CN111228811A - Virtual object control method, device, equipment and medium - Google Patents

Virtual object control method, device, equipment and medium Download PDF

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Publication number
CN111228811A
CN111228811A CN202010090764.XA CN202010090764A CN111228811A CN 111228811 A CN111228811 A CN 111228811A CN 202010090764 A CN202010090764 A CN 202010090764A CN 111228811 A CN111228811 A CN 111228811A
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user account
virtual object
state
virtual
server
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CN202010090764.XA
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CN111228811B (en
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熊松
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a method, a device, equipment and a medium for controlling a virtual object, and belongs to the field of computers. The method is applied to a server and comprises the following steps: receiving a calling request of a first client, wherein the calling request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, the state of the second user account on a server side is an off-line state, and the first user account and the second user account have an intimate relationship; responding to the fact that the second user account is in an off-line state, and acquiring a second virtual object according to the second user account; switching the state of the second user account at the server side from an offline state to a hosting state, wherein the hosting state is a state in which the server controls the second virtual object; and controlling the second virtual object to follow the first virtual object for team formation. And when the second user account is in an off-line state, the second user account can normally interact with virtual objects controlled by other user accounts.

Description

Virtual object control method, device, equipment and medium
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a device, and a medium for controlling a virtual object.
Background
The on-hook behavior refers to a behavior of using a program to replace a user to control the terminal in a manual mode.
Based on the on-hook behavior of the game client, such as a multiplayer online game, a user controls a virtual object to play the game by logging in a user account. The on-hook game system is a tool for helping a user to automatically log in and play a game when the user cannot play the game in person. In the related art, the game on-hook system is disposed in the game server, and after the game server detects that the user account is in an off-line state, the server supports the virtual object controlled by the user account to run for a period of time, so as to avoid an off-line behavior of the user account caused by network instability.
Based on the above situation, when the user account is in the offline state, the virtual object controlled by the user account can only remain static, the virtual objects controlled by other user accounts cannot play games together with the virtual object controlled by the user account, and the intelligent level is low.
Disclosure of Invention
The embodiment of the application provides a method, a device, equipment and a medium for controlling a virtual object, wherein the technical scheme is as follows:
according to an aspect of the present application, there is provided a method of controlling a virtual object, the method including:
receiving a calling request of a first client, wherein the calling request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, the state of the second user account on the server side is an off-line state, and the first user account and the second user account have an intimate relationship;
responding to the fact that the second user account is in an off-line state, and acquiring a second virtual object according to the second user account;
switching the state of the second user account at the server side from the offline state to a hosting state, wherein the hosting state is a state in which the server controls the second virtual object;
and controlling the second virtual object to follow the first virtual object to perform a team formation activity.
According to another aspect of the present application, there is provided a method for controlling a virtual object, the method being applied to a first client, where the first client is a client logged in with a first user account, the method including:
displaying a relationship list corresponding to the first user account, wherein the relationship list comprises a second user account and a calling control, the second user account and the calling control are in close relationship with the first user account, the first user account has the control authority of a first virtual object, the second user account has the control authority of a second virtual object, and the state of the second user account on the server side is an off-line state;
responding to a calling instruction on the calling control, and switching and displaying the state of the second user account to be a managed state, wherein the managed state is a state in which the server controls the second virtual object;
and responding to a received starting instruction, and displaying a virtual environment picture, wherein the virtual environment picture comprises the first virtual object controlled by the first user account and the second virtual object controlled by the server, and the second virtual object follows the second virtual object to perform team formation activity.
According to another aspect of the present application, there is provided an apparatus for controlling a virtual object, the apparatus being provided in a server, the apparatus including:
the system comprises a receiving module, a calling module and a calling module, wherein the receiving module is used for receiving a calling request of a first client, the calling request carries a second user account, the first client logs in a first user account, the first user account has a control authority for a first virtual object, the state of the second user account at the server side is an off-line state, and the first user account and the second user account have an intimate relationship;
the acquisition module is used for responding to the fact that the second user account is in an off-line state, and acquiring a second virtual object according to the second user account;
a switching module, configured to switch a state of the second user account on the server side from the offline state to a hosting state, where the hosting state is a state in which the server controls the second virtual object;
and the control module is used for controlling the second virtual object to follow the first virtual object to perform team formation activity.
According to another aspect of the present application, there is provided an apparatus for controlling a virtual object, the apparatus being provided in a first client, the apparatus including:
the display module is used for displaying a relationship list corresponding to the first user account, the relationship list comprises a second user account and a calling control, the second user account and the calling control are in close relationship with the first user account, the first user account has the control authority of a first virtual object, the second user account has the control authority of a second virtual object, and the state of the second user account on the server side is an off-line state;
the display module is used for responding to a calling instruction on the calling control and switching and displaying the state of the second user account into a hosting state, wherein the hosting state is a state in which the server controls the second virtual object;
the display module is configured to display a virtual environment picture in response to receiving a start instruction, where the virtual environment picture includes the first virtual object controlled by the first user account and the second virtual object controlled by the server, and the second virtual object performs a team formation activity along with the second virtual object.
According to another aspect of the present application, there is provided a computer device comprising: a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the method of controlling a virtual object as described above.
According to another aspect of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by a processor to implement the method of controlling a virtual object as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the server acquires the second user account from the call request sent by the first client, switches the second user account in the offline state from the offline state to the hosting state, and can control the second virtual object to follow the first virtual object to perform team formation activities without the user logging in the second user client through the second user account. When the second user account is in an off-line state, the second user account can be matched with virtual objects controlled by other user accounts, and normal interaction among the virtual objects is guaranteed.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic diagram illustrating a connection between a server and a client provided by an exemplary embodiment of the present application;
FIG. 2 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 3 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 4 is a schematic diagram illustrating a connection between a server and a first client according to an exemplary embodiment of the present application;
FIG. 5 is a flowchart of a method for controlling a virtual object provided in another exemplary embodiment of the present application;
FIG. 6 is a schematic diagram illustrating a connection between a server and a first client according to another exemplary embodiment of the present application;
FIG. 7 is a flowchart of a method for controlling a virtual object in conjunction with a first client provided by an exemplary embodiment of the present application;
FIG. 8 is a diagram illustrating an interface of a relationship list corresponding to a first user account provided in an exemplary embodiment of the application;
FIG. 9 is a block diagram of an artificial intelligence module in a server provided by an exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of a team interface for virtual objects provided by an exemplary embodiment of the present application;
FIG. 11 is a schematic illustration of an interface provided by an exemplary embodiment of the present application for a second virtual object to follow a first virtual object for a competing activity;
FIG. 12 is a schematic diagram of an interface for a second virtual object to conduct a chat with the virtual object according to an exemplary embodiment of the application;
FIG. 13 is an interface diagram of a second virtual object following a first virtual object for task activities provided by an exemplary embodiment of the present application;
FIG. 14 illustrates a method for controlling a virtual object in conjunction with a client and a server according to an exemplary embodiment of the present application;
FIG. 15 is a block diagram of a control apparatus for a virtual object provided in an exemplary embodiment of the present application;
FIG. 16 is a block diagram of a control apparatus for a virtual object provided in another exemplary embodiment of the present application;
FIG. 17 is a block diagram illustrating an apparatus of a server according to an exemplary embodiment of the present application;
fig. 18 is a schematic device structure diagram of a computer apparatus according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are described:
large Multiplayer Online games (MMORPG, mass Multiplayer Online Role-playing game, abbreviated as MMO for short): the network game supporting multi-Player online is characterized in that different clients can play the game in the same scene, the different clients can cooperatively complete a task, the clients can communicate online, and the clients can also interact with Non-Player characters (NPC) in the game. Generally, a user controls a virtual object by logging in a user account at a client, and the virtual object corresponds to the user account (ID) one by one. Massively multiplayer online games include strategy, action, adventure, simulation, sports, racing, role-playing, and the like. The following embodiments are described by way of example in the context of a game client.
Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment. Virtual objects broadly refer to one or more virtual objects in a virtual environment. In the following embodiments, a case where the virtual object is a three-dimensional virtual character will be described as an example.
Session (Session): refers to a virtual connection representing a session between a client and a server, and determines a virtual object controlled by the server through a user account included in the session. The session is in the server and used for storing information generated after the server is connected with the client, and after the client establishes the session with the server, the server does not need to pull the virtual object controlled by the user account from the database every time.
Artificial intelligence logic: refers to a logic or program for controlling the second virtual object using an Artificial Intelligence (AI) algorithm. The server controls the virtual object to automatically make actions corresponding to different scenes through artificial intelligence logic.
Behavioral trees (Behavior Tree, BT): the method is a formal graph modeling language, is a tree structure comprising hierarchical nodes and is used for controlling decision behaviors of artificial intelligence. The behavior tree comprises child nodes and father nodes, the father nodes are named Root nodes (roots), only one Root node exists in one behavior tree, and the child nodes are controlled by the Root nodes. The behavior tree is searched from top to bottom by setting conditions, a final child Node is determined, and a behavior corresponding to the child Node is executed, so that the child Node is named as a behavior Node (AN).
State Machine (FSM): the finite State automata is a mathematical model abstracted from running rules of real objects and used for describing a finite number of states (states) of the real objects, transitions and actions among the states, and the like, for example, a door has two states of opening and closing, and a State machine can be used for describing the opening State and the closing State of the door. The state machine includes four elements: state, event (condition), action, and transition, where a State (State) means that a State machine includes at least two states to complete a transition between the states. An Event (Event) refers to a trigger condition or a password for executing a certain operation, an Action (Action) refers to an Action to be executed after the Event occurs, for example, a switch is pressed, a door is opened, the Event refers to the fact that the switch is pressed, and the Action refers to the fact that the door is opened. Transition refers to a change from one state to another, such as a door changing from an open state to a closed state.
In an MMO game, a plurality of virtual objects in a team are often required to be matched, and each virtual object exerts its own corresponding skill in the game process, so that the game wins. In some cases, there may be a user's inability to participate in the game in a timely manner, such that the game cannot begin. By the method provided by the embodiment of the application, the server switches the offline state of the user account into the hosting state, and the server controls the virtual object corresponding to the user account, so that when the user account is in the offline state, a user who initiates a game can still play the game. In an example, five user accounts are required to control five virtual objects to complete a task, a friend relationship exists among the five user accounts, only three user accounts are in an online state, and the server can control two virtual objects corresponding to two offline user accounts to play along with the rest three virtual objects by the method provided by the embodiment of the application without the condition that all the user accounts are in the online state.
Fig. 1 shows a schematic connection diagram between a server and a client according to an exemplary embodiment of the present application.
The first client 11 is connected to the server 10 through a network, and the first client 11 is a client having a first user account registered therein and controlled by a first user. The second client 12 is not connected to the server 10 and is in an offline state. The first user controls the first virtual object through the first user account, namely the first user account has the control authority of the first virtual object, and similarly, the second user controls the second virtual object through the second user account, namely the second user account has the control authority of the second virtual object. The first virtual object and the second virtual object have an affinity in the virtual environment, the affinity comprising: at least one of friend relationship, teacher-apprentice relationship, couple relationship, worship relationship and relativity relationship. Illustratively, the first virtual object and the second virtual object belong to the same team, and the first virtual object is the team leader (or manager) of the team.
Taking the first client 11 and the second client 12 as game clients for example, the first user sends a game call request to the server 10 through the first client 11, where the game call request is used to call a second user account for playing a game, and the second user account cannot receive the call information because the second user account is offline. The server 10 determines that the second user account is in an offline state, and marks the state of the second user account at the server side as a hosting state, where the hosting state refers to that the server 10 replaces the second user to directly control the second virtual object through the second user account. The first user account may control the first virtual object to play a game with a second virtual object controlled by the server 10.
When a second user logs in the second client 12 through a second user account, the second client 12 sends a login request to the server 10, the server 10 automatically cancels the control of the second virtual object according to the login request, and the second user controls the second virtual object through the second user account. Optionally, the first client 11 will receive a prompt message that the second user account is online.
Under the condition that the second user account is in an off-line state, the server can automatically control the second virtual object, and normal interaction between the virtual objects can be realized without logging in a second client by the second user account.
Fig. 2 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is equipped with and runs a first client, which may be an MMO game client. The first terminal 120 is a terminal used by a first user, the first user manually logs in a first user account on a first client, after the first client runs, the virtual environment and a first virtual object located in the virtual environment are displayed on the first terminal 120, the virtual environment further includes other virtual objects, and the other user accounts have control rights of the other virtual objects. The first user account has control authority of the first virtual object, and the first virtual object performs activities in the virtual object environment, wherein the activities include but are not limited to at least one of the following ways: adjusting body posture, moving, receiving invitations of other virtual objects, completing a task together with other virtual objects, communicating with other virtual objects, attacking other virtual objects, and being attacked by other virtual objects. Illustratively, the first virtual object is a first virtual character, such as a simulated character object or an animated character object.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 further including a session module 1421, an artificial intelligence module 1422, a login module 1423, and a selection module 1424, wherein the login module 1423 includes a summons module 1425. The server 140 is configured to provide background services for the first client and the second client, for example, the server provides an on-hook service for the first client, and when the first user account is in an offline state, the server controls the first virtual object instead of the first user. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with a second client, which may be an MMO game client. The second terminal 160 is a terminal used by the second user, a second user account is not logged on the second client, the second user account has the control authority of the second virtual object, the virtual environment further includes other virtual objects, and the other user accounts have the control authority of the other virtual objects. The second virtual object performs activities in the virtual environment, including but not limited to at least one of the following: adjusting body posture, moving, receiving invitations to other virtual objects, completing a task in conjunction with other virtual objects, communicating with other virtual objects, attacking other virtual objects, being attacked by other virtual objects, and the like. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
The second terminal 160 is not in network connection with the server 140, and the state of the second user account at the server 140 side is an offline state, or the second terminal 160 is in network connection with the server 140, and the second client does not log in the second user account, and the state of the second user account at the server 140 side is an offline state. When the first client sends a call request to the server 140, the server 140 automatically controls the second virtual object according to the second user account carried in the call request, so that the second virtual object can perform the above-mentioned activities in the virtual environment, for example, the second virtual object attacks other virtual objects in the virtual environment together with the first virtual object.
