CN110302530B - Virtual unit control method, device, electronic equipment and storage medium - Google Patents

Virtual unit control method, device, electronic equipment and storage medium Download PDF

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Publication number
CN110302530B
CN110302530B CN201910731116.5A CN201910731116A CN110302530B CN 110302530 B CN110302530 B CN 110302530B CN 201910731116 A CN201910731116 A CN 201910731116A CN 110302530 B CN110302530 B CN 110302530B
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virtual
team
units
unit
virtual unit
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CN110302530A (en
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郑宇菲
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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Abstract

The application provides a virtual unit control method, a virtual unit control device, electronic equipment and a storage medium, and relates to the field of games. The virtual unit control method provided by the application acts on a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene comprises a plurality of virtual units, and the method comprises the following steps: determining a virtual unit through which a sliding operation passes in response to the end of the sliding operation with any virtual unit as a starting point acting on the graphical user interface; determining the staying time of a touch point of the sliding operation on each virtual unit; and compiling the virtual units with the stay time exceeding the preset time length into the same virtual team. By the method, a user can compile a plurality of virtual units into the same virtual team in a sliding mode among the virtual units, the operation mode avoids conflict with other operations to a certain extent, and the fault tolerance of user operation is improved.

Description

Virtual unit control method, device, electronic equipment and storage medium
Technical Field
The present application relates to the field of games, and in particular, to a virtual unit control method, apparatus, electronic device, and storage medium.
Background
The instant strategy game (RTS game) is a common type of game. Unlike turn-based games, the combat process of the instant strategy game is performed instantaneously, not turn-based. Generally, a standard instant strategy game has elements of resource collection, base construction, technological development, and the like.
In the instant strategy game, there are two ways to control the virtual units, namely monomer control and group control. When performing cell control (when a virtual unit is controlled individually), a player needs to select a virtual unit first and then issue an action command (action command such as move, attack, etc.) to the virtual unit. Since a game progress of the instant strategy game is generally fast and there are many virtual units that one player needs to control, a group control method has been developed to improve control efficiency. Similar to the individual control method, in the group control, the player needs to select a plurality of virtual units (i.e. to form a queue) and then issue action instructions to the plurality of virtual units. When the group control is carried out, a plurality of selected virtual units in the same formation can be controlled simultaneously only by issuing action instructions once. It is apparent that the manner of crowd control simplifies the operational complexity of the player compared to the manner of individual control.
Disclosure of Invention
The application provides a virtual unit control method, a virtual unit control device, an electronic device and a storage medium.
In some embodiments, a virtual unit control method is applied to a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene includes a plurality of virtual units, and the method includes:
determining a virtual unit through which a sliding operation passes in response to the end of the sliding operation with any virtual unit as a starting point acting on the graphical user interface;
determining the staying time of a touch point of the sliding operation on each virtual unit;
and compiling the virtual units with the stay time exceeding the preset time length into the same virtual team.
In some embodiments, the method further comprises:
displaying a time prompt control in a display area corresponding to a first target virtual unit when a touch point of the sliding operation stays on the first target virtual unit in the plurality of virtual units; and a time prompt animation is displayed in the time prompt control, and the animation progress of the time prompt animation is changed along with the extension of the stay time.
In some embodiments, the grouping of the virtual units with the stay time exceeding the preset time length into the same virtual team comprises:
virtual units with stay time exceeding a preset time length are programmed into the same virtual team, and team symbols of the virtual team are displayed in a preset range of each virtual unit programmed into the virtual team.
In some embodiments, the programming of the virtual units having a stay time exceeding a preset time length into the same virtual team and the display of the team symbols of the virtual team in a preset range of each virtual unit programmed into the virtual team respectively comprises:
acquiring the information of a virtual team in an effective state at present;
determining a team symbol of the current virtual team according to the virtual team information;
virtual units with stay time exceeding a preset time length are programmed into the same virtual team, and the team symbols of the determined virtual team are displayed in a preset range of each virtual unit programmed into the virtual team.
In some embodiments, after the step of programming the virtual units with the stay time exceeding the preset time length into the same virtual team, the method further comprises:
in response to a first touch operation on a target team symbol in the displayed team symbols, all virtual units in a virtual team corresponding to the target team symbol are selected;
or, in response to a second touch operation performed on any virtual unit belonging to the virtual team, performing a single selection operation on any virtual unit;
or, all the virtual units in the virtual team are selected in response to a third touch operation performed on a second target virtual unit belonging to the virtual team.
In some embodiments, the programming of the virtual units with the stay time exceeding the preset time length into the same virtual team comprises:
and programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and hiding each team symbol on a graphical user interface.
In some embodiments, the step of programming virtual units with dwell times exceeding a preset time length into the same virtual team and hiding each team symbol in the graphical user interface comprises:
acquiring the total amount of the virtual team in the effective state at present;
determining the team symbol of the current virtual team according to the total amount of the virtual team;
and programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and hiding the determined team symbols on the graphical user interface.
In some embodiments, after the step of grouping the virtual units with the stay time exceeding the preset time length into the same virtual team and hiding the determined team symbol in the graphical user interface, the method further comprises:
in response to a fourth touch operation performed on any virtual unit belonging to a virtual team, displaying a team symbol of the virtual team in which the virtual unit is located in a preset range of at least one virtual unit built into the virtual team;
in response to a fifth touch operation on a target team symbol of the displayed team symbols, all virtual units in the virtual team corresponding to the target team symbol are selected.
In some embodiments, the method further comprises:
responding to a first dragging operation which takes the virtual units in any virtual team as a dragging starting point, and displaying a first moving connecting line of the virtual units with one end positioned in any virtual team on a graphical user interface;
and responding to the first dragging operation, controlling the other end of the first moving connecting line to move along with the touch point of the first dragging operation, and controlling the virtual units in the virtual team to interact with the target virtual unit after the touch point of the first dragging operation reaches the target virtual unit.
In some embodiments, the interaction comprises any one or more of: movement, attack, and resource collection.
In some embodiments, a virtual unit control apparatus, for a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene includes a plurality of virtual units, and the apparatus includes:
a first determination module, configured to determine a virtual unit through which a sliding operation passes in response to an end of the sliding operation that is performed on the graphical user interface and takes any one of the virtual units as a starting point;
the second determining module is used for determining the stay time of the touch point of the sliding operation on each virtual unit;
and the first formation module is used for forming the virtual units with the residence time exceeding the preset time length into the same virtual team.
