wherein the game interface includes a second skill control, and wherein before the skill identification is not generated in the virtual scene, the method further comprises:
sending a transfer request to other virtual roles in the first lineup in response to a triggering operation for the second skill control;
displaying a skill countdown on the game interface when other virtual characters in the first lineup accept the transfer request;
controlling the other virtual characters to instantaneously move to the designated position of the first virtual character in the virtual scene at the skill countdown ending time; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.
14. The method of claim 13, wherein the skill countdown presentation comprises at least one of: the display form of the progress bar, the display form of the percentage and the display form of the number change.
15. The utility model provides a processing apparatus of game data, its characterized in that provides graphical user interface through terminal equipment, including this virtual scene of virtual match in the graphical user interface, including first battle camp and with first battle camp is in the second battle camp of different battles camp, the device includes:
the picture display module is used for displaying a game interface corresponding to a first virtual character in a graphical user interface of terminal equipment for controlling the first virtual character, wherein the game interface comprises a first skill control and a game picture, the game picture comprises a virtual scene picture in the visual field of the first virtual character, and the first virtual character belongs to the first battle;
the identification generation module is used for responding to the triggering operation of a first skill control and controlling the first virtual role and other virtual roles in the first formation to generate skill identifications;
and the parameter adjusting module is used for responding to the displacement control operation aiming at the target virtual role and adjusting the skill configuration parameters of the target virtual role according to the relative displacement relation of the target virtual role relative to the skill identification.
16. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method of any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when being executed by a processor, carries out the steps of the method according to any one of claims 1 to 14.
CN202210015984.5A 2022-01-07 2022-01-07 Game data processing method and device, electronic equipment and storage medium Pending CN114377396A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115185412A (en) * 2022-07-15 2022-10-14 网易(杭州)网络有限公司 Information processing method and device, electronic equipment and readable storage medium
WO2024060888A1 (en) * 2022-09-23 2024-03-28 腾讯科技(深圳)有限公司 Virtual scene interaction processing method and apparatus, and electronic device, computer-readable storage medium and computer program product

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115185412A (en) * 2022-07-15 2022-10-14 网易(杭州)网络有限公司 Information processing method and device, electronic equipment and readable storage medium
CN115185412B (en) * 2022-07-15 2023-08-11 网易(杭州)网络有限公司 Information processing method and device, electronic equipment and readable storage medium
WO2024060888A1 (en) * 2022-09-23 2024-03-28 腾讯科技(深圳)有限公司 Virtual scene interaction processing method and apparatus, and electronic device, computer-readable storage medium and computer program product

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