When the second user logs in the second client using the second user account, the server 140 automatically recognizes that the state of the second user account is an online state, and will automatically cancel the operation on the second virtual object, and the second user controls the second virtual object through the second user account.
Optionally, the first client and the second client are the same, or the two clients are different clients of the same type. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 3 is a flowchart illustrating a control method for a virtual object, which may be applied to the server 140 of the computer system 100 shown in fig. 2, according to an exemplary embodiment of the present application, and includes the following steps:
step 301, receiving a call request of a first client, where the call request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, a state of the second user account on a server side is an offline state, and the first user account and the second user account have an intimate relationship.
Taking a game client as an example, the call request is used for calling at least one virtual object controlled by the user account to participate in the game, and the server pulls the virtual object corresponding to the called user account to join in the game. In this embodiment, the second virtual object controlled by the second user account invoked by the first user account participates in the same activity in the virtual environment as the first virtual object. In some embodiments, the call request is named as an invitation request or a call request, and the application does not limit the name of the request.
The user account is an account used by the user when the user enters the game and used for identifying the identity of each user in the game, and the user account can be an account registered by the user on the game client, or the user logs in the game client in an authorized mode through the user account of the third-party platform client. The user account can be the identity card number, the mobile phone number, the mailbox address and the like of the user, and the type of the user account is not limited in the application.
The first user logs in the first client by using the first user account, the server determines that the state of the first user account on the server side is an online state, and the first client controls the first virtual object to perform an activity corresponding to the control instruction in the virtual environment after receiving the control instruction of the first user.
The offline state refers to that the server does not detect that the client logs in the user account, and identifies the user account as the offline state. Illustratively, the offline state includes at least one of the following: the terminal where the client is located is not connected with the server through the network, and the terminal is connected with the server through the network but does not log in the user account, if the client is not opened by the user, the server recognizes that the user account is in an offline state.
The intimate relationship refers to a relationship existing between the virtual objects, and the relationship is associated with the user accounts corresponding to the virtual objects. The intimacy relationship includes: at least one of a friend relationship, a couple relationship, a teacher-apprentice relationship, a parent-child relationship (e.g., father-child relationship, father-daughter relationship, mother-child relationship, etc.), a worship relationship, and a relativity relationship (e.g., brother-sister relationship). In one example, the first virtual object and the second virtual object have an affinity relationship, and then there is an affinity relationship between the first user account and the second user account, and in a relationship list (contact list) of the two user accounts, there are information of each other, such as a head portrait used by the user account, a user name (nickname), a level of the user account, a contact manner, a state (such as an online state or an offline state) on the server side, and the like.
Step 302, in response to the second user account being in the offline state, a second virtual object is obtained according to the second user account.
As shown in fig. 4, the server 200 is connected to a first client 210, and the server 200 includes a session module 201 and an artificial intelligence module 202. An artificial intelligence logic is run in the artificial intelligence module 202, and the artificial intelligence logic controls the virtual object to automatically make an action corresponding to a scene under different scenes.
When the state of the second user account at the server side is an offline state, the server acquires a second virtual object corresponding to the second user account from the session module 201 according to the second user account.
Step 303, switching the state of the second user account at the server side from an offline state to a hosting state, where the hosting state is a state in which the server controls the second virtual object.
The hosting state refers to a state that the server replaces a user to control the virtual object, and in the hosting state, the user does not need to log in a user account on the client.
It should be noted that the server needs to execute step 303 only when the second user account is permitted, so that the second user account needs to authorize the server in advance, so that the server has an authority to switch the second user account to the hosting state, and also has an authority to control the second virtual object.
And step 304, controlling the second virtual object to follow the first virtual object for team activity.
The team activity includes: at least one of a battle activity, a chat activity and a mission activity.
And the second virtual object controlled by the second user account follows the first virtual object to carry out team formation activity in the virtual environment. The server controls the second virtual object to be added into the team established by the first virtual object, or the server automatically establishes a new team for the first virtual object and the second virtual object, and takes the first virtual object as the team leader or manager of the team.
As explained in conjunction with FIG. 4, the artificial intelligence module 202 is responsible for controlling the activities of the second virtual object. The artificial intelligence module 202 controls the activity of the second virtual object in the virtual environment according to the connection between the first client 210 and the server 200 in the session module 201, and if the session 201 records that the second virtual object performs the team formation activity following the first virtual object, the artificial intelligence module 202 automatically performs the control of the second virtual object to perform the activity in this manner. The artificial intelligence module 202 further controls the second virtual object to perform activities according to the external feedback information or the external trigger information received by the second virtual object, for example, if the second virtual object receives the chat information sent by the first virtual object, the artificial intelligence module 202 controls the second virtual object to reply to the first virtual object according to the chat information. Illustratively, the driving of the second virtual object is implemented in the artificial intelligence module 202 in at least one of a behavior tree and a state machine.
In summary, in the method provided in this embodiment, the server obtains the second user account from the call request sent by the first client, and switches the offline state of the second user account to the hosting state, so that the second virtual object can be controlled to follow the first virtual object for team formation without the user logging in the second user client through the second user account. When the second user account is in an off-line state, the second user account can be matched with virtual objects controlled by other user accounts, and normal interaction among the virtual objects is guaranteed.
Fig. 5 is a flowchart illustrating a method for controlling a virtual object in a virtual environment according to another exemplary embodiment of the present application. The method can be applied to the server 140 in the computer system 100 shown in fig. 2, and comprises the following steps:
step 501, receiving a call request of a first client, where the call request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, the state of the second user account on a server side is an offline state, and the first user account and the second user account have an intimate relationship.
In one example, a first client logs in a first user account, and the first user account and a second user account have a friend relationship. The first user invites the second user to participate in the game, the first user uses the first user account to send a calling request, the calling request carries the second user account, and after receiving the calling request, the server needs to determine the state of the second user account on the server side.
Referring to fig. 6, the server 600 is connected to the first client 610, the server 600 includes a login module 601 and a selection module 602, the login module 601 is responsible for a login process of a user account, and the selection module 602 is used for selecting a virtual object controlled by the user account. The login module 601 further includes a calling module 6011, and the calling module 6011 is configured to send calling information to the second user account. When the second user account is successfully summoned, summoning module 6011 acquires a second virtual object controlled by the second user account.