In some embodiments, an electronic device comprises: the virtual unit control system comprises a processor, a storage medium and a bus, wherein the storage medium stores machine readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine readable instructions to execute steps such as a virtual unit control method.
In some embodiments, a computer readable storage medium has stored thereon a computer program which, when executed by a processor, performs steps such as a virtual unit control method.
The virtual unit control method provided by the application acts on a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene comprises a plurality of virtual units, and the method comprises the following steps: determining a virtual unit through which a sliding operation passes in response to the end of the sliding operation with any virtual unit as a starting point acting on the graphical user interface; determining the staying time of a touch point of the sliding operation on each virtual unit; and programming the virtual units with the residence time exceeding the preset time length into the same virtual team. By the method, a user can adopt a sliding mode among the virtual units to program the virtual units into the same virtual team, the operation mode avoids conflict with other operations to a certain extent, and the fault tolerance of user operation is improved.
In order to make the objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
To more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed 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 those skilled in the art can also obtain other related drawings based on the drawings without inventive efforts.
FIG. 1 is a basic flowchart of a virtual unit control method provided in an embodiment of the present application;
FIG. 2 is a schematic diagram showing a plurality of virtual units displayed in an exemplary RTS game scenario;
FIG. 3 is a schematic diagram illustrating the display of a time alert control next to a virtual unit in an exemplary RTS game scenario;
FIG. 4 is a diagram illustrating a time alert control displayed at an edge of a graphical user interface in an exemplary RTS game scenario;
FIG. 5 is a schematic diagram showing simultaneous display of team symbols of two different virtual teams alongside a virtual unit in an exemplary RTS game scenario;
FIG. 6 is a diagram illustrating a second drag operation in an exemplary RTS game scenario;
fig. 7 shows a schematic diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
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 of 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, as presented in the figures, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
When a player plays an RTS game, since the control efficiency using the single body control method is low, the player often operates a virtual unit in the game in a group control method.
For example, when a player uses a computer to perform an RTS game, the player can operate a mouse to simultaneously select a plurality of virtual units to form a team, and then issue an action instruction through the mouse and a keyboard, so that each virtual unit in the team can act according to the issued action instruction at the same time, and further, the function of simultaneously controlling the plurality of virtual units is completed.
As can be seen, the basis for group control is formation (simultaneous selection of a plurality of virtual units), and only after formation, an action command for group control can be issued simultaneously to a plurality of virtual units. There are three formation modes, the first is selective formation one by one; the second is frame-selected formation; the third is a double-click alternative formation, and the three alternatives will be described below.
The formation is carried out in a one-by-one selection mode, the user is required to click virtual units in a display picture one by operating a mouse under the condition that a designated key (usually a ctrl key) on a keyboard is pressed, and then the clicked virtual units are simultaneously selected and are formed into the same formation (if the designated key is not pressed, the virtual units in the display picture are clicked one by the mouse, each virtual unit is sequentially and independently selected, and the final result is that only the last clicked virtual unit is selected).
The method comprises the steps of adopting a frame selection mode to form a team, needing a user to click any point (the hand is not loosened after a mouse button is pressed) in a game scene through operating a mouse, dragging the mouse under the condition that the mouse button is pressed, further framing a frame, lifting the hand after the frame is framed, calculating which virtual units are positioned in the frame by a computer, further simultaneously selecting the virtual units contained in the frame, and compiling the virtual units into the same team.
The method comprises the steps that a double-click selection mode is adopted for formation, a user needs to use a mouse to double-click a certain virtual unit, then a computer can automatically calculate which virtual units of the same type are small enough in distance with the double-clicked virtual unit, then the computer can automatically select the double-clicked virtual unit and the virtual unit of the same type with the double-clicked virtual unit, the double-clicked virtual unit and the virtual unit of the same type with the double-clicked virtual unit are small enough in distance, and the two virtual units and the double-clicked virtual unit are formed into the same line.
Therefore, when the computer is used for RTS game, a plurality of formation modes are available, and the keyboard and the mouse can be used for inputting operation instructions at the same time, so that the types of operations which can be performed by players are very rich, and a plurality of operation modes can be available when a plurality of targets are selected to form a formation. Correspondingly, when the RTS game is played on a mobile phone terminal (touch screen terminal), since a player can only input an operation instruction through a touch screen, and the operations that the player can perform are limited, when a game designer designs the RTS game on the mobile phone terminal, in order to ensure that other main functions (mainly basic functions of the RTS game, such as functions of virtual unit movement, attack, and the like) of the game are not occupied, a function of simultaneously selecting a plurality of targets (i.e., a formation function) is abandoned, which directly results in that when the RTS game is played on the mobile phone, the player can only perform the game in a single-body control mode. Furthermore, since a plurality of virtual units in the game cannot be controlled simultaneously, this greatly reduces the operation efficiency.
In the subsequent technical development process, some game designers can introduce the function of frame selection formation when designing RTS games at the mobile phone end, but the inventor of the application finds that the game has the problem of function conflict after the function is introduced. That is, when the player inputs the formation command, the formation command may conflict with other operation commands (for example, when the user performs the frame selection operation, the user needs to slide on the graphical user interface with two fingers to frame a frame and further complete the formation, but this may conflict with the operation of zooming in the map, or other operations). That is, the inventor of the present application finds that, in the prior art, a sufficient and reasonable formation mode cannot be provided in the RTS game at the mobile phone end.
In view of the above problem, as shown in fig. 1, an embodiment of the present application provides a virtual unit control method, which is applied to a touch terminal, where a game scene is displayed in a graphical user interface of the touch terminal, where the game scene includes a plurality of virtual units, and the method includes:
s101, responding to the end of the sliding operation which takes any virtual unit as a starting point and acts on a graphical user interface, and determining the virtual unit which the sliding operation passes;
s102, determining the stay time of a touch point of the sliding operation on each virtual unit;
s103, programming the virtual units with the stay time exceeding the preset time length into the same virtual team.
As shown in fig. 2, an exemplary RTS game scenario is shown in which a plurality of virtual units are displayed, one virtual unit being circled in each dashed circle. As can be seen, there are three virtual units in the game scene shown in fig. 2 (three characters in the same circle on the right side act as one virtual unit).
In step S101, when operating, a user may first click a certain virtual unit (press a certain virtual unit by a finger, that is, a touch point when the user presses the certain virtual unit is on a certain virtual unit), then perform a sliding operation (that is, the user slides the finger on the touch screen of the touch terminal), and then, after the user lifts the finger off the touch screen (the user leaves the touch screen of the touch terminal), the sliding operation is completed. That is, in step S101, the user presses and lifts the finger only once when performing the sliding operation. When the user performs a sliding operation, a sliding track (a motion track of the touch point on the gui) is generated, and the sliding track passes through some virtual units, and in step S101, after the user completes the sliding operation, the touch terminal may calculate the virtual unit passed by the sliding operation.
As shown in fig. 2, an example of a certain sliding operation by the user is shown. The virtual unit on the right side in fig. 2 is the virtual unit where the starting point of the sliding operation performed by the user is located; then, the user slides to the left first to enable the sliding operation to pass through the virtual unit at the lower left corner, and then the user slides to the upper side to enable the sliding operation to pass through the virtual unit at the upper part; and the user does not lift the hand in the process of sliding leftwards or upwards. Further, the sliding operation is performed in the manner shown in fig. 2, and the virtual units passed by the sliding operation in fig. 2 are all 3 virtual units in fig. 2 (three virtual units encircled by a circle of a broken line).
The calculation method of which virtual units are passed through by the specific sliding operation is more, and only one of the following methods is listed here: after the user reaches the sliding operation, the touch terminal generates coordinates of a sliding track of the current sliding operation in a game scene (track coordinates in a coordinate system of the game scene); and then, the touch terminal determines which virtual units the sliding operation passes according to the coordinates of the sliding track and the coordinates of each virtual unit.
In step S102, for each virtual unit, the staying time of the touch point of the sliding operation in the virtual unit is respectively counted. When a user performs a sliding operation, the sliding speed is completely determined by the user, and if the user desires to program a certain virtual unit into a formation, the user can stay on the virtual unit for a certain time (the finger of the user remains stationary for a certain time after sliding on the virtual unit, that is, the touch point of the sliding operation stays on the virtual unit for a certain time) when performing the sliding operation; on the contrary, if the user does not desire to program a certain virtual unit into the queue, the user should quickly slide the virtual unit (the touch point does not stay on the virtual unit, and directly slides across the virtual unit) when performing the sliding operation, or the user should bypass the virtual unit by the finger (the touch point) when performing the sliding operation.
Finally, in step S103, virtual units with a sufficient dwell time (the dwell time exceeds a preset time length) are organized into the same virtual team. Here, the preset time length is used to determine whether to perform the formation, mainly to avoid the user from performing a wrong operation or an operation that is inconvenient in some scenarios. For example, if a game scene shows a lot of virtual units, if a user wants to group two virtual units (e.g., virtual units a and B) that are far apart into the same virtual team, the user needs to pass through the two virtual units in at least one sliding operation, since there are many virtual units displayed in the game scene, and other virtual units may pass through the two virtual units (e.g., the virtual unit C passed by hand by mistake, or the virtual unit C cannot be bypassed), if the user does not want to group other virtual units into the team, the user can quickly pass the other virtual units, in which case, after the user finishes the sliding operation, the touch terminal only puts two virtual units (such as the virtual units a and B) which are far away from each other into the same virtual team, but does not put the virtual unit C into the virtual team.
For another example, if the virtual unit is programmed into the virtual team as long as the touch point of the sliding operation passes through the virtual unit, the user needs to bypass all the virtual units that are not programmed into the virtual team when performing the sliding operation, and such an operation manner significantly increases the operation difficulty of the user and reduces the efficiency and accuracy.
As shown in table 1 below, an example of the stay time of the touch point of the sliding operation (the total sliding time length is 3S) performed by the user for a certain game scene (the game scene has a total of a to E and 5 virtual units) in each virtual unit is shown.
TABLE 1
Number of Virtual unit Dwell time (seconds)
1 A 1.2
2 B 0.1
3 C 0.2
4 D 1.1
5 E 0
As can be seen from table 1, in this example, the staying time of the touch point in the virtual unit a is 1.2S, the staying time of the touch point in the virtual unit B is 0.1S, the staying time of the touch point in the virtual unit C is 0.2S, and the staying time of the touch point in the virtual unit D is 1.1S. The total sliding time is 3S, and the total staying time of the touch point on all the virtual units is 2.6S, that is, the touch point has 0.4S of time without staying on any virtual unit (the finger of the user moves in the area of the non-virtual unit in the game scene). As can be seen from table 1, the touch point stays in the virtual unit a and the virtual unit D for a longer time, stays in the virtual units B and C for a shorter time (it can be understood that the finger of the user swiftly passes through the virtual units B and C), and does not stay in the virtual unit E (or the sliding track formed by the touch point does not pass through the virtual unit E). If the preset time duration in step S103 is 1S, it can be determined that only the stay time of the virtual unit a and the stay time of the virtual unit D satisfy the requirement (exceed the preset time duration), and the virtual units a and D should be grouped into the same virtual team.
In addition, there are two cases of the sliding operation performed by the user, and one case is that the sliding trajectory itself of the sliding operation is a trajectory having no intersection (e.g., a 1-shaped sliding trajectory, a 2-shaped sliding trajectory); another case is that the sliding trajectory itself of the sliding operation has an intersection (e.g., the 8-shaped sliding trajectory has an intersection in the middle of the sliding trajectory and the right side of the α -shaped sliding trajectory has an intersection). In general, when counting the dwell time, the dwell time of the touch point of the sliding operation each time when the touch point passes through the virtual unit a is counted, and the longest dwell time is determined in step S103; instead of counting the staying time of the touch point of the sliding operation each time when the virtual unit a passes, the staying time of each time is summed, and the summed result is taken as the staying time when the step S103 is executed.
Through the method provided in the above steps S101 to S103, after the user issues the sliding operation with any virtual unit as the starting point, the virtual unit passed by the touch point of the sliding operation can be selectively programmed into the same virtual team. After being organized into the same virtual team, if the user issues a virtual unit control command (such as one of movement, attack and resource collection), the virtual units in the same virtual team will execute the virtual unit control command at the same time. For example, moving towards a certain target (e.g. a certain location or a certain virtual unit), or attacking a certain target, or performing resource collection simultaneously, etc.
In an alternative embodiment, the virtual units that are programmed into the same virtual team remain unchanged from the original lineup, which may be the lineup that was constructed when the virtual units were programmed into the same virtual team. For example, a plurality of virtual units are arranged in a linear array in the same virtual team, and the linear array is maintained while the virtual units are in the same virtual team. For those skilled in the art of gaming, the matrix can also be in other forms, such as arc, triangle, etc., which are not described herein.