Illustratively, when the second user account is in an online state, the second user account receives the call information and then selects to accept the call from the first user account or refuse the call from the first user account. Or when the second user account is in an online state, the server directly and actively establishes a team for the first user account and the second user account, and the first virtual object controlled by the first user account and the second virtual object controlled by the second user account are in the same team.
If the second user account is in the offline state, go to step 502.
Step 502, in response to that the second user account is in the offline state, acquiring a session corresponding to the second user account.
A Session (Session) is a virtual connection established between the server and the client, and the Session in this embodiment is a Session between the second client and the server.
The working principle of the session will be described by taking the first client logging in the first user account as an example.
The method comprises the steps that a first client sends a first login request to a server, the first login request carries a first user account and a password, the server records the online state of the first user account according to the fact that the first user account is consistent with the password, a response of successful login is returned to the first client, the response carries a Session generated by the server, the Session records information between the first client and the server, the Session has a Session identifier (Session id), and the Session id corresponds to the first user account. When the first user account logs in the first client again, the server acquires the Session id according to the first user account, finds the recorded information acquired by the corresponding Session, and determines that the first user account successfully logs in the first client.
Step 503, acquiring a second user account from the session to control the second virtual object.
According to the Session principle, the server determines the Session corresponding to the Session identifier according to the Session id corresponding to the second user account, and acquires the second virtual object from the Session.
Step 504, the state of the second user account on the server side is switched from the offline state to the hosting state, and the hosting state is a state in which the server controls the second virtual object.
And after the server acquires the second virtual object, the server replaces the second user account to control the second virtual object.
It should be noted that the server needs to execute step 504 only when the second user account is permitted, so that the second user account needs to authorize the server in advance, so that the server has an authority to switch the second user account to the hosting state, and also has an authority to control the second virtual object.
And 505, acquiring the artificial intelligence logic corresponding to the second virtual object according to the second user account.
The artificial intelligence logic is a logic or program for controlling a virtual object by using an AI algorithm, and the virtual object is a virtual object controlled by a server instead of a user account, that is, a virtual object which does not need to be controlled by a user in person. The AI logic may be configured via a configuration file.
And step 506, controlling the second virtual object to follow the first virtual object to perform a team formation activity according to the artificial intelligence logic.
The team activity includes: at least one of a battle activity, a chat activity and a task activity.
Step 506 may be replaced with the following steps:
step 5061, in response to the second virtual object performing the engagement activity, controlling the second virtual object to follow the first virtual object to engage with other virtual objects in the virtual environment according to the artificial intelligence logic.
A competing activity refers to an activity of antagonistic nature performed by at least two virtual objects. In this embodiment, the first virtual object and the second virtual object are set up as one team, and therefore the competing activity is a match between the team and another team in the virtual environment.
Alternatively, step 506 is replaced with the following steps:
step 5062, in response to the second virtual object performing a chat activity, controlling the second virtual object to perform a chat with the first virtual object according to the artificial intelligence logic, or controlling the second virtual object to perform a chat with other virtual objects in the virtual environment according to the artificial intelligence logic.
The chat activity refers to a mode that a virtual object communicates in a virtual environment, the virtual object can chat with other virtual objects in the virtual environment, and the other virtual objects comprise virtual objects controlled by other user accounts and NPCs controlled by non-user accounts.
Alternatively, step 506 may be replaced with the following steps:
step 5063, in response to the second virtual object performing the task activity, controlling the second virtual object to follow the first virtual object to perform the task in the virtual environment according to the artificial intelligence logic.
Mission activity refers to the virtual object being able to receive rewards by performing a mission in a virtual environment during the course of a game. The task comprises multiple types, such as a cooperation type, and multiple virtual objects are required to be completed cooperatively; the type is independently finished, and the virtual object is required to be independently finished; and the interaction type needs to acquire a clue after the virtual object interacts with the NPC so as to ensure that the task is smoothly executed. The present embodiment takes an example that the second virtual object performs a task cooperatively in the virtual environment along with the first virtual object.
Based on the above embodiment, when the second user logs in the second client using the second user account, the method further includes the following steps:
step 507, receiving a login request of the second client, where the login request carries the second user account.
And step 508, switching the state of the second user account at the server side from the hosting state to an online state according to the second user account.
With reference to fig. 6, when the second client sends a login request to the server, the login module 601 performs validity check on the second user account, checks whether the second user account is an illegal account (if the second user account is already signed by the server), and if the second user account does not conform to the validity check, prohibits the second user account from logging in; if the second user account is verified to be legal, the login module 601 selects the second virtual object controlled by the second user account from the selection module 602. At this time, the second user account is successfully logged in, and the state of the second user account is in an online state.
In summary, in the method provided in this embodiment, the server determines the corresponding session through the second user account, acquires the second virtual object from the session, and controls the second virtual object to follow the first virtual object to perform a fighting activity, a chat activity, a task activity, and other activities in the virtual environment according to the artificial intelligence logic, so that the state of the second user account on the server side is a hosting state, and when the second user account is in an offline state, the corresponding second virtual object may perform normal interaction with the virtual object controlled by the other user account. When the second user account logs in the second client, the server automatically cancels the hosting state of the second user account, so that the second user can control the second virtual object through the second user account, and the manual operation of the user is not influenced.
The method provided by the present embodiment is explained below from the client side.
Fig. 7 is a flowchart illustrating a control method of a virtual object according to an exemplary embodiment of the present application. The method can be applied to a first terminal 120 in a computer system 100 as shown in fig. 2, the first terminal 120 runs with a first client, and the first client is a client logged in with a first user account, the method includes the following steps:
step 701, displaying a relationship list corresponding to the first user account, where the relationship list includes a second user account and a call control, the second user account having an affinity relationship with the first user account, the first user account has a control authority of the first virtual object, the second user account has a control authority of the second virtual object, and a state of the second user account on the server side is an offline state.
As described with reference to fig. 8 (a), a relationship list 801 corresponding to a first user account is displayed on a first client, where the relationship list 801 includes at least one user account having an affinity with the first user account, taking a second user account 802 as a user account whose user name is "war spirit," as an example, the affinity between the second user account 803 and the first user account is a worship relationship (the second user account 802 displays a label of "lao si"), and the second user account 802 correspondingly displays an offline status.
Also included on the relationship list 801 is a call control 803, in some embodiments the call control 803 is named as a call member control, in other embodiments the call control 803 is named as an invite member control, and the names of the controls are not limited by the embodiments of the present application.
Step 702, in response to the call instruction on the call control, switching and displaying the state of the second user account to be a hosting state, where the hosting state is a state in which the server controls the second virtual object.
When the call control 803 receives the call instruction, the state of the second user account 802 is switched to be displayed in the managed state, as shown in fig. 8 (b).
In the relationship list 801, other user accounts having an affinity with the first user account are further included, and states of the other user accounts on the server side include an online state, a hosting state, and an offline state.
Step 703, in response to receiving the start instruction, displaying a virtual environment screen, where the virtual environment screen includes a first virtual object controlled by the first user account and a second virtual object controlled by the server, and the second virtual object performs a team formation activity following the first virtual object.
The starting instruction is used for indicating the client to run the game and displaying the virtual environment picture. Optionally, the virtual environment displayed by the virtual environment screen includes: at least one element selected from the group consisting of mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, and buildings.
The team activity is described in connection with FIG. 10. After the state of the second user account 802 is switched and displayed to be the hosting state, the server automatically performs team formation on the four user accounts included in the relationship list 801, and displays a team formation interface 900 as shown in fig. 10, where the team formation interface 900 includes images of virtual objects controlled by the four user accounts in a virtual environment, names and levels of the user accounts, and occupation of the virtual objects in the virtual environment.
The team interface 900 includes online prompt information, which includes two display modes, i.e., online prompt information 901 and online prompt information 902. And displaying the online prompt information according to the rank ordering of the user accounts, or displaying according to the occupation of the user accounts in the virtual environment, or displaying according to the state of the user accounts at the server side, or displaying according to the intimacy between the user accounts.
In one example, the intimate relationship between the user account with the user name called "wuling dark stamp" and the first user account is a worship relationship, and is "big brother" of the first user account, and the online prompt information 901 of the user account includes the head portrait, the intimate relationship label (big brother), and the information display time (7 seconds) of the user account.
In another example, the intimate relationship between the user account with the first user account whose user name is "ancient soldier" is a bailout relationship, "three sisters" of the first user account, and the online prompt information 902 of the user account contains only text prompts according to the ancestor relationship in the bailout relationship.
In another example, the user account with a username called "ancient soldier" is a user account hosted by a server, and the online reminder information for that user account is displayed as shown by online reminder information 902 for purposes of distinguishing from other online user accounts.
The team activity includes: at least one of a battle activity, a chat activity and a task activity. As shown in fig. 9, the server includes chat or chat AI logic 941, on-hook battle AI logic 942, task race map AI logic 943, and other artificial intelligence logic, and the server controls the virtual object to perform various activities according to the AI logic. AI logic can be enriched continuously by building a robot library 944, so that a variety of AI logic constitutes an enriched virtual environment (virtual world) 94.
Three activities are described separately below.
Step 703 may also be replaced by the following steps:
step 7031, in response to receiving the first start instruction, displaying a first virtual environment screen, where the first virtual environment screen includes a second virtual object that follows the first virtual object to engage with other virtual objects in the virtual environment.
The battle activity will be described with reference to fig. 11, and a first virtual environment screen is displayed on the game interface 91. The first virtual environment screen includes a first virtual object 910 controlled by a first user account, a second virtual object 911, and other virtual objects 912 controlled by other user accounts. The first virtual object 910 and the second virtual object 911 belong to the same team, and the other virtual object 912 belongs to the other team. The first virtual object 910 is attacking other virtual objects (the number represents the attack value represented by the first virtual object 910, and the curve represents the corresponding effect of the first virtual object 910 after attacking the other virtual objects), and the second virtual object 911 attacks the other virtual objects 912 together with the first virtual object 910 near the first virtual object 910.
Alternatively, step 703 may also be replaced by the following steps:
step 7032, in response to receiving the second start instruction, displaying a second virtual environment screen, where the second virtual environment screen includes the second virtual object and the first virtual object to perform a chat, or the second virtual environment screen includes the second virtual object and other virtual objects in the virtual environment to perform a chat.
In the chat activity described with reference to fig. 12, a second virtual environment screen is displayed on game interface 92. The second virtual environment screen includes a virtual object 920, a virtual object 921, and virtual objects 922 and 923.
In one example, the first virtual object is virtual object 923, the second virtual object is virtual object 921, the second virtual object 921 is chatting with the first virtual object 923, and the second virtual object 921 says "fast go to Dagao!for the first virtual object 923! In other embodiments, the first virtual object 923 replies to the second virtual object 921, or the first virtual object 923 initiates a dialog with the second virtual object 921.
In another example, second virtual object is virtual object 920, virtual object 922 is another virtual object, second virtual object 920 chats with another virtual object 922, second virtual object 920 says "I want to enlarge and recruit | about another virtual object 920! "in other embodiments, second virtual object 920 may also say" I want to enlarge Bin! And reminding teammates of the same team to avoid, thereby preventing accidental injury. In some embodiments, other virtual object 922 may reply to the second virtual object 920, such as "play horse bar! ", in other embodiments, other virtual object 922 initiates a conversation with second virtual object 920 first.
Alternatively, step 703 may also be replaced by the following steps:
step 7033, in response to receiving the third start instruction, displaying a third virtual environment screen, where the third virtual environment screen includes the second virtual object following the first virtual object to perform the task in the virtual environment.
To explain the task activity with reference to fig. 13, a third virtual environment screen including a first virtual object 930, a second virtual object 931, a virtual monster 932, and a task list 933 is displayed in the game interface 93.
In one example, the task of game play shown on task list 933 is to defeat virtual monster 932, first virtual object 930 attacks virtual monster 932, second virtual object 931 is in proximity to first virtual object 930, assisting first virtual object 930 in attacking virtual monster 932, and second virtual object 931 follows first virtual object 930 to complete the task in the virtual environment.
Based on the above embodiment, the method further comprises the steps of:
step 704, in response to that the second user account is in the online state, receiving a prompt message, where the prompt message is used to prompt that the state of the second user account on the server side is switched from the hosting state to the online state.
In one example, the prompting message is displayed in the relationship list 801 as shown in fig. 8, such as displaying a prompting message "your buddy xxx is online" in a scroll bar form below the relationship list 801, or displaying a prompting message dialog box in a pop-up message dialog box form on the interface where the relationship list 801 is located, or directly displaying a prompting message dialog box in the interface where the relationship list 801 is located, wherein the prompting message dialog box automatically disappears after being displayed for a period of time. The display mode of the prompt message is not limited in the present application. The first user account determines that the second virtual object is manually controlled by the second user according to the prompt message.
In another example, the cue message is displayed on the team interface 900 shown in FIG. 10 in a display manner as shown by cue information 901 and cue information 902.
Step 705, in response to that the second user account is in the online state, the state of the second user account in the relationship list is switched and displayed as the online state.
In one example, as shown in fig. 8 (a), the second user account 804 is in a managed state, and when the second user account thereof logs in the second client, the state of the second user account 804 is switched to an online state, as shown in fig. 8 (b).
It is understood that the steps 704 and 705 can be implemented individually or in combination, and when implemented in combination, the order is not shown.
In summary, in the method provided in this embodiment, the second user account is summoned through the relationship list corresponding to the first user account displayed by the first client, the second user account is switched from the offline state to the hosted state, and after entering the virtual environment, a picture of the second virtual object performing a team formation activity along with the first virtual object is displayed, so that the first user can directly see the server through the first user client to control the second virtual object, an interaction process between the second virtual object and the first virtual object is more intuitive, and the first user can easily distinguish whether the user account is managed by the user or the server.