In an optional embodiment, after completing the steps S101 to S103, the user may further issue a control instruction, and at this time, the optional embodiment provided by the present application may further include the following method steps:
step 201, responding to a first dragging operation which takes the virtual units in any virtual team as a dragging starting point, and displaying a first moving connecting line of the virtual units with one end positioned in any virtual team on a graphical user interface;
step 202, in response to the first dragging operation, controlling the other end of the first moving link to move along with the touch point of the first dragging operation, and controlling the virtual units in the virtual team to interact with the target virtual unit after the touch point of the first dragging operation reaches the target virtual unit.
In step 201, it is reflected that the user has performed a drag operation (first drag operation) at a point where the user starts at a certain virtual unit in the virtual team. Specifically, the method may be: after the user presses a certain virtual unit in the virtual team, the finger is slid, and at the moment, a first moving connecting line is displayed on the graphical user interface to prompt the user that the user is giving a first dragging operation. One end of the first moving line is a virtual unit corresponding to the dragging start point.
Step 202, after the touch point reflecting the first dragging operation reaches a certain target virtual unit, the system directly controls the virtual units in the virtual team to interact with the target virtual unit. If the target virtual unit is an enemy unit, the target virtual unit can be attacked by a virtual unit in the control virtual team; if the target virtual unit is a friend unit, it may be that the virtual units in the virtual team are controlled to move toward the target virtual unit. Of course, in addition to movement and attacks, operations of the type such as resource collection may be performed.
In a specific implementation, if the target virtual unit is a friend unit and the staying time of the touch point of the first drag operation on the target virtual unit is long enough, the target virtual unit may be programmed into the virtual team. I.e., the interaction performed in step S202, may also be a queuing operation.
As described in step S103, in the solution provided in one embodiment of the present invention, when the virtual units are formed into a queue, the virtual units with a long retention time are formed into the same virtual queue, but the retention time can only meet the requirement of forming, and it is not possible to ensure accuracy by the user' S own estimation. For this situation, a control for prompting the staying time may be displayed when the touch point stays on the virtual unit, so as to inform the user how long the current touch point stays on the virtual unit, or how long the user is prompted to stay for formation.
That is, when the touch point of the sliding operation stays on a first target virtual unit of the plurality of virtual units, a time cue control is displayed in a display area corresponding to the first target virtual unit; and a time prompt animation is displayed in the time prompt control, and the animation progress of the time prompt animation is changed along with the extension of the stay time.
The time prompt control has two display modes, which are respectively: in a first display mode, a time prompt control is displayed at a position close to a first target virtual unit; in the second display mode, the time prompt control for any virtual unit is displayed at the edge of the graphical user interface. Generally, regardless of the display mode, the time-indicating animation displayed by the time-indicating control floats on the game scene, that is, the time-indicating animation blocks the background and virtual units in the game scene.
In the first display mode, the time-prompting animation is usually in the vicinity of the first target virtual unit, that is, the time-prompting control for the first target virtual unit should be displayed beside the first target virtual unit, so that it is clear to the user that the time-prompting animation displayed in the time-prompting control is used for characterizing the length of the staying time of the touch point on the first target virtual unit. More specifically, in some cases, it may be understood that the distance between the time-cue control and the first target virtual unit is smaller than the distance between the time-cue control and any other virtual unit.
As shown in fig. 3, the graph in the shape of the paperclip in fig. 3 is a form of the time cue animation shown by the time cue control. As can be seen from fig. 3, when the time-indicating animation is played by the time-indicating control, the animation progress of the time-indicating animation increases with the increase of the time for the user to hold the target unit (the increase of the time for the touch point to stay on the target unit), and the graph in the shape of the paper clip gradually changes from white to black from bottom to top. That is, the longer the touch point stays on the target unit, the more black areas and the less white areas of the paperclip-shaped figure are. Finally, when the time touch point stays on the target unit for a long enough time, the paper clip-shaped graph becomes completely black, and finally a pure black paper clip-shaped graph as shown in fig. 2 is formed. When the graph of the paper clip shape is completely black, it is indicated that the stay time on the target virtual unit is sufficiently long. After seeing that the graph in the shape of the paper clip is completely changed into black, the user directly slides the finger to other virtual units to continue the sliding operation or lifts up to end the sliding operation.
In the second display mode, the display area corresponding to the first target virtual unit is at the edge of the graphical user interface, such as at the right side, left side, top, or bottom of the touch screen of the touch terminal. Correspondingly, the time cue control for the first target virtual unit should also be displayed at the edge of the graphical user interface. When the touch point of the sliding operation of the user stays on the first target virtual unit, the conditions (such as relative positions) of other virtual units around the first target virtual unit can be clearly seen, so that the user can further perform subsequent sliding operation conveniently.
As shown in FIG. 4, a schematic diagram of a time alert control disposed at an edge of a graphical user interface is shown. In the figure, the time prompt control is arranged on the left side of the touch screen, when the time prompt control plays the time prompt animation, the animation progress of the time prompt animation increases along with the increase of the time for pressing the target unit by the user (the increase of the stay time of the touch point on the target unit), and the graph in the shape of the paper clip gradually changes from white to black from bottom to top. That is, the longer the touch point stays on the target unit, the more black areas and the less white areas of the paperclip-shaped figure are. Finally, when the time touch point stays on the target unit for a long enough time, the paper clip-shaped graph becomes completely black, and finally a pure black paper clip-shaped graph as shown in fig. 2 is formed. When the graph of the paper clip shape is completely black, it is indicated that the stay time on the target virtual unit is sufficiently long. After seeing that the graph in the shape of the paper clip is completely changed into black, the user directly slides the finger to other virtual units to continue the sliding operation or lifts up to end the sliding operation.
Compared with the two methods for displaying the time prompt control, in the first method, the time prompt control is close to the first target virtual unit, so that when the time prompt control displays the time prompt animation, other virtual units close to the first target virtual unit may be shielded, but meanwhile, because the time prompt control is close to the first target virtual unit, a user does not need to observe an area located at the edge of the touch screen; correspondingly, in the second mode, the time indication control is displayed at the edge (for example, the left side) of the graphical user interface, so that when the time indication control displays the animation, other virtual units closer to the first target virtual unit are not shielded, but because the time indication animation and the first target virtual unit may have a certain distance, the user may need to look at the round edge of the graphical user interface to clearly see the time indication animation (of course, the user may also look at the time indication animation through the remaining light).
The above description describes two ways of setting the position of the time-indicating animation, and in addition, the animation graphics of the time-indicating animation can be adjusted. As shown in fig. 3 and 4, the animation graphics of the time-indicating animation are all in the shape of a paper clip, and when the time-indicating animation is actually implemented, the graphics of the time-indicating animation may be in other shapes such as a sphere, a triangle, and the like. In addition to using the normal graphics as the animated graphics of the time-cue animation, the graphics of the first target virtual unit may be used as the animated graphics of the time-cue animation. In this way, it is easier for the user to determine which virtual unit the currently held virtual unit (the virtual unit where the touch point stays) is. If the graph of the time prompt animation is the graph of the first target virtual unit, the time prompt animation is preferably covered on the first target virtual unit when the time graph animation is displayed, so that a user can be clearer as to which virtual unit the currently pressed virtual unit (the virtual unit where the touch point stays) is, and the time prompt animation is displayed without occupying the space beyond the first target virtual unit, so that the problem that the time prompt animation shields other virtual units is avoided.
The animation progress of the time-prompting animation is changed along with the extension of the stay time, which means that the animation progress of the time-prompting animation has positive correlation with the stay time. In specific implementation, the animation progress can be gradually changed; for example, the progress of the time-hinting animation changes once for each increment of the dwell time by a predetermined time (e.g., 0.1 second). The animation progress may also be jumping, for example, the progress of the time-prompting animation may change only when the dwell time reaches a preset time length (for example, the graph of the paper clip is directly changed from white to black), or the animation graph of the time-prompting animation (for example, the graph of the paper clip which is completely black) may be directly displayed only when the dwell time reaches the preset time length.
In addition to displaying the time prompt animation to remind the user of the current operation of formation when the touch point stays on the virtual unit, after the formation is completed, the team symbol of the virtual team is displayed beside each virtual unit belonging to the same virtual team to prompt the user that the virtual units are in the same virtual team. After a plurality of virtual units are organized into the same virtual team, there are two ways to present team symbols, respectively: in the first way, the team symbol is displayed permanently after the formation. In the second way of presenting the team symbol, the team symbol is hidden after the team is formed, and the team symbol of the virtual team where the virtual unit is located is displayed only when the user wakes up (for example, after touch operation is performed on the virtual unit). The following description will be made for the two ways of presenting team symbols, respectively:
in a first way of presenting team symbols, step S103 may be implemented as follows:
and step 1031, grouping the virtual units whose stay time exceeds the preset time length into the same virtual team, and displaying the team symbols of the virtual team in the preset range of each virtual unit in the grouped virtual team.
That is, when the formation is completed, the formation symbol is displayed immediately beside each virtual unit formed in the virtual formation, and is presented. The team symbol may be in a variety of forms, such as the clip-shaped graphic described above. Similarly, team symbols may also be the figure of a soccer ball, the figure of a triangle, etc. In some embodiments, to reduce the number of symbols, the graphics of the time-cue animation and the graphics of the virtual team symbol may be the same or similar.
In the process of game playing, it may need to form several teams, which may form several teams, and in order to distinguish different teams, when completing the formation in step 1031, a unique team symbol may be designed for this team, so that the just-established team can be distinguished from other teams. Further, step 1031 may be implemented as follows:
step 10311, obtaining the virtual team information currently in the effective state;
step 10312, determining the team symbol of the current virtual team according to the virtual team information;
and step 10313, arranging the virtual units with the stay time exceeding the preset time length into the same virtual team, and displaying the team symbol of the determined virtual team in the preset range of each virtual unit arranged in the arranged virtual team.
In step 10311, the virtual team information currently in the active state refers to information of a virtual team that has already been established by the user when the user performs the RTS game of the current game (the current game), and that has not been cancelled (this information may be the total amount or the symbol used by each virtual team). Specifically, during the course of the RTS game, the user may perform a plurality of formation operations, or may cancel a formed virtual team (disassemble a virtual team). Therefore, the virtual team information currently in the active state is the virtual team information that has not been cancelled in the current game.
In step 10312, when determining the team symbol of the current virtual team, the team symbol is automatically generated based on the current virtual team information, instead of being input by the user after the formation. The main reasons for adopting the implementation mode of automatically generating team symbols in the scheme are as follows: when a user wants to input a certain character (a character used for determining a team symbol) on a touch terminal, the user needs to call a virtual keyboard on a graphical user interface, and then input the character by performing touch operation on the virtual keyboard, so that the user may not directly operate each virtual unit in the process of displaying the virtual keyboard, especially for an RTS game, and if the control on the virtual unit is lost in a short time, the game experience may be greatly reduced.
When the team symbol is automatically generated, the team symbol generation can be performed according to a preset formation sequence. For example, if the information of the currently active virtual team is the total number of currently active virtual teams, the number of team symbols that can be used is ten numbers 1 to 10, and if the total number of currently active virtual teams is 5, the number of team symbols of the currently established virtual team may be 6. That is, the team symbol of the new team is determined in accordance with the predetermined team symbol order. For example, if the team symbol is 5 letters a-E and the total number of virtual teams currently active is 3, the new team symbol may be D. For another example, if the currently active virtual team information is the currently active virtual team symbol, the available team symbols are ten numbers 1 to 10, and the currently active virtual team symbols are 1, 3, 4, 5, and 6 (originally, the virtual team 2 is dismissed) and 5, respectively, the currently established team symbol of the virtual team may be 2 or 7. That is, the team symbol of the new team is determined in accordance with the predetermined team symbol order.
Finally, in step 10313, the required virtual units may be enlisted in the same virtual team, and the team symbol determined in step 10312 may be used as the symbol of the virtual team, that is, the determined team symbol may be displayed next to each virtual unit enlisted in the virtual team to prompt the user.
In the RTS game, a user may need to operate a certain virtual team or a certain virtual unit, and 2 operation modes are provided below in which the user can perform all selections (all selections of virtual units in a certain virtual team) after formation.
A first operation mode, wherein all virtual units in the virtual team corresponding to the target team symbol are selected in response to a first touch operation on the target team symbol in the displayed team symbols;
in the second operation mode, all the virtual units in the virtual team are selected in response to a third touch operation on a second target virtual unit belonging to the virtual team.