A method for controlling a virtual object by a server and a client will be described.
Fig. 14 is a flowchart illustrating a method for controlling a virtual object in conjunction with a client according to an exemplary embodiment of the present application. The method may be applied in a computer system 100 as shown in fig. 2. The method comprises the following steps:
step 1401, a first user account sends a first login request to a server, where the first login request carries a first user account.
Step 1402, the server receives the login request, and performs security verification on the first user account.
Step 1403, the server sends a login success response to the first client after the security check is passed.
In step 1404, the first client displays a relationship list corresponding to the first user account.
The relationship list comprises a second user account having a close relationship with the first user account, wherein the close relationship comprises at least one of a friend relationship, a teacher-apprentice relationship, a couple relationship, a parent-child relationship, a relativity relationship and a worship relationship.
Step 1405, responding to the calling instruction on the calling control, and sending a calling request to the server by the first client.
Illustratively, the first user clicks a call control displayed on the first client to call the second user account.
In step 1406, the server receives the call request.
Step 1407, the server obtains the second user account and the status of the second user account from the call request.
The status of the second user account includes at least one of an online status, an offline status, and a hosted status.
Step 1408, in response to the second user account being in the offline state, the server obtains the second virtual object according to the second user account.
The server acquires the corresponding session according to the second user account, and acquires the second virtual object from the session without pulling the virtual object corresponding to the user account from the database every time.
In step 1409, the server switches the state of the second user account on the server side from the offline state to the hosting state.
It should be noted that the server needs to execute step 1409 only when the second user account is permitted, so that the second user account needs to authorize the server in advance, so that the server has an authority to switch the second user account to the hosting state, and also has an authority to control the second virtual object.
In step 1410, the first client switches and displays the offline state of the second user account to be the hosting state.
And switching to display the state of the second user as a managed state on the relationship list. The hosting state is a state in which the server controls the second virtual object.
In step 1412, in response to the start instruction, the first client displays a virtual environment screen, where the virtual environment screen includes a second virtual object controlled by the server to perform a team formation activity following the first virtual object.
The team activity includes at least one of a battle activity, a chat activity and a task activity.
When a second user logs in a second user account at a second client, the method comprises the following steps:
step 1413, the second client sends a second login request to the server, where the second login request carries the second user account.
In step 1414, the server switches the state of the second user account at the server side from the hosting state to the online state according to the second user account.
In step 1415, the server sends a prompt message to the first client.
In step 1416, the first client switches and displays the hosting state of the second user account to an online state, and displays a prompt message.
The prompt message display and the display state switching can be implemented independently or in combination, and the prompt message display and the display state switching are not in sequence when the prompt message display and the display state switching are implemented in combination.
It should be noted that steps 1413 to 1416 (steps in the dashed box) are optional steps.
In summary, in the method provided in this embodiment, when the second user account is in an offline state, the first user account may also call the second user account to group together, the server hosts the second user account, and the server controls the second virtual object, so that the second virtual object can perform a grouping activity in the virtual environment along with the first virtual object without logging in to the second client through the second user account. And after the second user account logs in, the server automatically cancels the control of the second virtual object, so that the second user can manually control the second virtual object.
The following are embodiments of the apparatus of the present application, and for details that are not described in detail in the embodiments of the apparatus, reference may be made to corresponding descriptions in the above method embodiments, and details are not described herein again.
Fig. 15 is a schematic structural diagram illustrating a control apparatus for a virtual object according to an exemplary embodiment of the present application. The device is arranged in a server, can be realized by software, hardware or a combination of the software and the hardware to form all or part of a terminal, and comprises the following components: a receiving module 1510, an obtaining module 1520, a switching module 1530, and a control module 1540.
A receiving module 1510, configured to receive a call request of a first client, where the call request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, a state of the second user account on a server side is an offline state, and the first user account and the second user account have an affinity relationship;
the obtaining module 1520, configured to, in response to that the second user account is in an offline state, obtain the second virtual object according to the second user account;
the switching module 1530 is configured to switch the state of the second user account at the server side from an offline state to a hosting state, where the hosting state is a state in which the server controls the second virtual object;
a control module 1540, configured to control the second virtual object to perform a team activity following the first virtual object.
In an optional embodiment, the obtaining module 1520 is configured to obtain, according to the second user account, an artificial intelligence logic corresponding to the second virtual object; the control module 1540 is configured to control the second virtual object to follow the first virtual object for team formation according to the artificial intelligence logic.
In an alternative embodiment, the team activity comprises: at least one of a battle activity, a chat activity and a task activity;
the control module 1540 is configured to respond to the second virtual object to perform a fighting activity, and control the second virtual object to fight with other virtual objects in the virtual environment along with the first virtual object according to the artificial intelligence logic; or, the second virtual object is used for responding to the second virtual object to carry out chat activity and controlling the second virtual object to carry out chat with the first virtual object according to the artificial intelligence logic; or controlling the second virtual object to chat with other virtual objects in the virtual environment according to the artificial intelligence logic; or, the system is used for responding to the task activity of the second virtual object, and controlling the second virtual object to follow the first virtual object to execute the task in the virtual environment according to the artificial intelligence logic.
In an optional embodiment, the obtaining module 1520 is configured to obtain a session corresponding to a second user account; and acquiring a second virtual object controlled by a second user account from the session.
In an optional embodiment, the receiving module 1510 is configured to receive a login request of a second client, where the login request carries a second user account; the switching module 1530 is configured to switch the state of the second user account at the server side from the hosting state to the online state according to the second user account.
Fig. 16 is a schematic structural diagram illustrating a control apparatus for a virtual object according to an exemplary embodiment of the present application. The apparatus is provided in the first client, and the apparatus may be implemented as all or a part of the terminal by software, hardware or a combination of both, and includes a display module 1610.
The display module 1610 is configured to display a relationship list corresponding to the first user account, where the relationship list includes a second user account and a call control that have an affinity relationship with the first user account, the first user account has a control authority of the first virtual object, the second user account has a control authority of the second virtual object, and a state of the second user account on the server side is an offline state;
the display module 1610 is configured to switch and display a state of the second user account to a hosting state in response to a call instruction on the call control, where the hosting state is a state in which the server controls the second virtual object;
the display module 1610 is configured to, in response to receiving a start instruction, display a virtual environment screen, where the virtual environment screen includes a first virtual object controlled by a first user account and a second virtual object controlled by a server, and the second virtual object performs a team formation activity along with the first virtual object.
In an alternative embodiment, the team activity comprises: at least one of a battle activity, a chat activity and a task activity;
the display module 1610 is configured to, in response to receiving a first start instruction, display a first virtual environment picture, where the first virtual environment picture includes a second virtual object that matches with other virtual objects in the virtual environment following the first virtual object; or, the second virtual environment screen is used for displaying a second virtual environment screen in response to receiving a second starting instruction, where the second virtual environment screen includes a second virtual object chatting with the first virtual object, or the second virtual environment screen includes the second virtual object chatting with other virtual objects in the virtual environment; or, in response to receiving a third start instruction, displaying a third virtual environment screen, the third virtual environment screen including the second virtual object performing a task in the virtual environment following the first virtual object.