The first operation mode reflects that after a certain team symbol of the user performs a third touch operation (for example, the user clicks an icon of the certain team symbol), each virtual unit in the virtual team corresponding to the team symbol is directly selected. Of course, the third touch operation may also be a long press, multiple clicks, and the like.
After the operation is performed, the control command issued by the user is regarded as being simultaneously issued to each of the selected virtual units. The issued control commands comprise movement, attack, resource acquisition and the like. For example, the user may issue a second dragging operation with a team symbol of any virtual team as a dragging start point to perform full team control, where the method provided in an embodiment of the present application further includes the following steps:
step 301, in response to a second drag operation with the team symbol of any virtual team as a drag start point, displaying a second moving link with one end positioned at the team symbol of any virtual team on the graphical user interface;
step 302, responding to the second dragging operation, controlling the other end of the second moving connection line to move along with the touch point of the second dragging operation, and controlling the virtual units in the virtual team to interact with the target virtual unit after the touch point of the second dragging operation reaches the target virtual unit.
As shown in FIG. 5, which shows a persistent diagram of the team symbol that shows the virtual team on which the virtual unit is located next to the virtual unit, it can be seen that the virtual unit in the lower left corner of FIG. 5 belongs to two different teams.
As shown in fig. 6, one example of the second drag operation is shown. In step 301, the starting point of the second drag operation is on a team symbol of a virtual team (i.e. the team symbol of the virtual team is used as the starting point of the second drag operation), and the user displays a second moving line on the graphical user interface during issuing the second drag operation, where one end of the second moving line is the team symbol and the other end is the position of the current touch point of the second sliding operation.
In step 302, after the touch point of the second drag operation reaches the target virtual unit, all the virtual units corresponding to the team symbol automatically interact with the target virtual unit. The interaction can be movement, attack, resource collection and the like.
The second operation mode reflects that the user clicks a certain virtual unit belonging to the virtual team (the user clicks an icon of the certain virtual unit), and when the user clicks the certain virtual unit, the user directly selects each virtual unit in the virtual team where the virtual unit is located. After the operation is performed, the control command issued by the user is regarded as being simultaneously issued to each of the selected virtual units. And the issued control commands comprise movement, attack, resource acquisition and the like.
The following provides 1 operation mode in which a user individually selects a certain virtual unit after the virtual unit is incorporated into a virtual team.
In response to a second touch operation performed on any virtual unit belonging to the virtual team, performing a single selection operation on any virtual unit;
the above-described operation manner of individually selecting a certain virtual unit reflects that, after a user clicks a certain virtual unit, the user merely selects the virtual unit, rather than selecting each virtual unit in the virtual team in which the virtual unit is located. After the operation is performed, the control command issued by the user is regarded as being issued to only the selected one of the virtual units. It can be seen that this single selection mode of operation and the second full selection mode of operation mentioned above are conflicting, and only one of them exists, but the user can select which mode of operation to use in a game/play by manually changing the control mode.
In a second way of presenting team symbols, step S103 may be implemented as follows:
and 1032, programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and hiding each team symbol on the graphical user interface.
That is, upon completion of the formation, the team symbol is not displayed next to any virtual unit formed in the virtual team, but it is still necessary to set the team symbol for the virtual team. Correspondingly, in the process of game playing, a plurality of formation may be required, which may form a plurality of formations, and in order to distinguish different formations, when the formation of step S1032 is completed, a unique formation symbol may be designed for the formation of this time, so that the formation which is just built can be distinguished from other formations. Further, step 1032 may be implemented as follows:
step 10321, obtaining the information of the virtual team currently in the valid state;
step 10322, determining a team symbol of the current virtual team according to the virtual team information;
step 10323, program the virtual units with the stay time exceeding the preset time length into the same virtual team, and hide the determined team symbol on the graphical user interface.
In step 10321, the information of the virtual team currently in the active state refers to information of a virtual team that has been established by the user when the user played the RTS game (of the local station) and has not been cancelled (the information may be a total amount or a symbol used by each virtual team). Specifically, during the course of the RTS game, the user may perform a plurality of formation operations, or may cancel a formed virtual team (disassemble a virtual team). Therefore, the virtual team information currently in the active state is the virtual team information that has not been cancelled in the local game.
In step 10322, the team symbol of the current virtual team is determined automatically based on the current virtual team information, rather than being entered by the user after formation. The main reasons for adopting the implementation mode of automatically generating team symbols in the scheme are as follows: when a user wants to input a certain character (a character used for determining a team symbol) on a touch terminal, the user needs to call a virtual keyboard on a graphical user interface, and then input the character by performing touch operation on the virtual keyboard, so that the user may not directly operate each virtual unit in the process of displaying the virtual keyboard, especially for an RTS game, and if the control on the virtual unit is lost in a short time, the game experience may be greatly reduced.
When the team symbol is automatically generated, the team symbol generation can be performed according to a preset formation sequence. For example, if the information of the currently active virtual team is the total amount of the currently active virtual team, the number of the team symbols that can be used is ten numbers 1 to 10, and the total amount of the currently active virtual team is 5, the number of the team symbols of the currently established virtual team may be 6. That is, the team symbol of the new team is determined in accordance with the predetermined team symbol order. For example, if the team symbol is 5 letters a-E and the total number of virtual teams currently active is 3, then the team symbol of the new team may be D. For another example, if the currently active virtual team information is the currently active virtual team symbol, the available team symbols are ten numbers 1 to 10, and the currently active virtual team symbols are 1, 3, 4, 5, and 6 (originally, the virtual team 2 is dismissed) and 5, respectively, the currently established team symbol of the virtual team may be 2 or 7. That is, the team symbol of the new team is determined in accordance with the predetermined team symbol order.
Finally, in step 10323, the eligible virtual units can be enqueued in the same virtual team, and the team symbol determined in step 10322 can be used as the virtual team symbol. Unlike step 10313, step 10323 need not display the team symbol determined in the previous step next to each virtual unit when implemented.
In the RTS game, a user may need to operate a certain virtual team or a certain virtual unit, and 3 operation modes are provided in which the user performs all selections (all selections of virtual units in a certain virtual team) after formation.
The first operation mode is as follows:
in response to a fourth touch operation performed on any virtual unit belonging to a virtual team, displaying a team symbol of the virtual team in which the virtual unit is located in a preset range of at least one virtual unit built into the virtual team;
in response to a fifth touch operation on a target team symbol of the displayed team symbols, all virtual units in the virtual team corresponding to the target team symbol are selected.
The second operation mode is as follows:
in response to a sixth touch operation on a second target virtual unit belonging to the virtual team, all virtual units in the virtual team are selected.
A first operation mode, which reflects that after a user clicks a certain virtual unit, at least one virtual unit displays a team symbol of a virtual team to which the virtual unit belongs; then, after the user clicks on a certain team symbol again, the user selects each virtual unit in the virtual team corresponding to the team symbol. After the operation is performed, the control command issued by the user is regarded as being simultaneously issued to each of the selected virtual units. The issued control commands comprise movement, attack, resource acquisition and the like. Here, a case where the team symbol of the virtual team is displayed will be described. When the team symbols of the virtual team are displayed, only the team symbols of the virtual unit clicked by the fourth touch operation can be displayed, so that the picture is concise, otherwise, a large number of virtual team symbols may appear on the screen at the same time; however, in consideration of feasibility, the team symbol of the virtual team may be displayed next to each virtual unit after the fourth touch operation is performed, so that the user can be more aware of which team symbol is clicked to select which virtual team.
As shown in fig. 5, a specific form of the team symbol of the virtual team is displayed on the graphical user interface after the user performs the sixth touch operation, and it can be seen that the virtual unit at the lower left corner in fig. 5 belongs to two different teams, and after the user clicks the virtual unit, the team symbols of the two virtual teams to which the virtual unit belongs are simultaneously displayed. Then, the user can select all the virtual units in the corresponding virtual team by further clicking one team symbol. Before the user performs the sixth touch operation, the graphical user interface should not have any team symbol of the virtual team.
The second operation mode reflects that when a user clicks a certain virtual unit belonging to a virtual team, the user directly selects each virtual unit in the virtual team in which the virtual unit belongs. After the operation is performed, the control command issued by the user is regarded as being simultaneously issued to each of the selected virtual units. The issued control commands comprise movement, attack, resource acquisition and the like. This approach is limited to situations where the same virtual unit belongs to only one virtual team.
In contrast, when the virtual units belong to two different virtual teams at the same time, only the first operation mode can be used. That is, when the virtual unit a belongs to two different virtual teams, the team symbol must be called first by the user operation, and then the user can select all the virtual units under the virtual team corresponding to a certain team symbol by clicking the team symbol. The second method is simpler because the user can complete the operation by clicking once when selecting a virtual team, but the flexibility of the operation is greatly displayed (the team cannot be freely formed).
Compared with the two ways of presenting the team symbol (the way of permanently displaying the virtual team symbol after formation and the way of displaying the virtual team symbol after triggering), the way of permanently displaying the virtual team symbol is more suitable for the case that the number of the displayed virtual units in the graphical user interface is less, mainly because the virtual team symbol may block other virtual units, thereby increasing the probability of misoperation; meanwhile, the method is more convenient for the user to operate, namely, the user can directly operate the virtual team symbol without calling the virtual team symbol temporarily. Correspondingly, the manner of non-permanently displaying the virtual team symbol is more suitable for the case that the number of the virtual units displayed in the graphical user interface is small, but the user needs to call the virtual team symbol before operating the virtual team symbol, so that the operation amount of the user is increased. Further, the applicant believes that it is possible to provide a further improved arrangement in which the number of virtual units displayed in the current graphical user interface can be monitored in real time; hiding all team symbols of the virtual team if the number of the virtual units displayed in the current graphical user interface is smaller than a preset number threshold; if the number of virtual units displayed in the current graphical user interface is greater than a predetermined number threshold.
By the method provided by the embodiment of the application, a user can adopt a sliding mode among a plurality of virtual units to program the plurality of virtual units into the same virtual team, the operation mode avoids conflict with other operations to a certain extent, and the fault tolerance rate of user operation is improved.
Specifically, in the method provided by one embodiment of the present application, a time prompt control is further added under some conditions to prompt the user of the length of the dwell time of the touch point, so that the success rate of the user formation operation is improved.
Specifically, the method provided by one embodiment of the present application further provides operation modes of displaying the virtual team symbol and not displaying the virtual team symbol after formation, and the two operation modes are respectively suitable for different usage scenarios.
Corresponding to the foregoing method, an embodiment of the present application further provides a virtual unit control device, which is applied to a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene includes a plurality of virtual units, and the device includes:
a first determination module, configured to determine a virtual unit through which a sliding operation passes in response to an end of the sliding operation that is performed on the graphical user interface and takes any one of the virtual units as a starting point;
the second determining module is used for determining the stay time of the touch point of the sliding operation on each virtual unit;
the first formation module is used for forming the virtual units with the residence time exceeding the preset time length into the same virtual queue.
In some embodiments, the apparatus further comprises:
the first display module is used for displaying a time prompt control in a display area corresponding to a first target virtual unit when a touch point of sliding operation stays on the first target virtual unit in the multiple virtual units; and a time prompt animation is displayed in the time prompt control, and the animation progress of the time prompt animation is changed along with the extension of the stay time.
In some embodiments, a first queuing module comprises:
and the first formation unit is used for forming the virtual units with the residence time exceeding the preset time length into the same virtual team, and respectively displaying the team symbols of the virtual team in the preset range of each virtual unit formed into the virtual team.
In some embodiments, the first queuing unit comprises:
the first acquisition subunit is used for acquiring the information of the virtual team currently in the effective state;
a first determining subunit, configured to determine, according to the virtual team information, a team symbol of the current virtual team;
and the first formation subunit is used for forming the virtual units with the residence time exceeding the preset time length into the same virtual team, and respectively displaying the determined team symbols of the virtual team in the preset range of each virtual unit formed into the virtual team.
In some embodiments, the apparatus further comprises:
the first selection module is used for responding to first touch operation on a target team symbol in the displayed team symbols and selecting all virtual units in the virtual team corresponding to the target team symbol;
or the second selection module is used for responding to a second touch operation performed on any virtual unit belonging to the virtual team and performing a single selection operation on any virtual unit;
or the third selection module is used for responding to third touch operation carried out on a second target virtual unit belonging to the virtual team and selecting all the virtual units in the virtual team.
In some embodiments, a first queuing module comprises:
and the second queuing unit is used for queuing the virtual units with the stay time exceeding the preset time length into the same virtual queue and hiding each queue symbol on the graphical user interface.