In an optional embodiment, the display module 1610 is configured to receive a prompt message in response to that the second user account is in an online state, where the prompt message is used to prompt that the state of the second user account on the server side is switched from a hosting state to the online state; or, the second user account switching unit is configured to switch and display the status of the second user account in the relationship list as the online status in response to that the second user account is in the online status.
Fig. 17 shows a schematic structural diagram of a server according to an exemplary embodiment of the present application. The server may be a server in the background server cluster 140. Specifically, the method comprises the following steps:
the server 1700 includes a Central Processing Unit (CPU) 1701, a system Memory 1704 including a Random Access Memory (RAM) 1702 and a Read Only Memory (ROM) 1703, and a system bus 1705 connecting the system Memory 1704 and the Central Processing Unit 1701. The server 1700 also includes a basic Input/Output System (I/O System)1706 for facilitating the transfer of information between devices within the computer, and a mass storage device 1707 for storing an operating System 1713, application programs 1714, and other program modules 1715.
The basic input/output system 1706 includes a display 1707 for displaying information and an input device 1709 such as a mouse, keyboard, etc. for user input of information. Wherein a display 1707 and an input device 1709 are connected to the central processing unit 1701 via an input-output controller 1710 connected to the system bus 1705. The basic input/output system 1706 may also include an input/output controller 1710 for receiving and processing input from a number of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input-output controller 1710 may also provide output to a display screen, a printer, or other type of output device.
The mass storage device 1707 is connected to the central processing unit 1701 through a mass storage controller (not shown) connected to the system bus 1705. The mass storage device 1707 and its associated computer-readable media provide non-volatile storage for the server 1700. That is, the mass storage device 1707 may include a computer-readable medium (not shown) such as a hard disk or Compact Disc Read Only Memory (CD-ROM) drive.
Computer-readable media may include computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), flash Memory or other Solid State Memory technology, CD-ROM, Digital Versatile Disks (DVD), or Solid State Drives (SSD), other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage, or other magnetic storage devices. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). Of course, those skilled in the art will appreciate that computer storage media is not limited to the foregoing. The system memory 1704 and mass storage device 1707 described above may be collectively referred to as memory.
According to various embodiments of the present application, the server 1700 may also operate with remote computers connected to a network through a network, such as the Internet. That is, the server 1700 may be connected to the network 1712 through the network interface unit 1711 connected to the system bus 1705, or may be connected to other types of networks or remote computer systems (not shown) using the network interface unit 1711.
The memory further includes one or more programs, and the one or more programs are stored in the memory and configured to be executed by the CPU.
In an alternative embodiment, a computer device is provided, the computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, the at least one instruction, the at least one program, set of codes, or set of instructions being loaded and executed by the processor to implement the method of controlling a virtual object as described above.
In an alternative embodiment, a computer readable storage medium is provided having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by a processor to implement the method of controlling a virtual object as described above.
Optionally, the computer-readable storage medium may include: a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), or an optical disc. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
Referring to FIG. 18, a block diagram of a computer device 1800 is shown, according to an exemplary embodiment of the present application. The computer device 1800 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1800 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1800 includes: a processor 1801 and a memory 1802.
The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1801 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content required to be displayed on the display screen. In some embodiments, the processor 1801 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1802 is used to store at least one instruction for execution by processor 1801 to implement a method of controlling a virtual object as provided herein.
In some embodiments, computer device 1800 may also optionally include: a peripheral interface 1803 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1804, touch screen display 1805, camera 1806, audio circuitry 1807, positioning components 1808, and power supply 1809.
The peripheral interface 1803 may be used to connect at least one peripheral associated with I/O (Input/Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, memory 1802, and peripheral interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1804 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1804 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuitry 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1804 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 1804 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1805 also has the ability to capture touch signals on or over the surface of the touch display screen 1805. The touch signal may be input to the processor 1801 as a control signal for processing. The touch screen 1805 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display 1805 may be one, providing a front panel of the computer device 1800; in other embodiments, the number of the touch display screens 1805 may be at least two, respectively disposed on different surfaces of the computer device 1800 or in a folded design; in still other embodiments, the touch display 1805 may be a flexible display disposed on a curved surface or on a folded surface of the computer device 1800. Even more, the touch display 1805 may be arranged in a non-rectangular irregular pattern, i.e. a shaped screen. The touch Display screen 1805 may be made of LCD (Liquid Crystal Display), OLED (organic light-Emitting Diode), or the like.
The camera assembly 1806 is used to capture images or video. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1806 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuit 1807 is used to provide an audio interface between a user and the computer device 1800. The audio circuitry 1807 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1801 for processing or inputting the electric signals to the radio frequency circuit 1804 to achieve voice communication. The microphones may be multiple and placed at different locations on the computer device 1800 for stereo sound capture or noise reduction purposes. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuitry 1804 to sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, audio circuitry 1807 may also include a headphone jack.
The Location component 1808 is used to locate a current geographic Location of the computer device 1800 for navigation or LBS (Location Based Service). The Positioning component 1808 may be a Positioning component based on a Global Positioning System (GPS) in the united states, a beidou System in china, or a galileo System in russia.
The power supply 18012 is used to power various components within the computer device 1800. The power supply 1809 may be ac, dc, disposable or rechargeable. When the power supply 1809 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1800 also includes one or more sensors 1810. The one or more sensors 1810 include, but are not limited to: acceleration sensor 1811, gyro sensor 1812, pressure sensor 1813, fingerprint sensor 1814, optical sensor 1815, and proximity sensor 1816.
The acceleration sensor 1811 may detect the magnitude of acceleration in three coordinate axes of a coordinate system established with the computer apparatus 1800. For example, the acceleration sensor 1811 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1801 may control the touch display 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1811. The acceleration sensor 1811 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1812 may detect a body direction and a rotation angle of the computer device 1800, and the gyro sensor 1812 may cooperate with the acceleration sensor 1811 to collect a 3D motion of the user on the computer device 1800. The processor 1801 may implement the following functions according to the data collected by the gyro sensor 1812: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensors 1813 may be disposed on the side bezel of computer device 1800 and/or on the lower layer of touch display 1805. When the pressure sensor 1813 is disposed on a side frame of the computer apparatus 1800, a user's grip signal on the computer apparatus 1800 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1813 is disposed at the lower layer of the touch display screen 1805, the operability control on the UI interface can be controlled according to the pressure operation of the user on the touch display screen 1805. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1814 is used to collect a fingerprint of a user to identify the identity of the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 1801 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, and changing settings, etc. The fingerprint sensor 1814 may be disposed on the front, back, or side of the computer device 1800. When a physical key or vendor Logo is provided on the computer device 1800, the fingerprint sensor 1814 may be integrated with the physical key or vendor Logo.