In some embodiments, the second queuing unit comprises:
the second acquiring subunit is used for acquiring the total amount of the virtual team currently in the effective state;
a second determining subunit, configured to determine a team symbol of the current virtual team according to the total amount of the virtual teams;
and the third display subunit is used for programming the virtual units with the stay time exceeding the preset time length into the same virtual team and hiding the determined team symbols on the graphical user interface.
In some embodiments, the apparatus further comprises:
a second display module, configured to display, in response to a fourth touch operation performed on any one of the virtual units belonging to the virtual teams, team symbols of the virtual team where the virtual unit is located in a preset range of at least one virtual unit programmed into the virtual teams, respectively;
and the fourth selection module is used for responding to a fifth touch operation on a target team symbol in the displayed team symbols and selecting all virtual units in the virtual team corresponding to the target team symbol.
In some embodiments, the method further comprises:
a third display module, configured to display, on a graphical user interface, a first moving line of a virtual unit located in any one of the virtual teams in response to a first drag operation that takes the virtual unit in the any one of the virtual teams as a drag start point;
and the first interaction module is used for responding to the first dragging operation, controlling the other end of the first moving connecting line to move along with the touch point of the first dragging operation, and controlling the virtual units in the virtual team to interact with the target virtual unit after the touch point of the first dragging operation reaches the target virtual unit.
In some embodiments, the interaction comprises any one or more of: movement, attack, and resource collection.
In accordance with the above method, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and the computer program is executed by a processor to perform the steps of the virtual unit control method.
As shown in fig. 7, a schematic view of an electronic device provided in an embodiment of the present application, where the electronic device 1000 includes: the system comprises a processor 1001, a memory 1002 and a bus 1003, wherein the memory 1002 stores execution instructions, when the electronic device runs, the processor 1001 and the memory 1002 communicate through the bus 1003, and the processor 1001 executes the steps of one virtual unit control method stored in the memory 1002.
It is clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not described herein again.
The functions may be stored in a computer-readable storage medium if they are implemented in the form of software functional units and sold or used as separate products. Based on such understanding, the technical solutions of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product, which is stored in a storage medium and includes several 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 methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present application, and shall 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 (13)

1. A virtual unit control method is applied to a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene comprises a plurality of virtual units, and the method comprises the following steps:
in response to the end of a sliding operation which takes any virtual unit as a starting point and acts on a graphical user interface, determining a virtual unit through which the sliding operation passes;
determining the staying time of the touch point of the sliding operation on each virtual unit;
and programming the virtual units with the residence time exceeding the preset time length into the same virtual team.
2. The method of claim 1, further comprising:
displaying a time prompt control in a display area corresponding to a first target virtual unit when a touch point of the sliding operation stays on the first target virtual unit in the plurality of virtual units; and a time prompt animation is displayed in the time prompt control, and the animation progress of the time prompt animation is changed along with the extension of the stay time.
3. The method of claim 1, wherein the step of grouping the virtual units with the stay time exceeding the preset time length into the same virtual team comprises:
and compiling the virtual units with the stay time exceeding the preset time length into the same virtual team, and respectively displaying team symbols of the virtual team in the preset range of each virtual unit compiled into the virtual team.
4. The method according to claim 3, wherein said grouping virtual units having a stay time exceeding a preset time length into the same virtual team and displaying team symbols of the virtual team in a preset range of each virtual unit grouped into the virtual team respectively comprises:
acquiring the information of a virtual team in an effective state at present;
determining a team symbol of the current virtual team according to the virtual team information;
and programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and displaying the team symbols of the determined virtual team in the preset range of each virtual unit programmed into the virtual team.
5. The method according to claim 3, wherein after the step of grouping the virtual units with the stay time exceeding the preset time length into the same virtual team, the method further comprises:
in response to a first touch operation on a target team symbol in the displayed team symbols, all virtual units in a virtual team corresponding to the target team symbol are selected;
or, in response to a second touch operation performed on any virtual unit belonging to the virtual team, performing a single selection operation on the any virtual unit;
or, all the virtual units in the virtual team are selected in response to a third touch operation on a second target virtual unit belonging to the virtual team.
6. The method of claim 1, wherein the step of grouping the virtual units with the stay time exceeding the preset time length into the same virtual team comprises:
and programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and hiding each team symbol on the graphical user interface.
7. The method of claim 6, wherein said step of grouping virtual units having a dwell time exceeding a predetermined length of time into the same virtual team and hiding each team symbol in said graphical user interface comprises:
acquiring the total amount of the virtual team in the effective state at present;
determining the team symbol of the current virtual team according to the total amount of the virtual team;
and programming the virtual units with the stay time exceeding the preset time length into the same virtual team, and hiding the determined team symbols on the graphical user interface.
8. The method according to claim 7, wherein after the step of grouping the virtual units having the stay time exceeding the predetermined time length into the same virtual team and hiding the determined team symbol in the graphical user interface, further comprising:
in response to a fourth touch operation performed on any virtual unit belonging to the virtual team, displaying a team symbol of the virtual team in which the virtual unit is located in a preset range in which at least one virtual unit in the virtual team is programmed;
and in response to a fifth touch operation on a target team symbol in the displayed team symbols, selecting all virtual units in the virtual team corresponding to the target team symbol.
9. The method of claim 1, further comprising:
responding to a first dragging operation which takes the virtual units in any virtual team as a dragging starting point, and displaying a first moving connecting line of the virtual units, one end of which is positioned in any virtual team, on a graphical user interface;
and responding to a first dragging operation, controlling the other end of the first moving connecting line to move along with the touch point of the first dragging operation, and controlling the virtual unit in the virtual team to interact with the target virtual unit after the touch point of the first dragging operation reaches the target virtual unit.
10. The method of claim 9, wherein the interaction comprises any one or more of: movement, attack, and resource collection.
11. A virtual unit control device is applied to a touch terminal, a game scene is displayed in a graphical user interface of the touch terminal, the game scene comprises a plurality of virtual units, and the device comprises:
a first determination module, configured to determine, in response to an end of a sliding operation that acts on a graphical user interface and takes any one of virtual units as a starting point, a virtual unit through which the sliding operation passes;
the second determining module is used for determining the stay time of the touch point of the sliding operation on each virtual unit;
and the first formation module is used for forming the virtual units with the residence time exceeding the preset time length into the same virtual team.
12. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the virtual unit control method according to any one of claims 1 to 10.
13. A computer-readable storage medium, having stored thereon a computer program for executing the steps of the virtual unit control method according to any one of claims 1 to 10 when executed by a processor.
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