The optical sensor 1815 is used to collect the ambient light intensity. In one embodiment, the processor 1801 may control the display brightness of the touch display 1805 based on the ambient light intensity collected by the optical sensor 1815. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display 1805 is turned down. In another embodiment, the processor 1801 may also dynamically adjust the shooting parameters of the camera assembly 1806 according to the intensity of the ambient light collected by the optical sensor 1815.
A proximity sensor 1816, also known as a distance sensor, is typically disposed on the front face of the computer device 1800. The proximity sensor 1816 is used to gather the distance between the user and the front of the computer device 1800. In one embodiment, the touch display 1805 is controlled by the processor 1801 to switch from the light screen state to the rest screen state when the proximity sensor 1816 detects that the distance between the user and the front of the computer device 1800 is gradually decreased; when the proximity sensor 1816 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the touch display 1805 is controlled by the processor 1801 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the configuration illustrated in FIG. 18 is not intended to be limiting with respect to the computer device 1800 and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components may be employed.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A control method of a virtual object is applied to a server, and the method comprises the following steps:
receiving a calling request of a first client, wherein the calling request carries a second user account, the first client logs in a first user account, the first user account has a control authority of a first virtual object, the state of the second user account on the server side is an off-line state, and the first user account and the second user account have an intimate relationship;
responding to the fact that the second user account is in an off-line state, and acquiring a second virtual object according to the second user account;
switching the state of the second user account at the server side from the offline state to a hosting state, wherein the hosting state is a state in which the server controls the second virtual object;
and controlling the second virtual object to follow the first virtual object to perform a team formation activity.
2. The method of claim 1, wherein the controlling the second virtual object to follow the first virtual object for team activity comprises:
acquiring artificial intelligence logic corresponding to the second virtual object according to the second user account;
and controlling the second virtual object to follow the first virtual object to perform team formation according to the artificial intelligence logic.
3. The method of claim 2, wherein the team activity comprises: at least one of a battle activity, a chat activity and a task activity;
the controlling the second virtual object to follow the first virtual object to perform a team formation activity according to the artificial intelligence logic includes:
in response to the second virtual object performing the fighting activity, controlling the second virtual object to follow the first virtual object to fight against other virtual objects in a virtual environment according to the artificial intelligence logic;
or the like, or, alternatively,
responding to the second virtual object to carry out the chat activity, and controlling the second virtual object to chat with the first virtual object according to the artificial intelligence logic; or controlling the second virtual object to chat with other virtual objects in the virtual environment according to the artificial intelligence logic;
or the like, or, alternatively,
and responding to the second virtual object to perform the task activity, and controlling the second virtual object to follow the first virtual object to execute a task in the virtual environment according to the artificial intelligence logic.
4. The method according to any one of claims 1 to 3, wherein said obtaining the second virtual object according to the second user account comprises:
acquiring a session corresponding to the second user account;
and acquiring the second virtual object controlled by the second user account from the session.
5. The method of any of claims 1 to 3, further comprising:
receiving a login request of a second client, wherein the login request carries the second user account;
and switching the state of the second user account at the server side from the hosting state to an online state according to the second user account.
6. A method for controlling a virtual object, the method being applied to a first client, the first client being a client logged in with a first user account, the method comprising:
displaying a relationship list corresponding to the first user account, wherein the relationship list comprises a second user account and a calling control, the second user account and the calling control are in close relationship with the first user account, the first user account has the control authority of a first virtual object, the second user account has the control authority of a second virtual object, and the state of the second user account on the server side is an off-line state;
responding to a calling instruction on the calling control, and switching and displaying the state of the second user account to be a managed state, wherein the managed state is a state in which the server controls the second virtual object;
and responding to a received starting instruction, and displaying a virtual environment picture, wherein the virtual environment picture comprises the first virtual object controlled by the first user account and the second virtual object controlled by the server, and the second virtual object follows the first virtual object to perform team formation activity.
7. The method of claim 6, wherein the team activity comprises: at least one of a battle activity, a chat activity and a task activity;
the responding to the received starting instruction, displaying the virtual environment picture, comprising:
in response to receiving a first starting instruction, displaying a first virtual environment picture, wherein the first virtual environment picture comprises the second virtual object following the first virtual object to fight against other virtual objects in the virtual environment;
or the like, or, alternatively,
responding to a received second starting instruction, and displaying a second virtual environment picture, wherein the second virtual environment picture comprises the second virtual object chatting with the first virtual object, or the second virtual environment picture comprises the second virtual object chatting with other virtual objects in the virtual environment;
or the like, or, alternatively,
in response to receiving a third start instruction, displaying a third virtual environment screen, the third virtual environment screen including the second virtual object following the first virtual object to perform a task in the virtual environment.
8. The method according to any one of claims 6 or 7, further comprising:
responding to the second user account being in an online state, receiving a prompt message, wherein the prompt message is used for prompting that the state of the second user account on the server side is switched from the hosting state to the online state;
or the like, or, alternatively,
and responding to the fact that the second user account is in an online state, and switching and displaying the state of the second user account in the relation list to be in the online state.
9. An apparatus for controlling a virtual object, the apparatus being provided in a server, the apparatus comprising:
the system comprises a receiving module, a calling module and a calling module, wherein the receiving module is used for receiving a calling request of a first client, the calling request carries a second user account, the first client logs in a first user account, the first user account has the control authority of a first virtual object, the state of the second user account on the server side is an off-line state, and the first user account and the second user account have an intimate relationship;
the acquisition module is used for responding to the fact that the second user account is in an off-line state, and acquiring a second virtual object according to the second user account;
a switching module, configured to switch a state of the second user account on the server side from the offline state to a hosting state, where the hosting state is a state in which the server controls the second virtual object;
and the control module is used for controlling the second virtual object to follow the first virtual object to perform team formation activity.
10. An apparatus for controlling a virtual object, the apparatus being provided in a first client, the apparatus comprising:
the display module is used for displaying a relationship list corresponding to the first user account, the relationship list comprises a second user account and a calling control, the second user account and the calling control are in close relationship with the first user account, the first user account has the control authority of a first virtual object, the second user account has the control authority of a second virtual object, and the state of the second user account on the server side is an off-line state;
the display module is used for responding to a calling instruction on the calling control and switching and displaying the state of the second user account into a hosting state, wherein the hosting state is a state in which the server controls the second virtual object;
the display module is configured to display a virtual environment picture in response to receiving a start instruction, where the virtual environment picture includes the first virtual object controlled by the first user account and the second virtual object controlled by the server, and the second virtual object performs a team formation activity along with the second virtual object.
11. A computer device comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which instruction, program, set of codes, or set of instructions, is loaded and executed by said processor to implement a method of controlling a virtual object according to any one of claims 1 to 8.
12. A computer storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of controlling a virtual object according to any one of claims 1 to 8.
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